TEXT: started from THE bottom
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  MISSION 09.01
  
  fraggin’ Sexual Godzilla
  Sitting in the mostly empty hotel bar, Keith Patrick Comer sat looking at his watered-down 
  whisky. Westerners were expected to drink whiskey in Neo-Tokyo and Keith found it best to play 
  along and meet the Japanese stereotypes. He held his breath as he downed the last of it.
  “Another, sir?” the waitress asked in stilted English. “Or perhaps a drink from Happy Hour 
  menu?” She’s gorgeous, Keith thought, smooth and intoxicating. 
  “Yes … uh,” Keith glanced at the ARO menu for the “Tiki” drink he saw earlier. “Yes, may 
  I have a Tropical Itch, please?” According to the menu, the recipe came from Three Dots and a 
  Dash, a Tiki-themed bar in Chicago. Bourbon and overproof rum, tangerine and lemon juices, 
  passion fruit purée, simple syrup, falernum, bitters. Keith didn’t know what all of those were, but 
  it sounded sweet. Keith liked sweet drinks. He so despised drinking whiskey but could stomach 
  it in a cocktail.
  Checking his messages, he saw that his sales manager back in the UCAS was asking how the 
  sales presentation went. That man just doesn’t understand how Japanese business works, he 
  thought to himself, frustrated. He was so close to landing this sale. So what if he had to low-ball 
  the bid, the bosses would get it. You take a loss on the first contract to get a foothold, the real 
  money came after you established yourself, i.e. your reputation. A lower contract price meant a 
  lower commission, of course, but a lower commission was better than no commission.
  “If I don’t land this sale, the company is gonna fire me and get someone else,” he muttered. 
  “I’ll show them. They think I’m gonna to fail, but I’ll fraggin’ prove it to ‘em! Then, it’ll be no-
  vacoke and late nights with Ando’s girls.”
  “Hrmm, did you say something?” the waitress asked. He shook his head and waved her off. 
  The Tropical Itch arrived about the same time as his “date.” The bar’s only patron sitting by 
  himself, she made an educated guess and approached him, hips swaying suggestively. He waved 
  her over as he took his first sip. He was right, it was sweet.
  “Are you Mr. Patrick?” she asked. He took a sip from the drink and smiled. It was as sweet as 
  he liked. He looked at the young woman and winked. He liked the way she said “Mister” with 
  a hard e and dropping the r. “Mee-stah.” She wasn’t as nova-hot as her profile, but no one ever 
  held up to the AR-enhanced images. Still exquisite, he thought. Best of all, the escort service was 
  officially a massage therapy business, so the company medical insurance payed most of the fee, 
  leaving him to cover a fifty nuyen co pay. And a tip. You have to tip them.
  “Yes, it’s lovely to meet you, Suki. Would you like a drink before we head upstairs?”
  She declined and Keith chuckled to himself. Probably already a few drinks in. Or on drugs. A 
  lot of these joytoys were addicts, he thought with a smirk. He patted the baggie of novacoke in 
  his pocket to make sure it was still there. All about self-control. Can’t wait to do a few lines of 
  this stuff, turns you into a fraggin’ sexual Godzilla.
  Man, what a good night this is going to be. Hot, drug-fueled hooker sex tonight and tomor-
  row he would land the big fat sale he knew he deserved. Things are finally looking up. With that, 
  Keith Patrick Comer took his escort upstairs for what might very well be his last good time in 
  Neo-Tokyo. 
  CREDITS
  Writing: Tony “Tone Loco” Gambino
  Conversion: Hjal Nelson
  Design: Matt Heerdt
  Proofing: Aaron Dykstra
  Shadowrun Missions Developer: Danny Oliver
  Shadowrun Line Developer: Jason M. Hardy
  Art Direction: Kat Hardy
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  Introduction
  SRM 09-01: Started from the Bottom is a 
  Shadowrun Missions living campaign adven-
  ture. Full information on the Shadowrun Mis-
  sions living campaign is available at http://
  www.shadowruntabletop.com/Missions 
  and 
  includes a guide to creating Missions charac-
  ters 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 09-01: Started from the Bottom is in-
  tended for use with Shadowrun, Fifth Edition, 
  and all character and rules information refers 
  to the fifth edition of the Shadowrun rules.
  Adventure Structure
  SRM 09-01: Started from the Bottom con-
  sists of several scenes. These scenes form the 
  basis of the adventure, which should be com-
  pleted 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, pro-
  viding 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 de-
  sired to suit the group and the situation, 
  since the characters may arrive at the 
  scene by different means or under differ-
  ent circumstances than the text assumes.
  •	 Behind the Scenes covers the bulk of 
  the scene, describing what’s happening, 
  what the non-player characters are do-
  ing, how they will react to the player 
  characters’ actions and so forth. It also 
  covers the setting of the encounter, going 
  over environmental conditions and oth-
  er 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 “ex-
  tra spice” to the scene. This subsection 
  should usually only be used for home 
  games, or games where time is not a fac-
  tor. At most convention and Open Play 
  events, gamemasters should omit this in-
  formation. 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 fore-
  see everything that a group of player 
  characters might do, this section tries to 
  anticipate common problems and other 
  suggestions 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 is best to provide 
  the best Shadowrun game you can for your 
  players. Shadowrun Missions adventures are 
  designed to run in a standard four-hour con-
  vention 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 play-
  ers’ Debriefing Logs. (Make sure that you have 
  enough copies of the Debriefing Log for this 
  adventure to give one copy to each player af-
  ter running the adventure.) This section offers 
  some guidelines you may find useful in prepar-
  ing to run SRM 09-01: Started from the Bottom 
  (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.
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  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.
  Step 5: Challenge  
  the Players
  Gamemasters should challenge the players, 
  but should not generally overwhelm them. 
  This is not to say that games cannot be deadly. 
  If the characters die through their own actions 
  and repercussions of those actions, then so be 
  it. But the idea is to challenge the players and 
  their characters, not to overwhelm them. If 
  the enemies and challenges are too light for 
  the characters present, then increase them. 
  On the other hand, if the characters are 
  badly outmatched by the enemies, then tone 
  them down. Make things difficult but not 
  impossible.
  General  
  Adventure Rules
  Shadowrun Missions adventures use the 
  rules presented in Shadowrun, Fifth Edition 
  (SR5). Standard rules such as success tests, 
  glitches, critical successes, and other common 
  mechanics are described in SR5 and are not 
  repeated in this adventure.
  Please keep in mind when preparing for the 
  adventure, that the PCs will not necessarily 
  be comprised of 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, antago-
  nists, and background characters in the adven-
  ture that interact with the player characters. 
  NPCs in this adventure have already been creat-
  ed and can be found throughout the adventure.
  Minor NPCs are found in the individual 
  scene that they appear in, and generally have 
  a brief write up, noting only their important 
  skills and the gear they are carrying.
  Major NPCs can be found in the Cast of 
  Shadows at the end of the adventure, and have 
  more detailed write ups, and include most of 
  the skills and the gear they have access to. 
  The NPCs in this adventure should gener-
  ally stand up to the average player character 
  but may need some adjustment to suit a par-
  ticular group of characters, especially a more 
  experienced and powerful group. The scenes 
  and NPC descriptions offer tips on adjusting 
  the NPCs to suit the abilities of the characters 
  in your group. To adjust the power level of an 
  NPC, refer to Helps and Hindrances (p. 378, 
  SR5). Take the player characters’ abilities into 
  consideration when assessing the NPCs in this 
  adventure and modify them accordingly.
  Mission Difficulty
  GMs are encouraged to use their own judg-
  ment, and to adjust the difficulty of the en-
  counter to take into account the abilities of the 
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  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 
  challenging but not be insurmountable.
  A simple method for adjusting difficulty is to 
  simply increase the dice pools and Professional 
  Ratings of the enemies. A simple +1 or +2 to all 
  combat and defense tests gives enemies a minor 
  boost in power, while a +3 or +4 will make them 
  truly formidable. Adding to their Professional 
  Rating will give them a larger group Edge pool 
  to draw from, and gamemasters are encourage 
  to use this Edge when logical.
  Often a combat scene will tell you if it’s 
  supposed to be challenging or is simply there 
  to serve as filler or a minor obstacle that the 
  players should steamroll through. When possi-
  ble, use this as a guide to know when to tweak 
  the enemies and encounters. If it doesn’t say, 
  assume the scene should present a challenge to 
  the power levels of the players.
  A Note on Loot and Looting
  Gamemasters should be careful what they 
  allow players access to, because they can and 
  will try to steal everything not nailed down 
  (and even then, they often have pry bars and 
  claw hammers to deal with those nails). Shad-
  owrun Missions operate under the assump-
  tion that two players who have run the same 
  Missions will have roughly the same amount 
  of resources available to them (give or take 
  some negotiation and a little bit of minor loot 
  fenced), so when players are able to steal and 
  fence a lot of gear or are able to get their hands 
  on high-priced vehicles, cyberdecks, or foci, it 
  can unbalance the game and make it unfair to 
  players who didn’t have the opportunity to get 
  those items. Gamemasters should avoid letting 
  the players get into a position to do high value 
  looting whenever possible.
  Neo-Tokyo, Progress 
  and Tradition
  Neo-Tokyo is widely considered the busi-
  ness capital of the world. Vast economic 
  wealth fuels cutting edge research and devel-
  opment which have shaped a city that rivals 
  any other in terms of technological wonder. 
  Robot vendors are more prevalent than flesh-
  and-blood ones, and drones are used for even 
  the most basic tasks. AR spam often crowds 
  out the meat world completely, catering to a 
  baffling breadth of “moe,” the mania that sur-
  rounds obsession with anime, aidoru culture, 
  and every single fad that passes through the 
  country.
  The newest trends in fashion, business, and 
  technology belie a culture steeped in tradition 
  and old-world ideals. Japanese ethnocentrism 
  is firmly entrenched and makes its appear-
  ance routinely in dealings with gaijin or the 
  metahumans that many Japanese still see as 
  a disgrace to their society. Only recently have 
  reforms been enacted to grant human rights 
  to Japan’s metahuman population and it will 
  take generations to erase the prejudices that 
  have festered for decades.
  Perhaps it is that whole-hearted embrace of 
  tradition that has led the city to insist on em-
  ploying a metropolitan police force rather than 
  contract a private security firm such as Lone 
  Star. The Neo-Tokyo Metropolitan Police are a 
  source of pride for the citizens. Highly trained 
  and well-equipped, the NTMP is fiercely loy-
  al to the metroplex and the Japanese Imperial 
  State rather than to corporate interests. They 
  make extensive use of drones, and POLNET, 
  their communications and surveillance system, 
  rivals the capability of any megacorporation. 
  Beat cops operate out of beehive-shaped police 
  stations in each ward, and every pair of officers 
  is tailed by a surveillance drone. Mages patrol 
  astrally while watcher spirits observe from cru-
  cial vantage points, reporting suspicious magi-
  cal activity to Awakened dispatchers. When the 
  situation calls for it, high-threat response teams 
  are heavily armed and operate on a policy of 
  “shoot first, then arrest survivors.”
  In Japan, privately owned firearms are 
  forbidden. Only the police, military, and 
  megacorporate security forces are licensed to 
  carry firearms. Anyone caught with a firearm 
  can expect to be arrested on the spot. Further, 
  guns are harder to acquire. While smugglers 
  and arms dealers do what they can to supply 
  “enthusiasts” with the firepower they want, 
  the obstacles they face are formidable, and the 
  complexity of their methods increases with the 
  size and power of the weapons they mean to 
  import. 
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  systems in neo-tokyo
  Rules changes and clarifications to Shadowrun me-
  chanics specific to Neo-Tokyo Missions can be found in 
  the Shadowrun Missions FAQ. Some of the key items are 
  noted here:
  Noise
  Due to the intense amount of Matrix traffic and AR 
  spam that pollute the streets of Neo-Toyko, the average 
  level of Noise in the sprawl is 2. Commercial zones and 
  other areas can often suffer from Noise Ratings as high 
  as 5. Assume a Noise Rating of 2 in all locations unless 
  otherwise noted in the scene.
  Gun Availability
  In Neo-Tokyo, the legality classification of all fire-
  arms and heavy weapons is changed to Forbidden and 
  licenses cannot be created for them. The exceptions 
  are weapons categorized as firearms that can never 
  be armed with ammunition that causes physical dam-
  age. While police, military, and corporate security can 
  be granted special licenses, there are no exceptions for 
  Player Characters.
  Social Modifiers
  Social norms in Japan are quite different than they 
  are in western cultures. The idea of “face” or giri pred-
  icates specific behaviors to ensure that there is no dis-
  honor or shame. Shadowrunners who consistently in-
  sult the honor of their employers will find themselves 
  out of work. Refusing to appear before Tanaka-san (the 
  Japanese version of Mr. Johnson) is an insult. It is there-
  fore assumed that all members of the team are present 
  when any offers are made. Payment offered is per per-
  son at the table, and anyone who is not present will not 
  receive payment.
  Sometimes, a Tanaka-san will fall prey to the prej-
  udices they grew up with. They may refuse to speak to 
  a particular metatype, focusing only on the metatype 
  they are comfortable speaking with (an awkward sit-
  uation if the slighted metatype is the team’s face). 
  Major NPCs will have their prejudices included in their 
  descriptions. For every prejudice that a character trig-
  gers, GMs should impose a –1 dice pool penalty on op-
  posed social rolls, up to –2 per character and no more 
  than a total penalty of –6 for the entire party.
  Finally, when negotiating with Tanaka-san, de-
  manding a higher payout is an egregious insult. In Jap-
  anese business dealings, the offer is presumed to be 
  the best offer that can possibly be made, and asking 
  for more implies that there is a level of dishonesty at 
  play. Rather than ask for additional payment outright, a 
  suave negotiator placates their employer, subtly bring-
  ing up their own concerns by ensuring they understand 
  that their employer has already considered them. This 
  is only a thematic change; the mechanical system for 
  negotiating higher payment is exactly the same. In play, 
  rather than a successful Negotiation Test increasing the 
  initial offer, the GM records the result and Tanaka-san 
  offers the additional amount as a “bonus” for exceed-
  ing expectations.
  With all the changes enacted over the last de-
  cade by Emperor Yasuhito, opportunities are open-
  ing for those willing to run one of the most secure 
  sprawls in the world. The streets of Neo-Tokyo 
  are not friendly to amateurs, but for profession-
  als who know how to engage with subtlety and 
  read the perfect moment to fully open the throttle 
  before melting back into obscurity, there is ample 
  nuyen to be gained. In the toughest sprawls, leg-
  ends are born, and the seat of the empire makes a 
  strong case for being the toughest of them all.
  Paperwork
  After running a Shadowrun Missions ad-
  venture, there are several important pieces of 
  paperwork that need to be filled out.
  The first is to make certain to distribute a 
  copy of the adventure’s Debriefing Log to each 
  player. As the GM, please make certain to fill 
  this out and sign off on it for each character. In 
  the interests of time, you may have each play-
  er fill out the sections, with appropriate values 
  that you give them. Please consider the PCs 
  actions in the scenario when providing Repu-
  tation modifiers, per those rules (p. 372, SR5).
  The second is to make sure that all players 
  have updated their character’s Mission Cal-
  endar. PCs are allowed to go on one run per 
  week. The calendar is used to track the char-
  acter’s monthly lifestyle expenses, adventures, 
  and their downtime exploits.
  Finally, once an adventure is completed 
  gamemasters should head over to the official 
  Shadowrun forums at httt://forums.shadow-
  runtabletop.com and look in the Shadowrun 
  Missions section. There will be a section to 
  post the outcome of the Missions adventure. 
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  moshi moshi!
  Throughout the Shadowrun Missions Neo-Tokyo arc, 
  there will be plenty of Japanese words, names, and or-
  ganizations that may seem challenging to pronounce. 
  Before you are overwhelmed by the thought of having 
  to figure out how to say each word you find, remember 
  that Japanese doesn’t use the English alphabet, and 
  when you find these transliterations, the best bet is to 
  simply read it like it’s spelled. The letter “a” is generally 
  pronounced “ah” as in the word “awesome,” the letter 
  “e” is “eh” as in the word “enter,” the “i” is a hard “ee” 
  sound as in the word “ink,” “o” is a hard “oh” such as 
  “omit,” and the letter “u” is an “ooh” such as “dude.”
  What’s in a Name? 
  In Japan, the surname comes before the given 
  name. Thus, Bob Smith would be referenced as Smith 
  Bob. The Japanese do not have middle names. How-
  ever, when using English or other Western languages, 
  Japanese people often give their name in the Western 
  order, that is given name first and surname last. For 
  the purposes of writing and to minimize confusion be-
  tween Japanese names and Western names, names will 
  be presented in the Western style except in dialogue or 
  narrative expressly meant to be conveyed to the play-
  ers, where the name will be presented in whichever 
  method makes the most sense for the voice being used.
  What’s in a Title?
  Of course, titles like Mr. and Ms. are Western titles 
  and not universally used in Japanese culture. Instead, 
  titles are appended to the surname and are not gender 
  specific. The title “san” is the most common, being a 
  standard translation for Mr., Ms., and Mrs. It is added 
  to the end of the surname with a dash. For example, 
  Mr. Tanaka becomes Tanaka-san (which is the Japanese 
  term for Mr. Johnson).
  Sama is the formal version of san and is used when 
  speaking to someone of higher rank or station, or when 
  you wish to accord someone respect. Note that it can 
  also be used ironically.
  Both of these titles are applied to Western names 
  in various situations, such as Smith-san. However, in 
  many business circles, especially when dealing with 
  foreigners, Japanese people will use Mr., Mrs., and Ms.
  There are other titles as well, offering a range terms 
  that denote relative station, familiarity, or even how 
  cute something is.
  What Did You Say?
  If you’d like to make use of various Japanese words 
  and slang to bring the setting to life, the following list is 
  intended to give you a very brief start.
  Aidoru: Literally “Idol,” it refers to the culture 
  of manufacturing young stars and starlets that are 
  admired for their cuteness.
  Bosozuki: A street samurai.
  Domo Arigato: Thank you.
  Gaijin: A foreigner, often used as a derogatory 
  term but is not explicitly so.
  Giri: Honor or obligation.
  Goi: Cool! Wow! Impressive! Amazing! Derived from 
  old word “sugoi” with the same meaning.
  Hai: Yes.
  Katagi: A non-Yakuza person, used by Yakuza to 
  refer to outsiders.
  Kawaii: Lovable, cute, or adorable.
  Kawaruhito: Literally, “changed person,” meta-
  human.
  Kobun: Member of a Yakuza clan or gumi.
  Konnichiwa: Hello!
  Kyodai: “Older-brother” a term of respect from a 
  subordinate Yakuza member to their superior.
  Moe: A strong affection towards characters in 
  anime, manga, video games, or pop culture.
  Moshi Moshi!: Hello! (usually associated with 
  answering a call on your commlink)
  Mushi: Computer glitch.
  Nemawashi: Legwork, laying the groundwork.
  Omae: Friend.
  Oyabun: Head of a Yakuza clan or gumi.
  Samurai: Mercenary or muscle for hire. Implies 
  honor code.
  Sarariman: A corporate employee. From a mispro-
  nunciation of salaryman.
  Shatei: “Younger brother” a term used by senior 
  Yakuza members when speaking to their subordinates.
  So ka: I understand. I get it. Derived from Japanese.
  Yak: Yakuza. Either a clan member or a clan itself.
  Tanaka-san: Japanese equivalent of Mr. Johnson.
  Yokai: A catch-all word to describe any Awakened 
  critter or spirit.
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  Future adventures will be affected by these re-
  sults. Without GM feedback, the PCs’ exploits 
  will be unable to affect the campaign.
  Mission Synopsis
  The runners go out onto the mean streets 
  of Neo-Tokyo, picking up work where they 
  can find it. They take a delivery job first, ulti-
  mately having to navigate their way through a 
  troll metal concert to make the delivery. Then, 
  their fixer picks up a second job, assisting in 
  an insurance racket by roughing up a business 
  refusing to cooperate. A third job takes them 
  into Sub-Tokyo to find and beat up a group 
  of young ruffians. Finally, they are given their 
  most important task yet: beating up a defense-
  less sarariman from the UCAS. When all is said 
  and done, the runners will end up with some 
  callused knuckled and a nice stable of contacts. 
  Note: SRM 09-01: Started from the Bot-
  tom presumes that this is the first Mission that 
  the player characters are participating in that 
  takes place in Neo-Tokyo. It is fine if this is not 
  the case, but the gamemaster should be aware 
  that much of the narrative follows that pre-
  sumption and adjust accordingly.
  Also, there is a lot happening in this Mis-
  sion, as it is designed to introduce all the key 
  players for the Season. Don’t get bogged down 
  in the first four scenes, as the latter half should 
  take up most of the session.
  Scene 1: 
  Running While 
  Distracted
  Scan This
  The runners meet with Yoriko Asakura, 
  an Inagawa-kai kyodai operating out of the 
  Kabukicho district of Shinjuku ward. Yoriko 
  needs the team to deliver a package to Ando 
  Daisuke, a rival kyodai with the Mita-gumi 
  who operates out of his nightclub in Rappongi 
  district, Minato ward.
  Tell It to Them Straight
  When they told you that finding work in 
  Neo-Tokyo was going to be difficult, you had 
  no idea that you would be spending weeks 
  waiting for your fixer to lay the groundwork. 
  “Nemawashi,” he calls it. In the meantime, sav-
  ings are getting low, and you’ve been stretch-
  ing your nuyen everywhere you can. Yesterday, 
  they said they might have something for you 
  and you’ve been obsessively glancing at your 
  commlink, waiting for the follow-up.
  “Chump change,” your fixer warned, “but 
  think of it as an investment, one that paves the 
  way for real work.”
  After what feels like an eternity you see 
  your display indicate an incoming message. 
  You hold your breath, opening the message 
  with a thought. “Okay, you got the gig. Meet 
  Tanaka-san at Hotel Pasha in Kabukicho. 
  Should be a few others there, peers. Some you 
  may know, some you may not. Like I said, this 
  isn’t going to pay much, the client is doing me 
  a favor, but she promises that she’ll make ap-
  propriate recommendations based on how it 
  goes. I have a few other angles I’m trying to 
  work, they should be done deals if tonight goes 
  well. These are low-paying trial jobs, just do 
  good work and be respectful; if all goes well, 
  it should add up to a single real job. And then, 
  hopefully, some repeat business. It’s the Yaku-
  za, you gotta start from the bottom.” 
  A wave of relief washes over you. At last, 
  some work. Maybe work that’s beneath you, 
  but a chance to show somebody what you’re 
  capable of, what you’re worth. Then you won’t 
  shadowrun Missions//09.01
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  8
  
  have to eat rat from that awful noodle stand 
  near your squat; you can afford soy from that 
  awful noodle stand near your squat. Your fixer 
  sends you the address, a time, and the names of 
  some folks you’ll be working with. Hotel Pa-
  sha at 8 p.m. Interesting. Looks like you have 
  about three hours before you need to be there.
  Once the runners have arrived  
  at the hotel, read this:
  Arriving by your chosen means of conveyance, 
  you find yourself in one of Neo-Tokyo’s famous 
  red-light districts. The place is absolutely packed 
  with people and in the short amount of time 
  you’ve moved from the edges of the district to 
  your destination, it just feels like more are rolling 
  in, a veritable tidal wave of sararimen looking to 
  forget the stresses of the day. Neon signs flicker, 
  and augmented reality is awash in sights and 
  sounds. Practically every ARO entices you to enter 
  one of 3,000 bars, nightclubs, massage parlors, 
  hostess clubs and love hotels. It’s plain to see why 
  Kabukicho is called the “Sleepless Town.”
  Catering to the wage slaves of the various 
  Japanacorps, there aren’t many foreigners in the 
  area, and any that wander through without being 
  obviously part of a group of Japanese revelers get 
  more than their fair share of cold stares. 
  Eventually, you arrive at Hotel Pasha and make 
  your way into the lobby. There is a definite Middle 
  Eastern theme to the décor. Mosaics and entryways 
  framed to appear as the great domed palaces of 
  Persia are your introduction to the hotel. At the 
  end of the lobby, an ARO is your only greeting 
  upon entering, as the hotel is booked via AR for 
  additional privacy. As you consider what to do 
  about that, you realize there are a few others here 
  wondering the same thing.
  Give the players a few moments to introduce 
  themselves and describe their runners to the 
  rest of the table, then read this:
  With introductions done, you locate the 
  “additional assistance” object and interact with 
  it. The voice of a young woman who sounds like 
  an ork greets you. “Hotel Pasha, how may I be 
  of assistance,” she purrs around her tusks. After 
  explaining that you are here to meet Tanaka-san, 
  she directs you to walk through a door to the left 
  that says “private” and to continue to an office.
  Entering what appears to be a service area with 
  kitchens and other utilities necessary for running 
  a hotel, you pass a handful of men and women you 
  presume to be Yakuza. The office in question is in 
  the back, door open. As you enter, a young Japanese 
  woman, human and dressed for a corporate 
  boardroom, stands up at her desk. As she bows, her 
  sleeves pull up on her arms revealing tattoos that 
  love hotels
  Love hotels are short-stay hotels that can be found 
  around the world but have a particular place in Japanese 
  culture. The term is said to originate from “Hotel Love,” a 
  hotel built in Osaka in 1968, and implies a business cater-
  ing primarily to customers seeking privacy for sexual ac-
  tivities. They generally offer pricing for short one to three 
  hour “rests,” or kyukei, as well as normal overnight fees. 
  Entrances are generally discreet, and interaction with 
  staff is minimal. Payment is usually automated. Most love 
  hotels have other characteristics that identify them, such 
  as romantic themes or kawaii anime characters 
  The historic Hotel Pasha at Kabukicho, Shinjuku 2-27-1 
  is one of Neo-Tokyo’s more famous Love Hotels. Located 
  near all the amenities Kabukicho has to offer, but just off 
  the well-beaten path, Hotel Pasha’s Persian themes are a 
  favorite for sararimen seeking discreet liaisons but lack-
  ing the resources or taste to rent a place at Hotel Atlas, a 
  few blocks down.
   
  > Rumor has it this place is owned by the Yakuza. You better 
  ask permission before conducting any illicit activities on 
  the premises besides those which are intended. 
  > Oni Sora
  > That is not a rumor, Oni-Soras-Rex. Asakura Yoriko, the 
  “owner” of that hotel, is in fact a player in the Inagawa-kai. 
  The good news is whatever chems get your engine running 
  can be scored from the onsite dealers. 
  > Duke Edward VonBrovinShadow IV
  > Also not a rumor—Asakura-sama has a strict “no pimps” 
  policy. Every working boy and girl in Kabukicho is their own 
  private contractor. Escort services have to show that each 
  member of their business works on a voluntary basis. 
  > The Hostess
  shadowrun Missions//09.01
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  9
  
  end at her right wrist. Her left hand is cybernetic, a 
  muted black cyberlimb that must extend to at least 
  to her elbow.
   “Greetings and thank you for coming. Please be 
  seated. My assistant will return shortly with tea.” 
  She walks into the center of the office, motioning 
  you all to take a seat around a coffee table on one 
  of two sofas. Tanaka-san takes the armchair at the 
  head of the table. She engages in small talk for a 
  few minutes as an attractive ork in a fitted Berwick 
  suit returns with a serving cart. On it is a tray of 
  cups, saucers, and a large teapot. She places a cup 
  on a saucer in front of each of you and pours tea, 
  serving Tanaka-san last. She places the teapot on 
  the table, along with a plate of confectionaries. 
  There are exactly two cookies per person. She 
  asks Tanaka-san if anything else is required, you 
  recognize her voice as that of the woman you were 
  speaking with moments ago over the ARO. “Leave 
  the box on my desk, then you may go. Thank you,” 
  she answers. The ork returns to the cart, takes a 
  box from the bottom shelf, and places it atop the 
  desk. It is a simple gifting box, secured with blue 
  ribbon tied into an intricate bow. Before looking 
  back to Tanaka-san, you notice a silver name 
  plaque centered on the desk, with “Asakura Yoriko” 
  in katakana. Below that in smaller type it says 
  “Manager.”
  Without waiting for her assistant to leave the 
  room, Tanaka-san begins to speak in a slow and 
  deliberate way, quite different from the casual 
  cadence she was using moments ago. “The tea is 
  served, we shall get to the business. I hope to enlist 
  your services for a simple delivery job. You are to 
  take the package on my desk to an associate of 
  mine. It is a local delivery. For this task I will pay 
  you 1,000 nuyen each. Does this sound agreeable?”
  Once negotiations are concluded, read this:
  “The package is to be delivered to Daisuke Ando. 
  This is a gift I have prepared especially for him; do 
  not open it, do not give it to anyone except him. Ando 
  owns and operates Kurabu Wasureta (Club Forgotten) 
  on the north end of Rappongi. The address is on the 
  box. There is an office on the upper floor, you can 
  find him there most nights. If he is not there you 
  may wait, or return later, but do not leave the box 
  with anyone else. I very much doubt he will open the 
  box in front of you, but if he does, please record his 
  reaction if you can do so subtly. I do so love giving 
  people surprises. Once you are done, notify me 
  on this commcode.” She pushes an ARO business 
  card through augmented reality towards the group. 
  “Then, head to Shibuya Station and a courier will 
  deliver the cred. Thank you.”
  Behind the Scenes
  The runners receive a text message, comm 
  call, or some other communication from their 
  fixer. After agreeing to the meet, the runners 
  have three hours to prepare or do any needed 
  legwork. Once they arrive at Hotel Pasha, the 
  runners are shown back to an office. There, 
  Yoriko gives them the details of the job and 
  the team may impress upon her their skills and 
  talents (negotiate). 
  Yoriko offers the team 1,000 nuyen each 
  for the job. She will up the pay by 100 nuyen 
  each per net hit on a Negotiation Test, capped 
  at 5 hits (SR6: Opposed Influence (Negotia-
  tions) + Charisma test). Her dice pool is 6.
  Debugging
  You can modify the fixer’s language as 
  appropriate for your runners. If your players 
  know each other, and their runners have run 
  yoriko's attitude
  Yoriko grew up in a brothel and has seen first-hand 
  that women can and will have their hard work exploited. 
  While she does not have a problem with prostitution—
  what a woman does with her body is her business after 
  all—she does have a problem with exploitative pimps. 
  She despises the idea of forced prostitution. She despises 
  trafficking of women from one place to another to coerce 
  them into prostitution.
  Additionally, Yoriko is a militant advocate for equali-
  ty among the sexes. She has been marginalized in Japa-
  nese society her whole life because she was born with the 
  wrong sex organs, and she thinks that’s absolute bulldrek. 
  Her normally reserved style of speech will be replaced by 
  faster, harsher dialog if these values are called into ques-
  tion in front of her.
  It’s this very attitude that has precipitated her need 
  for non-affiliated couriers. A kumi-in with the Mita-gu-
  mi, one of Ando Daisuke’s kobun, was caught prowling 
  in Kabukicho’s red light district, looking for prospects to 
  “work” in Ando’s club. Yoriko handled with that situation 
  with extreme prejudice; all that is left rests in that box, 
  neatly tied and ready for delivery.
  shadowrun Missions//09.01
  started from
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  10
  
  together before, the fixer can hire them as a 
  team, or call the face only and say something 
  like “bring the rest of your crew.” Likewise, 
  all the stuff about them being broke could be 
  modified based on the situation your runners 
  find themselves in.
  The runners should not open the box, but 
  runners are runners and they may find some 
  method of figuring out what is inside. This 
  is okay and is not going to ruin any ongoing 
  story; in fact, it may give the runners additional 
  insight into what is going on. The box contains 
  a human finger, with a hand-written note that 
  reads “I find your business deplorable, but I 
  have never come into your clubs and messed 
  with your nuyen. The next time I catch one of 
  your dirty pimps on my streets, I’ll box up all 
  eleven fingers.” 
  The runners may get overly caught up in 
  what to do about Ando Daisuke not being in 
  his office, Yoriko will dismiss these questions 
  with, “I have never known him not to be there. 
  He will be there.” She is quite sure about it. 
  Scene 2:
  All Up In the Club
  Scan This
  The runners deliver the package to Ando 
  Daisuke at Club Forgotten in the Roppongi 
  District. Ando offers them additional work in 
  a few days.
  Tell It to Them Straight
  You arrive outside Club Forgotten in the 
  north part of Roppongi district. It sits like a 
  jewel amidst the dirtier buildings in its neigh-
  borhood. The top level of this four-story build-
  ing is lined with mirrored glass, but the first 
  three levels have no windows. The only en-
  trances are the double doors on the front, and 
  a side door that opens into an alley between 
  the club and its neighbor to the right. Neon 
  signs in both meat space and AR advertise mu-
  sic, booze, and women. Two Japanese men in 
  slick suits stand in front, managing the line. 
  As you walk up, the bouncers stop you. You 
  can hear raucous trog metal pouring from the 
  club, even with the doors closed. Yelling over 
  the noise, one of them says, “I’m sorry the club 
  is closed for a private event tonight.”
  Suddenly the music cuts to restful silence. 
  You feel the thump of what sounds like a small 
  explosion from within before a voice in heav-
  ily Russian-accented Japanese yells, “T-Shirt 
  cannon, chambered in 40 millimeter!” Sev-
  eral more pops are heard over the emerging 
  screams of the crowd.
  Deciding to take a turn at the side door, you 
  walk half a block and turn into a side alley 
  where you find the staff entrance you were told 
  about. Another man in a similar suit guards 
  the door. As you approach, he yells over the 
  music that is loud even here. “I’m sorry, this 
  entrance is for performers and staff only—you 
  will have to walk around the front.”
  Once they have entered the club, read this:
  Walking into the club, it feels like a warzone. 
  Smoke lingers in a haze over the crowd. You see 
  walls of speakers emblazoned with “this side toward 
  enemy” in a stencil font. Five trolls fill the rest of 
  the medium-sized stage—two shredding on various 
  guitars, one hammering the keys of a synthboard, 
  one threatening to destroy his drum kit. In front 
  of the stage, the largest troll is screaming into a 
  microphone in Russian. The audience, a collection 
  of Japanese sararimen, are going nuts for it. A small 
  mosh pit has formed in the front where suited men 
  slam into each other with alarming force. You see 
  a man in a dark grey suit with French cuffs and 
  modest cufflinks get thrown several feet above the 
  crowd and passed along the top like a beach ball. 
  Flames shoot into the air from the neck of the lead 
  guitarist’s instrument, getting dangerously close to 
  the ceiling.
  Looking around, you see one man determined 
  not to enjoy himself, standing watch at an 
  unmarked door. His suit is a match for the men 
  outside, so you take the box and prepare to make 
  your delivery.
   
  Once they enter the management  
  office, read this:
  Entering the office upstairs, you see a room fully 
  decorated in the traditional style. Several scrolls 
  hang on the walls, a few bonsai trees sit in key 
  places, and there is a large open fireplace against 
  one wall. A middle-aged man wearing mirrored 
  shades and a kimono, is seated behind the desk. 
  shadowrun Missions//09.01
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  Nearby, two men watch the team closely, obviously 
  bodyguards. One is a bald human with tattoos 
  replacing his missing hair. He is dressed simply, in 
  a charcoalxgrey robe tied with a black sash. He is 
  physically imposing but his demeanor is calm. The 
  other is a medium-height gaijin in a slick sleeping 
  tiger, his hair is long, stringy, and a little greasy. He 
  can barely mask his contempt as he watches you.
  The man behind the desk, presumably Ando, 
  half rises as he greets you. “Hello, I am Daisuke 
  Ando. My staff says you have a delivery for me.”
  Once the package has been  
  delivered, read this:
  “Thank you. Hmm … I have an associate who is 
  looking for some outside help for a job. Your fixer 
  has been burning up my commlink about your team 
  for a few days now. He says you take on more than 
  just deliveries. I think I may be able to get you some 
  work. I will have your fixer reach out to you in a 
  few days with an address for a meeting, if that is 
  amenable to you.”
  As the leave the club, read this:
  As you hit the bottom of the stairs you see a group 
  of paramedics rolling a man down the staff hallway 
  on a stretcher. His suit is burned, and he is bleeding 
  from several wounds on his head. Smoke is still rising 
  from him, and he is breathing through an oxygen 
  mask. You can see staff putting out a small fire on 
  the right side of the stage with extinguishers. Trolling 
  Thunder are just wrapping up their song. You hear 
  the lead singer say (in awful Japanese) “Thank you, 
  thank you Neo-Tokyo” He switches to heavily Russian-
  shadowrun Missions//09.01
  started from
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  accented English. “I hope you like this next song, it’s 
  a killer” And the band drops into the opening guitar 
  salvo of “Soya Is Murder,” the title track of their most 
  recent album. The place goes mental. Fire erupts from 
  the fronts of the speakers, pushing the crowd back 
  several meters. Explosions rock the building. The bass 
  player tosses his guitar around his back on its strap 
  and pulls what appears to be a grenade launcher out 
  from behind a rack of amps. He begins lobbing t-shirts 
  into the crowd with it. Each one takes a person to 
  the ground as it strikes, but the fans don’t seem to 
  care. You see one well-dressed business man get spin 
  around by a t-shirt to the face. He gets up with his 
  nose clearly broken, holding his prize aloft in victory. 
  Thankfully you manage to escape the club uninjured.
  This scene is anything but a straightforward 
  delivery. The runners arrive and must enter 
  the club, which is closed for a private party. 
  Ando is not expecting the delivery, so they 
  are not on any lists and will have to convince 
  the bouncers, Yakuza who work for Ando, 
  that they need to see the low-level boss. They 
  can enter either through the front or back. As 
  far as making their way past staff, any viable 
  solution will do. Here are some examples if 
  you or your players are stuck:
  •	 Runners can tell the truth, that they 
  have a delivery for Ando Daisuke from 
  Yoriko Asakura. This will probably 
  work if they mention both parties by 
  name and are respectful to the staff. It 
  has the added benefit of being the chip 
  truth.
  •	 They can come up with some con and 
  convince the bouncers it is legit. For ex-
  ample, they might say Ando hired them 
  to deliver the package or that Ando is 
  waiting for the package, and any delay 
  will upset him. 
  •	 The runners can sneak in invisibly past 
  the bouncers or cause a distraction and 
  attempt to sneak in using the confusion 
  as cover. 
  •	 Some runners may decide to simply use 
  violence and beat the men to a pulp, 
  stepping over their bleeding unconscious 
  bodies. That’s … a way. Once Ando real-
  izes why they needed to see him, he for-
  gives them but requests that they refrain 
  from harming his men in the future.
  •	 Perhaps they have their Matrix support 
  person deck into the bouncer’s com-
  mlink and add themselves to the list. 
  Modify the dialog in Tell It to Them Straight 
  as needed to fit the solution the runners come 
  up with. 
  Once inside they make their way to 
  the private offices in the back and deliver 
  the package to Ando, who is with his 
  bodyguards, Takeo and Onyx Heart. Ando 
  will offer the runners an additional job. If 
  they have been respectful, he will mention 
  that there is money. If they used violence 
  to gain entry or have been otherwise 
  disrespectful he will offer to let them do him 
  a favor in four days’ time to get on his good 
  side, perhaps saying something like “I’ll use 
  your pay for this favor to pay the medical 
  bills of the bouncer you hospitalized.” The 
  dialog above is assuming the runners came 
  in professionally, without violence. If they 
  beat their way through some bouncers, Ando 
  will not need to ask them if they can handle 
  themselves, it will be obvious. 
  The runners will receive their pay from 
  Yoriko once they send her a message confirming 
  completion of delivery.
  club forgotten
  Club Forgotten is located in north Roppongi. Known 
  for electro-pop and dance music and the relatively low 
  cover charge, Club Forgotten is a semi-popular destina-
  tion for young professionals. The VIP room is super-exclu-
  sive. While the club focuses on popular electro-pop and 
  dance, they occasionally cater to other musical tastes. 
  They have been known to book live acts, and have even 
  been a stopping point for smaller touring bands. The club 
  occasionally closes for private parties. 
   
  > Known for electro-pop and fance music? Hardly. This place 
  is known for being a purveyor of human flesh. Prostitution, 
  for those of you not following me. 
  > The Hostess
  > The reason that VIP is so exclusive is because that is where 
  the real business is conducted. Also those private parties 
  are for people who like the club for the sex-workers, not 
  the music. Politicians, high-ranking Yakuza, etc.
  > Spooks
  shadowrun Missions//09.01
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  Shadowrun, Fifth Edition
  Yakuza Kobun
  (1 Per Runner, Human,  
  Professional Rating 4)
  Yakuza Security Spider
  (1, Human, Professional Rating 4)
  Host: Club Forgotten Host
  Shadowrun,  
  Sixth World
  Yakuza Kobun
  (1 Per Runner, Human,  
  Professional Rating 4)
  yakuza kobun
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  5
  4
  4
  4
  3
  4
  3
  6
  Initiative: 8 + 1d6 
  Condition Monitor: 10
  Limits: Physical 5, Mental 5, Social 6
  Armor: 8
  Skills: Automatics 5, Blades, 5, Intimidation 6, Perception 2, Pistols 
  4, Unarmed Combat 6
  Languages: English 3, Japanese N
  Qualities: Toughness 
  Gear: Actioneer business clothes, contacts or glasses [Rating 3 w/ 
  flare compensation, image link, smartlink], ear buds [Capacity 1, w/ 
  audio enhancement 1], Renraku Sensei commlink [Device Rating 3], 
  subvocal microphone
  Weapons:
  Colt Government 2066 [Pistol, Acc 6[7], DV 7P, AP –5, SA, RC 3, 
  14(c), w/ concealed holster, laser sight, 28 rounds of APDS 
  ammo]
  Katana [Blade, Acc 7, Reach 1, DV 7P, AP –3]
  Unarmed strike [Unarmed Combat, Acc 5, Reach —, DV 4S, AP —]
  yakuza security spider
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  2
  3
  4
  3
  5
  6(7)
  5
  2
  5.3
  Physical Initiative: 9 + 1D6
  Matrix Initiative: 10 + 3D6
  Condition Monitor: 10
  Limits: Physical 4, Mental 8, Social 5
  Armor: 8
  Skills: Cybercombat 6 (Personas +2), Electronic Warfare 5, Electron-
  ics skill group 6, Hacking 6, Intimidation 2, Perception 3, Pistols 3 
  (Semi-Automatics +2)
  Languages: English N, Japanese N
  Qualities: Bilingual, Codeslinger (Data Spike)
  Augmentations: Datajack, Renraku Tsurugi cyberdeck [Device Rat-
  ing 3, ASDR 6/5/5/3], cerebral booster 1, 
  Gear: Actioneer business suit, jammer (area) 4, micro-transceiver
  Programs: Armor, decryption, hammer
  Weapons:
  Colt Government 2066 [Semi-Automatic, Acc 6[7], DV 7P, AP –5, 
  SA, RC 3, 14(c), w/ concealed holster, laser sight, 28 rounds 
  of APDS ammo]
  Katana [Blade, Acc 7, Reach 1, DV 6P, AP –3]
  Unarmed strike [Unarmed Combat, Acc 4, Reach —, DV 3S, AP —]
  host: club forgotten host
  R
  A
  S
  D
  F
  5
  6
  5
  7
  8
  Installed IC: Probe, Black IC, Sparky, Killer, Track
  Slaved Devices: Cameras, Door locks, Point of Sale/Order process-
  ing system, Lights, Refrigeration units, HVAC systems, SIMsense re-
  cording systems built into some of the prostitutes.
  Sculpting: Visually, the host’s VR is extremely erotic; reds and pinks 
  dominate the palette, while hanging drapery creates layers of cur-
  tains. Furniture accessories are heavily lacquered for a glossy look. 
  Subtle, it is not. The virtual space is very large, and is a lot more 
  like a strip-club than the physical Club Forgotten. Lighting is dim 
  and the air is laced with the heavy scent of opium, vanilla, peach, 
  and lavender. Due to the nature of the activities one performs in the 
  host (the host sells access to virtual viewing of the private dances 
  the women do in the VIP, in addition to other “services” that can 
  be rendered to someone with a simrig), a sizable portion of visitors 
  use hot-sim rigs for access, a fact the Yakuza exploit to full advan-
  tage by scenting the virtual air with code designed to be especially 
  addictive.
  Security Procedures: Patrol IC running at all times. On an alert 
  (single anomaly), the Yakuza decker will enter the host and spend 
  a minute looking for intruders. Once alarmed, the host launches IC 
  in this order: Probe, Black IC, Sparky, Killer, and Track. If one of its 
  IC gets bricked, it will use the next Combat Turn to reboot that IC 
  rather than moving on to the next one.
  Pay Data: You are able to acquire a single user access code for 
  three months free access to view the host’s dancers. Additional ser-
  vices are extra of course. This access code can be retained, or sold 
  for 750 nuyen. 
  yakuza kobun
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  3
  4
  3
  3
  3
  2
  3
  2
  6
  DR
  I/ID
  AC
  CM
  MOVE
  5
  6/1
  A1, I2
  10
  10/15/+1
  Skills: Close Combat 4 (Blades +2), Firearms 2 (Light Pistols +2), 
  Influence 3 (Intimidation +2), Perception 2
  Qualities: Toughness 
  Gear: Actioneer business clothes (+2), contacts or glasses [Capacity 
  3, w/ flare compensation, image link, smartlink], ear buds [Capacity 
  1, w/ audio enhancement 1], Renraku Sensei commlink [Device Rat-
  ing 3, D/F 2/0], subvocal microphone
  Weapons:
  Fichetti Security 600 [Light Pistols, DV 2P, SA, 30(c), Attack 
  Ratings 11/10/7/—/—, w/laser sight]
  Katana [Blades, DV 4P, Attack Ratings 13/—/—/—/—]
  Unarmed Strike [Close Combat, DV 2S, Attack Ratings 
  6/—/—/—/—]
  shadowrun Missions//09.01
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  Yakuza Security Spider
  (1, Human, Professional Rating 4)
  Pushing The Envelope
  With Trolling Thunder in town playing 
  such an exclusive show, a local Matrix gang 
  has been repeatedly hacking their way onto 
  the list to get into the club. The management 
  is very concerned about crashers and have 
  decided that all the bouncers’ datapads will 
  be in wireless off mode, updated nightly as 
  the datapads are charged in the office. The list 
  could still be hacked by a technomancer with 
  skinlink, or a bold decker who can pass the 
  palming check of a lifetime and plug a line into 
  the datapad without getting his hoop kicked. 
  Need to push it even harder? There is also an 
  HTR team from NeoNET Trans Asia nearby, 
  a standard measure by the megacorporation 
  to capture Trolling Thunder if they try to flee 
  after the show. Any attack on the club by an 
  armed force of shadowrunners may be seen as 
  an extraction attempt.
  Things can go especially wrong if Trolling 
  Thunder actually does try to make a break for it. 
  If that sounds like a good time to you, read this:
  As you are leaving the club the band is finishing 
  their second encore song. The music reaches a low 
  roar so that the front man can be heard speaking 
  over it “Well, that is all for us tonight. Thank you, 
  Neo-Tokyo, you have been fantastic! Now, we gotta 
  run, our ride is here.” The music kicks back up, 
  reaching a crescendo. The floor beneath you shakes 
  as a massive pyrotechnics display goes off, blowing 
  a hole in the wall behind the stage. Debris flies in 
  all directions as the band members dive for cover. 
  Ropes drop into the void behind the wall and the 
  band scrambles up, and begins attaching the ropes to 
  climbing gear built into their costumes. They produce 
  weapons from within various pieces of stage gear.
  The front and side doors burst open and several 
  fully armored men wearing NeoNET logos pour in. 
  “Everyone down, clear a path!!!” 
  yakuza security spider
  B
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  1
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  2
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  5(6)
  4
  1
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  DR
  I/ID
  AC
  CM
  MOVE
  3
  7/1
  A1, I2
  10
  10/15/+1
  DR 
  (MATRIX)
  I/ID HOT
  AC HOT
  CM 
  (MATRIX)
  13
  12/3
  A1, I4
  10
  Skills: Cracking 6, Electronics 6, Influence 2 (Yakuza +2), Perception 
  3, Firearms 1 (Pistols +2)
  Qualities: Analytical Mind, Hardening / SINner (Japanese Impe-
  rial State)
  Augmentations: Cyberjack Rating 3 (D/F 6/5), MCT 360 cyberdeck 
  [Device Rating 3, A/S 6/5], cerebral booster 1, 
  Gear: Actioneer business clothes (+2), jammer (area) 4, mi-
  cro-transceiver
  Programs: Armor, exploit, fork, hammer, overclock, trace
  Weapons:
  Fichetti Security 600 [Pistols, DV 2P, SA, 30(c), Attack Ratings 
  11/10/7/—/—, w/laser sight]
  Katana [Blades, DV 4P, Attack Ratings 12/—/—/—/—]
  Unarmed Strike [Close Combat, DV 2S, Attack Ratings 
  5/—/—/—/—]
  host: club forgotten
  R
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  D
  F
  5
  6
  5
  7
  8
  Installed IC: Black IC, killer, marker, sparky, track
  Sculpting: The host’s sculpting goes beyond suggestive to be ex-
  plicitly vaginal. The waiting room is red and pink and glossy with 
  hanging drapery blocking off access to viewing rooms that sell virtu-
  al dances and other performances empowered with borderline BTL 
  coding for additional intensity.
  Host Personas: Staff logged into the Host appear as tangible black 
  shadow clad in the day’s coordinated fashionwear. IC omit the dig-
  ital clothing, but instead have pinpricks of light in their otherwise 
  blank faces. Spiders sculpt their persona to mimic the IC, making 
  them somewhat harder for hackers to pick out. 
  Outsider Access: The Host is public and open to paying customers, 
  with several present at all hours of the day or night. Some habitually 
  run silent in hopes of going unrecognized by other patrons in such 
  a seedy virtual establishment. Only Mita-gumi personnel have User 
  or higher access in this Host.
  Networked Devices: The physical presence of Club Forgotten is 
  controlled by this host. On-site Mita-gumi personnel are logged into 
  the host and use it to secure their Matrix communications.
  Attached Hosts: The Mita-gumi maintain an exceptionally private 
  and ridiculously secure Host to administer their operations. It can-
  not be accessed via the Matrix directly, but there are hidden connec-
  tions to it in public Mita-gumi hosts like this one.
  Security Procedures: Patrol IC running at all times. A Yakuza deck-
  er will enter the host at any hint of an anomaly and spend a minute 
  looking for intruders. If an alert is triggered, the host launches IC in 
  this order: track, marker, black IC, sparky, killer. If one of its IC gets 
  bricked, it will use the next Combat Turn to reboot that IC rather 
  than moving on to the next one. If the track IC turns up a location, 
  the Mita-gumi will handle it “in-house” rather than asking the NTMP 
  to respond. Files relating to simsense purchasing and streaming are 
  protected by Encryption Rating 4. Other files relating to security of 
  the host or the physical club have Encryption Rating 6 or higher. 
  Illegal Yakuza business is not conducted in this host.
  Pay Data: Access code good for three months of viewing the hosts 
  dancers. Other experiences can be purchased as add-ons on a per-
  formance by performance basis. The access code can be kept or sold 
  on the black market for 750 nuyen.
  Host: Club Forgotten Host
  shadowrun Missions//09.01
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  15
  
  Behind the Scenes: 
  First, keep in mind that this team will 
  definitely overpower low Karma characters in 
  any straightforward conflict. The band planted 
  demolitions in the wall, disguised in the giant 
  banner they had behind them. Setting them off 
  in time with their pyrotechnics, they blew the 
  wall. They have an extraction aircraft hovering 
  low over the venue. They are now attempting a 
  self-extraction to flee their lifetime contract with 
  NeoNET. The corporation does not want that to 
  happen, and the runners are now caught in a 
  crossfire. Many of the concert goers are high on 
  various substances and have suffered significant 
  (but hopefully temporary) hearing loss as a result of 
  the concert. They will be running around in a panic 
  and generally unresponsive to commands from the 
  NeoNET team or the runners. 
  It is possible for the runners to gain Trolling 
  Thunder as a contact if they help the band escape. 
  If this is done with overt violence, the security team 
  will engage them and turn them over to the police 
  if they subdue any of the runners. Trolling Thunder 
  takes their 40MM t-shirt cannon with them; the 
  runners cannot rush the stage and pick it up. The 
  airship is wireless and is being directly controlled by 
  Trolling Thunder’s official biographer. 
  Bear in mind that you will probably only have 
  time for this Pushing the Envelope if you do not 
  have any time constraints.
  trolling thunder!
  An all-troll heavy metal band hailing from the slums of Novosibirsk, Trolling Thunder first appeared on the 
  world stage in 2074 on their “Throwing Up The Horns” tour, tearing a swath across Europe, the Tsimshian Pro-
  tectorate, the Algonkian-Manitou Council, and through both the U.C.A.S and C.A.S. to moderate acclaim from the 
  slampunk and nuclear fuzz-grunge collective fans of the west. In 2075, the band embarked on their next tour, “No 
  Self Con-Troll.” The mayhem continued in 2076 with a world tour, “For Whom the Bell Trolls,” showcasing their ex-
  perimental neo-classic soviet neurofunk doom polka album “Soya is Murder.” In 2077, the band once again popped 
  up stateside for a guerilla video campaign and played several small gigs. They vanished into obscurity with rumors 
  abound regarding their final video.
   The band’s current roster consists of front troll Dmitri Kolnikov backed by lead guitarist Maxim Lazovsky, 
  bassist and backing vocalist Anatoly Smirnov, Alexi Mishkinovinov on a monster drumset, and Sergei Andropov on 
  various synths. Their stage manager and special effects choreographer, Grigory Cherenkov receives billing along-
  side the musicians as well. Every tour has been chronicled by their biographer, Svetlana Tatiova.
   
  > “Neo-classic Soviet neurofunk doom polka.” Fraggin ’ meaningless word salad, that.
  > Phase
  > Trolling Thunder is mega wiz! Saw them in KC last year; they deployed a fraggin’ stage from a fraggin’ airship to kick off 
  the show.
  > Tone Loco
   
  > Yeah, there’s a reason they credit the stage manager as a full member of the band.
  > Bloodhound
   
  > ’Course, the “band” is just a cover for their shadowrunning activities.
  > Phase
  shadowrun Missions//09.01
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  shadowrun, fifth edition stats
  Dimitri Kolnikov
  (Male Troll, Shamanic Mystic Adept)
  The charismatic illusionist Dimitri Kolnikov is the 
  front man… er… troll and lead vocalist for the band. 
  He’s also responsible for most of the lyrics. A master 
  performer, he utilizes his magic to enhance the mood 
  of the current song, whipping the masses into a fren-
  zy while he belts out Russian lyrics in a deep, brood-
  ing growl. He absolutely eats up the adoration from his 
  fans and the crazier they get the wilder he becomes.
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  3
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  5
  5
  2
  2
  5
  5
  6
  6
  Initiative: 3(6) + 4D6
  Condition Monitor (P/S): 12 / 11
  Limits: Physical 7, Mental 4, Social 8
  Armor: 14 (+4 vs electricity and fire)
  Active Skills: Con 6 (9) (Fast Talking +2), Conjuring skill group 2, Coun-
  terspelling 4, Intimidation 3 (Physical +2), Negotiation 6 (Bargaining +2), 
  Performance 5 (Singing +2), Pistols 3, Spellcasting 6 (Illusion Spells +2)
  Knowledge Skills: Songwriting 3
  Languages: Czech 1, English 2, German 1, Japanese 1 (Speaking +2), 
  Russian N
  Qualities: Exceptional Attribute (Charisma), Inspired (Performance), 
  Mentor Spirit (Seducer, magician powers) / SINner (Corporate SIN: 
  NeoNET)
  Initiate Grade: 3
  Metamagics: Channeling
  Adept Powers: Combat Sense 2, Enhanced Accuracy (Pistols), Im-
  proved Ability (Con) 3, Improved Reflexes 3, Improved Sense: Perfect 
  Pitch, Mystic Armor 1, Pain Resistance 1, Voice Control 1
  Spells: Chaotic World, Foreboding, Heal, Improved Invisibility, Increase 
  Charisma, Opium Den, Physical Mask (limited), Silence, Sound Barrier, 
  Trid Phantasm, Vehicle Mask (limited) 
  Gear: Armor jacket [w/ fire resistance 4, nonconductivity 4], centering 
  focus 4, counterspelling focus (Combat spells) 4, fashion gas mask, fe-
  tish (Physical Mask), fetish (Vehicle Mask), glasses [Rating 4 w/ flare 
  compensation, vision enhancement 3], Sony Emperor commlink [Device 
  Rating 2], spellcasting focus (Illusion spells) 4, sustaining focus (Illusion 
  spells) 4
  Weapons: 
  Ruger Super Warhawk [Pistol, Acc 6[7], DV 9P, AP –6, SS, RC 3, 
  6(cy), w/ laser sight, 12 rounds APDS ammo]
  Unarmed strike [Unarmed Combat, Acc 7, Reach 1, DV 5S, AP —]
  Maxim Lazovsky
  (Male Troll, Physical Adept)
  “Shred” doesn’t describe Maxim’s guitar playing—
  the word falls far short. A better term might be “evis-
  cerate.” The trolls massive fingers flutter with preter-
  natural dexterity across the frets, the beauty of their 
  dance belied by the distorted runs and echoing wails 
  of the instrument in his hands. Just when you’ve been 
  drawn in, entranced by the complex aural landscape 
  swirling past, the rush of fire snaps you back to reality 
  as jets of flame shoot from the modified neck of Max-
  im’s famous “Fireaxe,” a double-necked, twelve-string 
  monstrosity.
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  7
  4 (6) 3 (4)
  6
  3
  5
  3
  3
  3
  6
  6
  Initiative: 6(7) + 2D6
  Condition Monitor (P/S): 12 / 10
  Limits: Physical 8, Mental 6, Social 5
  Armor: 19 (+4 vs electricity and fire)
  Active Skills: Athletics skill group 2, Chemistry 1, Clubs 5 (Batons 
  +2), Computer 1, Demolitions 5 (Plastic Explosives +2), Exotic Ranged 
  Weapon: Flamethrower 1, Firearms skill group 3, Hardware 1, Heavy 
  Weapons 1, Intimidation 5 (Physical +2), Locksmith 1, Palming 5 (Pick-
  pocket +2), Perception 1, Performance 4 (Guitars +2), Sneaking 1, 
  Throwing Weapons 1
  Knowledge Skills: Fire Science 4 (Arson +2), Guitar Ballads 2, Material 
  Science 1, Metallurgy 1, NeoNET 3 (Human Resources +2), Pyrotechnics 
  3 (Local Ordinances +2)
  Languages: English 2, Russian N
  Qualities: Adept, Jack of All Trades, Master of None, Mentor Spirit 
  (Thunderbird), Natural Athlete, Perfect Time / SINner (Corporate SIN: 
  NeoNET)
  Initiate Grade: 2
  Adept Powers: Critical Strike (Clubs), Elemental Weapon (electrici-
  ty), Improved Physical Attribute (Agility) 2, Improved Reflexes 1, Light 
  Touch 3, Mystic Armor 6, Nimble Fingers 
  Gear: Armor jacket [w/ fire resistance 4, nonconductivity 4], ear buds 
  [Rating 1 w/ audio enhancement 1], fashion gas mask, goggles [Rating 
  6, w/ flare compensation, image link, low light vision, vision enhance-
  ment 2, vision magnification], guitar extinguisher attachment, hermet-
  ically sealed hard shell guitar case, Meta Link commlink [Device Rating 
  1], micro flare launcher, Transys Avalon commlink [Device Rating 6], 
  various “pyrotechnics”
  Weapons: 
   Shiawase Arms Incinerator “12-String Fireaxe” [Exotic Ranged, 
  Acc 5, DV 12P(fire), AP –5, SS, RC 3, 6(c), w/ custom look, 
  personalized grip]
   Micro flare launcher [Exotic Ranged, Acc 3, DV 5P(fire), AP –5, SS, 
  RC 3, 1(ml)]
   Extendable baton weapon focus [Baton, Acc 6, Reach 2, DV 9P, AP 
  —, w/ personalized grip, weapon focus 1]
   Unarmed strike [Unarmed Combat, Acc 8, Reach 1, DV 6S, AP —]
  Anatoly Smirnov
  (Troll Male, Shamanic Mystic Adept)
  All around him is the maelstrom. The magic of Dim-
  itri’s lyrics, the insanity of Maxim’s guitar playing and 
  Sergei’s countermelodies, the bewildering polyrhythms 
  impossibly played by one troll … it would all escape into 
  the madness of cacophony were it not for the anchor, 
  Anatoly Smirnov and his steady, grooving bass guitar. 
  The troll is the most introspective and still of the band, 
  planted just off center and behind Dimitri. Anatoly’s 
  own powerful voice rolls through the crowd in deep, 
  brooding chants or sails over in an uplifting, sustained 
  vibrato all while hammering the strings methodically, 
  shadowrun Missions//09.01
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  playing deceptively simple basslines that keep Trolling 
  Thunder just this side of sanity.
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  7 (8)
  4
  3 (6)
  6
  5
  1
  3
  4 (7)
  4
  6
  6
  Initiative: 6 (9) + 4d6
  Condition Monitor (P/S): 12 / 11
  Limits: Physical 9, Mental 4, Social 9
  Armor: 13 (+4 vs electricity and fire)
  Active Skills: Clubs 4 (Batons +2), Con 6 (Fast Talking +2), Counter-
  spelling 6 (Combat Spells +2), Etiquette 2, Heavy Weapons 5 (Grenade 
  Launchers +2), Perception 5, Performance 5 (Singing +2), Spellcasting 6 
  (Detection Spells +2), Stealth skill group 3
  Knowledge Skills: Music Business 3, Music Venues 3, NeoNET 3
  Languages: English 1, Russian N
  Qualities: Mentor Spirit (Dragonslayer, adept powers), Shamanic Mys-
  tic Adept / SINner (Corporate SIN: NeoNET)
  Initiate Grade: 2
  Adept Powers: Combat Sense 4, Danger Sense 1, Enhanced Accuracy 
  (Heavy Weapons), Improved Physical Attribute (Body) 1, Improved Re-
  flexes 3, Improved Sense (Ultrasound Sensor), Kinesics 1
  Spells: Analyze Device, Analyze Magic, Analyze Truth, Area Thought 
  Recognition, Detect Life Extended, Heal, Increase Charisma, Increase 
  Willpower, Influence, Mind Probe, Spatial Sense Extended, Stunball 
  Gear: Antidote patch 6 (x10), armor jacket [w/ fire resistance 4, non-
  conductivity 4], aqua fortis (x2), bass guitar, ear buds [Rating 3, w/ 
  audio enhancement 3], fashion gas mask, gamma-scopolamine patch, 
  glasses [Rating 4, w/ flare compensation, image link, low light vision, 
  smartlink], headjammer 6, jammer (directional) 6, lead lined bass gui-
  tar case, Metalink commlink [Device Rating 1] (x2), micro flare launcher, 
  narcoject patch, subvocal microphone, sustaining focus (Health spells) 
  4, tag eraser, tranq patch 10 (x4), Transys Avalon commlink [Device 
  Rating 6], trauma patch (x2)
  Weapons: 
  ArmTech MGL-12 “T-Shirt Cannon” [Grenade Launcher, Acc 6, DV 
  10S, AP –4, SA, RC 3, 12(m), w/ custom look, personalized grip]
  Micro flare launcher [Exotic Ranged, Acc 3, DV 5P(fire), AP –5, SS, 
  RC 3, 1(ml)]
  Extendable baton weapon focus [Baton, Acc 6, Reach 2, DV 8P, AP 
  —, w/ personalized grip, weapon focus 1]
  Shock glove [Unarmed Combat, Acc 9, Reach 1, DV 8S(e) , AP –5]
  Unarmed strike [Unarmed Combat, Acc 9, Reach 1, DV 6S, AP —]
  Sergei Andropov
  (Troll Male, Physical Adept)
  Classically trained Sergei was far impatient for the 
  likes of Tchaikovsky, Stravinsky, or Prokofiev. He was 
  far more interested in pushing the very limits of sound 
  and with his array of keyboards, synthesizers, and ef-
  fects processors—from the industry standard Yamaha 
  DPSW 64 to his prized Roland TB-303 (a century-old 
  piece of tech). All of it runs through a flying spaghetti 
  monster of patch cables ultimately slaved to a 32-chan-
  nel mixing board built to his exacting specifications. It’s 
  not all tech, Sergei can hold his own against any con-
  cert pianist his age.
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  5 (7) 5 (8)
  9
  2
  2
  2
  3
  3
  6
  6
  Initiative: 7 (10) + 4D6
  Condition Monitor (P/S): 12 / 9
  Limits: Physical 12, Mental 3, Social 5
  Armor: 15 (+4 vs electricity and fire)
  Active Skills: Athletics skill group 3, Con 1, Escape Artist 1, Etiquette 1, 
  Exotic Ranged Weapon: Grapple Gun 1, Heavy Weapons 5 (Machine Guns 
  +2), Longarms 2, Perception 1, Performance 4 (Music +2), Pilot Aircraft 
  1, Pilot Ground Craft 6 (Wheeled +2), Sneaking 6, Throwing Weapons 3, 
  Unarmed Combat 6
  Knowledge Skills: Spirits 3, Underground Fighting Leagues 2
  Languages: English 3, Russian N
  Qualities: Adept, Catlike, Mentor Spirit (Shark), Natural Athlete / SIN-
  ner (Corporate SIN: NeoNET)
  Initiate Grade: 2
  Adept Powers: Critical Strike (Unarmed Combat), Elemental Strike 
  (electricity), Enthralling Performance (Performance), Improved Phys-
  ical Attribute (Agility) 2, Improved Reflexes 3, Improved Sense: Bal-
  ance Augmenter, Improved Sense (Ultrasound Sensor), Killing Hands, 
  Smashing Blow, Wall Running 
  Gear: Armor jacket [w/ fire resistance 4, gel packs, nonconductivity 
  4], autopicker 6, crowbar, chameleon suit [w/ gel packs], disposable 
  syringes (narcoject, x10), ear buds [Rating 3 w/ audio enhancement 
  3], fashion gas mask, glasses [Rating 4 w/ flare compensation, image 
  link, smartlink, vision magnification], lead-lined synthesizer cases (x6), 
  magemask, maglock passkey 4, micro flare launcher, qi focus (smash-
  ing blow, tattoo) 4, guitar extinguisher attachment, hermetically sealed 
  hard shell guitar case, Metalink commlink [Device Rating 1] (x2), micro 
  flare launcher, synthesizers (x6), Transys Avalon commlink [Device Rat-
  ing 6]
  Weapons: 
  Grapple gun [Exotic Ranged, Acc 3, DV 7S, AP –2, SS, RC 4, 1(ml)]
  Micro flare launcher [Exotic Ranged, Acc 3, DV 5P(fire), AP –5, SS, 
  RC 3, 1(ml)]
  Throwing knives [Throwing Weapons, Acc 12, DV 10P, AP –1, 6 
  knives]
  Unarmed strike [Unarmed Combat, Acc 12, Reach 1, DV 10P(e), AP —]
  Alexi Mishkinovinov 
  (Troll Male, Street Samurai)
  Bands have drummers, sure, but only Trolling Thun-
  der has Alexi Mishkinovinov. No one hears a studio re-
  cording of the band and expects a single percussionist 
  to recreate it on the road—most wouldn’t even believe it 
  possible. Watching Alexi sitting on the throne, his drum-
  sticks a blur amidst crashing cymbals and vibrating drum 
  heads is enough to convince the strongest skeptics. In-
  tense polyrhythms backed by his powerful double bass 
  mastery frame every track, clean and precise, complex 
  rhythms roaming around the body of each song rather 
  than pounding through it, leading each song through its 
  parts without taking over the track.
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  3 (4)
  5
  3
  5 (7)
  3
  2
  6
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  Initiative: 6 (7) + 2D6
  Condition Monitor (P/S): 13 / 10
  Limits: Physical 8, Mental 7, Social 5
  Armor: 19 (+4 vs electricity and fire)
  Active Skills: Chemistry 1, Clubs 4 (Hammers +2), Con 6 (Fast Talking 
  +2), Electronics skill group 3, Exotic Ranged Weapon: Parashield Dart 
  Pistol 6, First Aid 6 (Trolls +2), Forgery 2 (False IDs +2), Medicine 2 
  (Trauma Surgery +2), Palming 3, Perception 4 (Visual +2), Performanc-
  es 4 (Percussion +2), Pilot Ground Craft 1
  Knowledge Skills: Acoustics 1, Medical Services 4, Megacorps 3, Phar-
  macology 3 (Toxins +2), Shadow Clinics 2 (Organlegging +2)
  Languages: English 1, Russian N
  Qualities: Natural Immunity (narcoject), Toughness / SINner (Corpo-
  rate SIN: NeoNET) 
  Augmentations: Cyberears [Rating 1, w/ audio enhancement 3, damp-
  er, soundlink], cybereyes [Rating 2, /w flare compensation, image link, 
  low light vision, smartlink, thermographic vision], cyber implanted 
  Parashield Dart Pistol, datajack, dermal plating 4 (betaware), titanium 
  bone lacing (betaware), wired reflexes 1 (betaware), cerebral booster 2, 
  muscle toner 1, platelet factories, tailored pheromones 2
  Gear: Armor jacket [w/ fire resistance 4, nonconductivity 4], autopicker 
  6, climbing gear, drum set, fashion gas mask, glue solvent, glue spray-
  er, jammer (area) 4, jammer (directional) 6, keycard copier 6, maglock 
  passkey 5, micro flare launcher, miniwelder, sequencer 6, stim patch 
  6 (x4), Transys Avalon commlink [Device Rating 6], trauma patch (x2)
  Weapons: 
  Parashield Dart Pistol [Exotic Ranged, Acc 5, DV by chemical, AP —, 
  SA, RC 3, 5(c), w/ 10 injection darts (narcoject)]
  Micro flare launcher [Exotic Ranged, Acc 3, DV 5P(fire), AP –5, SS, 
  RC 3, 1(ml)]
  Warhammer [Hammer, Acc 6, Reach 1, DV 7P, AP –1, w/ 
  personalized grip]
  Extendable Maul [Hammer, Acc 4, Reach 3, DV 9P, AP —]
  Unarmed strike [Unarmed Combat, Acc 8, Reach 1, DV 8P, AP —]
  Grigori Cherenkov
  (Troll Male, Decker)
  The stage manager for Trolling Thunder, Grigori 
  takes care of everything before, during, and after the 
  show, never missing a single detail. Power require-
  ments, monitor placement, spacing for the drum set 
  and synth stands … lightning and fire. All of the fire! A 
  show like Trolling Thunder’s always requires pyrotech-
  nic accompaniment, delivered with absolute precision, 
  and Grigori is more than happy to be the one execute 
  that. The band wouldn’t trust anyone else.
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  5
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  4
  1
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  0.1
  Initiative: 6 (7) + 2D6
  Condition Monitor (P/S): 11 / 12
  Limits: Physical 7, Mental 10, Social 4
  Armor: 16 (+4 vs electricity and fire)
  Active Skills: Arcana 1, Armorer 1, Artisan 6 (Special FX +2), Automo-
  tive Mechanic 1, Blades 5 (Axes +2), Cracking skill group 7, Cybertech-
  nology 1, Demolitions 3 (Pyrotechnics +2), Electronics skill group 5, First 
  Aid 1, Forgery 5 (False IDs +2), Heavy Weapons 5 (Assault Cannons +2), 
  Industrial Mechanic 1, Longarms 4 (Shotguns +2), Perception 5 (Visual 
  +2), Throwing Weapons 5 (Aerodynamic +2)
  Knowledge Skills: Street Gangs 2 (Chicago +2), Data Havens 3, 
  Megacorporations 3, NeoNET 4, Police Procedures 1, Security Proce-
  dures 1, Special Effects 4
  Languages: English 1, Russian N
  Qualities: Analystical Mind, Codeslinger (Hack on the Fly), Toughness / 
  SINner (Corporate SIN: NeoNET) 
  Augmentations: Cyberears [Rating 1 w/ audio enhancement 3, damper, 
  soundlink] (used), cybereyes Rating 3, w/ flare compensation, image 
  link, low light vision, smartlink, thermographic vision, vision enhance-
  ment 2, vision magnification] (used), datajack, dermal plating 3, plastic 
  bone lacing, simrig, Transys Avalon commlink [Device Rating 6, used], 
  wired reflexes 1 / cerebral booster 2
  Gear: Armor jacket [w/ fire resistance 4, nonconductivity 4], bug scan-
  ner 6, commercial explosive 5 (4 kg), explosive foam 6 (6 kg), fashion 
  gas mask, headjammer 6, holoprojector (x3), jammer (directional) 6, 
  magnesium torch, micro flare launcher, printer, shop (Forgery), Sony 
  CIY-720 cyberdeck [Device Rating 4, ASDF 7/6/5/4], tool kit (Cybertech-
  nology), tool kit (Disguise), trid projector, white noise generator 6
  Programs: Agent 6 (x4)
  Weapons: 
  Micro flare launcher [Exotic Ranged, Acc 3, DV 5P(fire), AP –5, SS, 
  RC 3, 1(ml)]
  Combat axe [Axe, Acc 4, Reach 3, DV 10P, AP –4]
  Combat knife [Blade, Acc 6, Reach 1, DV 7P, AP –3]
  Stun baton [Club, Acc 4, Reach 2, DV 9S(e), AP –5] 
  Throwing knives [Aerodynamic, Acc 7, DV 6P, AP –1, 2 knives]
  Unarmed strike [Unarmed Combat, Acc 7, Reach 1, DV 6P, AP —]
  Svetlana Tatiova
  (Troll Female, Physical Adept)
  Trolling Thunder’s official biographer, Svetlana was 
  on the path to becoming a sociologist or statistical an-
  alyst or … well, she wasn’t quite sure. Watching Trolling 
  Thunder perform an arena show, she became interested 
  in the dynamics of fandom relative to objective measure-
  ments of skill held against more subjective traits. She 
  managed to set up an interview with Sergei Andropov 
  and the popularity of the segment led to a full-time job 
  offer and a chance to rock out all over the world.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  8
  4
  4
  6
  5
  4
  5
  3 (7)
  3
  6
  3
  Initiative: 9 + 1d6
  Condition Monitor (P/S): 12 / 11
  Limits: Physical 8, Mental 6, Social 9, Astral 9
  Armor: 13 (+4 vs electricity and fire)
  Active Skills: Assensing 1 (Aura Reading +2), Athletics skill group 1, Blades 
  1 (Knives +2), Con 1 (Seduction +2), Disguise 1, Etiquette 1 (Street +2), Per-
  ception 1 (Visual +2), Performance 1, Pistols 1 (Tasers +2), Tracking 1
  Knowledge Skills: History 1 (Sixth World Events +2), Neurobiology 
  1, Psychology 4, Social Anthropology 6, Statistical Modeling 1, 
  Universities 2
  Languages: English 1, Russian N
  Qualities: Adept, Analytical Mind, Exceptional Attribute (Intuition), 
  Mentor Spirit (Eagle) / SINner (Corporate SIN: NeoNET)
  Initiate Grade: 2
  Metamagics: Psychometry
  Adept Powers: Astral Perception, Combat Sense 1, Critical Strike 
  (Blades), Enhanced Accuracy (Pistols), Enhanced Perception 3, Im-
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  19
  
  proved Sense: Perfect Pitch, Improved Sense: Select Sound Filter 6, 
  Linguistics 
  Gear: Armor jacket [w/ fire resistance 4, gel packs, nonconductivity 
  4], contacts [Rating 3, w/ flare compensation, image link, smartlink], 
  fashion gas mask, medkit 6, micro flare launcher, micro-camera, simrig
  Weapons: 
  Defiance EX Shocker [Taser, Acc 7, DV 9S(e), AP –5, SS, RC 3, 4(m)]
  Micro flare launcher [Exotic Ranged, Acc 3, DV 5P(fire), AP –5, SS, 
  RC 3, 1(ml)]
  Combat knife [Knife, Acc 7, Reach 1, DV 9P, AP –3]
  Shock glove [Unarmed Combat, Acc 8, Reach 1, DV 8S(e) , AP –5]
  Unarmed strike [Unarmed Combat, Acc 8, Reach 1, DV 6S, AP —]
  NeoNET Trans-Asia  
  Security Trooper
  (4, Human, Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  6
  5 (8)
  5 (9)
  5 (8)
  5
  4
  4
  3
  3.05
  Initiative: 11 (15) + 3D6
  Condition Monitor: 11
  Limits: Physical 11, Mental 7, Social 6
  Armor: 23 (+4 vs electricity and fire)
  Active Skills: Athletics skill group 7, Close Combat skill group 8, Demo-
  litions 7, Firearms skill group 9, Perception 7, Stealth skill group 6
  Knowledge Skills: NeoNET 5, Security Procedures 4, Small Unit Tactics 6
  Augmentations: Cybereyes [Rating 3, w/ flare compensation, image 
  link, low light vision, smartlink, thermographic vision, vision magnifi-
  cation] (betaware), reaction enhancers 2 (betaware), wired reflexes 2 
  (deltaware), muscle augmentation 3 (deltaware), muscle toner 3 (del-
  taware), synthacardium 3 (deltaware)
  Gear: Medkit 3, plastic restraints (10), security armor (medium) [w/ 
  chemical seal, fire resistance 4, gel packs, nonconductivity 4], securi-
  ty armor helmet [w/ Fuchi Cyber-X7 commlink [Device Rating 7], mi-
  cro-transceiver, trodes], stim patch 5 (1 dose)
  Weapons: 
  SCK Model 100 [Automatic, Acc 5[7], DV 8S, AP +1, SA/BF, RC 8, 
  30(c), w/ folding stock, gas-vent system 3, smartgun system 
  (internal), 60 gel rounds ammo]
  Katana [Blade, Acc 8, Reach 1, DV 11P, AP –3, personalized grip]
  Unarmed strike [Unarmed Combat, Acc 11, Reach —, DV 8S, AP —]
  NeoNET Trans-Asia  
  Security Decker
  (1, Human, Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  3
  5
  4 (8)
  3
  6
  5 (8)
  6 (8)
  3
  3.01
  Initiative: 10 (16) + 2D6
  Matrix Initiative: 12 + 3D6
  Condition Monitor: 11
  Limits: Physical 6, Mental 10, Social 6
  Armor: 18 (+4 vs electricity)
  Active Skills: Athletics skill group 3, Cracking skill group 8, Electronics 
  skill group 5, Etiquette 4 (Corporate +2), Firearms skill group 4, Per-
  ception 4
  Knowledge Skills: Matrix Infrastructure 5, NeoNET 4, Security Proce-
  dures 3, Small Unit Tactics 3
  Qualities: Codeslinger: Data Spike
  Augmentations: Biomonitor (betaware), cybereyes [Rating 2, w/ flare 
  compensation, image link, low light vision, smartlink, and thermo-
  graphic vision], datajack (betaware), reaction enhancers 2 (betaware), 
  Shiawase Cyber-5 cyberdeck [Device Rating 5, ASDR 8/7/6/5 w/ self-de-
  struct, and sim module modified for hot sim] (betaware), wired reflexes 
  1 (betaware), cerebellum booster 2 (betaware), cerebral booster 3 (bet-
  aware), platelet factories (betaware)
  Gear: Fuchi Cyber-X7 commlink [Device Rating 7], medkit 3, security 
  armor (light) [w/ chemical seal, fresnel fabric 4, nonconductivity 4], 
  security armor helmet [w/ image link, smartlink, spatial recognizer], 
  stim patch 5 (1 dose)
  Weapons: 
  SCK Model 100 [Automatic, Acc 5[7], DV 8S, AP +1, SA/BF, RC 6, 
  30(c), w/ folding stock, gas-vent system 3, smartgun system 
  (internal), 60 gel rounds ammo]
  Unarmed strike [Unarmed Combat, Acc 6, Reach —, DV 3S, AP —]
  NeoNET Trans-Asia  
  Security Mage
  (1, Human, Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  4
  3
  5
  4
  6
  6
  4
  4
  6
  7
  Initiative: 9 (13) + 3D6
  Condition Monitor: 11
  Limits: Physical 6, Mental 8, Social 7, Astral 7
  Armor: 18 (+4 vs electricity and fire)
  Active Skills: Assensing 5, Astral Combat 6, Conjuring skill group 7, 
  Etiquette 4 (Corporate +2), Leadership 5, Perception 5, Sneaking 4, Sor-
  cery skill group 7
  Knowledge Skills: Magic Threats 5, NeoNET 4, Security Procedures 4, 
  Small Unit Tactics 5
  Qualities: Mentor Spirit (Wise Warrior), Spirit Whisperer
  Initiate Grade: 2
  Metamagics: Centering, spell shaping
  Spells: Blast, Clout, Combat Sense, Detect Troll, Heal, Hose, Increase Re-
  flexes (sustained, 4 hits, Force 4), Levitate, Mana Static, Water Grenade
  Bound Spirits: Spirit of water (Force 8, 4 services)
  Gear: Centering focus 3 (tattoo), hermetic reagents (20 drams), psyche 
  (2 doses), security armor (medium) [w/ chemical seal, fire resistance 
  4, gel packs, nonconductivity 4], security armor helmet [w/ Fuchi Cy-
  ber-X7 commlink [Device Rating 7], micro-transceiver, trodes, sustain-
  ing focus (Health spells, tattoo) 4
  Weapons: 
  SCK Model 100 [SMG, Acc 5, DV 8S, AP +1, SA/BF, RC 4, 30(c), w/ 
  folding stock, smartgun system (internal), 30 gel rounds ammo]
  Unarmed strike [Unarmed Combat, Acc 6, Reach —, DV 4S, AP —]
  Spirit of Water
  (1, Force 8, Bound, 4 Services)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  8
  9
  10
  8
  8
  8
  8
  8
  8
  8
  Initiative: 18 + 2D6
  Astral Initiative: 16 + 3D6 
  Condition Monitor: 12
  Skills: Assensing 8, Astral Combat 8, Exotic Ranged Weapon 8, Percep-
  tion 8, Unarmed Combat 8
  Powers: Accident, astral form, concealment, confusion, elemental 
  attack (water), engulf, immunity to normal weapons, materialization, 
  movement, sapience, search
  Weapons:
  Elemental attack [Exotic Ranged, Acc 12, DV 16P(water), AP –8]
  Engulf [Unarmed Combat, Acc 12, Reach —, DV 16S, AP –8]
   Unarmed strike [Unarmed Combat, Acc 12, Reach —, DV 8S, AP —]
  shadowrun Missions//09.01
  started from
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  PAGE
  20
  
  shadowrun, sixth world stats
  Dimitri Kolnikov
  (Male Troll, Shamanic Mystic Adept)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  7
  3
  1 (2)
  5
  5
  2
  2
  5
  5
  6
  6
  DR
  I/ID
  AC
  CM
  MOVE
  13
  4/2
  A1, I3
  14 / 11 10/15/+1
  Skills: Con 7 (Singing +2), Conjuring 2, Firearms 3, Influence 4, Sorcery 
  6 (Illusion Spells +2)
  Knowledge Skills: Shadow Community, Songwriting
  Languages: Czech, English (Specialist), German, Japanese (Specialist), 
  Russian (Native)
  Qualities: Aptitude (Con), Built Tough 2 (troll trait), Dermal Deposits 
  (troll trait), Exceptional Attribute (Charisma), Mentor Spirit (Seducer, 
  magician powers), Thermographic Vision (troll trait), SINner (NeoNET)
  Initiate Grade: 3
  Metamagics: Centering
  Adept Powers: Combat Sense 2, Enhanced Accuracy, Improved Ability 
  (Con) 3, Improved Reflexes 1, Improved Sense: Perfect Pitch, Mystic Ar-
  mor 1, Pain Resistance 1, Voice Control
  Spells: Chaos, Heal, Invisibility, Increase Attribute, Physical Mask, Si-
  lence, Trid Phantasm
  Gear: Armor jacket (+4 w/ electricity resistance 2, fire resistance 2), 
  centering focus 4, counterspelling focus (Combat spells) 4, fashionable 
  gas mask, glasses [Capacity 4, w/ flare compensation, vision enhance-
  ment], Sony Emperor commlink [Device Rating 2, D/F 1/1], spellcasting 
  focus (Illusion spells) 4, sustaining focus (Illusion spells) 4
  Weapons: 
  Ruger Super Warhawk [Firearms, DV 5P, SA, 6(cy), Attack Ratings 
  10/13/10/—/—, w/ laser sight, 6 rounds explosive ammo]
  Unarmed strike [Close Combat, DV 2S, Attack Ratings 7/—/—/—/—]
  Maxim Lazovsky
  (Male Troll, Physical Adept)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  7
  4 (6) 3 (4)
  6
  3
  5
  3
  3
  3
  6
  6
  DR
  I/ID
  AC
  CM
  MOVE
  18
  7/2
  A1, I3
  14 / 10 10/15/+1
  Skills: Athletics 2, Close Combat 5, Con 4 (Musical Performance +2), 
  Engineering 2 (Demolitions +2), Electronics 1, Exotic Weapons 1 (Flame-
  throwers +2), Firearms 3, Perception 1, Stealth 1
  Knowledge Skills: Arson, Guitars, Local Ordinances, Metallurgy, Neo-
  NET, Pyrotechnics
  Languages: English (Specialist), Russian (Native)
  Qualities: Built Tough 2 (troll trait), Catlike, Dermal Deposits (troll 
  trait), Mentor Spirit (Thunderbird), Thermographic Vision (troll trait) 
  / SINner (NeoNET)
  Initiate Grade: 2
  Adept Powers: Critical Strike 1, Improved Physical Attribute (Agility) 2, 
  Improved Reflexes 1, Mystic Armor 6, Wall Running 
  Gear: Armor jacket (+4 w/ fire resistance 4), earbuds [Capacity 1 w/ 
  audio enhancement 1], fashionable gas mask, goggles [Capacity 6 w/ 
  flare compensation, image link, low light vision, vision enhancement, 
  vision magnification], guitar extinguisher attachment, hermetically 
  sealed hard shell guitar case, Meta Link commlink [Device Rating 1, D/F 
  1/0], micro flare launcher, Transys Avalon commlink [Device Rating 6, 
  D/F 3/1], various “pyrotechnics”
  Weapons: 
  12-String Fireaxe [Flamethrowers, DV 3P(f), SS, 6(c), Attack Ratings 
  7/7/—/—/— w/ instruments of death modification]
  Extendable baton weapon focus 1 [Close Combat, DV 3S, Attack 
  Ratings 11/—/—/—/—]
  Unarmed strike [Close Combat, DV 3S, Attack Ratings 10/—/—/—/—]
  Notes: The 12-String Fireaxe may make spray attacks just like a 
  flamethrower (see p. 117, SR6).
  Anatoly Smirnov
  (Troll Male, Shamanic Mystic Adept)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  7 
  4
  3
  6
  5
  1
  3
  4 (7)
  4
  6
  6
  DR
  I/ID
  AC
  CM
  MOVE
  12
  6/1
  A1, I2
  14 / 11 10/15/+1
  Skills: Close Combat 4, Con 5 (Musical Performance +3), Exotic Weap-
  ons 4 (Grenade Launchers +2), Influence 2, Perception 5, Sorcery 6, 
  Stealth 3
  Knowledge Skills: Music Business, Music Venues, NeoNET
  Languages: English, Russian (Native)
  Qualities: Built Tough 2 (troll trait), Dermal Deposits (troll trait), Men-
  tor Spirit (Dragonslayer, adept powers), Thermographic Vision (troll 
  trait) / Corporate SIN (NeoNET)
  Initiate Grade: 2
  Adept Powers: Enhanced Accuracy, Improved Physical Attribute 
  (Body) 1, Improved Reflexes 3, Vocal Control
  Spells: Analyze Device, Analyze Magic, Analyze Truth, Increase Attri-
  bute, Mind Probe, Stunball
  Gear: Antidote patch 6 (x10), armor jacket (+4 w/ fire resistance 4), 
  bass guitar, earbuds [Capacity 2, w/ audio enhancement, sound link], 
  fashionable gas mask, gamma-scopolamine patch, glasses [Capacity 4, 
  w/ flare compensation, image link, low light vision, smartlink], jammer 
  (directional) 6, lead lined bass guitar case, Meta Link commlink [Device 
  Rating 1, D/F 1/0] (x2), micro flare launcher, narcoject patch, subvocal 
  microphone, sustaining focus (Health spells /w Increase Charisma sus-
  tained 4 hits) 4, tag eraser, tranq patch 10 (x4), Transys Avalon com-
  mlink [Device Rating 6, D/F 3/1], trauma patch (x2)
  Weapons: 
  ArmTech MGL-12 “T-Shirt Cannon” [Grenade Launchers, DV by 
  grenade, SA, 12(c), —/10/11/8/4, w/ custom look, 12 stun 
  grenades]
  Stun Grenade ammunition [DV 10S/8S/6S, blast 15m, w/ status 
  effects: Blinded I, Deafened I, Dazed I]
  Extendable baton weapon focus 1 [Close Combat, DV 2S, 
  15/—/—/—/—]
  Shock glove [Close Combat, DV 4S(e), 13/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 12/—/—/—/—]
  shadowrun Missions//09.01
  started from
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  PAGE
  21
  
  Sergei Andropov
  (Troll Male, Physical Adept)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  8
  5 (7) 5 (8)
  9
  2
  2
  2
  3
  3
  6
  6
  DR
  I/ID
  AC
  CM
  MOVE
  13
  10/3
  A1, I4
  12 / 9
  10/15/+1
  Skills: Athletics 3, Close Combat 5, Con 4 (Musical Performance +2), 
  Electronics 4, Exotic Weapons 1 (Grapple Guns +2), Perception 1, Pilot-
  ing 4, Stealth 4
  Knowledge Skills: Classical Piano, Spirits, Synthesizers, Underground 
  Fighting Leagues
  Languages: English (Specialist), Russian (Native)
  Qualities: Built Tough 2 (troll trait), Catlike, Dermal Deposits (troll 
  trait), Mentor Spirit (Shark), Thermographic Vision (troll trait), SINner 
  (NeoNET)
  Initiate Grade: 2
  Adept Powers: Critical Strike 2, Improved Physical Attribute (Agility) 2, 
  Improved Reflexes 3, Killing Hands, Wall Running 
  Gear: Armor jacket (+4 w/ fire resistance 4), autopicker, crowbar, 
  chameleon suit, disposable syringes (narcoject, x10), earbuds [Ca-
  pacity 2 ,w/ audio enhancement, sound link], fashionable gas mask, 
  glasses [Capacity 4 w/ flare compensation, image link, smartlink, 
  vision magnification], lead-lined synthesizer cases (x6), magemask, 
  maglock passkey 4, micro flare launcher, guitar extinguisher at-
  tachment, hermetically sealed hard shell guitar case), micro flare 
  launcher, synthesizers (x6), Transys Avalon commlink [Device Rating 
  6, D/F 3/1]
  Weapons: 
  Grapple gun [Grapple Guns, DV 3S, SS, 1(z), 1/1/1/—/—]
  Throwing knives [Athletics, DV 4P, 10/9/3, 6 knives]
  Unarmed strike [Close Combat, DV 4S, 17/—/—/—/—]
  Alexi Mishkinovinov
  (Troll Male, Street Samurai)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  9
  4 (5)
  3 (4)
  5
  3
  5 (7)
  3
  2
  6
  0.76
  DR
  I/ID
  AC
  CM
  MOVE
  21
  7/2
  A1, I3
  15 / 10 10/15/+1
  Skills: Biotech 5, Close Combat 4 (Clubs +2), Con 6, Electronics 3, Ex-
  otic Weapons 4 (Parashield Dart Pistol +2), Perception 4, Stealth 2, 
  Piloting 1
  Knowledge Skills: Acoustics, Medical Services, Megacorps, Organleg-
  ging, Pharmacology, Shadow Clinics, Toxins
  Languages: English, Russian (Native)
  Qualities: Built Tough 2 (troll trait), Dermal Deposits (troll trait), Natu-
  ral Immunity (narcoject), Thermographic Vision (troll trait), Toughness 
  / SINner (NeoNET) 
  Augmentations: Cyberears [Rating 2 w/ audio enhancement, damper, 
  soundlink], cybereyes [Rating 3 /w flare compensation, image link, low 
  light vision, smartlink, thermographic vision], cyber implanted Parash-
  ield Dart Pistol, datajack, dermal plating 4 (betaware), titanium bone 
  lacing (betaware), wired reflexes 1 (betaware), cerebral booster 2, mus-
  cle toner 1, tailored pheromones 2
  Gear: Armor jacket (+4, w/ fire resistance 4), autopicker, climbing gear, 
  drum set, fashionable gas mask, glue solvent, glue sprayer, jammer 
  (area) 4, jammer (directional) 6, keycard copier, maglock passkey 4, 
  micro flare launcher, miniwelder, sequencer 6, stim patch 6 (x4), Tran-
  sys Avalon commlink [Device Rating 6, D/F 3/1], trauma patch (x2)
  Weapons: 
  Parashield Dart Pistol [Parashield Dart Pistols, DV 1P plus 
  chemical, SS, 5(c), 9/10/8/—/— w/ 10 injection darts (narcoject, 
  see p. 122, SR6)]
  War Maul [Clubs, DV 5P, 14/—/—/—/—]
  Unarmed strike [Close Combat, DV 4P, 12/—/—/—/— ]
  Grigori Cherenkov
  (Troll Male, Decker)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  6
  3
  2 (3)
  5
  5
  5 (8)
  4
  1
  3
  0.06
  DR
  I/ID
  AC
  CM
  MOVE
  14
  7/2
  A1, I3
  13 / 11 10/15/+1
  MATRIX
  DR
  I/ID
  AC
  CM
  Cold VR
  14
  12/2
  A1, I3
  11
  Skills: Athletics 5, Biotech 1, Close Combat 5, Cracking 7, Electronics 5, 
  Engineering 1, Perception 4, Stealth 3
  Knowledge Skills: Chicago Area, Data Havens, Megacorporations, 
  NeoNET, Police Procedures, Security Procedures, Special Effects, Street 
  Gangs
  Languages: English, Russian (Native)
  Qualities: Analytical Mind, Built Tough 2 (troll trait), Dermal Depos-
  its (toll trait), Toughness, Thermographic Vision (troll trait) / SINner 
  (NeoNET) 
  Augmentations: Cyberears [Rating 2, w/ audio enhancement, damp-
  er, soundlink] (used), cybereyes [Rating 4, /w flare compensation, 
  image link, low light vision, smartlink, thermographic vision, vision 
  enhancement, vision magnification] (used), cyberjack [Rating 3 D/F 
  5(6)/6] (used), dermal plating 3, plastic bone lacing, Renraku Kitsune 
  implanted cyberdeck [Device Rating 4, A/S 7/6] (used), wired reflexes 
  1, cerebral booster 2
  Gear: Armor jacket (+4 w/ electricity resistance 2, fire resistance 2), 
  bug scanner 6, commercial explosive 5 (4 kg), explosive foam 6 (6 kg), 
  fashion gas mask, headjammer 6, holoprojector (x3), jammer (direc-
  tional) 6, magnesium torch, micro flare launcher, printer, shop (Forg-
  ery), tool kit (Cybertechnology), tool kit (Disguise), trid projector, white 
  noise generator 6
  Programs: Armor, signal scrubber, toolbox
  Weapons: 
  Combat axe [Close Combat, DV 5P, 14/—/—/—/—]
  Combat knife [Close Combat, DV 3P, 13/7/—/—/—]
  Stun baton [Close Combat, DV 5S(e), 11/—/—/—/—] 
  Throwing knives [Athletics, DV 2P, 10/9/3/—/—, w/ 2 knives]
  Unarmed strike [Close Combat, DV 3P, 9/—/—/—/—]
  Svetlana Tatiova
  (Troll Female, Physical Adept)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  8
  4
  4
  6
  5
  4
  5
  3 (7)
  3
  6
  3
  DR
  I/ID
  AC
  CM
  MOVE
  13
  9/1
  A1, I2
  14 / 11 10/15/+1
  Skills: Astral 1, Athletics 1, Close Combat 1, Con 1, Firearms 1, Influence 
  1, Outdoors 1, Stealth 1
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  22
  
  Knowledge Skills: History, Neurobiology, Psychology, Sixth World 
  Events, Social Anthropology, Statistical Modeling, Universities 
  Languages: English, Russian (Native)
  Qualities: Analytical Mind, Guts, Mentor Spirit (Eagle), Photographic 
  Memory / Corporate SIN (NeoNET)
  Adept Powers: Astral Perception, Combat Sense 1, Critical Strike 1, En-
  hanced Perception 
  Gear: Armor jacket (+4, w/ fire resistance 4), contacts [Capacity 3, w/ 
  flare compensation, image link, smartlink], fashionable gas mask, med-
  kit 6, micro flare launcher, micro-camera, simrig, smartwig [w/ trodes]
  Weapons: 
  Defiance Super Shock [Firearms, DV 6S(e), SS, 4(m), 10/6/—/—/—]
  Shock glove [Close Combat, DV 4S(e), 11/—/—/—/—]
  Unarmed strike [Close Combat, DV 3S, 10/—/—/—/—]
  NeoNET Trans-Asia  
  Security Trooper
  (4, Human, Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  5
  4 (7)
  4 (8)
  4 (7)
  4
  3
  3
  2
  3.05
  DR
  I/ID
  AC
  CM
  MOVE
  12
  11/3
  A1, I4
  11
  10/15/+1
  Skills: Athletics 5, Close Combat 5, Engineering 5 (Demolitions +3), Fire-
  arms 5, Perception 5, Stealth 4
  Augmentations: Cybereyes [Rating 3 w/ flare compensation, image 
  link, low light vision, smartlink, thermographic vision, vision magnifi-
  cation] (betaware), reaction enhancers 2 (betaware), wired reflexes 2 
  (deltaware) / muscle augmentation 3 (deltaware), muscle toner 3 (del-
  taware), synthacardium 3 (deltaware)
  Gear: Medkit 3, plastic restraints (10), heavy armor (+5) [w/ chemical 
  seal, electricity resistance, fire resistance 2], security armor helmet (+2) 
  [w/ Transys Avalon commlink [Device Rating 6, D/F 3/1], micro-trans-
  ceiver, trodes], stim patch 5 (1 dose)
  Weapons: 
  SCK Model 100 [Firearms, DV 3S, SA/BF, 30(c), 12/12/9/—/—, w/ 
  folding stock, smartgun system (internal), 60 gel rounds ammo]
  Katana [Close Combat, DV 4P, 17/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 15/—/—/—/—]
  NeoNET Trans-Asia  
  Security Decker
  (1, Human, Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  3
  3
  4 (7)
  3
  4
  4 (6)
  4
  3
  2.2
  0.06
  DR
  I/ID
  AC
  CM
  MOVE
  10
  11/2
  A1, I3
  10
  —
  MATRIX
  DR
  I/ID
  AC
  CM
  Cold VR
  13
  10/2
  A1, I3
  11
  Skills: Athletics 3, Cracking 6, Electronics 5, Firearms 4, Perception 4
  Augmentations: Biomonitor (betaware), cybereyes [Rating 3 w/ flare 
  compensation, image link, low light vision, smartlink, and thermo-
  graphic vision], Cyberjack [Rating 3, D/F 6/5] (betaware), reaction en-
  hancers 2 (betaware), implanted MCT 360 cyberdeck [Device Rating 3, 
  A/S 6/5] (betaware), wired reflexes 1 (betaware) / cerebellum booster 2 
  (betaware), cerebral booster 3 (betaware)
  Gear: Security armor (+5 w/ chemical seal, electricity resistance 4), se-
  curity armor helmet (+2 w/ image link, smartlink, spatial recognizer), 
  stim patch 5 (1 dose)
  Programs: Armor, Exploit
  Weapons: 
  SCK Model 100 [Firearms, DV 3S, SA/BF, 30(c), 12/12/9/—/—, w/ 
  folding stock, smartgun system (internal), 60 gel rounds ammo]
  Unarmed strike [Close Combat, DV 2S, 11/—/—/—/—]
  NeoNET Trans-Asia  
  Security Mage
  (1, Human, Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  3
  2
  4
  3
  5
  5
  3
  3
  6
  7
  DR
  I/ID
  AC
  CM
  MOVE
  10
  11/4
  A1, I5
  11
  —
  DR
  ASTRAL
  I/ID
  AC
  CM
  5
  10/5
  A1, I5
  A1, I3
  —
  Skills: Astral 5, Conjuring 6, Stealth 4, Sorcery 6
  Initiate Grade: 2
  Metamagics: Centering, spell shaping
  Spells: Blast, Increase Reflexes (sustained, 3 hits), Manabolt, Mana 
  Barrier
  Spirits: Spirit of water (Force 7, 2 services)
  Gear: Centering focus 3, hermetic reagents (20 drams), security armor 
  (+5 w/ chemical seal, fire resistance 2), security armor helmet (+2 w/ 
  Transys Avalon commlink [Device Rating 6, D/F 3/1]), micro-transceiver, 
  trodes.
  Weapons: 
  SCK Model 100 [Firearms, DV 3S, SA/BF, 30(c), 12/12/9/—/—, w/ 
  folding stock, smartgun system (internal), 60 gel rounds ammo]
  Unarmed strike [Close Combat, DV 2S, 11/—/—/—/—]
  Spirit of Water
  (1, Force 8, 4 Services)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  7
  8
  9
  7
  7
  7
  7
  7
  7
  7
  DR
  I/ID
  AC
  CM
  MOVE
  7
  16/2
  A1, I3
  12
  —
  DR
  ASTRAL
  I/ID
  AC
  CM
  7
  14/3
  A1, I4
  —
  —
  Skills: Astral 7, Athletics 7 (Swimming +2), Close Combat 7, Exotic 
  Ranged 7, Perception 7
  Powers: Astral form, concealment, confusion, elemental attack (cold), 
  engulf (water), guard, materialization, movement, sapience, search
  Weapons:
  Astral Strike [Astral, DV 4P, 14/—/—/—/—]
  Elemental attack [Exotic Ranged, DV 7P(cold), 14/10/6/4/—]
  Engulf [Close Combat, DV 9S (and see p. 223, SR6), 16/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 16/—/—/—/—]
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  23
  
  Debugging
  If the runners for some reason search 
  around the building for secret entrances, there 
  is one present. This has nothing to do with 
  this run, but it may come up in a later run, 
  so it is included here for them to potentially 
  find. It can be found with a visual or tactile 
  Perception + Intuition [Mental] (4) Test (SR6: 
  Perception + Intuition (4) Test) or by finding 
  the door in Club Forgotten’s host. The runners 
  will only get the opportunity to make this Per-
  ception Test if they specifically state they are 
  searching for a hidden door. The door can only 
  be opened without sounding an alarm via the 
  host. The door leads to a narrow passage that 
  ends in a ladder. Climbing this ladder will take 
  the shadowrunners to Ando’s bedroom, conve-
  niently located at the far end of his office.
  Scene 3:
  Shadows 
  Without Honor 
  or Humanity
  Scan This
  The fixer comes through with another small 
  job and the runners meet with Tetsuya Sakai, 
  an oni kyodai also associated with the Inaga-
  wa-kai, who hires the runners to mess with a 
  local business. The idea is that they are to be-
  have in a manner that does not lead back to 
  the Yakuza. Go in to break and steal things. 
  Presumably, the goal is to convince the owner 
  that he needs protecting.
  Tell It to Them Straight
  The next day, you receive a text message 
  on your commlink. “All right chummers, I got 
  some more work to send your way. One of my 
  honored Yakuza associates is in need of assis-
  tance. Please meet with your contact at a tea 
  house, address attached. Ask for Tanaka-san, 
  he will be in a private room no doubt.” 
  Arriving at the address you see a small tea 
  shop on a busy street of businesses. Entering, 
  the door chimes with a real physical bell. An 
  older woman greets you. “Welcome honored 
  guests to Tsubaki Tea House. If you give me 
  just a few minutes, I’ll be able to put a few 
  tables together to accommodate your party.”
  Before she steps away, you mention that 
  you are here to meet with Tanaka-san and 
  she pauses before bowing deeply, “Of course. 
  Please follow me” She turns and shows you 
  back to a private room. She pulls back the slid-
  ing rice paper walls to reveal a modest space 
  with a few tables and chairs. Seated at the head 
  of the table is a blue-skinned metahuman, the 
  left half of his face covered in a metallic mask, 
  with horns rising vertically from his temples. 
  He grins as he stands up. He is wearing a 
  short-sleeved, buttoned-up shirt that depicts a 
  warm sunset over a tropical beach with a few 
  palm trees. 
  Yes, that is a Hawaiian shirt.
  As everyone settles in, the oni offers tea and 
  wagashi. Unlike your hotel meeting, the con-
  fections are plentiful and varied: three varieties 
  of mochi along with English-style shortbreads 
  and American style chocolate chip cookies. As 
  the plate moves around the table, you take a 
  better look at him. He’s definitely not a young-
  ster, closer to middle aged for orks, even this 
  particular metavariant. Now that you have a 
  moment, you see that the mask is actually a 
  plate installed onto his face, a partial cyber-
  skull. Both of his arms are cybernetic with his 
  left arm having been completely replaced and 
  his right starting from the elbow. Probably the 
  tip of that iceberg.
  Tsubaki Tea House
  Tsubaki Tea House, Shibuya Jingumae 5-13-2, is locat-
  ed in the middle-class neighborhood of Harajuku, known 
  for its modern, urban culture. Traditionally, a tea house 
  was a small wooden building on one’s property for drink-
  ing tea. Tsubaki Tea House is more like a western coffee 
  shop/café. You come in and are seated by a host like a 
  restaurant. The menu is all teas and wagashi, Japanese 
  “pastries” made from mochi (a sort of rice paste made 
  into cakes, usually with some manner of filling), azuki 
  bean paste, and fruit. 
   
  > The owner of this place doesn’t have it out for metas and is 
  happy to cater to a diverse clientele. They won’t go out of 
  their way—don’t expect troll-appropriate seating—but they 
  don’t force you to use a service entrance. That said, foreigners 
  get all the side-eye normally reserved for non-humans.
  > The Hostess
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  24
  
  The oni wastes no time on pleasantries, 
  stuffing his face with one of the soft rice cakes 
  and talking around it. His voice is a jolly 
  growl. “All right folks, so, I’m Sakai. Kind of a 
  big deal around here. Done some digging and 
  talked to my friends, all a bunch of scum and 
  lowlifes,” he interrupts himself with a guffaw, 
  obviously thinking “scum and lowlifes” is a 
  funny thing to call his friends, “yeah, scum and 
  lowlifes…” His laughter fades and he grunts 
  before he continues.
  “Anyway, they say you are not completely 
  useless. Perhaps you are ready to move up. So, 
  I got a job offer for you, something that should 
  be fun if you don’t take things to seriously, and 
  it’ll make us all a bit of cred. Me more than 
  you naturally, ha! So, I run insurance for the 
  businesses in my district but there’s this gro-
  cery store on the corner of this very block, they 
  feel they can rely on the Metro for protection! 
  Can you believe it?”
  He leans in and without actually dropping 
  his volume, speaks conspiratorially, “Now, let 
  me tell you something, I been protecting this 
  neighborhood for a few years and I’ve learned 
  a few things. And one of the few things I’ve 
  learned is that you can’t always count on the 
  police! The kind of folks that’ll rob you blind? 
  They aren’t afraid of the police! But, see, I’ve 
  offered my crew up as sort of augmented se-
  curity service for many of the neighborhood 
  businesses. We’re not tied up in regulatory 
  nonsense like the fine officers of our police 
  force are, no way! It only takes a few cracked 
  skulls to get the word out. We get results!”
  “Now? Well, when folks know we’re look-
  ing after your interests … well not you, I mean 
  … but a business, well, they tend to leave it 
  the hell alone. And on this block, every single 
  shop or office is on our premium plan. Well, 
  now, except this grocery store. Which might 
  be all right, but see, no one’s ever gonna mess 
  with ’em because of proximity. It’s like being 
  under an umbrella! A security umbrella. So 
  they end up benefiting from our services but 
  they aren’t paying the fees! Hardly fair, hard-
  ly fair at all.” He takes a long drink of his tea 
  before continuing.
  “So, this is where you come in. They’re, uh, 
  what do you call it? Oh, yeah: Complacent! 
  So I need to really drive home the importance 
  of being on the plan. So, we’re gonna do a bit 
  of stage acting, what do you say to that? You 
  guys take on the role of some chinpara and go 
  in there and make a mess of things. Just go in 
  there and do …” he waves his hands dramat-
  ically in the air, “… chaos.” He nods at that 
  before continuing. “Take drek, steal any cash 
  script in the register, break a few things, I don’t 
  know, maybe write on the walls.”
  He puts another of the mochis in his mouth 
  and then stops chewing before blurting out as 
  if he just remembered something vital. “But 
  don’t hurt anybody. Well, at least not badly. 
  They shouldn’t give you any trouble. I mean, 
  if someone gets in your face, push ’em around, 
  but nothing serious. Don’t break any bones 
  or gouge out their eyes. If you absolutely got-
  ta rough someone up, can’t be nothing more 
  than a few stitches. And only if you have to! 
  These are my neighbors, I don’t want to see 
  them hurt. Just need them to do the neighborly 
  thing, right?”
  “Oh, and don’t go presenting yourself as 
  Yakuza. Don’t tell them they need better pro-
  tection or anything like that. You gotta be sub-
  tle. They can’t think I put you up to this.”
  “All right, so sounds easy enough, right? 
  In addition to your share of whatever small 
  amount of cash you can get, and don’t count 
  on it being much, I will pay each of you 1,000 
  nuyen. Meanwhile, I’m gonna watch. I mean, 
  from here. Got this little FlySpy. It’s neat! Any-
  way, go and apply your skills. When you’re 
  done, meet me around back for your pay. 
  What do you say?”
  When they arrive at the store, read this:
  The store down the street is visible as you exit 
  the tea house. Tanaka-san’s drone flies around at 
  a reasonable distance. One thing you notice as you 
  approach is that the windows on the doors and 
  walls are not mirrored or tinted, you can see right 
  inside. Stepping inside, you are greeted with a smile 
  by the woman behind the counter, “Hello, how are 
  you folks doing today?” You see an older gentleman, 
  nearing fifty, cleaning the doors of the coolers with 
  a spray bottle and a rag. A younger woman stocks 
  some apples.
  Behind the Scenes
  Tetsuya Sakai will ensure everyone has tea 
  and cookies. He is Inagawa-kai, “new-school” 
  Yakuza, and does not respect all of the old 
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  25
  
  ways—for example, he does not engage in the 
  customary small-talk before getting down to 
  business. One traditional Japanese business style 
  Tetsuya has not given up is the way in which 
  he offers the runners pay. He has brought his 
  best offer to the table and will be offended and 
  shamed if the runners attempt to negotiate price 
  in a western way. In the traditional Japanese 
  way, Tetsuya will hear out any qualifications or 
  justifications the runners make and thank them 
  for this information. He will consider it in his 
  final evaluation of their performance. Natural-
  ly any non-Japanese will be given a little more 
  leeway in this, as Tetsuya understands that for-
  eigners do not know how to do things properly. 
  His negotiation pool is 10. He offers a base pay 
  of 1,000 nuyen each but will up the pay by 100 
  nuyen per net hit on a Negotiation test, maxi-
  mum 5 hits, provided the job is accomplished. 
  This will be given as a bonus after the job.
  The grocery store is a small, family-owned 
  place. The front features four large, clear win-
  dows. Inside, produce is for sale along two walls. 
  The third wall is all coolers with beverages, 
  beer, eggs, cheese and juice for sale. The fourth 
  wall is the register and a soda fountain. There 
  is also a case with some premade hot foods for 
  sale under a warming lamp. The center is all 
  your dry goods; ten aisles worth of shelves with 
  many prepackaged foods. The floors are natural 
  wood. The ceiling is an exposed beam type, so 
  all the wiring for lights and such is visible, zip 
  tied to the metal structure.
  The store is owned and operated by Akira 
  Matsui and his wife Riku. Their twenty-two-
  year-old daughter, Tamako, helps out with 
  the store as well. Akira is suspicious of any-
  one looking tough, especially foreigners, and 
  is always watching anyone he does not know 
  in the store (he will make a Perception test to 
  look to see if anyone suspicious is armed). Aki-
  ra is quieter and watches anyone in the store 
  (Perception test to notice shoplifting). Tamako 
  is the warmest and friendliest of the three—
  her spirit has yet to be crushed by decades of 
  grinding out a living in service to the public. 
  There is 97 nuyen per runner in the register 
  (some people still use cash!).
  The runners will get a message on their 
  commlink from Sakai a few minutes after they 
  leave, complimenting them on a job well done 
  and reminding them to collect their pay. When 
  they arrive behind the tea house, he’ll be wait-
  ing for them. He will make special mention of 
  any particularly funny or stylistic thing that 
  happened. The oni is a prankster and joker 
  at heart, so if someone got power-slammed 
  through a table or someone opened a soda into 
  the cashier’s face after shaking it up, he’s going 
  to think that was very funny. He’ll pay them 
  and let them know he looks forward to work-
  ing with them again.
  matsui corner grocery
  Matsui Corner Grocery is a small, family-owned 
  grocery store serving a neighborhood. It’s not a large 
  chain or a multi-department supermarket. The store is 
  named for the family that owns it. 
  Shadowrun, Fifth Edition
  Akira, Riku, And  
  Tamako Matsui
  (Human, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  2
  4
  3
  2
  2
  2
  2
  4
  6
  Initiative: 5 + 1D6
  Condition Monitor: 9
  Limits: Physical 3, Mental 3, Social 6
  Active Skills: Clubs 1, Etiquette 3 (Service +2), Leadership 2, Negotiation 
  5 (Bathroom for Customers Only! +2) Throwing 1, Unarmed Combat 1
  Languages: Japanese N, English 5
  Qualities: Group Think / SINner (Japan)
  Gear: Metalink comlink [Device Rating 1], Glasses [Capacity 3 w/ image-
  link, vision enhancement 1, vision magnification] 
  Weapons: 
  Bottle (unbroken) [Club, Acc 3, DV 3S, AP —]
  Bottle (broken) [Blade, Acc 3, DV 2P, AP —]
  Broom [Club, Acc 4, DV 2P, AP +1]
  Unarmed strike [Unarmed Combat, Acc 3, Reach —, DV 2S, AP —]
  Host: Grocery Store
  R
  A
  S
  D
  F
  3
  3
  4
  5
  6
  Installed IC: Patrol, Probe, Track
  Slaved Devices: Cameras, Door Locks, Point Of Sale System (cash reg-
  ister), Lights, Refrigeration units, HVAC systems, 
  Sculpting: The host has never been reset form the default, so it looks 
  like a generic store, with grey paint on every surface. Items appear 
  to have the same controls in the Matrix they would in real life. Toggle 
  switches and dimmers for lights, latches for door locks, thermostat for 
  the HVAC, etc.
  Security Procedures: Patrol running always. Once host is alerted it 
  launches Probe, then Track. The idea is to mark any invaders and report 
  their physical location to the police. Any crashed IC is relaunched in the 
  order listed above. 
  Paydata: You find some unaccounted for nuyen due to a payment 
  processing error. You are able to collect those funds and transfer 200 
  nuyen to yourself.
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  26
  
  matsui corner grocery
  Matsui Corner Grocery is a small, family-owned 
  grocery store serving a neighborhood. It’s not a large 
  chain or a multi-department supermarket. The store is 
  named for the family that owns it. 
  Shadowrun, sixth world
  Akira, Riku,  
  And Tamako Matsui
  (Human, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  2
  2
  2
  2
  2
  2
  2
  2
  6
  DR
  I/ID
  AC
  CM
  MOVE
  2
  4/1
  A1, I2
  9
  10/15/+1
  Skills: Close Combat 1, Influence 3
  Gear: Renraku Sensei commlink [Device Rating 3], glasses [Capacity 1 
  w/ image link] 
  Weapons: 
  Bottle (unbroken) [Close Combat, DV 3S, 8/3/—/—/—]
  Bottle (broken) [Close Combat, DV 1P, 6/—/—/—/—]
  Broom [Close Combat, DV 3S, 7/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 4/—/—/—/—]
  Host: Grocery Store
  R
  A
  S
  D
  F
  3
  3
  4
  5
  6
  Installed IC: Marker, patrol, track
  Slaved Devices: Cameras, Door Locks, Point Of Sale System (cash reg-
  ister), Lights, Refrigeration units, HVAC systems, 
  Sculpting: The host has never been reset form the default, so it looks 
  like a generic store, with grey paint on every surface. Items appear 
  to have the same controls in the Matrix they would in real life. Toggle 
  switches and dimmers for lights, latches for door locks, thermostat for 
  the HVAC, etc. 
  Host Personas: Outsider access is granted to virtual shoppers. There 
  are usually more patrons shopping for groceries in the virtual store-
  front than physically present, but barely so. The employees have user 
  access but are rarely are logged into the host. Only the grocery owner, 
  Akira, has Admin privileges. In contrast to the otherwise apathetic host 
  maintenance, the IC personas have quality icons representing lifelike 
  Shiba Inus of cream, sesame, and black coats for patrol, marker, and 
  track IC respectively. The IC’s attacks are rendered as typically doggish 
  behavior: patrol sniffs, marker pees, and track tracks. 
  Networked Devices: The Host runs the security and operations of the 
  grocery store.
  Attached Hosts: The Host is officially partnered with delivery services 
  such as FoodDude and iBringUeat. A mischievous hacker has redirected 
  the deli subfunction to the metahuman dating site PorkOrk. The owners 
  haven’t noticed yet.
  Security Procedures: Patrol running always. Once the host is alerted 
  it launches marker and then track. If track IC discovers a physical loca-
  tion, it is shared with NTMP. None of the employees are savvy enough 
  to defend the host and will simply log out if they are virtually present 
  when the host goes on alert. Non-public files are poorly secured with 
  Encryption rating 2.
  Paydata: You find some unaccounted for nuyen due to a payment 
  processing error. You are able to collect those funds and transfer 200 
  nuyen to yourself.
  Pushing the Envelope
  You could dig out the Splatter Table from 
  Fast Food Fight if you want to increase the 
  annoyance of this scene. If you really want 
  to pump it up, the owner is a retired shadow-
  runner just trying to live a quiet life of peace. 
  Use the stats below for him instead of the stats 
  above. At the first sign of trouble he activates 
  his wired reflexes and begins kicking hoop. 
  Note that he is skilled in Drunken Boxing. 
  His combat tactics will be defense-based. He 
  will go on full defense and will use his Edge 
  to re-roll failures on Defense tests. Since his 
  is fighting a large group, he will focus first on 
  disarming any runners with guns. Once he has 
  ensured that firearms will not come into play, 
  he will focus his attacks on whichever target 
  appears to be the toughest and try to take that 
  individual down fast, using Edge if needed. 
  His hope is that after seeing the tough guy go 
  down, the rest of the runners will scatter. He is 
  not fighting to kill, only to stop. He will utilize 
  drunken boxing strikes or hitting people with 
  nearby improvised weapons. 
  If you utilize retired shadowrunner Akira, Sakai 
  will have known about the man’s past. He will 
  have been setting the runners up for a challenge 
  on purpose without telling them, thinking that the 
  ensuing shenanigans will be hilarious to watch. 
  When they return to report what happened, he 
  lets them in on his “prank.” If they become angry, 
  he handwaves the issue aside before paying them 
  the cred he promised. If they take it in good stride, 
  he laughs boisterously, “I knew you were gonna 
  enjoy my little joke, omae. I think we’ll get along 
  marvelously!” He pays them an additional fifty 
  percent for putting on a good show.
  In both cases, he pays them whether they 
  actually got around to causing the requisite 
  chaos or not.
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  27
  
  Shadowrun, Fifth Edition
  Akira Matsui 
  (Retired Street Samurai Version)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5
  5 (7)
  4 (8)
  5
  5
  2
  5
  3
  7
  0.59
  Initiative: 9 (13) + 4D6  
   
  Condition Monitor (P/S): 14 / 11
  Limits: Physical 8, Mental 5, Social 4
  Armor: 11
  Active Skills: Athletics skill group 3, Clubs 7 (Staves +2), Con 3, Eti-
  quette 2 (Professional +2), Negotiation 3 (Bargaining +2), Palming 5, 
  Perception 6, Sneaking 4, Unarmed Combat 9 (Drunken Boxing +2)
  Knowledge Skills: Neo-Tokyo Sprawl 4, Runner Tricks 5, Security Pro-
  cedures 3, Small Business 4, Yakuza 3
  Languages: Japanese N, English N
  Qualities: Ambidextrous, Bilingual, Tough as Nails (physical) 3, Aged 1, 
  Dependents 2 (the store), SINner (Japan)
  Augmentations: Aluminum bone lacing (betaware), cybereyes [Rating 
  1 w/ flare compensation, imagelink, low-light vision, vision enhance-
  ment 1] (betaware), reaction enhancer 1 (betaware), select sound fil-
  ter 2 (betaware), spatial recognizer (betaware), wired reflexes 3 (bet-
  aware), muscle toner 2 (alphaware), pain editor (alphaware), platelet 
  factories (alphaware) 
  Gear: Armored vest, Transys Avalon commlink [Device Rating 6]
  Drunken Boxing Maneuvers: Called Shot: Disarm, Called Shot: Feint, 
  Full Offense, Two-Headed Snake 
  Weapons: 
  Broomstick [Staff, Acc 6, Reach 2, DV 8P, AP —]
  Unarmed strike [Unarmed Combat, Acc 8, Reach —, DV 7P, AP —]
  shadowrun, sixth world
  Akira Matsui
  (Retired Street Samurai Version)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  EDG
  5
  5 (7)
  4 (8)
  5
  5
  2
  5
  3
  7
  2.15
  DR
  I/ID
  AC
  CM
  MOVE
  2
  4/1
  A1, I2
  9
  10/15/+1
  Skills: Athletics 3, Close Combat 7 (Unarmed +3, Staves +2), Con 3, In-
  fluence 4, Perception 6, Stealth 4
  Knowledge Skills: Neo-Tokyo Sprawl, Runner Tricks, Shadowrunner 
  Community, Security Procedures, Small Business
  Qualities: Guts, Indomitable, Toughness / Aged 1, Dependents 2 (the 
  store), SINner (Japanese Imperial State)
  Augmentations: Aluminum bone lacing (betaware), cybereyes [Rating 
  2, w/ flare compensation, imagelink, low-light vision, vision enhance-
  ment] (betaware), reaction enhancer 1 (betaware), select sound filter 2 
  (betaware), spatial recognizer (betaware), wired reflexes 3 (betaware), 
  muscle toner 2 (alphaware), pain editor (alphaware)
  Gear: Armor vest (+3), Transys Avalon commlink [Device Rating 6, D/F 
  3/1]
  Weapons: 
  Broomstick [Staves, DV 2S, 13/—/—/—/—]
  Unarmed strike [Unarmed, DV 4P, 13/—/—/—/—]
  Debugging
  Some of the characters may be reticent to 
  respond physically to an elderly man. If the 
  team starts to back off when the old man tries 
  to stop them from damaging his property, he 
  is encouraged to “teach them a lesson.” A sur-
  prise trouncing of runners will teach them not 
  to be ageist.
  Scene 4:
  Opening 
  Arguments
  Scan This
  The fixer gives them a third meet, this time 
  with Ryoto Ishikawa, a lawyer whose business 
  centers around protecting the interests of the 
  Mita-gumi. Ryoto employs several children in 
  various capacities. The youngest perform small 
  errands, while the older and slightly smarter 
  are put to work as couriers, numbers runners, 
  and messengers. Since Ryoto’s kids often move 
  through Sub-Tokyo on errands, they are being 
  harassed by a gang that operates there. The 
  team will need to find the gang and convince 
  them to desist.
  Tell It to Them Straight
  Your fixer calls. “Hello, I have another small 
  job for you, but it’s for a very important man, 
  Ishikawa Ryoto, Esquire. He is an attorney for 
  the Mita-gumi. Please arrive at his offices for 
  a meeting at 6 p.m. tonight. Dress in business 
  formal attire; to underdress for a meeting with 
  Ishikawa-san would bring dishonor upon you, 
  and me for recommending you. I’ll attach the ad-
  dress; let me know if you will not be attending.”
  Arriving at the address you find a relative-
  ly small office building. You enter the lobby, 
  which is open to the public, and has a single, 
  bored guard. There is an ARO directory in-
  dicating that the law offices of Ishikawa and 
  shadowrun Missions//09.01
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  28
  
  Takeshi are on the seventh of fifteen floors. 
  You enter the elevator and ascend. Exiting 
  on the seventh floor, you see two main offices 
  at either end of the hall, and four smaller of-
  fices in the center of the hall. The attorney’s 
  office down the end of the hall to the right 
  as you exit the elevator, behind full-length 
  glass doors. Opening the doors, you notice 
  an immediate change in the level of décor. 
  The desks are all a dark granite topping that 
  appears to be real wood but might just be a 
  high-quality synthetic. The wall sconces are 
  conservative but high-class. All the lighting 
  is soft as opposed to the harsher lighting in 
  the halls, and a smiling receptionist greets you 
  when you enter. 
  “Welcome to the Law Offices of Ishikawa 
  and Takeshi. Do you have an appointment?” 
  After telling the receptionist you are here to 
  see Ishikawa-san, you are shown into the con-
  ference room where a large glass table greets 
  you. In its center is a tray of cookies, tea, and 
  cups. Unfortunately, there are no ork- or troll-
  sized chairs, only the sort of human-sized fur-
  niture from which dwarven feet inelegantly 
  dangle.
  After a few moments, a young, sharply 
  dressed human male enters. His hair is per-
  fectly groomed, and he is handsome, despite 
  the long scar down the right side of his face. 
  “Greetings, it is nice to make your acquain-
  tance.” He bows to the group and then offers 
  a western-style handshake to any foreigners. 
  “Please be seated. I have what should be a 
  very straightforward job for you. I employ 
  some local youth to perform errands. It helps 
  them stay out of gangs while earning some 
  money after school to assist their families. 
  Some of these young colleagues are being 
  hassled by a gang of toughs. This gang has 
  not listened to reason and so must be taught 
  a lesson. Your task is to impress upon them 
  the severity of discomfort they will experi-
  ence if they continue with their actions. Of 
  course, even should it be a physical message, 
  it is meant to be a message so please do 
  not cause any irreparable harm. No broken 
  bones, no gunshots, definitely no killing. But 
  make sure they know you held back—they 
  should understand that they are getting off 
  light. When you are done, make sure to let 
  them know that they are not to hassle the 
  children they roughed up this morning any 
  longer. I can provide you with photos of two 
  of the individuals, as well as three known 
  locations where they can often be found. For 
  this job I will pay you each a fee of 2,000 
  nuyen. So, are we doing business?”
  Once the team agree, read this:
  I am sending you a data file here that contains 
  the photos of the two individuals involved in 
  the assault, as well as the three locations I 
  mentioned. You can reach them all easily from 
  the old Azabujuban subway station. The first is 
  the site of this morning’s assault and, according 
  to the children, the most likely place for the 
  gang to be. The second location is a food vendor 
  the gang frequents. Finally, the tunnel system 
  entrance that is closest to where they reside is a 
  known hang-out.” Ryoto finishes the data transfer 
  with his commlink. He then pulls a cheap, off-
  brand commlink from his briefcase, removing the 
  packaging and powering it on. “You can send me 
  some type of proof that the punks got the message 
  to this commlink, a still image will suffice, trid 
  footage would be better. Once I have that proof, you 
  will receive the rest of your payment.”
  As the conversation ends, Ishikawa-san stands 
  and bows. “Thank you for coming in today—,” he is 
  interrupted by the door opening and a small child 
  of about eight to ten years of age running in and 
  hugging his leg. “Oji-san!” 
  Ryoto looks down at the child. “Katsuo-kun, it is 
  good to see you,” he says in a familiar friendly tone. 
  Then his tone switches to one of chastisement “I 
  am in a meeting, please do not be so disrespectful. 
  Apologize to my guests, then go find your father 
  and tell him of your actions, and how you will be 
  more careful in the future.”
  The boy turns to you all and bows. “I apologize 
  for my disrespect.” He turns back to Ryoto and 
  bows a second time, “I am sorry to have interrupted 
  your meeting, Oji-san” 
  Ryoto smiles. “It’s all right Katsuo-kun, no harm 
  done. Here, you might as well have a cookie before 
  you leave.” The child smiles and selects a cookie 
  from the plate offered by Ryoto. He then leaves the 
  room. 
  “My apologies. That was the child of my law 
  partner. Wonderful lad. Anyway, you have a lesson 
  of your own to teach, I’ll not hold you up.” He bows 
  to you and holds the door open for you to leave.
  shadowrun Missions//09.01
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  29
  
  Behind the Scenes
  Ryoto Ishikawa is a Japanese human 
  male, 28 years old, stands 1.78 meters tall. 
  He is mundane, always dressed in a suit and 
  always looks professional. He has trained in 
  karate since a very early age and has tattoos 
  on his back and arms, some of which are 
  martial arts related, most of which are Yaku-
  za related, all of which can be concealed un-
  der a suit. The one thing about his profes-
  sional appearance that indicates he may be a 
  tough guy is a long scar on the right side of 
  his face and neck.
  Ryoto Ishikawa is a master negotiator and 
  has a dice pool of 14. He offers 2,000 nuyen 
  base pay, with 100 nuyen per net hit on the 
  Negotiation test. A maximum of 5 hits can be 
  counted. He will give the extra money as a bo-
  nus at the end in the traditional way.
  The photos came from one of his kids, who 
  has cybereyes as a result of a birth defect that 
  left her blind. She was able to take a few still 
  captures while on the receiving end of some 
  physical violence. The gang members in the 
  photos are young adults similar in age, around 
  sixteen to twenty-two years old. They are 
  dressed very poorly and do not have matching 
  clothes or colors. 
  If the runners solve the problem with the 
  violence Ryoto is requesting, he will send the 
  payment as agreed once they have sent him 
  proof the job is done. He will throw in an ex-
  tra 500 nuyen per individual simsense record-
  ing they submit. So, if one runner captures a 
  simsense recording, the team receives an extra 
  500 nuyen to divide up how they see fit. If they 
  submit simsense from two perspectives, they 
  will get 1,000 nuyen to divide up how they see 
  fit. This simsense bonus will not be offered in 
  advance, as it is not something Ryoto knows 
  he wants. If presented with one simsense re-
  cording he will ask the runners if they have 
  any more. He will only pay up to 500 nuyen 
  per runner for this. If your runners somehow 
  manage to capture more simsense recordings 
  than there are runners, they cannot gain any 
  additional nuyen with those additional record-
  ings. Ryoto will pass the simsense recordings 
  on to his kids so they can experience what it 
  feels like to kick some bully hoop. If asked at 
  the initial meet if he would like simsense re-
  cordings he will think for a moment before 
  responding, “Yes, I might even see my way to 
  paying extra for them. What a great idea.”
  If the runners solve the problem without 
  violence (see Debugging if they pursue that av-
  enue) they will still get paid, but the payment 
  will be delayed for one week so Ryoto can 
  verify that his kids are allowed to pass unmo-
  lested. There will still be a potential simsense 
  bonus in it for them if they scared the bullies 
  so bad they pee themselves or do something 
  else awesome or stylistic. Let the players run 
  with their creativity.
  Katsuo Takeshi is nine years old. He is the 
  son of Kitano Takeshi, Ryoto’s law partner. The 
  two of them own and operate the Law Offic-
  es of Ishikawa and Takeshi. Katsuo is present 
  here to show that Ryoto has a soft spot for the 
  kids and because he appears in a future run.
  Debugging
  If the runners get out of line or act unprofes-
  sional, Ryoto Ishikawa will express his displea-
  sure. “This kind of attitude may be fine for the 
  lowlifes and foreigners you are used to dealing 
  with, but I do not care for it. I respectfully ask 
  that you keep a civil tongue in my office and 
  practice basic etiquette.” Ryoto will be a little 
  more understanding of foreigners, taking the 
  opportunity to teach them how they should act 
  in an unintentional but still slightly condescend-
  ing way, as one would a child or a fool. 
  What if the runners don’t want to beat up 
  a bunch of kids? Some runner teams might be 
  excited at the opportunity to kick some tail. 
  Other runners might feel appalled at this task. 
  If the runners push back, or question why they 
  are being asked to jump right to the violence 
  solution, Ryoto will say the following: “Well, 
  I sent around one of my guys to tell them to 
  desist in this behavior. They seem to have ig-
  nored him. If you think you can get through 
  to them without violence you are welcome to 
  try. However, I will be very disappointed if 
  my kids come to harm again. I will withhold 
  the final payment for one week from today to 
  make sure my kids are not coming to any fur-
  ther harm. If they get beaten up again I will 
  expect you to go back and finish the job.” That 
  is to say, if the runners want to get creative and 
  solve the problem without violence, they can 
  do so and still accomplish the mission. But it 
  must be their idea—Ryoto will not suggest it. 
  shadowrun Missions//09.01
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  Scene 5:
  Violent 
  Objection
  Scan This
  The team heads to the locations suggested by 
  Ryoto, finding the gang of youths at the tunnel 
  entrance. Then, they must convince the youth 
  gang to leave Ryoto’s wards alone. If the con-
  frontation becomes violent, some of the parents 
  of the youth gang intervene and shortly thereaf-
  ter, the police arrive to arrest all involved.
  Tell It to Them Straight
  Arriving at the Azabujuban subway station, 
  you can see that barricades and fencing meant 
  to discourage free passage back and forth be-
  tween the city streets and Sub-Tokyo. Howev-
  er, a large stormwater intake drain provides 
  access to the tunnels below. The drain has a 
  small trickle of water going into it and looks 
  as though it would have to be raining harder 
  than you have ever seen it rain to need a drain 
  this big. The grating is hinged, and the hasp 
  that holds the padlock has been torn free of 
  the concrete opening. 
  Once they enter the drain, read this:
  Entering the drain, you find a mostly dark shaft. 
  The drain drops downward at a steep thirty-degree 
  angle. Someone has carved stairs into the left side. 
  You make your way downward and soon find yourself 
  in total darkness as you reach flat ground again. The 
  shaft you entered from joins four others in a forty-
  meter square space. The outside five meters of the 
  room have a concrete floor with the rest of the floor 
  being a large drain. Water flows in from three of the 
  tunnels and drops into the center drain. 
  You can see that a fourth tunnel does not rise 
  to the surface but rather continues level. It appears 
  to have been knocked out of an existing wall. Most 
  of the debris left behind by the wall is still here but 
  has been moved to the sides. This hole gives way to 
  a tunnel stretching out in either direction, with rail 
  tracks down the center. You press onward toward 
  your next waypoint. After 100 meters you begin 
  seeing signs of occupancy. Trash piles, discarded 
  food packaging, human waste, and faint light up 
  ahead. At about 300 meters, you see your first 
  homeless person, living in an improvised structure 
  made of discarded wood, plastic sheeting, and some 
  other materials. Some appear abandoned, other 
  have light from small cooking fires, or battery-
  powered flashlights. You see more and more 
  structures like these until at 500 meters you begin 
  to see brighter light up ahead. At about 550 meters 
  from the entrance of the tunnel you arrive at your 
  first waypoint, the sight of this morning’s assault. 
  Once the runners have finished exploring the 
  site of the assault, read this:
  You continue to your next waypoint. Stepping 
  out of the subway tunnel, you arrive at what must 
  have once been a station platform. A mess of 
  metahumanity has crammed itself inside the open 
  area. Lights are strung up indicating they must 
  be pirating electricity from somewhere. There are 
  electric cooking units preparing food, mostly meat; 
  you can see a food vendor selling bowls of the stuff. 
  Hanging around his tent are dozens of dead rats, 
  hung from hooks by their tails. You also see a booth 
  selling used electronics, a lot of older tech, many 
  with cosmetic damage, but still functional. So this is 
  what happens to all the commlinks stolen from café 
  tables and the pockets of unsuspecting tourists.
  You move through the large station, toward 
  the opposite end. A particular vendor cart appears 
  to be rather popular, and you find a man selling 
  microwaved ramen cups at a reasonable price. Each 
  cup depicts a bright orange, anime-style shrimp 
  holding up a chicken, cow, pig, or fish under the 
  words Niku-Terajima. He has several cases of them 
  stacked up behind him.
  Give the runners time to explore and talk to 
  people before moving to the next spot:
  You move out the station and through another 
  kilometer of tunnel before making a right turn down 
  an electrical tunnel. A few more twists and turns 
  bring you back to a surface exit. Another drainage 
  pipe. You ascend some well-traveled stairs, finally 
  popping out an in alley. Halfway down the block, 
  you can see a small group of teenagers milling 
  about. Hopefully your search has ended and you can 
  get to the business of terrifying children.
  shadowrun Missions//09.01
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  Behind the Scenes
  The first few paragraphs funnel the runners 
  through a brief tour of Sub-Tokyo. Only after 
  leaving will they encounter the youths. This 
  is hopefully the route your runners choose to 
  take, as it is the “scenic route” that exposes 
  them to the Sub-Tokyo slum. If the runners 
  choose to go straight to the third location, 
  modify the text you read aloud according-
  ly. Additionally, be sure to give the runners a 
  chance to do things at each stop. While the re-
  sults of all of their searching is a foregone con-
  clusion (the gang is topside), there is no reason 
  for them to feel like this is a cutscene. If they 
  want to talk to people or flash pictures around 
  and ask about the targets, please roleplay out 
  how that encounter could go.
  Also, keep in mind that many parts of 
  Sub-Tokyo are in near total darkness and will 
  suffer up to a –6 to all visual Perception tests 
  unless they can light their way. A flashlight or 
  low light/thermographic vision will get them 
  down to –3 and both will mitigate the modifi-
  er to a –1 (SR6: Runners cannot gain or spend 
  edge on Perception (Visual) tests unless they 
  have thermographic vision or the combina-
  tion of low-light vision and a light source). If 
  they do not have lighting, modify the text that 
  follows to describe them fumbling around in 
  the darkness.
  If the runners canvass the residents of 
  Sub-Tokyo, roll an Etiquette + Charisma [So-
  cial] Teamwork Test (SR6: Influence + Cha-
  risma Test). The base threshold for the test is 
  equal to the number of runners. The residents 
  of Sub-Tokyo are generally resentful of any-
  one who has it better than they do and more 
  willing to talk to people who they believe are 
  more like them. To represent this, add +1 to 
  the threshold for every member that has a 
  Middle or higher lifestyle as their default and 
  –1 for each member that has a Squatter or 
  lower lifestyle as their default. Further, add 
  +1 for each runner wearing gear with the cus-
  tom fit feature or that provides a bonus to the 
  character’s Social limit (SR6: Any runner of 
  Middle or higher lifestyle, or wearing clean 
  and fashionable clothing, cannot gain Edge 
  on this test).
  Apply the net hits as a dice pool modifier 
  to an Edge test that each character that is part 
  of the Teamwork test can make. Based on hits 
  sub-tokyo
  Hoy, chummers. New to Neo-Tokyo and thinking of 
  living on the streets somewhere until you can build up 
  some cred? Think again. The local police force keep the 
  above ground areas clear of the homeless, forcing them 
  all to “move along.” Well they all have to “move along” to 
  somewhere, and that “where” is Sub-Tokyo. 
  Below the surface of Neo-Tokyo is a maze of tunnels. 
  Some serve much-needed functions, carrying utility ca-
  bles, plumbing, and the like. Some are forgotten and 
  abandoned voids left when buildings were constructed. 
  Other disused bits of underground infrastructure make 
  up the remaining portions of the tunnels. Many of the 
  tunnels are parts of the abandoned and “sealed” subway 
  system (all the trains moved above ground after the Yo-
  kohama quake in ’61). 
  This labyrinth is currently home to the shunned cit-
  izens of Neo-Tokyo. People the surface dwellers would 
  rather forget. They don’t want to confront the fact that 
  there are thousands of people, a whole community, down 
  there, albeit one working mostly on the barter system. 
  > The homeless also carry heavy burdens of shame in Neo-
  Tokyo’s work-fueled lifestyle, and the surface Tokyo-ites 
  would rather forget the homeless exist than help alleviate 
  the problem. They have been shoved out of every place 
  they could find to sleep, so they have come underground. 
  > Phase
   
  > Keep in mind many of the homeless that live in these 
  tunnels are “working homeless.” People who have jobs 
  but are either transitionally homeless or do not make 
  enough to be able to afford a place to live due to a number 
  of factors. Many of them will have a gym membership so 
  they can shower before work. They will do their laundry 
  at the laundromat. They do not fit the traditional “hobo” 
  stereotype many have in their heads. 
  > The Hostess
  > Good point, Hostess. The megas in Japan are not known 
  to pay the best wages, especially to blue-collar factory 
  workers and grunt laborers. You add some student debt 
  and a kid or two into the situation, and I can understand 
  not being able to make ends meet. 
  > Spooks
  shadowrun Missions//09.01
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  generated on that test, that runner spoke to 
  someone that …
  0 
  … knows the gang and likes them. Will 
  report to the gang that the runners are 
  looking for them. 
  1 
  … does not know anything
  2 
  … does not know anything
  3 
  … knows the gang and actively dislikes 
  them but has not seen them recently. 
  4 
  … knows of the gang and is neutral in 
  feeling toward them. Has seen them 
  leaving the area headed topside, but 
  will require a bribe, or intimidation to 
  tell the runners anything. 
  5 
  … knows the gang and actively dislikes 
  them. Will freely tell the runners of 
  their whereabouts.
  The runners eventually find the gang in a 
  more run-down neighborhood, but this is not 
  the barrens—typical police response to vio-
  lence in Sub-Toyko is 1D6 x 10 minutes, equiv-
  alent to a security level 3 or C Zone. There are 
  twice as many youth gangers as there are run-
  ners. Additionally, a koborokuru script kiddie 
  provides Matrix support for their activities. 
  Nearby, getting some takeout at the café, are 
  the parents of some of these gangers. When they 
  see a group of adults beating up their “children” 
  (some of the gang members are as young as 
  sixteen), they respond, assisted by friends and 
  co-workers against the team. After the second 
  Combat Turn, four police officers who were 
  enjoying their break inside the café will also 
  come out to arrest everyone for fighting. Read 
  the debugging for more info, but an arrest here 
  is not a mission-ending affair and provides an 
  opportunity for the players to experience law 
  enforcement in Neo-Tokyo firsthand.
  Other methods to resolving the issue include 
  bribing them to stop bullying Ryoto’s young 
  wards or intimidating them without resorting 
  immediately to violence. For the former, the 
  youths will agree for 1,000 nuyen, which can 
  be bargained through an opposed Negotiation 
  + Charisma [Social] test. The runners make the 
  test at –3 to their dice pool since the youths are 
  suspicious and on their home turf. (SR6: Op-
  posed Influence (Street) + Charisma test. The 
  ganger youths should gain the circumstantial 
  edge for being on their home turf and/or out-
  numbering the runners). Each net hit reduces 
  the amount by 100 nuyen, to a minimum of 
  300 nuyen.
  If they intimidate the youths, make an op-
  posed Intimidation + Charisma [Social] test 
  with a dice pool modifier of –6 due to the 
  suspicious nature of the youths, their feelings 
  towards the runners’ desired result, and their 
  numbers. The youths roll as a team with a final 
  dice pool of 11 and no limit (SR6: Influence 
  (Street) + Charisma test opposed by 11 dice. 
  The gangers’ numbers and being on their home 
  turf is such a psychological advantage that 
  they will automatically gain the circumstantial 
  edge, and the runners cannot spend any edge 
  on the test.) A single net hit results in success 
  and the youths will agree to leave the other 
  kids alone. A single net hit results in them be-
  grudgingly agreeing but “only cause those kids 
  aren’t worth our time, anyway.” They slowly 
  amble away and one of them kicks a resting 
  vagrant to reassert his dominance in the area. 
  Additional hits accrue compiling results:
  1. They back off slowly at first and then 
  one breaks, running ahead and prompt-
  ing the rest to flee as well.
  2. One or two of the gangers start crying 
  and apologizing, lagging behind the oth-
  ers before joining them.
  3. The one that seems to be in charge pulls 
  out 45 nuyen, crying, “This is all I have 
  left, but tell them I am sorry and we will 
  leave them alone from now on!”
  4. Half of the youth gangers break and flee 
  at a full sprint before the runners even 
  finish the threat. 
  5. The toughest, biggest looking one, will 
  urinate in his pants.
  6. Two or three of them will urinate them-
  selves in fear.
  7. A few of them will begin selling out the 
  others. “It was all Kato’s idea, I wanted 
  to leave them alone but he made us.”
  8. They will all fork over all the nuyen they 
  have on them (a total of 320 nuyen), cry-
  ing, “Just take it back, they can have it 
  back!”
  9. They will beg for forgiveness, swearing 
  that they will mess with anybody ever 
  shadowrun Missions//09.01
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  again. They will thank the runners pro-
  fusely for sparing their lives and will 
  back away bowing repeatedly for sev-
  eral meters before running away. They 
  will comically fall all over each other 
  attempting to flee.
  If your runners come up with their own 
  creative solution that you think is reasonable, 
  run with it. A decker or technomancer could 
  fake some cybercrimes coming from the youth 
  decker or forge security camera footage that 
  “proves” the entire gang committed a crime. If 
  they want to use Leadership to get the gang to 
  enlist in the Japanese Imperial Army, so much 
  the better. Be sure to apply relevant modifiers.
  shadowrun, fifth edition stats
  Youth Ganger 
  (2 Per Runner, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  3
  4
  3 (4)
  3
  3
  2
  3
  3
  6
  Initiative: 6 (7) + 2D6
  Condition Monitor: 10
  Limits: Physical 4 (5), Mental 4, Social 5
  Armor: 6
  Skills: Blades 4, Clubs 3, Etiquette 3 (Street +2), Intimidation 4, Pistols 
  4, Unarmed Combat 3 
  Qualities: Toughness
  Gear: Armor clothing, cram (1 dose), Renraku Aguchi commlink [Device 
  Rating 1]
  Weapons:
  Club [Blade, Acc 4, Reach 1, DV 6P, AP —]
  Combat knife [Blade, Acc 6, Reach 2, DV 5P, AP –3]
  Unarmed strike [Unarmed Combat, Acc 5, Reach —, DV 3S, AP —]
  Note: Stats take into account being under the effects of a dose of cram.
  Youth Gang “Decker”
  (1, Koborokuru, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  3
  2
  2
  3
  4
  6
  5
  2
  5.88
  Physical Initiative: 7 + 1D$6
  Matrix Initiative: 8 + 3D6
  Condition Monitor: 10
  Limits: Physical 4, Mental 7, Social 5
  Armor: 6
  Skills: Athletics skill group 2, Blades 4, Con 3 (Fast Talking +2), Elec-
  tronic Warfare 1, Electronics skill group 3, Hacking 4 (vs. Devices +2), 
  Palming 4 (Pilfering +2), Perception 4, Sneaking 4, Survival 3, Unarmed 
  Combat 2 
  Qualities: Codeslinger (Hack on the Fly), Data Anomaly / Bad Luck / 
  Celerity / Unusual Hair (Koborokuru)
  Augmentations: Datajack (used)
  Gear: AR gloves, armor clothing, MCT-3500 commlink [Device Rating 
  3, ASDF —/2/3/3, hot sim module, stealth dongle w/ increased Sleaze], 
  monocle [Rating 1 w/ image link]
  Weapons:
  Combat knife [Blade, Acc 6, Reach 2, DV 5P, AP –3]
  Unarmed strike [Unarmed Combat, Acc 4, Reach —, DV 3S, AP —]
  Ork Parent
  (1 Per Runner, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  8
  5
  3 (4)
  8
  3
  2
  3
  2
  6
  Initiative: 6 (7) + 2D6
  Condition Monitor: 12
  Limits: Physical 9 (10), Mental 4, Social 5
  Armor: 9
  Skills: Athletics skill group 2, Blades 4, Clubs 4, Con 4, Electronics 
  skill group 2, Influence skill group 1, Unarmed Combat 4, Perception 5, 
  Sneaking 2, Unarmed Combat 4
  Languages: Japanese N, Orzet N, 
  Qualities: Bi-Lingual, Magic Resistance 3 / Addiction (psychological, 
  mild: cram), Dependants (family) 2, SINner (Japan)
  Gear: AR gloves, contacts [Rating 1 w/ imagelink], cram (1 dose), ear-
  buds 1, Meta Link commlink [Device Rating 1], Rapid Transit
  Weapons: 
  Bottle (unbroken) [Club, Acc 3, Reach —, DV 9S, AP —]
  Bottle (broken) [Blades, Acc 3, Reach —, DV 8P, AP —]
  Chain [Club, Acc 3, Reach 2, DV 9P, AP —]
  Sledgehammer [Club, Acc 3, Reach 2, DV 12P, AP —]
  Unarmed strike [Unarmed Combat, Acc 3, Reach —, DV 8S, AP —]
  Note: Stats take into account being under the effects of a dose of cram.
  Human Parent
  (1 Per Runner, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  4
  3 (4)
  4
  3
  4
  3
  3
  6
  Initiative: 6 (7) + 2D6
  Condition Monitor: 10
  Limits: Physical 5, Mental 3, Social 4
  Armor: 9
  Skills: Athletics skill group 2, Blades 4, Clubs 4, Con 4, Electronics 
  skill group 2, Influence skill group 1, Unarmed Combat 4, Perception 5, 
  Sneaking 2, Unarmed Combat 4
  Qualities: Blandness, Magic Resistance 1, Toughness / Addiction (psy-
  chological, mild: cram), Dependents (family), SINner (Japan)
  Gear: AR gloves, contacts [Rating 1, w/ image link], cram (1 dose), ear-
  buds 1, Meta Link commlink [Device Rating 1], Rapid Transit
  Weapons: 
  Bottle (unbroken) [Club, Acc 3, Reach —, DV 5S, AP —]
  Bottle (broken) [Blades, Acc 3, Reach —, DV 4P, AP —]
  Chain [Club, Acc 3, Reach 2, DV 5P, AP —]
  Sledge hammer [Club, Acc 3, Reach 2, DV 8P, AP —]
  Unarmed strike [Unarmed Combat, Acc 3, Reach —, DV 4S, AP —]
  Note: Stats take into account being under the effects of a dose of cram.
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  34
  
  Sub-Tokyo Residents
  (As Many As Necessary,  
  Professional Rating 0)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  2
  4
  3
  2
  2
  2
  2
  4
  6
  Initiative: 5 + 1D6
  Condition Monitor: 9
  Limits: Physical 3, Mental 3, Social 6
  Armor: 0
  Active Skills: Blades 1, Clubs 2, Etiquette 3 (Street +2), Negotiation 2, 
  Unarmed Combat 1 
  Gear: Sony Angel commlink [Device Rating 1]
  Weapons: 
  Hammer [Club, Acc 4, Reach —, DV 3P, AP –1]
  Knife [Blade, Acc 5, Reach —, DV 3P, AP –1]
  Unarmed strike [Unarmed Combat, Acc 3, Reach —, DV 2S, AP —]
  NTMP Patrol Officer
  (4, Human, Professional Rating 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  3
  4
  3
  3
  2
  3
  3
  6
  Initiative: 7 (8) + 3D6
  Condition Monitor: 10
  Limits: Physical 5, Mental 4, Social 5
  Armor: 12
  Active Skills: Athletics skill group 3, Close Combat skill group 4, Per-
  ception 3, Pistols 4
  Knowledge Skills: Law Enforcement 4, Local Crime 3
  Languages: Japanese N, English 2
  Gear: Armor jacket, Renraku Sensei commlink [Device Rating 3], sun-
  glasses (Rating 2 w/ image link, smartlink), jazz (2 doses)
  Weapons: 
  Yamaha Pulsar [Pistol, Acc 5, DV 7S(e), AP –5, SA, RC 0, 4m]
  Katana [Blade, Acc 7, Reach 1, DV 6P, AP –3]
  Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5, 10 charges]
  Unarmed strike [Unarmed Combat, Acc 5, Reach —, DV 3S, AP —]
  NTMP Honda Artemis
  (Police Car)
  HAND
  SPEED
  ACCEL
  BOD
  ARM
  PILOT
  SENS
  SEATS
  4/2
  3
  3 (4)
  9
  6
  1 (3)
  3
  4
  Upgrades: Acceleration enhancement 1, anti-theft system 1, dash and 
  emergency light bars, drone rack (landing, medium – Renraku LEBD-
  2), gridlink, gridlink override, passenger protection pystem 5, personal 
  armor 4, pilot enhancement 3, ram plate, rigger interface, run flat tires, 
  searchlight, siren
  Programs: Clearsight 3, maneuvering 3 
  Sensors: Camera [Rating 3 w/ low light vision, vision enhancement 2], 
  MAD scanner, radio signal scanner
  Weapons: 
  None
  Renraku LEBD-2 
  (Roto-Drone)
  HAND
  SPEED
  ACCEL
  BOD
  ARM
  PILOT
  SENS
  SEATS
  4
  2
  1
  3
  9
  4
  4
  0
  Upgrades: Rigger interface, weapon mount (mini)
  Programs: Clearsight 4, skillset: legal codes 4, smartsoft, targeting: 
  Yamaha Pulsar 4
  Sensors: Camera [Rating 4, w/ low light vision, vision enhancement 2], 
  MAD scanner, motion sensor, ultrasound
  Weapons: 
  Yamaha Pulsar [Pistol, Acc 5, DV 7S(e), AP –5, SA, RC —, 4(m)
  shadowrun, sixth world stats
  Youth Ganger
  (2 Per Runner, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  2
  2
  2 (3)
  2
  2
  2
  2
  2
  6
  DR
  I/ID
  AC
  CM
  MOVE
  3
  5/3
  A1, I4
  9
  10/15/+1
  Skills: Athletics 4, Close Combat 3, Influence 3 (Street +2)
  Qualities: Home Ground (gang turf), Toughness
  Gear: Jazz (1 dose), Meta Link commlink [Device Rating 1, D/F 1/0], syn-
  thleather jacket (+1)
  Weapons: 
  Bike chain [Close Combat, DV 2S, 7/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 5/—/—/—/—]
  Note: Stats above already include effects of Jazz.
  Sub-Tokyo Residents
  (As Many As Necessary,  
  Professional Rating 0)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  3
  2
  3
  3 (5)
  2 (4)
  2
  2
  2
  6
  DR
  I/ID
  AC
  CM
  MOVE
  3
  5/2
  A1, I3
  10
  10/15/+1
  Skills: Athletics 3, Close Combat 2, Influence 3 (Street +2), Perception 
  0 (2)
  Qualities: (High Pain Tolerance), Home Ground (Abandoned Subway 
  Tunnels)
  Gear: Meta Link commlink [Device Rating 1, D/F 1/0], Nitro (1 dose)
  Weapons: 
  Hammer or knife or something [Close Combat, DV 2P, 11/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 8/—/—/—/—/—]
  Note: Stats above already include effects of Nitro.
  shadowrun Missions//09.01
  started from
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  35
  
  NTMP Patrol Officer
  (4, Human, Professional Rating 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  3
  3
  3 (4)
  3
  3
  2
  3
  2
  6
  DR
  I/ID
  AC
  CM
  MOVE
  7
  7/3
  A1, I4
  10
  10/15/+1
  Skills: Athletics 1, Biotech 1, Close Combat 4, Con 1, Electronics 1, Fire-
  arms 4, Influence 2, Perception 3, Piloting 2
  Gear: Armor jacket (+4), Renraku Sensei commlink [Device Rating 3, 
  D/F 2/0], metal handcuffs, sunglasses (Rating 2 w/ image link, smar-
  tlink), jazz inhalers (2)
  Weapons: 
  Yamaha Pulsar II [Firearms, DV 4S(e), 4(m), 9/9/—/—/—]
  Yamaha Pulsar II [Close Combat, DV 4S(e), 9/—/—/—/—]
  Katana [Close Combat, DV 4P, 13/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 7/—/—/—/—]
  Notes: Above stats already reflect the effect of jazz.
  NTMP Honda Artemis
  (Police Car)
  HAND
  ACC
  INT
  TOP 
  SPEED
  BOD
  ARM
  PILOT
  SENS SEATS
  4/5
  15
  20
  175
  10
  6
  3
  3
  4
  DR(AP) I/ID(AP) AC(AP)
  CM
  +6 (9)
  — (6/4)
  — (A1, I5)
  13
  DR(M)
  CM(M)
  RATING
  3
  10
  3
  Programs: Clearsight 3, maneuvering 3 
  Sensors: Camera [Capacity 3 w/ low light vision, vision enhancement], 
  MAD scanner, radio signal scanner
  Renraku LEBD-2
  (Roto-Drone)
  HAND
  ACC
  INT
  TOP 
  SPEED
  BOD
  ARM
  PILOT SENS SEATS
  3
  20
  30
  160
  5
  6
  4
  4
  N/A
  DR(AP) I/ID(AP) AC(AP)
  CM
  +6 (9)
  — (8/4)
  — (A1, I5)
  11
  DR(M)
  CM(M)
  RATING
  4
  10
  4
  Programs: Clearsight 4, targeting: Yamaha Pulsar 4
  Sensors: Camera [Capacity 4 w/ low light vision, vision enhancement], 
  MAD scanner, motion sensor, ultrasound
  Weapons: 
  Yamaha Pulsar I [Targeting, DV 4S(e), 4(m), 9/9/—/—/—]
  Pushing the Envelope
  Double the number of parents. The police 
  wait to intervene until some of the runners are 
  knocked out of the fight, or the runners are 
  winning.
  Debugging
  Keep in mind the children will not fight to 
  the death—they will turn and run if more than 
  a few of them go down. They will also stop 
  fighting if they subdue their targets. If your 
  team turns and runs, the kids will not chase 
  them, at least not very far (but the loss of face 
  will haunt them forever). 
  If you pushed the envelope and your team is 
  getting its hoop kicked you can have the police 
  arrive and break things up. The runners will 
  still get arrested for fighting and be arraigned 
  the next morning. If they attempt to resist the 
  arrest, an HTR team will be called in. 
  If runners have a Medium or lower lifestyle, 
  Ryoto Ishikawa will offer to be their attorney 
  for no charge. In a meeting with the prosecutor 
  he will make a solid argument that the runners 
  were defending themselves honorably against 
  a violent youth gang, all of whom have prior 
  convictions. The runners will end up having 
  to plead guilty to a misdemeanor of “causing 
  a disturbance contrary to the public interest” 
  and pay a 500 nuyen fine for that, as well as 
  25 percent of all fines that are applicable from 
  the fines table in the Missions FAQ. Ryoto will 
  let them keep the 300 nuyen, but will not give 
  them the rest of their pay, the fines are to be 
  paid by the runners immediately. They will still 
  get Ryoto as a contact. He will apologize for 
  his role in their shame. He should have antici-
  pated the possibility the kids would have adult 
  backup of their own. 
  If runners have a High lifestyle and do not 
  want to call Ryoto, they can afford their own 
  attorney who will get them the same deal Ryo-
  to does. This attorney charges 1,000 nuyen.
  If runners have a Luxury lifestyle and do not 
  want to call Ryoto, their attorney on retainer 
  can get them the same deal that Ryoto does. 
  Additionally, the main fine is waived complete-
  ly, and all additional fines are dropped to only 
  ten percent of their value. 
  shadowrun Missions//09.01
  started from
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  PAGE
  36
  
  If runners have an attorney as a contact, 
  they can choose to use that attorney. That at-
  torney will charge 1,000 nuyen. This rate is 
  decreased by 100 nuyen per point of Loyalty. 
  The cost is considered part of their lifestyle ex-
  penditures if they have a Luxury lifestyle. The 
  attorney gets them the same deal as Ryoto.
  If any runner chooses not accept the plea 
  deal their attorney or Ryoto gets for them, they 
  are counseled that it would be unwise to refuse 
  it and given one more chance to accept. If they 
  persist, any runner refusing the plea is convict-
  ed at trial of felony assault on a minor, as well 
  as some lesser charges (see FAQ, apply any and 
  all fines that could be levied). They receive a 
  Criminal SIN if they are a SINer already and 
  a 2,000 nuyen fine. If they have a fake SIN at 
  Rating 3 or less that they used when arrested, 
  they receive a criminal SIN and the fake SIN 
  is discovered and burned; the runner must pay 
  an additional (1,000 nuyen x SIN rating) fine. 
  If the runners have a Rating 4 or higher fake 
  SIN, then a criminal SIN is issued to that fake 
  SIN, providing a fake criminal SIN, the runner 
  does not receive the SINner (Criminal) quality 
  in this case.
  Scene 6:
  We Will Rebuild
  Scan This
  The runners are hired by Shingen Kotaki to 
  lean on a construction contractor. A skyrak-
  er is being stripped and re-skinned to allow 
  for more modern technology—the building is 
  being fitted with modern solar glass, and the 
  original steel joints are being refit with newer 
  earthquake standards (after the major quakes 
  a few years ago, even buildings that survived 
  have had tighter restrictions put in place, 
  which means this building must retrofit or be 
  torn down). While a decision has not yet been 
  made, Mazzarone Construction has the win-
  ning bid. Mazzarone Construction is taking a 
  loss on this job to win the business, hoping to 
  do more construction in Japan in the future. 
  Shingen is hiring the runners to lean on the 
  salesmen from Mazzarone Construction to 
  convince him that it is in his best interest to 
  withdraw his bid or reevaluate his “loss lead-
  er” strategy; believing the Monobe Corpora-
  tion will win in a straight up fight.
  Tell It to Them Straight
  Your commlink alerts you of an incoming 
  message. “Greetings. A mutual acquaintance 
  to whom you made a delivery gave me your 
  contact info. He said I could count on you 
  to perform a task for me. Please meet me at 
  the attached address in four hours, dress pro-
  fessionally. You may ask for Tanaka-san.” As 
  promised, an address is attached. Looking it 
  up on your mapsoft you find it to be a nonde-
  script office building. 
   You arrive at the address, finding that it is 
  an office building with temporary rental offic-
  es. A receptionist greets you. “Hello, may I di-
  rect you to an office, or are you here to inquire 
  about a space rental?” After asking for Tana-
  ka-san, she lights up an ARO path for you to 
  follow. You arrive in a small conference room 
  with an attached office. The door is open and, 
  as you approach, you can hear a man speaking 
  in Japanese, “—his finger? Well, what about 
  the rest of him? Uh huh. Yeah. That’s quite a 
  slap in the face, I don’t think Ando will take it 
  without slapping back.” He laughs nervously 
  and you take the opportunity to knock on the 
  door and the man inside looks up and nods. 
  “Oh, I have guests, we will speak more later.”
  The man beckons you in. He’s Japanese 
  and in his mid-20s. His suit looks expensive, 
  but also like he sleeps in it. His hair is mussed 
  and a cowlick demands your attention. “Please 
  come in and be seated. The job I have for you 
  today is more challenging than the usual cou-
  rier work and beatings you may be used to. It 
  will require finesse, in the sense that the beat-
  ing is the message, but I think you have what 
  it takes. There is a construction contract that 
  is reviewing bids currently. A foreign company 
  has put forward a bid that undercuts all of the 
  Japanese companies. The foreign company is 
  bidding at a loss, hoping to make up for their 
  failure to turn a profit on this job with future 
  contracts from the building’s owners. This is 
  deceitful and dishonorable. The salesmen for 
  the foreign company is in need of a remind-
  er that despite the Emperor inviting outside 
  competition, they are not welcome here if they 
  are not going to conduct business honorably. 
  What say you, do you think you can send this 
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  37
  
  message? I can pay you 3,000 nuyen each for 
  your services. Half now, half on confirmation 
  the job was done right.”
  After the team accepts the job, read this:
  “Wonderful, the salesman is staying at the New 
  Tobu Hotel downtown. He is supposed to deliver 
  his sales presentation tomorrow at 10 am. I need 
  you to tell him that Mazzarone Construction is only 
  welcome here if it plays fairly. Beat him up so badly 
  that he will be in the hospital and will miss his 
  meeting in the morning, this way even if he does 
  not get the message, he will lose this contract. I 
  do not know which room he is in, so you will need 
  to do a little research. His name is Keith Patrick 
  Comer. Remember, be sure to remind him that his 
  corporation is only welcome on these shores if it 
  plays fairly with the native corps.” Your commlink 
  chirps with an incoming transfer of 1,000 nuyen. 
  “You will receive the rest once I can confirm the 
  sales presentation was not delivered.”
  Behind the Scenes
  Shingen Kotaki has a negotiation dice pool 
  of 11. He offers the 1,500 nuyen up front and 
  1,500 nuyen on completion with an addition-
  al 250 nuyen per net hit, capped at 4, added 
  to the final payout. If the runners directly ask 
  Shingen if they need to perform nemawashi 
  with anyone or if any Yakuza control that turf, 
  he will not hide the information from them. 
  He will say the following “The hotel is in the 
  territory of Egawa Noboru. You will need to 
  pay him a visit and get permission to operate 
  on his turf. He does not have any interest in 
  this hotel, or Mazzarone Construction, so this 
  meeting should be a formality. He will ask you 
  who you are meeting, and where. Once it is 
  clear he has no financial interest he should 
  stop asking questions. He may ask for a small 
  favor in return. Here is the address where he 
  can be found.” And he will give the runners the 
  address for the gambling den.
  Debugging
  This scene should be fairly straightforward. 
  Any additional nuyen earned in negotiation is 
  added to the final payment.
  Scene 7:
  Nemawashi
  Scan This
  Mazzarone Construction’s salesmen is stay-
  ing in a hotel located in the territory of Nob-
  oru Egawa and, if they are wise, they contact 
  him to procure his blessings to operate on his 
  turf. The runners meet up with Noboru at his 
  usual hangout and after some discussion, he 
  gives them leave to do their work.
  Tell It to Them Straight
  You head to an address you have heard 
  Egawa-sama can be found. Taking a few min-
  utes to scope the place out it appears to be a 
  private club of some sort. Well-dressed busi-
  ness suits approach a door, and a doorman lets 
  them in after checking a list. There is no line 
  like a nightclub. You also don’t hear any mu-
  sic, and the place has no sign. 
  You approach the door and barely get a 
  word out before the doorman stop you. “We 
  are closed.” 
  Once the runners are past  
  the doorman, read this:
  Entering the main room, you see tables 
  operating games of chance. To the right you can see 
  several tables where roulette, dice, and different 
  variations of poker are being played. In the center 
  of the room is a section for mahjong. Far to the 
  right people are gambling on games of rock-paper-
  scissors. There is a bracket system set up for 32 
  players in what appears to be a tournament. A. 
  rock-paper-scissors tournament with the top prize 
  set at 10,000 nuyen.
  Standing at the far edge of the room on a raised 
  platform is an impeccably dressed man nearing 
  middle age. Flanking him is a bored-looking, blonde 
  elf in a conservative blouse and skirt and a greasy 
  toad of a man in a black longcoat.
  shadowrun Missions//09.01
  started from
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  PAGE
  38
  
  Rock Paper Scissors
  Rock-Paper-Scissors is a popular game in Neo-To-
  kyo’s gambling dens. Most games require a best two 
  out of three to advance. This means to get the top prize 
  in a 32-bracket, contestants must win a minimum of ten 
  throws and can lose no more than five. 
  Much like a boxing match or some other sports 
  tournament, side bets are also taken by the house or 
  made by the punters themselves. Odds are constantly 
  being adjusted for each player and wagers stop seconds 
  before each throw. Most gambling dens will make more 
  on the side wagers than on the actual profit from the 
  tournament.
  In this particular tournament each player buys their 
  spot for 500 nuyen. 10,000 nuyen is the top prize, with 
  the second place getting 3,000 nuyen. The two semifi-
  nalists who do not advance get their 500 nuyen back. 
  Everyone else loses. 
  > This has got to be the dumbest thing anyone has ever 
  bet on. That said, I am the master of Rock-Paper-
  Scissors. I always beat my Uncle Mav. I should go to Neo-
  Tokyo—I could clean up!
  > The Kyoto Kid
  > I would be careful, Kid. Amateurs often think they are 
  the best at something until they run into someone who 
  does it professionally. You remember that guy that 
  challenged me to a duel?
  > Maverick. 
  > Chummers, I was in Neo-Tokyo once and came across 
  such a tournament. I made it to the quarterfinals. It was 
  a lower-cost tournament, and I knew I was not going to 
  win; but it was worth the 150 nuyen just so I could say 
  I participated in a Rock-Paper-Scissors tournament for 
  money. 
  [edited by moderator]
  > Duke Edward VonBrovinShadow IV 
  > Duke Shadow, this will be your last warning about letting 
  every post devolve into stories of your frat days. We get 
  it, you peaked in college. No one cares.
  > Bull 
  Betting On Rock,  
  Paper, Scissors
  If the runners get hung up on this Rock-Paper-Scis-
  sors tournament and want to participate, the game is 
  full, and all slots are spoken for. If they wish to make 
  side bets on the outcome of throws, they may. 
  The side bets are on what a specific Punter is going 
  to throw (not on if they win the throw) and you can only 
  bet on one match at a time. Maximum bet at this loca-
  tion is 100 nuyen for first timers, which the runners are. 
  Have the player pick “Rock,” “Paper,” or “Scissors,” and 
  then roll a D6 (or two if different runners are betting on 
  both punters between them). Translate the roll as 1-2 
  is rock, 3-4 paper, and 5-6 for scissors. If they guessed 
  correctly, they double their money, otherwise they lose 
  it. After a few rounds of this they should discover that 
  it’s not profitable and lose interest.
  If any runner has a “gambling” knowledge skill re-
  ward them with an Edge point (right skill at the right 
  time) and allow them to know that without intimate 
  knowledge of how a particular thrower plays, they are 
  making a 3:1 bet with odds in favor of the house, which 
  is poor odds for a simple bet. 
  If the runners are super excited about this and 
  would really rather spend the evening playing Rock Pa-
  per Scissors instead of Shadowrun, they can buy anoth-
  er player out of the tournament for double the entry 
  fee or find some other creative solution to get someone 
  else out. Keep in mind if you are playing at a convention 
  with a 3.5 hour or 4-hour timeslot, you will probably not 
  have time for this. However, if this is a home game with 
  some flexibility in the time, feel free to run with this 
  and have a good time.
  This tournament is a best two out of three throws 
  elimination bracket. This means they will need to beat 
  four other punters to get to the final, where they will 
  play their fifth and final game. To simulate the game, 
  have the player simply play Rock Paper Scissors with 
  the other players at the table. The player must win two 
  out of three throws to advance to the next round. If 
  they fail to advance, they are eliminated from the tour-
  nament and lose their entry fee. Otherwise, move to 
  another player to play against.
  Between rounds, they can make a Judge Intentions 
  (4), Psychology + Logic [Mental] (4), or Gambling + In-
  tuition [Mental] (3) Test (SR6: Judge Intentions (4) Test, 
  which gains a free Edge point if the runner has Psy-
  chology or Gambling Knowledge Skill). This represents 
  watching their next potential opponent. Success on this 
  test results in some minor insight into their opponent, 
  which translates mechanically into a single re-throw on 
  that round.
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  Behind the Scenes
  The runners have arrived outside a gam-
  bling den. The doorman has a list, and only 
  people on the list get in—at least that is how it 
  is supposed to go. A Con + Charisma [Social] 
  (4) test (SR6: Con + Charisma (4) Test) will 
  get the runners in if they come up with a good 
  story. They could also have a decker or techno-
  mancer add their names to the list. The door-
  man’s commlink is a Renraku Sensei [Device 
  Rating 3]. If they name drop Noboru or Shin-
  gen, the doorman will say “I’ll see if anyone by 
  that name works here.” Before calling back to 
  Noboru, he tells the doorman to let them in. If 
  the runners get past the doorman with dishon-
  esty, they will have to approach Noboru cold 
  on the gambling floor.
  No matter where they find him, he will have 
  his two trusted bodyguards with him, Hato 
  and Ban-ken. Hato is a deaf mage, a female 
  Japanese elf with blonde hair and hazel eyes. 
  Ban-ken is a dark-eyed human in the middle 
  of his years, wearing all black. His skin is dry 
  and cracked, his eyes uneven across his face, 
  and his nose is a bulbous lump unthinkingly 
  shoved into the middle of his face.
  Noboru will ask them first where they are 
  going, and then who they are seeing. If they 
  came in without subterfuge or violence, this 
  will satisfy him. If the runners were not forth-
  coming with the doorman about why they are 
  here, he will press for a little more information 
  and will want to know why they are meeting 
  this man. He won’t need all the details—“We 
  are beating him up to send a message” will suf-
  fice. He will ask them to leave him some con-
  tact information, should he ever need similar 
  work performed in the future. 
  Debugging
  If the players are not familiar with the con-
  cept, it may not occur to them that they need 
  to do this. However, their characters might 
  have a clue. Any native-born Japanese with a 
  Japanese culture knowledge skill or any char-
  acter with a Yakuza knowledge skill will sim-
  ply know this. Otherwise, a Japanese culture + 
  Intuition [Mental] (2) Test means they know 
  the concept. Any foreign runners with no pri-
  or knowledge of Japanese culture can make an 
  Etiquette + Charisma [Social] (4) Test (SR6: 
  Any Japanese culture knowledge skill allows a 
  non-native Japanese runner to roll a Memory 
  test. Two hits on this test results in the run-
  ner realizing the relevance of Nemawashi.). 
  Feel free to substitute any relevant knowledge 
  skills. If they never realize they should meet 
  with him or don’t care to, they simply do not 
  have an opportunity to meet him.
  Scene 8:
  The Beating of 
  Keith Comer
  Scan This
  In this scene, the runners beat the drek out 
  of some foreigner.
  Tell It to Them Straight
  The New Tobu Hotel is a fancy place in 
  Shibuya ward, just north of Shibuya Station. It 
  is a 42-story tall skyraker. The top two floors 
  feature opulent restaurants. With rooms be-
  nema-what!?
  Nemawashi is an informal process of quietly laying 
  the foundation for some proposed change or project by 
  talking to the people concerned, gathering support and 
  feedback, and so forth. In the context of the Yakuza crim-
  inal organization, “Performing Nemawashi” means to go 
  to the other leader that oversees a specific area of turf 
  and ask for permission to operate in the area. It is cus-
  tomary for the leader to require a small favor or job to 
  be performed prior to granting this permission. The size 
  of the favor or job that you will be asked to do as part 
  of nemawashi will reflect the scope of the thing you are 
  seeking permission to do. 
  Some examples: If you need to operate on the turf of 
  someone for a year while performing a complicated long-
  con or scam, you may be asked to pay a portion of the pro-
  ceeds, or they may require you to utilize your social skills 
  to convince someone to see something his way. If you are 
  seeking permission to come on to the turf for one night 
  only to steal an object, you may be given a much cheaper 
  simpler task, like “on your way to your destination stop 
  and deliver this item to so-and-so.” You may be asked to 
  perform no favor or task at all and simply remember the 
  leader’s good will for your future business dealings. 
  shadowrun Missions//09.01
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  tween 300 to 800 nuyen per night, it’s not a 
  place for your average choob. 
  Once they enter the room:
  The suite features a small entryway that the 
  front door opens into. To the left is a coat closet; 
  to the right is a bathroom with a toilet, bidet, sink, 
  and a small vanity. Looking through the entryway, 
  you see a conference room. It has a four-person 
  table in the center, and full-length windows out the 
  back of the room. Some cabinets with a countertop 
  along the right side with a wall-mounted trid set for 
  presentations, then a set of French doors leading 
  into the bedroom. The bedroom features two 
  queen-size beds, and another trid set, and a small 
  sitting area. The bedroom has full-length windows 
  on two walls. To the right as you walk through the 
  bedroom door is a sizable closet. Adjacent to that is 
  the doorway to the master bathroom. Entering the 
  master bathroom, you see a beautifully decorated 
  space. A dark tile floor is somehow warm to the 
  touch and finely laid with only the tiniest gap for 
  grout. To the right is a separate room with a toilet 
  and bidet. To the left is a set of sinks in a natural 
  stone countertop with a giant mirror above—no, not 
  just a mirror, a mirrored window; if the lights are 
  on, you can see your reflection, with the lights off, 
  you gaze out at Neo-Tokyo. Ahead on the right is a 
  stand-up shower encased in glass, and to the left 
  is a gorgeous jetted Jacuzzi tub. Above the tub is a 
  window that goes all the way to the ceiling giving 
  the bather a sky-high view of Neo-Tokyo. 
  Behind the Scenes
  Walking into the hotel wearing obvious 
  armor or bristling with weapons will result 
  in an immediate security response. Wearing 
  high-fashion armor with a single visible blade 
  will not attract attention. This is a nice place, 
  shadowrun Missions//09.01
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  and as such it will not be as friendly to trolls 
  and orks. While those metatypes are not spe-
  cifically unwelcome at the hotel, the attitudes 
  of the staff will be more suspicious and gener-
  ally less helpful to tusked individuals. 
  Runners have a few obvious ways to find 
  out which room Mr. Comer is staying in. They 
  can con the staff into releasing the informa-
  tion, perhaps using a false delivery or a fiction-
  al meeting as pretense. Pulling off something 
  like this will require the runner to succeed in a 
  Con + Charisma [Social] (5) Test, as this hotel 
  trains its desk staff on how to spot a con (SR6: 
  Con + Charisma (5) Test). They can hack the 
  hotel’s systems and acquire the data that way; 
  see the sidebar for some ideas about how. They 
  can present a spirit with a picture of Keith 
  Comer and have it search the building for him 
  and report back. Any other solution the run-
  ners come up with is fine; it is not important 
  how they find Keith Patrick Comer, only that 
  they kick his hoop. 
  Wirelessly hacking the hotel’s systems 
  will be very difficult for all but the most op-
  timized deckers, as they will be facing off 
  against 15 dice. Most deckers will need to 
  find a slaved device that is a lower rating 
  to plug a data-cable into to use its vulner-
  ability to bypass some of the host’s security 
  (SR6: The host serves as the master of the 
  entire hotel network). The Matrix security in 
  the hotel is very good, but there are always 
  holes. Here are some examples:
  •	 The parking garages have cameras on 
  all the entrances and elevator lobbies. 
  These cameras are Rating 3 and could 
  be a potential avenue if your team can 
  stop the camera from spotting the deck-
  er. Accessing the interior of the camera 
  requires Hardware + Logic [Mental] (3) 
  Test (SR6: Engineering (Hardware) + 
  Logic (3) Test).
  •	 The parking pay stations are slaved to 
  the host but sit just outside the eleva-
  tor lobbies. Only the top half is visible 
  through the windows that see from the 
  elevator lobby out into the garage. If 
  a person can pass a Sneaking + Agility 
  [Physical] (3) Test (SR6: Stealth (Sneak-
  ing) + Agility (3) Test) they can get to 
  this and plug a universal data cable into 
  the front of it without being on camera. 
  The New Tobu Hotel  
  (Shibuya Udagawacho 3-1)
  Delivering “Omotenashi” to world travelers at our 
  home. (Omotenashi is a Japanese word describing the 
  subjugation of oneself in service to a guest, without being 
  servile. Anticipation of needs is at its core.) 
  The design concept at The New Tobui Hotel is mod-
  ern Japanese. The emphasis is on comfort and intimacy, 
  with a calming sense of peace and quiet. We look forward 
  to welcoming you to one of our 820 rooms. Choose from 
  eleven room types, each with a breakfast as our compli-
  ment. Also on offer are six different restaurants, a cigar 
  lounge, meeting rooms, a gym, and a spa/salon. We hope 
  to see you soon.
  The New Tobu Hotel is 42 stories tall: 
  • 
  42nd floor: Le Restaurant Nid D’oiseaux (French 
  restaurant)
  • 
  41st floor: Esperienza Culinaria Pinnacle 
  (Italian restaurant)
  • 
  10th-40th floors: Guest Rooms
  • 
  9th floor: Gym, meeting rooms
  • 
  8th floor: Event space
  • 
  7th floor: Reception Lobby, bar, cigar lounge, 
  three restaurants, skyways to adjacent 
  buildings.
  • 
  1st floor: Main entrance
  • 
  B1-B3: Basement Car Park 
  The suite room type features:
  • 
  Bedroom: two full beds, a small sitting area, 
  walk-in closet, floor-to-ceiling windows forming 
  two sides of the room.
  • 
  Master Bathroom: accessible off the bedroom 
  is a bathroom with dual sinks, a separate WC, 
  separate shower room, and a Jacuzzi tub. 
  • 
  Meeting Room: a four person work/conference 
  table and side work/serving tables, floor-to-ceil-
  ing windows on one wall.
  • 
  Guest bathroom: a small WC for your work 
  guests. 
  • 
  Entry way: This small receiving space features 
  a coat closet and luggage storage and flows 
  naturally into the meeting area. 
  If the runners wish to purchase a room, have the play-
  er with the lowest Edge roll that attribute. If they get a hit, 
  there are only Penthouse Suites available for 800 nuyen 
  a night; these are on floors 39 and 40 only. 2 hits makes a 
  few double queens available at 400 nuyen a night on the 
  35th floor. 3 hits will have a suite available on the 38th 
  floor down the hall from Keith’s room; the suite is 600 
  nuyen a night.
  shadowrun Missions//09.01
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  •	 The elevator control panel inside the 
  elevator has an exposed datajack. The 
  cameras in the elevator look directly at 
  the controls and elevator door, but if 
  multiple individuals are in the elevator 
  they can conceal the fact that person is 
  plugging in a universal data cable with 
  their bodies. This will be a teamwork 
  Sneaking + Agility [Physical] (3) Test 
  (SR6: Stealth (Sneaking) + Agility (3) 
  Test). Any guest on the elevator will re-
  quire the same test with a threshold of 6, 
  otherwise they will notice the suspicious 
  activity and report it to security.
  •	 The stairwells have wide angle cameras 
  above each door. These cameras do have 
  exposed datajacks and require Hard-
  ware + Logic [Mental] (3) Test (SR6: En-
  gineering (Hardware) + Logic (3) Test). 
  The runners will learn that Keith has a suite 
  on the thirty-eighth floor. The building is for-
  ty-two stories tall. The hotel is open to the pub-
  lic, so getting in is easy. They have unrestrict-
  ed access to the public areas on the basement 
  floor, first floor, seventh floor (restaurants, ho-
  tel bar); and the forty-first and forty-second 
  floors where the five-star restaurants are. The 
  elevators and stairwell doors will not open 
  onto the guest floors without scanning a staff 
  keycard or the keycard of a guest registered 
  on that floor. The elevator and stairwell doors 
  have Rating 3 maglocks with Rating 4 key-
  card readers. If the team decked the host and 
  grabbed the paydata, they can encode a house-
  keeping keycard to use to get through these 
  doors. Otherwise they will need to find some 
  other way. The elevators also have Rating 3 
  cameras in them that are slaved to the host. 
  Security patrols consist of two-man teams. 
  They will start at the top floor and walk the 
  halls, transitioning to the next floor by walk-
  ing down the stairwell. Once they reach the 
  bottom they will ascend to the top via the ele-
  vator and start again. This patrol takes 2.5 to 
  3 hours to complete, there are 6 teams doing 
  this at once resulting in a patrol through a 
  given area of the hotel every thirty minutes. 
  A security sergeant is present on every oth-
  er team. A few teams remain in the security 
  office on the fifth floor, ready to respond to 
  any incident, and to provide on-demand guest 
  service. 
  Once outside room 3810 on the thirty-eighth 
  floor, the runners have one final obstacle: an-
  other door lock. The door lock is a Rating 4 
  maglock with a Rating 4 keycard reader and 
  Rating 3 anti-tamper circuits. If the team 
  decked the host and grabbed the paydata, they 
  can encode a housekeeping keycard to use to 
  get through this door. Otherwise they will need 
  to find some other way in such as pretending 
  to be room service, hotel security, or a delivery. 
  Perhaps they can command a spirit to manifest 
  on the other side of the door and open it from 
  the inside. They can of course always kick the 
  door in or punch a hole in it. This will make 
  noise, and other guests will call security.
  When the runners enter the suite, Keith is 
  enjoying the company of a prostitute. If the 
  runners enter quietly, they can surprise him. In-
  side the bedroom they must contend with the 
  formidable human that is Keith Comer. Just 
  kidding—he is a chump made of flab and skin. 
  A human punching bag without the fortitude 
  to mount any resistance besides screaming and 
  calling security. 
  If the runners enter loudly, Keith should 
  make a Surprise Test for the first combat turn 
  and will use his first available initiative pass to 
  contact hotel security before trying to hide in 
  the shower.
  breaking drek
  In case your runners are the kick-the-door-down type 
  or want to defenestrate someone, here are the barrier 
  ratings of various surfaces throughout this hotel:
  • 
  Stairwell doors: Structure 8, Armor 12.  
  SR6: Structure 11.
  • 
  Hotel room front door: Structure 6, Armor 8. 
  SR6: Structure 9
  • 
  Hotel room windows: Structure 4, Armor 6.  
  SR6: Structure 9
  • 
  Hotel room walls: Structure 8, Armor 12.  
  SR6: Structure 9
  • 
  Hotel floors/Ceilings: Structure 10, Armor 16. 
  SR6: Structure 11
  • 
  Hotel room interior doors: Structure 2, Armor 4. 
  SR6: Structure 5
  For shooting through or destroying barriers, see p. 
  197, SR5 or p. 112, SR6.
  shadowrun Missions//09.01
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  If Keith is face-to-face with the runners, 
  he will spend all of his actions attempting to 
  run away. He will hide behind objects, push 
  furniture into their path, and even shove the 
  sex worker at them if given the opportunity. 
  If the team is unable to subdue Keith and 
  calm the sex worker within 2 Combat Turns, 
  the noise results in neighbors calling securi-
  ty. Gunshots will have security called on the 
  next initiative pass. 
  If called, security arrives in 2D6 Combat 
  Turns, with a team consisting of the head of 
  security and one security guard per runner. If 
  the team has two or more Awakened runners, 
  include the security mage and bound spirit 
  of air. If gunshots are reported, security will 
  call police prior to arrival. If the runners ap-
  pear to be obvious criminals, they will form 
  a perimeter covering the exit door from the 
  hallway with their tasers or pistols. They will 
  have partial cover behind potted plants and 
  décor items on their first action after being 
  alerted to danger. They have trained for this 
  and will get 6 hits on a Small Unit Tactics 
  Teamwork Test to setup a crossfire maneuver 
  by blocking off the hallway on both sides of 
  the room. The sergeant uses his first point of 
  edge on this test. This grants every member 
  of the team a +3 to attacks as long as they re-
  main in the crossfire position and the sergeant 
  uses a free action each Combat Turn to in-
  struct them to remain in position. They each 
  take a dose of jazz on their second action, 
  as well as declaring full defense if they have 
  enough remaining initiative. If they get a third 
  action, they will hold it waiting for runners 
  to emerge, except one guard who will issue 
  an audible warning: “Put down any weapons 
  and lay down on the floor to wait for police. 
  Do not add to your shame by resisting.”
  Police are nearby in this nicer neighbor-
  hood. They will arrive at the room within two 
  minutes of being called, regardless of what the 
  reported crime is. 
  shadowrun, fifth edition stats
  Keith Patrick Comer
  (Male Human, Business Executive)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  2
  4
  3 (4)
  2
  2
  2
  2
  4 (5)
  4
  5.6
  Initiative: 5 (6) + 1D6
  Condition Monitor (P/S): 9 / 9
  Limits: Physical 3 (4), Mental 3, Social 6 (7)
  Armor: 0
  Active Skills: Con 3 (Fast Talking +2), Engineering skill group 2, Eti-
  quette 3, Engineering Industrial 3, Negotiation 3 (Contracts +2), Percep-
  tion 2 (3), Running 3
  Knowledge Skills: Building Design 3, Construction 3, Neo-Tokyo Busi-
  ness 0 (3), Neo-Tokyo Sprawl 0 (3), Sprawl Life 1 (Hoboken NJ +2) 
  Languages: English N, Japanese 4, French 2
  Qualities: Blandness, Low Pain Tolerance / SINner (National UCAS)
  Augmentations: Datajack, skilljack 3
  Gear: Actioneer business clothes, Erika Elite commlink [Device Rating 
  4], glasses [Rating 3 w/ image link, vision enhancement 1, vision magni-
  fication], novacoke (5 doses) 
  Weapons: 
  Champagne bottle [Club, Acc 3, DV 3S, AP —]
  Unarmed strike [Unarmed Combat, Acc 4, Reach —, DV 2S, AP —]
  Note: Keith is under the effects of novacoke, reflected in his stats 
  above. The amount listed in gear is what remains. If Keith 
  attacks anyone with the champagne, the bottle does not break—
  another failure.
  Escort
  (1, Female Human, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  3
  4
  3 (4)
  3
  4
  2
  4
  6 (7)
  5.5
  Initiative: 7 (8) + 1D6
  Condition Monitor: 10
  Limits: Physical 4 (5), Mental 4, Social 8 (9)
  Armor: 0
  Active Skills: Athletics skill group 3, Blades 2, Clubs 2 (Batons +2), Con 
  4 (Seduction +2), Etiquette 3 (Street +2), Negotiation 2 (Bargaining +2), 
  Perception 2, Performance 5, Unarmed Combat 2
  Languages: Japanese N, English 3, Chinese 1, Korean 2
  Qualities: Too Pretty to Hit
  Augmentations: Smart articulation
  Gear: Armor clothing, AR nails, bliss (3 doses), contacts [Rating 3, w/ 
  image link, low light vision, polychromic lens], smartwig [w/ trode net], 
  Sony Emperor commlink [Device Rating 2]
  Weapons: 
  Extendable baton [Baton, Acc 5, Reach 1, DV 5P, AP —]
  Shoe [Thrown, Acc 5, DV 3S, AP —]
  Unarmed Strike [Unarmed, Acc 4, Reach —, DV 3S, AP —]
  Hotel Tabu Head Of Security
  (1, Professional Rating 4)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  5
  6
  4 (5)
  5
  4
  3
  5
  3
  6
  4
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  Initiative: 9 (18) + 3D6
  Condition Monitor: 11
  Limits: Physical 7, Mental 5, Social 8
  Armor: 12
  Active Skills: Athletics Group 3, Etiquette 3 (Professional +2), Leadership 
  4, Perception 5, Pistols 3 (Tasers +2), Sneaking 3, Unarmed Combat 6
  Knowledge Skills: Hotel Gossip 4, Magic Threats 3, Security Proce-
  dures 5, Small Unit Tactics 3
  Languages: English 4 (Speaking +2), Japanese N
  Qualities: Adept
  Adept Powers: Adept Accident, Adrenaline Boost 4, Combat Sense 2, 
  Killing Hands, Penetrating Strike 4
  Gear: Erica Elite commlink [Device Rating 4], flashlight, jazz (2 doses), 
  micro-transceiver, plastic restraints (10), qi focus (penetrating strike 4, 
  tattooed) 4, Zoé Executive Suite
  Weapons: 
  Yamaha Pulsar [Taser, Acc 5, DV 7S(e), AP –5, SA, RC 3, 4(m)]
  Unarmed strike [Unarmed Combat, Acc 7, Reach —, DV 5P, AP –4]
  Note: Stats include bonuses from the Adrenaline Boost adept power 
  and a dose of jazz.
  Hotel Tabu Security
  (1 Per Runner, Human,  
  Professional Rating 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  5
  6
  4 (5)
  4
  4
  3
  4
  3
  6
  Initiative: 8 (9) + 3D6
  Condition Monitor: 10
  Limits: Physical 6 (7), Mental 5, Social 8
  Armor: 12
  Active Skills: Close Combat Group 3, Intimidation 3, Perception 4, Pis-
  tols 4 (Tasers +2)
  Knowledge Skills: Hotel Gossip 2, Security Procedures 3
  Languages: English 2 (Speaking +2), Japanese N
  Qualities: Toughness
  Gear: Erica Elite commlink [Device Rating 4], flashlight, jazz (1 dose), 
  micro-transceiver, Zoé Executive Suite (lightly worn)
  Weapons: 
  Yamaha Pulsar [Taser, Acc 5, DV 7S(e), AP –5, SA, RC 0, 4(m)]
  Extendable baton [Club, Acc 5, DV 6P, Reach 1, AP —]
  Unarmed strike [Unarmed Combat, Acc 6, Reach —, DV 4S, AP —]
  Note: Stats include bonuses from a dose of jazz.
  Hotel Security Mage
  (1, Human, Professional Rating 4)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  2
  4
  3
  2
  5
  5
  5
  3
  6
  6
  Physical Initiative: 8 (12) + 3D6
  Astral Initiative: 10 + 3D6
  Condition Monitor: 11
  Limits: Physical 3, Mental 7, Social 8, Astral 8
  Armor: 12
  Active Skills: Assensing 3, Astral Combat 3, Binding 5, Perception 3, 
  Pistols 3, Sorcery skill group 6, Summoning 6
  Qualities: Hermetic Magician
  Spells: Armor, Clout, Combat Sense (sustained, 3 net hits, Force 4), 
  Heal, Increase Reflexes (sustained, 4 net hits, Force 4), Mana Bolt, 
  Stunbolt, Stunball
  Bound Spirits: Spirit of air (Force 6, 3 services)
  Gear: Contacts [Rating 2, w/ image link, vision enhancement 1], re-
  agents (10 drams), Renraku Sensei commlink [Device Rating 3], sus-
  taining focus (Health spells, belt) 4, Zoé Executive Suite
  Weapons:
  Yamaha Pulsar [Pistols, Acc 5, DV 7S(e), AP –5, SA, RC 0, 4(m)]
  Unarmed strike [Unarmed Combat, Acc 3, Reach —, DV 2S, AP —]
  Spirit of Air
  (1, Force 6, Bound, 3 Services)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  4
  9
  10
  3
  6
  6
  6
  6
  6
  6
  Physical Initiative: 16 + 2D6
  Astral Initiative: 12 + 3D6
  Condition Monitor: 11
  Skills: Assensing 6, Astral Combat 6, Perception 6, Running 6, Un-
  armed Combat 6
  Powers: Accident, astral form, concealment, confusion, engulf, fear, 
  guard, materialization, movement, sapience, search
  Weapons:
  Engulf [Unarmed Combat, DV 12S, AP –6]
  Unarmed strike [Unarmed Combat, Acc 7, Reach —, DV 3S, AP —]
  Host: The New Tobu Hotel
  R
  A
  S
  D
  F
  6
  6
  7
  8
  9
  Installed IC: Probe, Scramble, Track, Jammer, Marker, and Crash
  Slaved Devices: Cameras, door locks (employee, guest, and public ar-
  eas), elevator controls, guest registration system, HVAC systems, lights.
  Sculpting: In VR, the host is meticulously designed to look exactly like 
  the hotel as far as dimensions and physical space go. However, the dé-
  cor is of the Edo Period, approximately 1600-1868. The exterior walls 
  are laid stone, ceilings are of a curving pitch, interior walls are movable 
  panels of wood and rice paper, and the floors are tatami mats. All visi-
  ble light sources are on, a hanging lamp of paper stretched over bam-
  boo frames; their brightness is adjusted by rotating the candle-holding 
  base. All functions are controlled by the physical object that would 
  have controlled them in the Edo period. HVAC is controlled by adding 
  or removing wood from the Irori, a sunken hearth in the floor of the 
  room. For features that were not common in that era, such as door 
  locks, elevators, room service ordering systems, the bamboo versions 
  of modern control systems manifest as needed. Employee controls are 
  much less meticulous, tending to be the standard sculpting from the 
  vendor simply uploaded into the host. So the keycard-issuing system 
  looks as it does anywhere else. In AR, all controls are simply floating 
  miniature ARO versions of what a modern physical control would be. 
  Lazy sculpting? Perhaps. A bit cliché? Yes, but bamboo stuff is what 
  western tourists have come to expect, and anticipating the needs and 
  desires of its guests is how the New Tobu hotel operates. 
  Security Procedures: Patrol IC running at all times. Once alarmed, the 
  host launches IC in this order: Probe, Scramble, Track, Jammer, Marker, 
  and Crash. The system will always reboot Probe and Scramble if they 
  are crashed before continuing down the line. The hotel uses “white” 
  IC, basing its Matrix security protocol on severing an intruders connec-
  tions via scramble or tracing the intruder and reporting them to the 
  authorities. 
  Pay Data: You snag a set of housekeeping codes that can be encoded 
  on a keycard. This will allow the holder of that keycard unfettered ac-
  cess to any guest room in the hotel. You must sell quickly, because the 
  codes are only good for the rest of the week. You are able to flip this 
  info for 500 nuyen. If this keycard is used to gain entry to Keith’s room, 
  and security is alerted, it is burned and cannot be sold, as the hotel will 
  change all the housekeeping keycard codes as a precaution. 
  shadowrun Missions//09.01
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  45
  
  shadowrun, sixth world stats
  Keith Patrick Comer
  (Male Human, Business Executive)
  Keith is a rather unremarkable human male in his 
  late thirties. His father died when he was a teen, and his 
  mother wasn’t able to provide comfortably for the two 
  of them. Therefore, he has spent his entire adult life 
  trying to become financially successful, the only way he 
  can imagine measuring self-worth. He is very comfort-
  able with lying, if that gets him what he wants, and that 
  makes him a natural salesman for smaller quick sales. 
  Unfortunately, it makes him not so good at larger sales 
  that require relationship building. Keith is not good at 
  real relationships; he is good at telling people what 
  they want to hear. 
  Keith is a lower level executive at Mazzarone Con-
  struction, a New Jersey-based construction company. 
  He has managed to land himself a sweet sales gig but 
  has yet to land even one sale since coming to Japan al-
  most a year ago. At this point, he’s somewhat desperate 
  and has decided to severely underbid a potential con-
  tract to secure it.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  2
  4
  3 (4)
  2
  2
  2
  2
  4 (5)
  4
  5.6
  DR
  I/ID
  AC
  CM
  MOVE
  2
  6/1
  A1, I2
  9 / 9
  10/15/+1
  Skills: Athletics 2, Close Combat 1, Con 3, Electronics 1 (Computers +2), 
  Engineering 2 (Industrial +2), Influence 4, Perception 3
  Knowledge Skills: Building Design, Construction, Hoboken Area, 
  Neo-Tokyo Business (knowsoft), Neo-Tokyo Sprawl (knowsoft), Sales
  Languages: English (Native), Japanese (Expert), French
  Qualities: Blandness / Low Pain Tolerance, SINner (UCAS)
  Augmentations: Datajack, skilljack 3
  Gear: Actioneer business clothes (not worn), Erika Elite commlink [De-
  vice Rating 4 D/F 2/1], glasses [Capacity 3, w/ image link, vision en-
  hancement, vision magnification], knowsoft (Neo-Tokyo Business) 3, 
  knowsoft (Neo-Tokyo Sprawl) 3, novacoke (5 doses)
  Weapons: 
  Champagne bottle [Close Combat, DV 2P, 6/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 6/—/—/—/—]
  Note: Keith is under the effects of novacoke, reflected in his stats 
  above. The amount listed in gear is what remains. If Keith attacks any-
  one with the champagne, the bottle does not break; he’s a complete 
  failure.
  Escort
  (1, Female Human, Professional Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  2
  3 (4)
  2 (1)
  2
  3 (2)
  2
  3
  4
  5.8
  DR
  I/ID
  AC
  CM
  MOVE
  2
  4/1
  A1, I2
  8
  10/15/+1
  Skills: Athletics 3, Close Combat 2, Con 4 (Seduction +2), Influence 3 
  (Street +2), Perception 2
  Qualities: (High Pain Tolerance), Too Pretty to Hit
  Augmentations: Smart articulation
  Gear: Armor clothing (not worn), AR nails, bliss (3 doses), contacts [Ca-
  pacity 3 w/ image link, low light vision, polychromic lens], smartwig 
  [w/ trode net], faux-fur lined metal manacles, Sony Emperor commlink 
  [Device Rating 2, D/F 1/1]
  Weapons: 
  Extendable riding crop [Close Combat DV 2S, 7/—/—/—/—]
  Spiky Shoe [Athletics, DV 2S, 5/3/—/—/—, w/ 2 ammo]
  Unarmed strike [Close Combat, DV 2S, 3/—/—/—/—]
  Note: Stats above already factor in the effect of bliss.
  HOTEL TABU  
  SECURITY LIEUTENANT
  (ADEPT, PROFESSIONAL RATING 4)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  4
  5
  3 (4)
  4
  3
  2
  4
  2
  6
  4
  DR
  I/ID
  AC
  CM
  MOVE
  11
  16/3
  A1, I4
  14
  10/15/+1
  Skills: Athletics 3, Close Combat 5, Firearms 3 (Tasers +2), Influence 
  3, Stealth 3
  Adept Powers: Adrenaline Boost 4, (Critical Strike 4), Combat Sense 2, 
  Killing Hands, Mystic Armor 4, Vocal Control
  Gear: Armor vest (+3), Erica Elite commlink [Device Rating 4, D/F 2/1], 
  flashlight, jazz (2 doses), micro-transceiver, plastic restraints (10), qi 
  focus (Critical Strike 4, silk obi) 4
  Weapons: 
  Yamaha Pulsar I [Tasers, DV 4S(e), 4(m), 9/9/—/—/—]
  Unarmed strike [Close Combat, DV 6P, 8/—/—/—/—]
  Note: Stats include bonuses from the Adrenaline Boost adept power 
  and a dose of jazz.
  Hotel Tabu Security
  (1 Per Runner, Human,  
  Professional Rating 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  3
  3 (4)
  3
  3
  2
  2
  2
  6
  DR
  I/ID
  AC
  CM
  MOVE
  7
  6/3
  A1, I4
  10
  10/15/+1
  Skills: Athletics 3, Close Combat 3, Firearms 3 (Tasers +2), Perception 4
  Qualities: Toughness
  Gear: Armor vest (+3), Erica Elite commlink [Device Rating 4, D/F 2/1], 
  flashlight, jazz (1 dose), micro-transceiver
  Weapons: 
  Yamaha Pulsar I [Tasers, DV 4S(e), 4(m), 9/9/—/—/—]
  Extendable baton [Close Combat, DV 2S, 8/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 6/—/—/—/—]
  Note: Stats include bonuses from a dose of jazz.
  shadowrun Missions//09.01
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  PAGE
  46
  
  Hotel Security Mage
  (1, Human, Professional Rating 4)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  1
  3
  2
  1
  4
  4
  4
  2
  6
  6
  DR
  I/ID
  AC
  CM
  MOVE
  4
  8/3
  A1, I4
  9
  10/15/+1
  ASTRAL DR ASTRAL I/ID ASTRAL AC
  4
  10/4
  A1, I5
  Skills: Astral 3, Conjuring 5, Firearms 3, Perception 3, Sorcery 5
  Qualities: Focused Concentration 2
  Spells: Armor, Clout, Combat Sense (sustained, 4 hits), Heal, Increase 
  Reflexes (sustained, 2 hits), Manabolt, Stunbolt, Stunball
  Bound Spirits: Spirits of air (Force 3, 3 services) x4
  Gear: Armor vest (+3), contacts [Capacity 2 w/ image link, vision en-
  hancement], reagents (10 drams), Renraku Sensei commlink [Device 
  Rating 3, D/F 2/0], spirit focus [spirits of air, Force 4]
  Weapons:
  Yamaha Pulsar I [Tasers, DV 4S(e), 4(m), 9/9/—/—/—]
  Astral Strike [Astral, DV 2P, 10/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 6/—/—/—/—]
  Spirits of Air
  (4, Force 3, 3 Services Each)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  1
  6
  7
  1
  3
  3
  3
  3
  3
  3
  DR
  I/ID
  AC
  CM
  MOVE
  1 (4)
  10/2
  A1, I3
  9
  10/15/+1
  ASTRAL DR ASTRAL I/ID ASTRAL AC
  3
  6/3
  A1, I4
  Skills: Astral 3, Athletics 3, Close Combat 3, Exotic Ranged 3, Percep-
  tion 3
  Powers: Accident, astral form, concealment, confusion, engulf (air), 
  guard, materialization, movement, sapience, search
  Weapons:
  Engulf [Close Combat, DV 5S (and see pg. 223, SR6), 10/—/—/—/—]
  Astral Strike [Astral, DV 2P, 6/—/—/—/—]
  Floofy Swoosh [Close Combat, DV 2S, 10/—/—/—/—]
  Host: The New Tobu Hotel
  R
  A
  S
  D
  F
  6
  6
  7
  8
  9
  Installed IC: Crash, marker, patrol, scramble, track
  Sculpting: In VR, the host is meticulously designed to look exactly like 
  the hotel as far as dimensions and physical space go. However, the dé-
  cor is of the Edo Period, approximately 1600-1868. The exterior walls 
  are laid stone, ceilings are of a curving pitch, interior walls are mov-
  able panels of wood and rice paper, and the floors are tatami mats. All 
  visible light sources are on, a hanging lamp of paper stretched over 
  bamboo frames; their brightness adjusted by rotating the candle hold-
  ing base. All functions are controlled by the physical object that would 
  have controlled them in the Edo period. HVAC is controlled by adding 
  or removing wood from the Irori, a sunken hearth in the floor of the 
  room. For features that were not common in that era, such as door 
  locks, elevators, room service ordering systems, the bamboo versions 
  of modern control systems manifest as needed. Employee controls are 
  much less meticulous, tending to be the standard sculpting from the 
  vendor simply uploaded into the host. So the keycard issuing system 
  looks as it does anywhere else. In AR, all controls are simply floating 
  miniature ARO versions of what a modern physical control would be. 
  Lazy sculpting? Perhaps. A bit cliché? Yes, but bamboo stuff is what 
  western tourists have come to expect, and anticipating the needs and 
  desires of its guests is how the New Tobu hotel operates. 
  Host Personas: The hotel’s dozens of employees on duty are all are 
  logged into the host both for protection from nuisance hacking, and so 
  that supervisors can keep tabs on and issue tasks to their underlings. 
  Outsider Access: The host is open to and welcoming of traffic from the 
  general public, particularly in its reservation subsystem. Additionally, 
  guests are given special User-level access to the host during their stay 
  as part of the check-in process. There can be hundreds of guests in the 
  host any given moment.
  Networked Devices: Entire building, except tenant businesses.
  Attached Hosts: The hotel is partnered with the Neo-Tokyo Convention 
  and Visitor’s Center, allowing guests from around the globe to virtual-
  ly visit and even have their Personas interact with physically present 
  guests.
  Security Procedures: Patrol IC running at all times. One Standard Se-
  curity Spider patrolling at all times. Once alarmed, the host launches 
  IC in this order: probe, scramble, track, marker, and crash. The system 
  will prioritize probe and scramble if they are crashed before continu-
  ing down the line. A second Security Spider will arrive 3 + 1D6 Com-
  bat Turns after the alarm is triggered. All files that are not meant for 
  Guests’ eyes are protected by Encryption Rating 4.
  Pay Data: Housekeeping keycard data that can be used in the manner 
  of a keycard copier (pg. 278, SR6) to generate legitimate passkeys that 
  work inside the hotel. The codes perish within one week or when NTMP 
  investigates Keith’s attack. If they are not used to gain entry to Keith’s 
  room, the paydata isn’t immediately burned and can be sold for 500 
  nuyen on the black market.
  shadowrun Missions//09.01
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  47
  
  Scene 9:
  A Little Respect
  Scan This
  Quite simply, the team gets paid.
  Tell It To Them Straight
  Having completed the required task, you 
  wait for Tanaka-san to contact you. A day 
  passes, but you get the expected call with a 
  request to meet at Club Forgotten. Hopefully, 
  the place recovered from the events earlier in 
  the week.
  Daisuke-sama must have let his guys know 
  you were coming, as soon as you stroll up, 
  they hold the door open for you, ushering you 
  inside. The difference between the club tonight 
  and the trollpocalypse before is night and day. 
  Instead of smoke, fire, screaming guitars, and 
  flailing metalheads, the place is bathed in a 
  cool, ultraviolet glow, lasers spinning intricate 
  patterns while strobes flicker to the steady 
  pulse of pure techno. On stage, a single DJ 
  works the soundsystem while the club kids 
  dance to the beat.
  Looking around, you notice there is actual-
  ly a staircase leading to a mezzanine on what 
  would be the third floor. A man pulls a chain 
  aside, letting you passed a sign that reads “VIP,” 
  and you ascend. The balcony overlooking the 
  rest of the club is filled with money and glam-
  or. At the far corner, sitting with several young 
  women, is Ando himself, in a snazzy suit but the 
  same mirrored shades. Sitting across from him, 
  bereft of any feminine attention, is Tanaka-san.
  Seeing you, Ando grins and beckons you 
  over. As you approach, he gently pushes a girl 
  from his lap and shoos them all away, play-
  fully slapping one on the behind. The giggle 
  as the move past you and then you’re at the 
  Yakuza boss’s table.
  “Good job,” Ando says, then looks pointed-
  ly to Tanaka-san.
  You think Tanaka-san is wearing the same 
  suit from the night he hired you. Or he has 
  someone wrinkle his clothes the same way, for 
  him. “Yes, all went as desired,” he says, run-
  ning a hand through his hair. “The bid has 
  been removed.”
  He smiles, tentatively and then … awk-
  wardness happens, as he looks uncertainly at 
  you, then back at Ando.
  Even with the shades on, you can see the 
  older man roll his eyes. “Pay them, Kotaki-san, 
  that is why they’re here.”
  The younger man’s face lights up with the 
  revelation and he digs into a pocket and re-
  veals a credstick for each of you. “Hai!” he 
  nods. “As promised. Perhaps we shall call on 
  you again.”
  “Yes,” Ando affirms, “perhaps we shall. But 
  for tonight, please enjoy our hospitality.” He 
  sweeps his arm widely, gesturing towards the 
  club, filled with vice as only the Yakuza can 
  facilitate.
  A little recognition at last. Things are start-
  ing to look up.
  Picking Up  
  the Pieces
  Nuyen
  •	 1,000¥ each + 100¥ per net hit, for a 
  maximum of 1,500¥, if the successfully 
  deliver Yoriko’s package to Ando.
  •	 1,000¥ each + 100¥ per net hit, for a 
  maximum of 1,500¥, if they successfully 
  deliver Sakai’s “message” to Matsui gro-
  cery. Add another 50 percent if the re-
  tired street samurai version of Akira was 
  used and “took the joke” well.
  •	 2,000¥ each + 100¥ per net hit, for a 
  maximum of 2,500¥, if they convince 
  the youth gang to stop bothering Ryo-
  to’s “kids.”
  •	 500¥ per simsense recording provided to 
  Ryoto, up to one recording per runner.
  •	 3,000¥ each + 250¥ per net hit, for a 
  maximum of 4,000¥, for teaching Keith 
  Comer “proper business manners.”
  Karma
  •	 1 Karma – Completing the delivery
  •	 1 Karma – Intimidated a grocery store 
  without causing irreparable harm to 
  anyone.
  shadowrun Missions//09.01
  started from
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  48
  
  •	 1 Karma – Convinced the youth gang to 
  leave Ryoto’s kids alone
  •	 1 Karma – Dealt with Keith Comer
  •	 1 Karma – Surviving the Adventure
  •	 2 Karma – Overall Adventure Challenge
  Gamemaster Reward
  When running this adventure, you may 
  choose to count the Missions as “played” for 
  their personal Shadowrun Missions character. 
  You must choose to do this the first time you run 
  this Mission only, and take the optional results 
  to match those the team you gamemastered for 
  earned. You may not choose to wait for a “bet-
  ter” attempt to choose your rewards. You’re on 
  the honor system here, so please don’t skew the 
  adventure to help the players gain extra rewards 
  just so that you can get better results.
  You will earn a flat amount of Karma and 
  nuyen, regardless of how well (or poorly) the 
  players do, listed below. For other missions re-
  sults and rewards that you track on the Debrief-
  ing Log (Objectives completed, reputation and 
  contacts earned, etc.), take the average results of 
  the group you’re gamemastering for. So if four 
  out of six players earned a point of notoriety, you 
  will earn one as well. If only two players out of 
  five earn a +1 Loyalty with Yoriko, you would 
  not get that +1 Loyalty. Along those lines.
  Karma Earned: 7
  Nuyen Earned: 8,500¥
  Reputation
  Shadowrun, Fifth Edition
  During the adventure, runners may perform 
  actions that will add to their Street Cred, No-
  toriety, or Public Awareness (p. 372, SR5). Be-
  sides the scenario specific gains listed below, 
  gamemasters should consider the characters 
  actions throughout the game and award addi-
  tional points as appropriate. If a player earns 
  Public Awareness or Notoriety, don’t be afraid 
  to give them extra points.
  •	 +1 Street Cred if the team was paid for 
  all four tasks
  •	 +1 Street Cred if the runners get in and 
  out of the Hotel without alerting secu-
  rity
  •	 +1 Street Cred for all members of the 
  team if they think to visit Noboru Ega-
  wa before operating in his territory
  •	 +1 Notoriety for any runner who uses 
  physical violence to enter Club Forgot-
  ten or the gambling den
  •	 +1 Notoriety for any runner who gets 
  arrested
  •	 +1 Notoriety for each instance of killing 
  anyone directly involved in the tasks giv-
  en by the four Tanaka-sans
  •	 +1 Public Awareness if the team has any 
  runners get arrested
  Shadowrun, Sixth World
  During the adventure, runners may per-
  form actions that will add to their Repu-
  tation and Heat (p. 232, SR6). Besides the 
  scenario specific gains listed below, gamemas-
  ters should consider the characters actions 
  throughout the game and award additional 
  points as appropriate. 
  •	 –1 Reputation for any runner who uses 
  physical violence to enter Club Forgot-
  ten or the gambling den
  •	 –1 Heat Modifier if the runners get in 
  and out of the Hotel without alerting se-
  curity
  •	 –1 Heat Modifier if the runners visit 
  Noboru Egawa before operating in his 
  territory
  •	 +1 Heat Modifier for failing to visit No-
  boru Egawa before operating in his ter-
  ritory
  •	 +1 Heat Modifier for each instance of 
  killing anyone directly involved in the 
  tasks given by the four Tanaka-sans
  •	 +2 Heat Modifier if the team has any 
  runners get arrested
  Contacts
  Successfully completing objectives or per-
  forming the actions listed below will earn char-
  acters specific Missions contacts at a Loyalty 
  of 1, and should be given the Contact Sheet in-
  cluded with this Mission. If they already have 
  that contact, they gain a +1 loyalty to that con-
  tact (up to a maximum of 4). 
  shadowrun Missions//09.01
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  49
  
  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.
  •	 +1 Loyalty with Yoriko Asakura (Con-
  nection Rating 3) if they successfully de-
  liver the package to Ando
  •	 +1 Loyalty with Tetsuya Sakai (Connec-
  tion Rating 3) if they deliver his message 
  to Matsui Grocery
  •	 +1 Loyalty with Ryoto Ishikawa (Con-
  nection Rating 3) for convincing the 
  youth gang to stop bothering Ryoto’s 
  “kids.”
  •	 +1 Loyalty with Ando Daisuke (Connec-
  tion Rating 4) if they successfully deal 
  with Keith Comer.
  •	 +1 Loyalty with Shingen Kotaki (Con-
  nection Rating 3) if they successfully 
  deal with Keith Comer.
  •	 +1 Loyalty with Noboru Egawa (Con-
  nection Rating 4) for proper nemawashi 
  before working in his territory.
  Legwork
  When a PC gets in touch with a contact, 
  make an unopposed Connection + Connection 
  test for the contact. The results of this test de-
  termine how many ranks of information the 
  contact knows about the question. If the rele-
  vance of the subject is a specialty of the con-
  tact, they get +3 to this test. The player then 
  makes an unopposed Charisma + Etiquette + 
  Loyalty test, the results of which determine 
  how many ranks of information the contact 
  is willing to divulge for free, up to the max 
  ranks of information they know. If the contact 
  knows more, they will require a payment of 
  500¥-(Loyalty x 100¥, minimum 100¥) per 
  rank of information they still know.
  If the PCs have worked all of their contacts, 
  and are still missing important information, 
  they may request that a contact ask around. If 
  they do so, have the Contact make an extended 
  (Connection + Connection (1 hour)) test. Addi-
  tional information will be available at a cost of 
  1,000¥ – (Loyalty x 100¥, minimum 200¥).
  A Matrix Search action (p. 241, SR5) may 
  also be utilized to gather information from the 
  following charts, using the appropriate thresh-
  olds and search times.
   
   
  Akira Matsui
  Contacts to Ask, or Knowledge Skills to 
  Use: Neighborhood residents, business own-
  ers, social media
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Who? 
   
  1 
  1 
  He and his wife own that grocery 
  store in the neighborhood right? 
   
  3 
  — 
  That guy may be a grocer now 
  … but he has a violent past. Not 
  Yakuza, but something. 
   
  5 
  — 
  His street name was Kira Ando 
  (“Ando the killer” or “Killer Ando” 
  in English) He used to be a shad-
  owrunner back in the 2050s. He 
  was a street samurai of some not. 
  He played it smart, made a big 
  payday, and got out while he was 
  still young enough to enjoy the 
  money. Got married, had a few 
  kids, bought a business. Probably 
  sold most of his cyber to afford 
  that place.
   
  6 
  — 
  Ando matches the description of 
  a runner from the 2050s named 
  Kira Ando (“Ando the killer” or 
  “Killer Ando” in English). He ei-
  ther retired or died. He was a 
  street samurai.
   
  7 
  — 
  He did not, in fact, sell any of his 
  cyber. I saw him use force, one 
  time—only once. A gang came in 
  and was causing some problems. 
  They broke a few items, and Ando 
  asked them to leave. They contin-
  ued being disrespectful to Ando’s 
  face, daring him to do something. 
  They even spat on him. The man 
  did nothing. It was not until one 
  of them insulted the virtue of his 
  wife or daughter—I can’t remem-
  ber which—that Ando kicked into 
  gear. His whole body jerked, like 
  on the trid shows, when wired 
  shadowrun Missions//09.01
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  50
  
  reflexes come on; and he moved 
  faster than I have ever seen any-
  one move. In about five seconds, 
  three of those gangers were on 
  the floor, and the one that had 
  insulted Riku (that was the wife) 
  was being held in a one-armed 
  choke and a chicken wing arm-
  hold. Akira walked the ganger 
  awkwardly toward the counter 
  while his three buddies held their 
  junk—or their stomachs, which-
  ever Ando had hit. He forced the 
  lad to apologize for his disrespect. 
  Once that task was done, Ando let 
  him go and apologized for getting 
  rough with them. He then thanked 
  them for coming in and gave them 
  a short-case of beer for their trou-
  ble. Not only is he tough as nails, 
  but he made sure they left with 
  something, so they would not lose 
  face in front of their gang friends. 
  Smart. If not, they might have 
  come back to settle the score.
  Ando Daisuke
  Contacts to Ask, or Knowledge Skills to 
  Use: Fixers, Law Enforcement, Shadowrun-
  ners, Yakuza
  Contacts 
  Matrix Search Information
   
  — 
  0 
  You find no information 
   
  0 
  — 
  No idea … Is he a weather report-
  er? 
   
  1 
  3 
  Is that the guy that owns the big 
  dance club in Roppongi?
   
  2 
  — 
  Yeah, he’s one of the Mita-gumi 
  bosses.
   
  3 
  — 
  I hear he’s poised to move up the 
  ranks if he doesn’t muck some-
  thing up in the next few months.
   
  4 
  — 
  He runs his prostitution business 
  out of that club. Ever been to the 
  top level? That’s for his special cli-
  ents!
   
  5 
  — 
  The guy rarely leaves his office, 
  mostly has everything he needs 
  brought to him directly.
   
  6 
  — 
  He’s got a couple of bodyguards, 
  real heavies. Rumor has it, they’re 
  both Awakened.
  Keith Patrick Comer
  Contacts to Ask, or Knowledge Skills to 
  Use: Business Suits, Construction Executives
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Was that a serial killer who stalked 
  women on college campuses in 
  the 1980s? Cause that dude has a 
  serial killer name. 
   
  1 
  1 
  An employee of Mazzarone Con-
  struction, he works out of their 
  New Jersey corporate headquar-
  ters. His title is “Head of Sales – 
  Asia” 
   
  2 
  3 
  Keith Comer has a fancy-sounding 
  title, but it is because he is the 
  only salesemen operating on the 
  company’s behalf in Asia. 
   
  3 
  — 
  Keith needs to make a sale. He has 
  been taking meeting after meet-
  ing, making bid after bid, and has 
  yet to make a single sale in Japan. 
   
  4 
  6 
  Looking over Keith’s social media 
  posts over the last few months, 
  you notice a steady decrease in 
  the number of meetings he posts 
  about. He is also posting less and 
  less pictures of himself out enjoy-
  ing Neo-Tokyo. 
   
  5 
  — 
  Keith has been talking up this deal 
  to the leadership back home. If he 
  doesn’t close on this thing, they 
  are probably going to fire him.
  Kurabu Wasureta 
  (Club Forgotten)
  Contacts to Ask, or Knowledge Skills to 
  Use: Club-goers, musicians, Yakuza members
  Contacts 
  Matrix Search Information
   
  0 
  0 
  I think I’ve heard of it, but I can’t 
  remember. 
   
  1 
  1 
  It’s a club in central Edogawa. It’s 
  mostly electro-pop and dance, but 
  sometimes they do special shows ca-
  tering to other musical tastes. I hear 
  Airi Momoi is playing there soon. 
   
  2 
  3 
  It is owned and run by Daisuke 
  Ando, some sort of Yak crime 
  boss. 
   
  3 
  — 
  It’s weird, but even though it’s a 
  club you can’t score any drugs 
  or BTLs there. It’s like the club 
  goes out of its way to disappear 
  the dealers that even get into the 
  neighborhood. 
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  51
  
   
  4 
  6 
  I once went to the Concrete 
  Dreams reunion tour when they 
  played Club Forgotten. I bumped 
  into some government bureaucrat 
  from the Mayor’s Office who was 
  buying everyone drinks. Nice guy, 
  big smile, receding hairline, had 
  two guys with suits and shades 
  following him everywhere. 
   
  5 
  — 
  There is an entrance around the 
  side that goes to a private stair up 
  to the Yak boss’ office. If you want 
  to see him, bring a gift. I hear he 
  likes traditional wall scrolls.
  Inagawa-kai
  Contacts to Ask, or Knowledge Skills to 
  Use: Fixers, Law Enforcement, Shadowrun-
  ners, Yakuza
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Some kind of new ramen flavor? 
   
  1 
  1 
  They are Yakuza, right?
   
  2 
  3 
  Relatively new on the scene, 
  they’re the new school of Yakuza. 
  They let Metahumans into their 
  ranks, a thing traditionally not 
  done. 
   
  3 
  — 
  The Inagawa-kai are deadly, fear-
  less, and out to prove that a meta 
  can play Yakuza just as well as 
  anyone.
   
  4 
  6 
  The Inagawa-kai are into pro-
  tection rackets and street-level 
  sokaiya.
   
  5 
  — 
  Rumor has it most of the high-
  er-ranking members are trained 
  ninja. They frequently use ninja 
  against their enemies.
  Katsuo Takeshi
  Contacts to Ask, or Knowledge Skills to 
  Use: Grade School Teachers, Parents, Yakuza
  Contacts 
  Matrix Search Information
   
  0 
  0 
  How the frag would I know who 
  some kid is? What are you imply-
  ing? 
   
  1 
  1 
  Takeshi Katsuo is the son of 
  Takeshi Kitano. 
   
  3 
  — 
  He wants a kitten for his birthday.
   
  4 
  6 
  He is somewhat active on social 
  media. His favorite things are car-
  toons and respecting his elders 
  according to his MeFeed profile.
   
  5 
  — 
  He wants to get a solid colored 
  cat, probably black, put per-
  haps some other color. He wants 
  to name it either “Patches” or 
  “Spot,” because he thinks that 
  would be funny.
  Takeshi Kitano
  Contacts to Ask, or Knowledge Skills to 
  Use: Law Enforcement, Officers of the court, 
  Yakuza
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Takeshi Kitano is a Japanese co-
  median, television personality, di-
  rector, actor, author, and screen-
  writer. He had a super cool game 
  show. This was back before the 
  Awakening, mind you. Why do you 
  ask? Oh, wrong Takeshi Kitano? 
  Well how was I supposed to know?
   
  1 
  1 
  He is licensed by the Japanese 
  State to practice law. He is a part-
  ner in a law firm called the Law 
  Offices of Ishikawa and Takeshi. 
  The firm specializes in criminal 
  defense, and contract law. 
   
  3 
  — 
  Takeshi and his partner met in 
  law school. Takeshi’s specializa-
  tion is contract law. Most of his 
  legal work is setting up corpora-
  tions, trusts, and other types of 
  contracts. He is not in court much, 
  but when he is, it is either to rep-
  resent the party he represented in 
  a contract they believe the other 
  party has violated, or to defend 
  a party being sued for an alleged 
  violation. Every once in a while, 
  he will be asked to provide expert 
  testimony in court to make a de-
  termination on the meaning of a 
  contract that is in question. 
   
  4 
  6 
  He is somewhat active on social 
  media. He seems to be quite into 
  comedy movies. 
   
  5 
  — 
  Kitano has decided to buy his son 
  a kitten for his birthday.
  Matsui Family
  Contacts to Ask, or Knowledge Skills to 
  Use: Neighborhood residents, business own-
  ers, social media
  Contacts 
  Matrix Search Information
   
  0 
  0 
  How the frag would I know who 
  some random family is?
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  52
  
   
  1 
  — 
  The Matsui Family that own the 
  grocery store? They are nice. I just 
  moved here from Chiba and could 
  not find any place to get Alphabits 
  breakfast cereal, so now they spe-
  cial order it for me. 
   
  — 
  2 
  You find the following review: 
  “Good selection of food for such 
  a small place. Many local and for-
  eign beers available. The staff is 
  friendly and helpful. We are lucky 
  to have such a place in our neigh-
  borhood. —Kentaro the Oni”
   
  3 
  — 
  Many of the neighborhood boys 
  have a crush on Tomako.
   
  4 
  6 
  Akira is a tough man, he has re-
  pelled many a shoplifter, and de-
  fended the store during the loot-
  ing after the earthquakes.
   
  5 
  7 
  Riku is Akira’s wife. She is the 
  brains behind the store. If it were 
  not for her attention to detail the 
  place would not stay stocked, and 
  the books would not be balanced. 
   
  6 
  — 
  The family has a son as well. He 
  goblinized and was sent to Yomi. 
  When the quarantine ended, he 
  did not come home. He is pre-
  sumed dead. It broke the family’s 
  heart. He would be nearly twen-
  ty-five now.
  Mita-gumi
  Contacts to Ask, or Knowledge Skills to 
  Use: Fixers, Law Enforcement, Shadowrun-
  ners, Yakuza
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Some kind of new ramen flavor? 
   
  1 
  1 
  They are Yakuza, right?
   
  2 
  3 
  The largest and oldest organized 
  crime syndicate in Neo-Tokyo, 
  the Mita-gumi has suffered con-
  siderable setbacks in the last few 
  years.
   
  3 
  — 
  As a member of the Watada-ren-
  go, the Mita-gumi are reassert-
  ing themselves on the streets of 
  Neo-Tokyo, recruiting new mem-
  bers to replace those lost in the 
  Yakuza War and seeking new op-
  portunities to expand.
   
  4 
  6 
  The Mita-gumi puts a legitimate 
  face on everything from quasi-le-
  gal forms of prostitution operat-
  ing under the fronts of massage 
  parlors, bath houses, online dat-
  ing services, strip clubs, and the 
  like to repackaging and selling 
  cheap optoelectronics. They also 
  front investment bankers in order 
  to engage in loansharking and use 
  sokaiya to blackmail smaller cor-
  porations.
   
  5 
  — 
  For over a hundred and fifty 
  years, some incarnation of the 
  Mita-gumi (not always under that 
  name) has been present in Tokyo.
  New Tobu Hotel
  Contacts to Ask, or Knowledge Skills to 
  Use: Employment Recruiters, Security Execu-
  tives, Travelers,
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Have you ever seen the floor 
  guides in the lifts? Nothing listed 
  on floors 2-6. What are they hiding 
  in there eh? Some secret black-
  ops corp drek? A high-end broth-
  el? I don’t know man, but whatev-
  er it is, they keep it a secret. 
   
  1 
  1 
  (The runner learns only what is in 
  the sidebar in Scene 8: The Beat-
  ing of Keith Comer, p. XX)
   
  2 
  — 
  Floors 2-6 are where the hotel 
  conducts its behind the scenes 
  business. The laundry, employ-
  ee areas, additional kitchens for 
  room service, maintenance, stor-
  age, security, and all the other 
  things needed to run a 42-story 
  building are located here. 
   
  3 
  4 
  The original seventeen-story Tobu 
  hotel fell down in the quake of ’61. 
  The new structure took almost four 
  years to build and nearly broke the 
  parent company. But the results 
  were worth it. A forty-two-story 
  luxury palace that is one of Neo-To-
  kyo’s pinnacles of hospitality. 
   
  4 
  5 
  The hotel is currently looking to 
  hire a new head of security with 
  magical experience.
   
  5 
  — 
  This hotel does not have security 
  in equal measure to its finery and 
  relies far too heavily on its con-
  tract with the police. Most hotels 
  this fancy would have wards, spir-
  its, and astral mages on watch. 
  The hotel has none of that, yet. 
  Word in the security community is 
  that they are recruiting hard and 
  are ready to step up the level of 
  magical security they provide to 
  their guests.
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  53
  
   
  6 
  — 
  The hotel revamped much of its 
  electronic and Matrix security in 
  the last few years. They re-pro-
  gram staff keycards monthly as 
  a precaution, have 24/7 security 
  spider patrols, and have a shiny 
  new Rating 6 host.
  Contacts to Ask, or Knowledge Skills to 
  Use: Shadowrunners, Yakuza, Law enforce-
  ment, anyone else connected to the shadows.
  Contacts 
  Matrix Search Information
   
  2 
  3 
  The hotel is in Yakuza turf. 
   
  3 
  4 
  The hotel is in the turf of Egawa 
  Noboru, anyone working his turf 
  needs to ask his permission or 
  risk making him look bad. You do 
  not want to make the Yakuza look 
  bad.
  Onyx Heart
  Contacts to Ask, or Knowledge Skills to 
  Use: Street Level Contact, Yakuza Contact, 
  Shadow Contact
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Wow, so brooding. I feel the de-
  spair. I can’t possibly go on.
   
  2 
  — 
  A street operative who tossed out 
  most of his morals and views the 
  remainder with grim pragmatism.
   
  4 
  — 
  He’s been on retainer for Daisuke 
  Ando for a couple of years now.
   
  6 
  — 
  He can blast you as good as any 
  wiz-kid, but he prefers to work 
  magic in more creative ways.
  Takeo
  Contacts to Ask, or Knowledge Skills to 
  Use: Street Level Contact, Yakuza Contact, 
  Shadow Contact
  Contacts 
  Matrix Search Information
   
  0 
  0 
  You might as well be asking me to 
  tell you what I know about “John.”
   
  3 
  — 
  I think that’s the adept pulling 
  bodyguard duty for Daisuke Ando.
   
  4 
  — 
  Don’t let that old mystic kung-fu 
  master vibe fool you—when it’s 
  time to throw down, I hear he hits 
  the ’kaze hard before he hits you 
  hard.
   
  6 
  — 
  Dude is serious about his duty. 
  You wanna take out his ward, you 
  are going to have to deal with him.
  Watada-Rengo
  Contacts to Ask, or Knowledge Skills to 
  Use: Fixers, Law Enforcement, Shadowrun-
  ners, Yakuza
  Contacts 
  Matrix Search Information
   
  0 
  0 
  Wasn’t that an old flatvid about a 
  lizard? 
   
  1 
  1 
  They are Yakuza, right?
   
  2 
  3 
  As an umbrella organization, the 
  Watada-rengo’s territory is the 
  sum of territories claimed by its 
  members. Watada-rengo leaves 
  the defense, expansion, and polic-
  ing of its territory to its member 
  groups, unless a member asks 
  for assistance. But asking for as-
  sistance in this fashion, as with 
  asking for assistance in settling a 
  dispute, means losing face.
   
  3 
  — 
  The structure of a rengo changes 
  according to who sits at the head 
  of the table. The Watada-rengo 
  is so well respected amongst the 
  gumi because virtually nothing 
  about the fundamental way they 
  do business has changed since 
  it was created well over a centu-
  ry ago. By definition, that makes 
  them old school.
   
  4 
  6 
  The Watada-rengo does not en-
  gage in any particular legal, qua-
  si-legal, or criminal operations 
  as a group, but its existence aids 
  and abets many such operations 
  among its members. In particu-
  lar, the Watada-rengo is complicit 
  in attempts to streamline inter-
  national smuggling on several 
  fronts.
   
  5 
  — 
  The Watada-Rengo led the way in 
  the great purges that ejected Ko-
  rean blood from the Yakuza in the 
  early twenty-first century. They’re 
  still rabid about ethnic purity, or 
  at least they were. With the re-
  cent addition on the Inagawa-kai, 
  there could be change on the hori-
  zon.
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  54
  
  Yoriko Asakura
  Contacts to Ask, or Knowledge Skills to 
  Use: Fixers, Law Enforcement, Shadowrun-
  ners, Yakuza
  Contacts 
  Matrix Search Information
   
  — 
  0 
  You find a ton of hits! So much 
  info. And pictures. Asakura Yoriko 
  is an adult film star. She makes 
  films in Chiba. 
   
  0 
  — 
  Oh, the adult film star? Yeah. 
  She’s nimble.
   
  1 
  1 
  Asakura-san runs a small hotel, 
  the Hotel Pasha, in Neo-Tokyo.
   
  2 
  3 
  She has a criminal record with a 
  few drug convictions, including 
  one distribution charge. She is a 
  known Yakuza affiliate. 
   
  3 
  — 
  She is the daughter of a sex-work-
  er and a client. She started deal-
  ing drugs in college.
   
  — 
  4 
  Asakura Yoriko is listed on the 
  alumni page of the state univer-
  sity system. Says she has a four-
  year degree in Magical Theory.
   
  4 
  5 
  Yoriko is a mage aspected in Sor-
  cery and deadly with a katana.
  Cast of Shadows
  Shadowrun, Fifth Edition
  Ando Daisuke
  (Human Male, Mita-gumi Kyodai)
  Extremely loyal to the Mita-gumi and his 
  shateigashira, Ando is a fervent traditionalist. 
  Underestimated by many due to his age and 
  unwillingness to abandon the man he swore an 
  oath to serve, he is slated to take his master’s 
  place when the old shateigashira retires with 
  the oyabun’s blessing. Operating out of Club 
  Forgotten, Ando is involved in prostitution 
  and human trafficking, but an incident with 
  his own daughter has soured him on narcotics 
  and BTLs. Consequently, he doesn’t allow his 
  kobun to sell narcotics.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5
  2
  3
  3
  6
  6
  5
  4
  3
  3.6
  Initiative: 9+2D6
  Condition Monitor: 11
  Limits: Physical 5, Mental 8, Social 6
  Armor: 11 (Berwick Suit, Bone Lacing, Orthoskin)
  Skills: Automotive Mechanics 2, Blades 4, Con 6, Demolitions 2, Etiquette 
  7, Forgery 3, Industrial Mechanic 1, Intimidation 3, Leadership 5, Negotia-
  tion 7, Pilot: Aircraft 2, Pilot: Ground 5, Pilot Watercraft 2, Pistols (Revolv-
  ers) 7 (+2), Running 2, Sneaking 4, Unarmed Combat 2
  Knowledge Skills: Administration 6, Business 4, Corporations 3, Econom-
  ics 9, Neo-Tokyo 5, Smuggler Routes 5, Smuggler Safehouses 5, Yakuza 7
  Qualities: First Impression, Made Man, Aged 
  Augmentations: Bone Lacing (Aluminum, Alphaware), Datajack, Ortho-
  skin rating 3, Reakt (+2 to Defense Tests), Synaptic Acceleration
  Gear: Fuchi Cyber X-7 commlink DR 7
  Weapons: 
  Ruger Super Warhawk [Heavy Pistol, Acc 6, DV 9P, AP –6, Modes: SS, 
  RC 2, Ammo 6(cy), w/ custom look, personalized grip, quick draw 
  holster]
  Note: Ando Daisuke is biased against non-humans, females, and charac-
  ters that behave with non-conservative manners (gamemaster discretion).
  Noboru Egawa
  (Human Male, Inagawa-kai Kyodai)
  One of the Inagawa-kai kyodai poised to 
  take over the duties of the shateigashira for the 
  southern portions of the kai’s territory, Noboru 
  is a calculating man with a web of contacts and 
  informants, leading to his being dubbed “The 
  Spider.” With an eye toward the future, Noboru 
  is a progressive, and that shows in his dealings 
  with others. The strengths and opportunities of 
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  55
  
  the future are squandered by strict traditional-
  ists who refuse to evolve, and Noboru believes 
  that the Ingawa-kai is destined to rise over the 
  other Yakuza organizations because they will 
  have adapted where others failed.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  3
  3
  5
  3
  4
  4
  5
  6
  4
  6
  5
  Initiative: 9 + 1D6
  Condition Monitor (P/S): 10 / 10
  Limits: Physical 5, Mental 6, Social 7 (8)
  Armor: 14 (+4 vs electricity)
  Active Skills: Blades 5 (Swords +2), Con 5, Etiquette 7 (Yakuza +2), Intim-
  idation 7, Leadership 6, Negotiation 7, Perception 6, Running 3, Unarmed 
  Combat 4
  Knowledge Skills: Accounting 4 (Cooking Books +2), Information Brokers 
  4, Neo-Tokyo Sprawl 3 (Escape Routes +2), Pachinko 4, Yakuza 5 (Inaga-
  wa-kai +2)
  Languages: English 5, Japanese N
  Qualities: Adept, First Impression, Made Man / Driven (advancement of 
  the Inagawa-kai)
  Adept Powers: Authoritative Tone 2, Cool Resolve 1, Danger Sense 1, Kine-
  sics 3, Magic Sense, Motion Sense, Nerve Strike
  Alchemical Preparations: Heal [Potency 4 Force 7] (x2)
  Maneuvers: Iaijutsu, Multiple Opponent Defense (Friends in Melee), 
  Two-Weapon Style Attack
  Gear: Fuchi Cyber-X7 commlink [Device Rating 7], Zoé Executive Suite [w/ 
  nonconductivity 4], Zoé Second Skin
  Weapons: 
  Katana [Sword, Acc 8, Reach 1, DV 6P, AP –3, w/ personalized grip, 
  weapon focus 2]
  Tanto [Blade, Acc 8, Reach —, DV 6P, AP –1, w/ personalized grip]
  Unarmed strike [Unarmed Combat, Acc 5, Reach —, DV 3S, AP —]
  Note: Noboru does not have any biases that he allows to affect his nego-
  tiations.
  Ryoto Ishikawa
  (Human Male, Mita-gumi Lawyer)
  A lawyer for the Mita-Gumi, he provides 
  both legal counsel and services to members of 
  the gumi who run afoul of the law. Operating 
  out of his law office in Minato, Ryoto also 
  spends time volunteering at local children’s 
  hospitals and orphanages. He uses this time to 
  scout out promising individuals for the Mita-
  gumi, reasoning that a life with the Yakuza is 
  better than a dead-end on the streets.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5
  4
  5 (8)
  4
  5
  5
  4
  5
  5
  3.07
  Initiative: 12 + 2D6
  Condition Monitor (P/S): 12 / 11
  Limits: Physical 7, Mental 10, Social 7
  Armor: 10
  Active Skills: Athletics skill group 2, Computer 2, Con 5, Influence skill 
  group 5, Intimidation 6, Perception 4, Pilot: Ground 2, Pistols 4, Unarmed 
  Combat 7 (Karate +2)
  Knowledge Skills: Corporations 5, Law 7 (Criminal Defense +2), Yakuza 5
  Languages: Chinese 1, English 1, Japanese N, Russian 1
  Qualities: College Education, Made Man, Photographic Memory, Speed 
  Reading, SINner (Japan), Social Appearance Anxiety 2 
  Maneuvers: Counterstrike, Kick Attack, Kip up, Sweep, Yielding Force 
  (Counterstrike)
  Augmentations: Boosted reflexes (alphaware), datajack (betaware), syn-
  thetic cyberarm: right [Agility 6, Strength 9, cyberarm slide, enhanced 
  armor 1] (betaware) / mnemonic enhancer (alphaware) 3 / Reakt (+2 to 
  Defense Tests)
  Gear: Berwick Suit, contacts [Rating 3, w/ flare compensation, image link, 
  vision magnification], earbuds [Rating 3, w/ audio enhancement 2, select 
  sound filter 1], long haul (2 doses), Transys Avalon commlink [Device Rat-
  ing 6], white noise generator (6)
  Weapons: 
  Colt New Model Revolver [Pistol, Acc 7, DV 5P, AP –4, SA, RC 4, 5(cy), 
  w/ personalized grip, speed loader, 10 rounds APDS ammo]
  Unarmed Strike [Unarmed Combat, Acc 7, Reach —, DV 9P, AP —]
  Notes: Ryoto has attained the fourth dan black belt in Wado-ryu Karate. 
  When attacked in hand-to-hand combat, he prefers to take an Interrupt 
  Action (–7 to Initiative Score) to use his Counterstrike maneuver, allowing 
  him to oppose a standard Attack Test (melee) with an Unarmed Combat 
  (Karate) + reaction [Physical] Test. He enjoys a +1 dice pool modifier to this 
  test. If he achieves more hits than the attacker, he takes no damage and 
  instead applies his standard unarmed DV + net hits to the attacker. Ryoto 
  is biased against characters that behave with non-conservative manners 
  (gamemaster discretion).
  Shingen Kotaki
  (Human Male, Mita-gumi Accountant)
  Distant relative to the Mita-Gumi oyabun, 
  Shingen’s family has always had deep Yakuza 
  ties. This granted him great privilege but 
  came with the constant pressures of giri, his 
  obligations to the family and keeping face. 
  Tradition contributed to his belief that he was 
  fated to serve the gumi, but the frightening 
  events of the Mita-Watada war pushed him to 
  becoming a shingiinn, or Yakuza accountant. 
  With the deaths of so many people he has 
  known, Shingen has become guarded—some 
  say paranoid. He prefers to meet through 
  proxies, and his thinking has become more 
  self-centered; recent activities are meant to 
  improve his life, rather than serve the interests 
  of the gumi.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  2
  2
  3
  2
  4
  6(8)
  4
  3
  3
  5.41
  Initiative: 7 + 1D6
  Condition Monitor: 9 / 10
  Limits: Physical 3, Mental 11, Social 6
  Armor: 12 (Executive Suite)
  Active Skills: Blades 3, Con 5, Etiquette 3, Forgery 5, Negotiation 3, Palm-
  ing 4, Perception 3, Pistols 3, Sneaking 4
  Knowledge Skills: Accounting 8 (Cooking Books +2), Business 7, Orga-
  nized Crime 7
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  56
  
  Languages: Chinese 3, English 5, Japanese (Native)
  Qualities: Analytical Mind, College Education, Innocuous, Made Man, Mas-
  ter Debater, Disheveled, Paranoia, SINner: Japan 
  Augmentations: Datajack (betaware), cerebral booster 2 (betaware), 
  mnemonic enhancer 3 (alphaware)
  Gear: Fuchi Cyber-X7 (device rating 7 commlink), Executive Suite, Cereprax 
  (1 dose), concealed holster 
  Weapons: 
  Beretta 201T [Light Pistol, Acc 6, DV 6P, AP —, SA/BF, RC 3, Ammo 
  21(c), w/ folding stock and 21 rounds of regular ammo]
  Katana [Sword, Acc 7, Reach 1, DV 5P, AP –3]
  Note: Shingen is biased against non-humans, foreigners, and characters 
  that behave with non-conservative manners (gamemaster discretion).
  Tetsuya Sakai
  (Oni Male, Inagawa-kai Kyodai)
  A blue-skinned oni with several cybernetic 
  limb replacements, Sakai is a boisterous 
  and kyodai in the Inagawa-Kai. Despite his 
  affable demeanor, his temper can be quickly 
  eroded, leading to violent outbursts that end 
  poorly for the source of his ire. Sakai mostly 
  runs protection and is often out with his 
  crew collecting insurance payments from the 
  various businesses in his territory. The oni in 
  his Hawaiian shirt, cargo shorts, and beach 
  shoes is a common sight on the streets of 
  Harajuku.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  7
  6
  3(5)
  5
  4
  2
  2
  5
  4
  0.65
  Initiative: 5(7) + 3D6
  Condition Monitor: 14 / 10
  Limits: Physical 8, Mental 4, Social 6
  Armor: 17 (Armor Vest, Ballisic Mask, Cyberware)
  Active Skills: Intimidation 4, Negotiation 4, Perception 3, Running 2, 
  Sneaking 3, Unarmed Combat 6(7) (Subduing Combat +2)
  Knowledge Skills: Neo-Tokyo Sprawl 2 (Shinjuku +2), Pranks 4, Yakuza 4
  Languages: English 1, Japanese (Native)
  Qualities: Agile Defender, Better to be Feared than Loved, Biocompati-
  bility (Cyberware), Made Man, Alpha Junkie, Impassive, SINner (Japan), 
  Striking Skin Pigmentation (Powder Blue)
  Augmentations: Cyberarm (obvious), left arm (main) with 3 cyberfin-
  gers (fingerlighter, glasscutter, finger pistol), Agility 10, Strength 8, En-
  hanced Armor +2; lower cyberarm (obvious), right arm (off) with Agility 
  6, Strength 5, Enhanced Armor +2; lower cyberleg (obvious), left leg with 
  cyber shotgun: Cavalier Falchion, Agility 6, Strength 5, Enhanced Armor 
  +2; cyberskull, partial with Sensor rating 4 (Ultrasound); cybereyes rating 
  2 with flare compensation, image link, low-light Vision, smartlink, thermo-
  graphic vision; damper; wired reflexes 2)
  Gear: Pulse Wave commlink (DR6), armor vest (worn under his Hawaiian 
  Shirt), ballistic mask, 2 doses of jazz
  Weapons: 
  Finger Pistol [Light Pistol, Acc 5, DV 8P, AP –1, SS, RC 4, Ammo 1(m), 
  w/ smartgun system, internal]
  Fist [Unarmed Strike, Acc 8, Reach —, DV 8P, AP —]
  Knee (Special) [Unarmed Strike, Acc 8, Reach —, DV 13P, AP –4, Ammo 
  8(m), if Sakai has an opponent held in a grapple, he may choose to 
  attack with a knee strike, triggering the cybershotgun (this is the 
  only way he can use this weapon), count the current net hits of the 
  maintained grapple as the net hits for the attack for the purposes 
  of determining damage.]
  Note: Tetsuya has biases against humans. He sometimes finds characters 
  that behave with non-conservative manners (gamemaster discretion) en-
  joyable, which may provide a bonus to any Social tests made against him.
  Yoriko Asakura
  (Human Female, Inagawa-kai Kyodai)
  An ambitious member of the Inagawa-kai, 
  Yoriko is an aspected spellcaster who grew 
  up on the streets. An ambitious and vindictive 
  woman, she attained her position as the 
  kyodai for her crew by killing the old kyodai 
  when he drew his sword and threatened to sell 
  her to the Mita-gumi. Her obvious cyberarm 
  is not only a personal reminder but serves to 
  prove that she will ruthlessly work to make 
  the Inagawa-kai the dominant organization in 
  Neo-Tokyo’s narcotics trade.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  3
  4
  2
  3
  6
  4
  3
  3
  5
  5
  6
  Initiative: 5 (9) + 3D6
  Condition Monitor (P/S): 11 / 11
  Limits: Physical 4, Mental 8, Social 8, Astral 8
  Armor: 17 (+4 vs electricity)
  Active Skills: Arcana 3, Assensing 3, Athletics skill group 1, Blades 6 
  (Swords +2), Chemistry 3 (Biochemistry +2), Influence skill group 3, Intimi-
  dation 4, Perception 4 (Visual +2), Pilot Ground Craft 2, Pistols 3, Sneaking 
  3, Sorcery skill group 7, Unarmed Combat 6 (Cyber-Implants +2)
  Knowledge Skills: Magical Security 3, Magical Theory 2, Neo-Tokyo Gangs 
  4, Neo Tokyo Sprawl 2, Yakuza 3
  Languages: Chinese 3, English N, Japanese N, Korean 3, Russian 2, Span-
  ish 1
  Qualities: Aspected Hermetic Magician, Bilingual, Made Man, Driven (vs. 
  Human Trafficking), Poor Self-Control: Vindictive, SINner (Criminal: NTMP)
  Initiate Grade: 2
  Metamagics: Quickening, spell shaping
  Spells: Blast, Combat Sense (limited), Deflection (quickened, 4 net hits, 
  Force 4, 1 Karma), Heal, Improved Invisibility, Increase Reflexes (limited) 
  (quickened, 4 net hits, Force 4, 1 Karma), Manaball, Manabolt, Opium Den 
  Augmentations: Cyberarm (obvious, right Agility 8, Strength 7, biomon-
  itor, enhanced armor 3, hand razors, internal airtank 1, reloading slide) 
  (alphaware), mnemonic enhancer 2
  Gear: Ballistic mask, fetish (Combat Sense), fetish (Increase Reflexes), jazz 
  (2 doses), psyche (2 doses), reagents (15 drams), Renraku Sensei commlink 
  [Device Rating 3], sustaining focus (Detection spells, tattooed) 3, sustain-
  ing focus (Illusion spells, tattooed) 3, Zoé Executive Suite [w/ nonconduc-
  tivity 4], Zoé Second Skin
  Weapons: 
  Ares Light Fire 70 [Pistol, Acc 7, DV 6P, AP —, SA, RC 4, 16(c), w/ 
  silencer]
  Katana [Sword, Acc 7, Reach 1, DV 10P, AP –3, weapon focus 1]
  Hand Razors [Cyber-Implant, Acc 4, Reach —, DV 8P, AP –3]
  Unarmed Strike [Unarmed Combat, Acc 4, Reach —, DV 7P, AP —]
  Note: Yoriko has biases against foreigners.
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  57
  
  Shadowrun,  
  Sixth World
  Ando Daisuke
  (Human Male, Mita-gumi Kyodai)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5
  2
  3
  3
  6
  6
  5
  4
  3
  3.55
  DR
  I/ID
  AC
  CM
  MOVE
  12
  9/2
  A1, I3
  11 / 11 10/15/+1
  Skills: Athletics 2, Close Combat 2 (Blades +2), Con 5, Electronics 2, En-
  gineering 1 (Demolitions +2), Firearms 5 (Heavy Pistols +2), Influence 5 
  (Negotiation +3, Etiquette +2), Perception 4, Stealth 4, Piloting 2
  Knowledge Skills: Administration, Business, Corporations, Economics, 
  Neo-Tokyo, Smuggler Routes, Smuggler Safehouses, Yakuza
  Languages: English (Expert), Japanese (Native)
  Qualities: First Impression, Made Man / Aged, SINner (Japanese Impe-
  rial State)
  Augmentations: Aluminum bone lacing (alphaware), datajack / orthoskin 
  3 / Reakt (+2 to Defense Tests), synaptic acceleration
  Gear: Transys Avalon commlink [Device Rating 6, D/F 3/1], kimono (lined 
  coat, +3)
  Weapons: 
  Ruger Super Warhawk [Heavy Pistols, DV 4P, SA, 6 (cy), 8/11/8/—/—, 
  w/ custom look] 
  Katana [Blades, DV 4P, 13/—/—/—/—]
  Unarmed Strike [Close Combat, DV 4P, 8/—/—/—/—]
  Noboru Egawa
  (Human Male, Inagawa-kai Kyodai)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  3
  3
  5
  3
  4
  4
  5
  6
  4
  6
  5
  DR
  I/ID
  AC
  CM
  MOVE
  5
  9/1
  A1, I2
  10 / 10 10/15/+1
  Skills: Athletics 3, Close Combat 5 (Blades +2), Con 5, Electronics 1 (Com-
  puters +2), Influence (Yakuza +2), Perception 6
  Knowledge Skills: Accounting, Cooking Books, Information Brokers, 
  Neo-Tokyo Sprawl, Pachinko, Yakuza 
  Languages: English (Expert), Japanese (Native)
  Qualities: Adept, First Impression, Made Man / Driven (advancement of 
  the Inagawa-kai), SINner (Japanese Imperial State)
  Adept Powers: Authoritative Tone 2, Cool Resolve 1, Danger Sense 1, Kine-
  sics 3, Magic Sense, Motion Sense, Nerve Strike
  Alchemical Preparations: Heal [Potency 4 Force 7] (x2)
  Gear: Actioneer business clothes (+2) [w/ electricity resistance 4], Transys 
  Avalon commlink [Device Rating 6, D/F 3/1]
  Weapons: 
  Katana [Blades, DV 4P (Weapon Focus 2), 13/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 8/—/—/—/—]
  Note: Noboru does not have any biases that he allows to affect his nego-
  tiations.
  Ryoto Ishikawa
  (Human Male, Mita-gumi Lawyer)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5
  4
  5 (8)
  4
  5
  5
  4
  5
  5
  3.07
  DR
  I/ID
  AC
  CM
  MOVE
  8
  12/2
  A1, I3
  12/11
  10/15/+1
  Skills: Athletics 2, Close Combat 7 (Karate +3), Con 5, Electronics 3, In-
  fluence 5 (Intimidation +3), Perception 2, Pilot 1 (Ground +2), Firearms 2 
  (Hold-outs +2)
  Knowledge Skills: Corporations, Corrupt Judges, Criminal Precedents, 
  Law, Oratory, Yakuza
  Languages: English, Japanese (Native), Mandarin, Russian
  Qualities: Photographic Memory,  SINner (Japanese Imperial State)
  Augmentations: Boosted reflexes (alphaware), datajack (betaware), syn-
  thetic cyberarm: right [Agility 6, Strength 9, cyberarm slide, enhanced 
  armor 1] (betaware), mnemonic enhancer (alphaware) 3, reakt (+2 to De-
  fense Tests)
  Gear: Actioneer business clothing (+2), contacts [Capacity 3, w/ flare com-
  pensation, image link, vision magnification], earbuds [Capacity 3, w/ audio 
  enhancement, select sound filter 1], long haul (2 doses), Transys Avalon 
  commlink [Device Rating 6, D/F 3/1], white noise generator (6)
  Weapons: 
  Walther Palm Pistol [Hold-out, DV 1P(fl), SS/BF, 6(b), 13/8/—/—/—, w/ 
  flechette ammo]
  Unarmed strike [Karate, DV 2S, 12/—/—/—/—]
  Notes: Ryoto has attained the fourth dan black belt in Wado-ryu Karate. 
  When attacked in hand to hand combat, he favors using the Wrest Edge 
  action (pg. 48, SR6). Ryoto is biased against characters that behave with 
  non-conservative manners (gamemaster discretion).
  Shingen Kotaki
  (Human Male, Mita-gumi Accountant)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  2
  2
  3
  2
  4
  6(8)
  4
  3
  3
  5.41
  DR
  I/ID
  AC
  CM
  MOVE
  4
  7/1
  A1, I1
  9 / 10
  10/15/+1
  Skills: Close Combat 1 (Blades +2), Electronics 1 (Computers +2), Firearms 
  1 (Light Pistols +2), Influence 3, Sneaking 3 (Forgery +2), Perception
  Active Skills: Blades 3, Con 5, Etiquette 3, Forgery 5, Negotiation 3, Palm-
  ing 4, Perception 3, Pistols 3, Sneaking 4
  Knowledge Skills: Accounting, Accounting Fraud, Business, Organized 
  Crime
  Languages: English (Expert), Japanese (Native), Mandarin (Specialist)
  Qualities: Analytical Mind, Blandness, College Education, Made Man, SIN-
  ner (Japanese Imperial State)
  Augmentations: Datajack (betaware), cerebral booster 2 (betaware), 
  mnemonic enhancer 3 (alphaware)
  Gear: Armor clothing (+2), Novacoke (1 dose), Transys Avalon commlink 
  [Device Rating 6, D/F 3/1]
  Weapons: 
  Beretta 201T [Light Pistols, DV 2P, SA/FA, 21(c), 9/8/6/—/—, w/ 
  concealed holster] 
  Katana [Blades, DV 4P, 12/—/—/—/—]
  Unarmed strike [Close Combat, DV 2S, 5/—/—/—/—]
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  58
  
  Tetsuya Sakai
  (Oni Male, Inagawa-kai Kyodai)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  7
  6
  3 (5)
  5
  4
  2
  2
  5
  4
  0.55
  DR
  I/ID
  AC
  CM
  MOVE
  18
  7/3
  A1, I3
  16 / 10 10/15/+1
  Skills: Athletics 2, Close Combat 4 (5) (Unarmed +2), Con 5, Influence 4, 
  Perception 3, Stealth 3
  Knowledge Skills: Neo-Tokyo Sprawl, Pranks, Shinjuku, Yakuza
  Languages: English, Japanese (Native)
  Qualities: Agile Defender, Built Tough 1 (ork trait), Biocompatibility (cy-
  berware), Low-light Vision (ork trait), Made Man, SINner (Japanese Impe-
  rial State, Criminal), Striking Skin Pigmentation (powder blue)
  Augmentations: Cybereyes [Rating 3, w/ flare compensation, image link, 
  low light vision, smartlink, thermographic vision], damper, cyberarm 
  (obvious, left, Agility 10, Strength 8, biomonitor, enhanced armor 2, fin-
  gerlighter cyberfinger, finger pistol cyberfinger, glasscutter cyberfinger, 
  spurs) (alphaware), cyberleg (obvious, left, Agility 6, Strength 5, cyber 
  shotgun (Cavalier Falchion), enhanced armor 2), cyberarm (obvious, lower 
  right. Agility 6, Strength 5, enhanced armor 2, internal air tank 1, snakefin-
  gers) (alphaware), cyberskull (obvious, partial, Pulse Wave implanted 
  commlink [Device Rating 6, D/F 3/1], ultrasound sensor 4) (betaware), re-
  flex recorder: Unarmed Combat (betaware), titanium bone lacing (alpha-
  ware), wired reflexes 2 (alphaware)
  Gear: Armor vest (+3), ballistic mask, jazz (2 doses), open-toed sandals, 
  wardrobe of Hawaiian shirts
  Weapons: 
  Cavalier Falchion [See note, DV 6P, 8(m), 10/—/—/—/—] 
  Finger pistol [Agility -1, DV 2P, SS, 1(m), 12/7/—/—/—]
  Spurs [Unarmed, DV 3P, 12/—/—/—/—]
  Unarmed strike [Unarmed Combat, DV 4P, 13/—/—/—/—]
  Yoriko Asakura
  (Human Female, Inagawa-kai Kyodai)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  3
  4
  2 (6)
  3
  6
  4
  3
  3
  5
  5
  6
  DR
  I/ID
  AC
  CM
  MOVE
  12
  9/3
  A1, I4
  11 / 11 10/15/+1
  Skills: Astral 3, Athletics 1, Biotech 2, Close Combat 6 (Blades +3, Unarmed 
  +2), Firearms 3, Influence 3, Perception 4 (Visual +2), Piloting 2, Sorcery 
  7, Stealth 3
  Knowledge Skills: Drugs, Magical Security, Magical Theory, Neo-Tokyo 
  Gangs, Neo Tokyo Sprawl, Yakuza
  Languages: English (Native), Japanese (Native), Korean (Specialist), Man-
  darin (Specialist), Russian, Spanish
  Qualities: Bilingual, Driven (vs. Human Trafficking), Poor Self-Control: 
  Vindictive, SINner (Japanese Imperial State, Criminal)
  Initiate Grade: 2
  Metamagics: Quickening, spell shaping
  Spells: Armor (quickened 4 net hits, 1 Karma), Blast, Combat Sense, Con-
  fusion, Heal, Improved Invisibility, Increase Reflexes (quickened, 4 net 
  hits, 1 Karma), Manaball, Manabolt
  Augmentations: Cyberarm (obvious, right, Agility 8, Strength 7, biomon-
  itor, enhanced armor 3, hand razors, internal airtank 1, reloading slide) 
  (alphaware), mnemonic enhancer 2
  Gear: Actioneer business clothes (+2 w/ electricity resistance 4), jazz (2 
  doses), psyche (2 doses), reagents (15 drams), Renraku Sensei commlink 
  [Device Rating 3], sustaining focus (Detection spells, tattooed) 3, sustain-
  ing focus (Illusion spells, tattooed) 3
  Weapons: 
  Ares Light Fire 70 [Firearms, DV 2P, SA 16(c), 10/7/6/—/—, w/ silencer] 
  Katana [Blades, DV 4P, weapon focus 1, 13/—/—/—/—]
  Hand Razors [Unarmed, DV 2P, 9/—/—/—/—]
  Unarmed strike [Unarmed, DV 2S, 9/—/—/—/—]
  Note: Yoriko has biases against foreigners.
  shadowrun Missions//09.01
  started from
  the bottom
  PAGE
  59
  
  Player: 
  Character: 
  Location: 
  Date:
  shadowrun Missions debriefing log
  Synopsis
  SRM 09-01: Started from the Bottom
  Tour the Neo-Tokyo sprawl with jobs ranging from keeping a troll 
  mental concert safe, shaking down a business, taming some young 
  punks, and intimidating a sarariman.
  karma
  Previous Available:
  Earned:
  Spent:
  Remaining Available:
  New Career Total:
  nuyen
  Previous Available:
  Earned:
  Spent:
  Remaining:
  GM approval
  GM's Name
  GM's Signature
  REputation
  Street Cred:
  Notoriety:
  Public Aware:
  TEAM MEMBERS
  advancement
  character improvement 
  karma cost
  MISSION RESULTS
    Completed the delivery
    Intimidated grocery store without causing irreparable harm.
    Convinced youth gang to leave Ryoto’s kids alone.
    Dealt with Keith Comer
    Survived the adventure
  contacts, special items  
  gained or lost, notes
    Yoriko Asakura
    Tetsuya Sakai
    Ryoto Ishikawa
    Ando Daisuke
    Shingen Kotaki
    Noboru Egawa
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Missions/E-CAT28M0901 Shadowrun - Missions - RM 09-01 - Started from the Bottom [2020].pdf