TEXT: © 2014-15 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc.,  
  in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  Writing: Michael Messmer
  Art: David Dotson
  Missions Logo: Jeff Laubenstein, Matt Heerdt
  Shadowrun Missions Developer: 
  Steven “Bull” Ratkovich
  Shadowrun Developer: Jason M. Hardy
  Layout & Design: Matt Heerdt
  Art Director: Brent Evans, Kat Hardy
  05-05
  
  FIGHT NIGHT
  2
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  The sharp ding of the bell signals the end of the fourth 
  round, and Billy “The Beast” Barlow breathes a visible 
  sigh of relief. Looking dimly out of his bruised right eye, 
  he sees his opponent strut around the ring, raising his 
  arms as if he were already victorious, despite a nasty cut 
  above a swollen shut left eye. Who was this Miguel Garza 
  guy anyway? Barlow had seen him around a few fights 
  before, but never like this. Barlow knows the score; keep 
  it exciting for a few rounds, then pound him to the mat in 
  the fifth. Sid said this guy knew what he was doing. The 
  look in Garza’s eyes, that kind of crazed, bloodshot look 
  of someone on a six-day novacoke bender, told Barlow 
  he was in for more than he bargained for. Garza looks like 
  he was hit by a bus, but he may as well be a machine for 
  all the shits he gives. 
  Relieved at the chance for a rest, Barlow lets his guard 
  down and moves to go back to his corner. Garza’s face 
  twists into a furious scowl as he throws a vicious punch 
  to the back of Barlow’s head, sending the house favorite 
  to the mat face first. The outraged crowd flies into a fren-
  zy, screaming for someone to control the fight. Garza’s 
  barely intelligible taunts are drowned out by the din of 
  the shocked crowd, as an obviously dazed Barlow can 
  only crawl back to his corner stool. 
  Barlow’s manager, an aging, bald ork with the scars of 
  a survivor, wipes down the boxer with a grim look on his 
  face, and then turns to Sid and shakes his head. Barlow 
  can’t take another beating like that. 
  Sid Gambetti furrows his brow and wipes the sweat 
  off his face with a dirty blue cloth. He’s long since shed 
  his jacket, and his tie hangs loosely around his neck. His 
  paper-thin white shirt shows sweat stains under his arms 
  as he raises his finger to point at Barlow’s manager, the 
  fake diamond on his pinky finger catching the light. 
  “You get him back in there, or you finish the fight for 
  him!” Sid growls at the ork. He glances toward the other 
  corner, where Garza sits, staring silently at Barlow as Gar-
  za’s manager tries with frantic motions to get the rookie 
  boxer’s attention. At least he had his boys search people 
  for recording equipment on the way in. No one needs to 
  see this travesty again.
  With a sigh the ork turns to Barlow to deliver the news. 
  Underground boxing was never easy, and never clean, no 
  matter what the so-called ref says.
  His orders delivered, Sid spares a glance to his left, 
  spying a group of observers too well dressed to be locals. 
  The obvious goons stand bodyguard around several men 
  in sharp suits, and the brightly dressed women accompa-
  nying them stood out among the others as people who 
  had money, along with the means to turn that money into 
  power. One of the men, a middle-aged human with grey-
  ing temples, glares at Sid with a stony look of disapproval. 
  Obviously, someone has money riding on this fight and 
  received a decent tip as to the nature of the outcome. 
  The boxers are up again, meeting in the middle while 
  the referee keeps them separate. 
  Dabbing his receding hairline with this blue cloth 
  again, Sid visibly winces when the bell signaling the be-
  ginning of Round five is struck. Before the echo of the 
  bell can leave his ears, Garza unleashes a ferocious com-
  bination that leaves Barlow on the mat.
  Sid rushes to the ringside while the ref starts his 
  count, screaming at Barlow to get his ass up. The boxer 
  moves, slowly at first, but eventually climbs the ropes to 
  the point he can stand, spitting out a gob of red that hits 
  the mat and splatters Sid’s shirt. The count reaches seven 
  before Barlow can stand on his own.
  Cursing, Sid pushes his way past several ringside staff 
  to the other side of the ring. The bell sounds, the fight’s 
  back on, and at that moment the house plunges into 
  darkness. The bloodthirsty cries of the crowd are swiftly 
  replaced by concerned chatter as the lights come back 
  on from the momentary power failure.
  Garza stands near the edge of the ring, his left glove 
  clutching his side. Barlow, seeing an opportunity, moves 
  in. Garza tries to move, but he’s sluggish and is caught by 
  a vicious hook that spins him around and into the mat, 
  collapsing into a convulsing heap. 
  Sid, looking shocked, removes his hands from his 
  pockets, the slight glint of blued steel catching the light 
  of the venue for a split second. The count is swift, and 
  the ref raises Barlow’s hand, declaring him the victor by 
  knockout in five rounds. 
  Whispers of dissatisfied gamblers combined with few 
  boos raise from the crowd, and voices call foul on the 
  suspicious blackout, but they are silenced by the remain-
  der of the audience, who quickly drowns them out with 
  chatter as the venue begins to empty. 
  Sid leans against the ring as he is approached by the 
  finely dressed man with greying temples. The man’s ex-
  pression is not one of joy, but he shakes Sid’s hand as he 
  receives an overstuffed envelope in the other. He leans in 
  close to Sid to whisper in his ear, and Sid’s already shaken 
  expression goes white, as the man and his bodyguards 
  move off toward the exit. 
  Taking his cloth out, Sid wipes his face and nearly 
  falls into a chair at ringside, his shaking fingers searching 
  his discarded jacket for a steel flask. Taking a long draw 
  from the flask, he lets out a long breath. At least he’s still 
  breathing.
  FIGHT NIGHT
  
  INTRODUCTION
  3
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  INTRODUCTION
  SRM 05-05: While the City Sleeps is a Shadowrun Mis-
  sions living campaign adventure. Full information on 
  the Shadowrun Missions living campaign is available at 
  shadowruntabletop.com/missions and includes a 
  guide to creating Missions characters and a regularly 
  updated FAQ. All maps, player handouts, and other 
  playing aids are found at the end of this document.
  PREPARING THE 
  ADVENTURE
  SRM 05-05: While the City Sleeps is intended for use with 
  Shadowrun, Fifth Edition, and all character and rules infor-
  mation refers to the fifth edition of the Shadowrun rules.
  Adventure Structure
  SRM 05-05: While the City Sleeps consists of several 
  scenes. These scenes form the basis of the adventure, 
  which should be completed in approximately four 
  hours. If you are running short on time, you should 
  streamline each and be a little more generous with 
  clues, target numbers, and other requirements to aid in 
  guiding the players through the adventure. 
  Each scene outlines the most likely sequence of 
  events, as well as how to handle unexpected twists 
  and turns that inevitably crop up. Each one contains the 
  following subsections, providing gamemasters with all 
  the information necessary to run it.
  • 
  Scan This provides a quick synopsis of the 
  scene’s action, allowing you to get a feel for the 
  encounter at a glance.
  • 
  Tell It to Them Straight is written to be read 
  aloud to the players, describing what their char-
  acters experience upon entering the scene. You 
  should feel free to modify the narrative as much 
  as desired to suit the group and the situation, 
  since the characters may arrive at the scene by 
  different means or under different circumstanc-
  es than the text assumes.
  • 
  Behind the Scenes covers the bulk of the 
  scene, describing what’s happening, what the 
  non-player characters are doing, how they will 
  react to the player characters’ actions, and so 
  forth. It also covers the setting of the encounter, 
  going over environmental conditions and other 
  properties of the location as well as providing 
  any descriptions of important items.
  • 
  Pushing the Envelope looks at ways to make the 
  encounter more challenging for experienced or 
  powerful characters and other ways you can add 
  some extra spice to the scene. This subsection 
  should usually only be used for home games, or 
  games where time is not a factor. At most con-
  vention and Open Play events, gamemasters 
  should omit this information. It adds to the scene 
  but does not contain important information.
  • 
  Debugging offers solutions to potential prob-
  lems that may crop up during the encounter. 
  While it’s impossible to foresee everything that 
  a group of player characters might do, this sec-
  tion 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 run-
  ning the adventure and do whatever you feel is best 
  to provide the best Shadowrun game you can for your 
  players. Shadowrun Missions adventures are designed 
  to run in a standard four-hour convention time slot.
  Please keep this in mind when running the adventure. 
  You should leave at least 15–20 minutes at the end of 
  the time slot to complete any necessary paperwork and 
  pass out the players’ Debriefing Logs. (Make sure that 
  you have enough copies of the Debriefing Log for this 
  adventure to give one copy to each player after running 
  the adventure.) This section offers some guidelines you 
  may find useful in preparing to run SRM 05-05: While the 
  City Sleeps (or any Shadowrun Missions adventure).
  Step 1: Read The Adventure
  Carefully read the adventure from beginning to end. Get 
  a feel for the overall plot and what happens in each scene. 
  That way, if something different happens, you won’t be 
  caught off guard and you can adapt things smoothly.
  Step 2: Take Notes
  Take notes for yourself while reading through the ad-
  venture 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 charac-
  ters, 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 abil-
  
  INTRODUCTION
  4
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  ities handy so you can refer to it during play. Also go 
  over the characters and keep their previous events list-
  ed 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 some-
  thing 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 
  generally not 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 bury them. If the enemies 
  and challenges are too light for the characters present, 
  then increase them. On the other hand, if the charac-
  ters 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 present-
  ed in Shadowrun, Fifth Edition (SR5). Standard rules such 
  as success tests, limits, 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 comprise a 
  balanced party. It’s entirely possible that the party will 
  be made up entirely of technomancers or back-to-nature 
  shamans. If the characters run into a brick wall because 
  of such complications, show 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 ad-
  venture. They are the allies, antagonists, and background 
  characters in the adventure that interact with the player 
  characters. NPCs in this adventure have already been cre-
  ated 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. They have more detailed 
  write ups and include most of the skills and the gear 
  they have access to. 
  The NPCs in this adventure should generally stand 
  up to the average player character but may need some 
  adjustment to suit a particular group of characters, 
  especially a more experienced and powerful group. The 
  scenes and NPC descriptions offer tips on adjusting the 
  NPCs to suit the abilities of the characters in your group. 
  To adjust the power level of an NPC, refer to Helps and 
  Hindrances (p. 378, SR5). Take the player characters’ 
  abilities into consideration when assessing the NPCs in 
  this adventure and modify them accordingly.
  Mission Difficulty
  Gamemasters are encouraged to use their own judg-
  ment and to adjust the difficulty of the encounter to 
  take into account the abilities of the players. If the 
  players have no magical support, replace magical de-
  fenses with mundane ones. If the players are weak on 
  combat, reduce the number of enemies by one or two. 
  Conversely, if they’re steamrolling the opposition, add 
  one or two enemies to the fight. Missions should be 
  difficult and something of a challenge but should not 
  be insurmountable.
  A simple method for adjusting difficulty is to simply 
  increase the dice pools and Professional Ratings of the 
  enemies. A simple +1 or +2 to all combat and defense 
  tests gives enemies a minor boost in power, while a +3 
  or 4 will make them truly formidable. Adding to their 
  Professional Rating will give them a larger group Edge 
  pool to draw from, and gamemasters are encourage to 
  use this Edge when logical.
  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 possible, 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 play-
  ers access to, because they can and will try to steal 
  everything not nailed down (and even then, they often 
  have pry bars and claw hammers to deal with those 
  nails). Shadowrun Missions operate under the assump-
  tion that two players who have run the same missions 
  will have roughly the same amount of resources avail-
  able 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 
  
  INTRODUCTION
  5
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  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.
  Chicago, The CZ, Noise, and 
  Background Counts
  While for many the Chicago and the Bug City Contain-
  ment Zone are synonymous, the CZ comprises less 
  than one-third of the total landmass of the city of Chi-
  cago proper, not counting suburban areas and farm-
  lands connected to the city. But the CZ is still big, and 
  it is the rotted, gutted, feral heart of the Windy City. It 
  starts at 115th Street to the south and runs nearly thir-
  ty kilometers north to Belmont Avenue, and reaches 
  from the Lake Michigan on the east to an average of 
  fifteen kilometers inland to Harlem Avenue on the 
  west. A mass of torn-down buildings and hastily erect-
  ed barricades were added to and reinforced over the 
  three-year period that the Containment Zone was in 
  effect, and even now nearly twenty years later this bar-
  rier stands as an imposing divide between the Zone 
  and the outside world. Anyone can supposedly freely 
  travel between the Zone and Chicago proper, but Lone 
  Star watches those coming out and the gangs and war-
  lords watch those going in very closely.
  Between the Cermak Blast, the bugs, the debilitating 
  effects of FAB III, and years of death and metahuman 
  misery, astral space in and around the Zone is horrible. 
  Unless otherwise noted in the scene, assume a default 
  background count of 2 anytime characters are within 
  the Containment Zone. The count fluctuates wildly at 
  times, so players should expect to encounter everything 
  from high background counts and mana voids to 
  various aspected backgrounds and mana warps. 
  (See Background Count sidebar for full rules. Future 
  Shadowrun, Fifth Edition rulebooks may supersede these 
  rules). Areas of Chicago outside the CZ may also suffer 
  background count bleed from the Zone.
  Besides the background count, the CZ is a virtual 
  nightmare for deckers and technomancers. The 
  persistent low-level background radiation coupled 
  with a distinct lack of modern matrix broadcasting 
  equipment through the area results in a high level of 
  constant background Noise that makes even basic 
  matrix communication difficult. Noise levels will vary 
  from area to area, but unless otherwise specified in the 
  scene, assume a default Noise level of 2 anytime the 
  characters are within the Containment Zone. 
  Paperwork
  After running a Shadowrun Missions adventure, there 
  are several important pieces of paperwork that need 
  to be filled out.
  The first is to make certain to distribute a copy of 
  the adventure’s Debriefing Log to each player. As the 
  gamemaster, please make certain to fill this out and 
  sign off on it for each character. In the interests of time, 
  you may have each player fill out the sections, with 
  appropriate values that you give them. Please consider 
  the PCs’ actions in the scenario when providing 
  Reputation modifiers, per those rules (p. 372, SR5).
  The second is to make sure that all players have 
  updated their character’s Mission Calendar. PCs are 
  allowed to go on one run per week. The calendar is 
  used to track the character’s monthly lifestyle expenses, 
  adventures, and their downtime exploits.
  Finally, once an adventure is completed gamemasters 
  should head over to the official Shadowrun forums 
  at forums.shadowruntabletop.com and look in the 
  Shadowrun Missions section. There will be a section to 
  post the outcome of the Missions adventure. Future 
  adventures will be affected by these results. Without 
  gamemaster feedback, the PCs’ exploits will be unable 
  to affect the larger campaign.
  BACKGROUND COUNTS
  Background counts impose a negative dice pool penalty 
  equal to their rating for all tests that are linked to or utilize 
  magic in any way (i.e., spellcasting, summoning, assensing, 
  any test made while astrally projecting, and any active skill 
  that benefits from active adept powers such as killing hands, 
  critical strike, great leap, or improved skills, etc). Dual-
  natured creatures and spirits suffer this penalty to all actions.
  Aspected background counts grant a boost to any 
  limit that utilizes magic in any way (see above) to any 
  metahuman, spirit, or dual-natured creature that matches 
  the aspected domain. This includes spellcasting Force 
  limits, so spellcasters need to be careful as it can be hard to 
  control the additional surge of mana. Any magically active 
  being that does not match the aspected domain should treat 
  this as a normal background count and suffer penalties.
  Background counts above 12 are called either a flux (for 
  aspected domains) or a void (for magically dead zones), and 
  are very dangerous. Any being that is magically or astrally 
  active in any way (dual natured, astrally perceiving, casting 
  a spell, has an active adept power, has an active foci, etc.) 
  takes background count – 12 unresisted Stun Damage each 
  turn that they are active and exposed to the flux or void.
  
  MISSION BACKGROUND & SYNOPSIS
  6
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  MISSION BACKGROUND
  Sid is a guy with a checkered past. As a fight promoter 
  he has had his share of shady deals. This time, Sid’s 
  past has finally come a-knocking. 
  A couple of months ago, Sid was taking bets on an 
  underground bare-knuckle fight between William “Billy 
  The Beast” Barlow and newcomer Miguel Garza. It 
  should have been a simple but brutal affair, with Garza 
  going down in the fifth. The problem was, Garza had 
  pumped himself full of kamikaze in order give a better 
  show. By the time the fifth round rolled around, The 
  Beast had beaten him to a bloody pulp. Garza didn’t 
  even notice. As it became more and more apparent that 
  the bets made would turn out against his prediction, 
  Sid panicked. With visions of large men named Mario 
  chainsawing his legs off at the knee, Sid killed the power 
  to the venue. Less than ten seconds later the lights 
  came on just in time for everyone to see The Beast land 
  the knockout punch. The crisis was averted.
  What Sid didn’t know was that several of Garza’s 
  promoters lost a lot of money that night. Garza did too, 
  as he had bet on himself. Garza knew something fishy 
  had happened in those ten seconds of darkness, but 
  because of the haze of combat drugs in his system, he 
  couldn’t figure out what. At least, not until an anonymous 
  source came forward with some hi-res thermographic 
  footage of that night. 
  Looking to cash in to the highest bidder, the source, 
  a small-time mob hacker named Richard Bryson, sent 
  a piece of the data Garza knowing that Garza and his 
  people would be incensed—and possibly in the mood 
  to pay big for something they could use to bury Sid. 
  Garza, who had missed his big chance, was now 
  given a reason to go after the guy who he blames for 
  his descent into the life of a broken, petty thug. He 
  plans on contacting his old promoters, a gang called the 
  Chemical Boyz, who lost big on his fall. He will then use 
  the data to blackmail Sid.
  Sid, on the other hand, wants to know where the 
  data came from, so he hires a team to get to Bryson 
  and acquire or destroy his copies of the data and get 
  out without attracting too much attention. Hopefully 
  they can get to him before he has a chance to make 
  any more copies. 
  MISSION SYNOPSIS
  The team is contacted by a frantic Sid, who hires them 
  to secure some sensitive information on a short time 
  table. Sid tells the runners that he’s being blackmailed 
  over a fight gone bad a couple of months back. He also 
  tells them that threats have been made to release this 
  data to people who would very much want him dead if 
  they got their hands on the information. He has some 
  money but not a lot of time, and he hires the team to 
  go get the data before it is sold.
  He knows who contacted him, a small street gang 
  known as the Chemical Boyz who are known to affiliate 
  themselves and pay tribute to The Raging Horde, but he 
  knows this kind of information brokering isn’t their style. 
  Suspecting the gangers were hired to lean on him, he 
  suggests the team start by paying a visit to the Chemical 
  Boyz at a hangout that isn’t too far away from The Vault, 
  where Sid last did business with the team. 
  The Chemical Boyz’ hangout is a biker bar and pool 
  hall in the building that used to house The Hole. Several 
  of the Boyz are present, including the group hired to 
  put pressure on Sid. They aren’t willing to part with the 
  information about their employer, though, and they will 
  have to be convinced, one way or another, to give it up.
  Once the runners have found, one way or another, 
  who the gang was working for, they find that the gang 
  was hired by none other than Miguel Garza himself to 
  put pressure on Sid. The runners find out that Garza 
  hired the Boyz in order to put pressure on Sid to force 
  him to pay up, or he would sell the data publicly, ruining 
  Sid’s reputation and putting him in the crosshairs of 
  people who lost a lot of money.
  Finding Garza is easy, as he is spending the rest of 
  his night in a drug-induced haze in his garden-level 
  apartment. He is now firmly addicted to kamikaze. Forcing 
  the information out of a drug-addled and augmented 
  boxer is another matter altogether. Once they deal with 
  Garza, they find that Garza came into possession of the 
  information from the one who recorded it, a small-time 
  decker named Richard Bryson who is on retainer to former 
  Mafia Don Leo McCaskill as a live-in security agent. 
  Some quick legwork can uncover the fact that 
  McCaskill’s residence is in an upscale gated community 
  with round-the-clock security and high-end alarm 
  systems. It’s up to the runners to penetrate the security 
  around the house, get into McCaskill’s house to find 
  Bryson, and get the information. 
  
  SCENE 1: VEGAS STAKES
  7
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  SCENE 1:  
  VEGAS STAKES
  Scan This
  The runners are contacted by a frantic Sid, who needs 
  a job done right now. He’s willing to pay a price for the 
  short notice, but he hopes his new friends can do him 
  a solid.
  Tell It to Them Straight
  The dull roar of the crowd at the bar dies down as the 
  announcer for the urban brawl game comes on the trid. 
  Tonight is the grudge match. The New York Slashers are 
  coming to town to take on the Chicago Exterminators. 
  Ever since the walls came down, there’s been demand 
  for urban brawl closer to old downtown. Last time the 
  Exterminators took on the Slashers, it was two penalties 
  for unsportsmanlike conduct and one for unnecessary 
  destruction of property, when the second-string Blaster 
  for the Exterminators decided it was a good idea to hose 
  down a media van he thought two Slashers were hiding 
  behind. New York took the game 6 – 5, and the bet you 
  lost to Jerry, the night bartender down at Emmett’s, is 
  something he won’t let you forget. 
  This time it’s a real home-field advantage. The Slashers 
  are deep into injured reserve, and the Exterminators 
  are coming off a bye. It’s going to be glorious. You can 
  already taste the free Soyweiser as the trid starts blaring 
  the aggressive theme music amidst the rising volume of 
  cheers and excited talk.
  You feel a quick jolt as your commlink buzzes in your 
  pocket, and your heart sinks as you remember it’s the 
  work number. You ignore it for a couple of seconds, 
  hoping whoever is calling you would end up contacting 
  someone else. That’s when it hits your AR, a text in all 
  caps, “PICK UP IT’S IMPORTANT – SID.”
  With a sigh and a quick flick, the display pops into 
  AR, showing a disheveled Sid, a dull sheen of sweat 
  covering his red face. His normally smirking façade 
  cracks with lines of worry.
  “I’m glad you picked up. I need something done, and 
  I need it done tonight,” he blurts abruptly, “I’m going to 
  patch in everyone else on a conference here.”
  You look up regretfully at the trid screen one more 
  time as the bartender finally delivers you what was 
  going to be the first of many cold ones. 
  Looks like you’re missing the game after all.
  Behind the Scenes
  Being an underground fight promoter, Sid has had his 
  share of shady dealings. This time, though, his fight fix-
  ing has landed him in trouble. After a fight went south 
  when one of the combatants tried to bet on himself 
  against what was planned, Sid had to take measures to 
  make sure the people who invested in his strategy didn’t 
  lose out (see Adventure Background).
  Unfortunately for Sid, despite his best efforts, his 
  actions were still caught on camera. Looking to make a 
  cool payday on this, the whistleblower, Richard Bryson, 
  sent out the information to Garza, looking to offer him 
  the data. Garza took the opportunity and has hired a gang 
  of thugs to put pressure on Sid to cough up some cash in 
  exchange for the data. Sid has other plans, though, and 
  as a low level Mr. Johnson, he decides on a pre-emptive 
  strike to get a hold of the data, and teach a lesson to the 
  guy making threats.
  So far, Sid has been contacted by a member of 
  the Chemical Boyz, who has threatened to release 
  the information to Sid’s enemies in the morning if he 
  doesn’t pay up. They have demanded 150,000 nuyen 
  and provided the address of one of their hangouts 
  where the money should be sent. What the Chemical 
  Boyz didn’t count on was Sid hiring a team to get the 
  data back by force on short notice.
  Sid thinks, and is likely right, that the gang will take 
  his money and anything else he happened to bring 
  with him, and will probably beat him to death if he 
  shows anyway. He also knows that it is not the normal 
  operation of this gang to do this sort of thing, so he 
  suspects a third party behind it. 
  Once everyone is on the conference call, Sid takes 
  a deep breath and explains the job to them. He wants 
  the team to go to the location of the drop off, find out 
  who hired the gang, get to the original culprit and get 
  the data back. 
  “I’m glad you all are here. I’m not sure what I 
  would have done if you didn’t pick up.” 
  Sid takes a moment to calm organize his thoughts then 
  speaks up. “I have some folks who are trying to lean on 
  me pretty hard. They say they have data on me regarding 
  a fight I did a couple of months ago, and they are going 
  to release it unless I pay up. The thing is, the guys putting 
  the pressure on me are thugs, real Cro-Magnon types, if 
  you get my meaning. No way they had the contacts to 
  put this together this way. Shit, they probably don’t care 
  anyway and are just in it to make a buck. I need you to go 
  up there and find out who hired them. Then I need you to 
  get to that person and get the data from him. Rough him 
  up a little if you want to. Make sure he doesn’t ever want 
  to screw with me again, see?”
  A grin crosses his face at this point, “I can pay you 
  each ten large. I know its short notice, but I was hoping 
  for a little help from my new friends.”
  
  SCENE 2: BAD DUDES
  8
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  Once the runners agree to the job, Sid tells them that 
  the drop off point was a gang bar called The Hole up on 
  the North Side. The ganger who made the threat only 
  identified himself as “The Ogre.”
  Pushing the Envelope
  This scene is fairly simple, and Sid knows he may face 
  some negotiation from the team. He is willing to ne-
  gotiate, but does so reluctantly, as he feels if it gets 
  too high he may as well pay the ransom and take his 
  chances. On an opposed negotiation test, every net hit 
  scores will increase the total by 200 nuyen per runner, 
  to a maximum of 1,000 nuyen extra.
  Sid has a Negotiation + Charisma dice pool of 11. 
  Debugging
  Some runners won’t answer the call or may otherwise 
  push Sid for more money. They may recognize they 
  have him over a barrel and point out that his options 
  are limited. Should this happen, Sid does what he can 
  to meet their demands but will not agree to some 
  nebulous favor in the future or be able to get any gear 
  or extra cash beforehand. He is willing to pay a little 
  up front, up to 1,000 nuyen each, but any demands 
  for supplies or other accommodation are met with a 
  brusque “I said this was short notice, didn’t I?” reply. 
  Should a runner team still push for more money or 
  compensation, Sid will begrudgingly admit he has no 
  other options and pay up to 12,000 per runner. Should 
  this happen, Sid will think twice about doing favors for 
  people who aren’t willing to stick their necks out for him 
  when he needs it, which will affect Sid’s Loyalty rating 
  at the end of the run. Favors work both ways, chummers.
  SCENE 2: 
  BAD DUDES
  Scan This
  The team goes to check out the Chemical Boyz at The 
  Hole and find out who hired them to lean on Sid.
  Tell It to Them Straight
  Traffic at this hour is usually no big deal, except that be-
  cause of the urban brawl game, that you happen to be 
  missing, traffic has been re-routed throughout the area, 
  causing chaos on the streets. The infuriating stop-and-go 
  traffic eventually subsides the further from downtown 
  you get, and eventually it altogether vanishes as you en-
  ter what could only be referred to as “the other side of 
  the tracks.” AR is quiet, only displaying virtual gang tags 
  and the occasional still-operational road sign. Here and 
  there, pieces of the old GridGuide system lay exposed 
  to the night sky, obviously dead. Pulling up to a curb two 
  blocks from The Hole, your vehicle groans in protest as 
  it skips in and out of half fixed and abandoned potholes. 
  A loud, thumping beat can be heard not too far 
  ahead, pulsing with the only life in the rundown area.
  Behind the Scenes
  The Hole lives up to its name. Situated in the lower 
  level of what could only be a condemned three sto-
  ry brownstone brick building, The Hole has been the 
  Chemical Boyz’ hangout since before the Horde rolled 
  through and demanded tribute. It’s an old enough spot 
  to have actual wood floors and bar; most of the oth-
  er furniture is from obviously different sources, with a 
  plastic booth from a McHugh’s and a few repurposed 
  cable spools set up as makeshift tables. Bullet holes 
  dot the inside in places, and old neon signs with let-
  ters burnt out advertising beers brands that went de-
  funct years ago. Behind the bar is a large smudged and 
  cracked mirror, but little is visible in its surface due to 
  the amount of grime present. The wood surfaces are 
  worn but kept mostly clean except for a few stains of 
  vomit, blood, and possibly other fluids. Two full-size 
  pool tables with stained green felt dominate the mid-
  dle of the bar, and a few screens are hung in the corner, 
  displaying the urban brawl game (Chicago Extermina-
  tors up 2 – 0 early on). Smokers are prevalent inside, 
  and the whole place smells like stale cigarette smoke 
  and cheap beer, even when no one is inside.
  Out front, there are twelve decaying motorcycles of 
  varying quality lined up, all of them dented and beat up, 
  many with torn seats. Characters familiar with bikes or 
  mechanics can tell that only a four of them are in working 
  order as is; the others having holes in their gas tanks, 
  missing vital parts or otherwise disabled, and having 
  been like that for some time (Automotive Mechanic or 
  Bikes or appropriate Knowledge skill with a threshold 
  of 2). All of the bikes are painted in the Chemical Boyz’ 
  colors, with stripes of orange and green. 
  Matrix access for The Hole is present, though it is 
  fairly pathetic. Ambient Noise in the area operates at 
  a Rating of 2, and the Hole itself is an old metal-and-
  brick construction, causing further interference if trying 
  to penetrate the walls with a signal, adding another 2 
  points of Noise. What they do have is limited to a couple 
  of closed-circuit security cameras and a channel to 
  
  SCENE 2: BAD DUDES
  9
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  stream music through the only part of The Hole that is 
  somewhat impressive: the speaker system. Augmented 
  reality is present here, but mostly in the form of ARO 
  gang tags and a few lewd ARO images of dancing girls 
  and other mostly naked women.
  As the runners approach, they see two people, an ork 
  and a human, outside smoking and talking about their 
  bikes. They both are wearing colors for the Chemical 
  Boyz and will not react as the runners get closer even 
  if they spot them. These two guys are simply outside 
  trying to figure out what parts they can scavenge from 
  the derelict bikes in order to fix their own. If observed 
  for some time, their conversation will shift to the ork 
  complaining about his girlfriend getting too fat, and the 
  human listening with obviously waning interest. They 
  will not stop anyone from entering The Hole, though 
  they may eyeball people who look out of place for this 
  kind of venue (people in suits, or fancily dressed, etc.)
  Inside The Hole, two gangers (one dwarf, one human) 
  circle the pool table engaged in what looks like a one-
  sided win. Three others (two humans, one ork) sit at 
  the bar either watching the game on the trid screens or 
  heckling the losing pool player. The bartender, an older 
  ork in a stained, paper-thin white t-shirt pours drinks for 
  people as they are ordered. If a runner orders a drink, 
  they will get it, but it will be served in a somewhat filthy 
  glass, and it will cost ten nuyen, a ridiculous price. Any 
  complaints about the drink or the price will get the 
  attention of the few gangers at the bar, who will heckle 
  the runner for not being able to afford a measly ten bucks, 
  or being too much of a wuss to just take the drink.
  In the back of the bar, four more gangers are 
  congregated around a table for poker night. The leader 
  of the Chemical Boyz, the ganger known as The Ogre, is 
  here, a massive ork with a broken tusk on the left side of 
  his mouth. He was the one that Garza contacted, and he 
  is the one who made the call to Sid to demand money.
  The data regarding who hired the gang is on The 
  Ogre’s commlink. It is not well protected but is run in 
  hidden mode. Pulling the records of the commcalls that 
  were made can verify he was contacted by Garza just 
  before calling Sid. There is address information on the 
  commlink as well for Garza (2419 N. Ridgeway Avenue, 
  Apartment 102).
  The gangers are lightly armed, mostly with bar 
  implements and knives, though there are a few 
  firearms present. The Ogre has an Enfield AS-7 in the 
  back room with him, and the bartender has a Defiance 
  T-250 under the bar.
  Pushing the Envelope
  Overall, there are twelve gangers inside The Hole. If 
  combat breaks out in the bar area, the bartender will 
  dive under the bar on the first round, then stand up with 
  the shotgun hoping that holding a fairly large gun will 
  
  SCENE 2: BAD DUDES
  10
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  deter anyone from breaking anything else. He 
  isn’t afraid to use it if he has to, though. Those at 
  the table will use their pool cues to beat up any 
  runners they can get the drop on. The Chemical 
  Boyz aren’t afraid of trashing their own hangout, 
  though, and will flip over tables to take cover from 
  gunfire, or use empty (or full, for that matter) li-
  quor bottles as missiles, clubs, or shivs once bro-
  ken. Once combat has started, The Ogre, (along 
  with four human associates), will roll a timed gas 
  grenade into the room, loaded with Neuro Stun 
  VIII. He will then emerge from the back room, 
  opening with bursts from his Enfield, looking to 
  take down as many people as possible with it. He 
  will use other gang members as cover if need be 
  as well. Over all, this is a scene with a lot of cover 
  and places to hide. 
  These guys may be a small-time gang, 
  but they are prideful and will use bluster and 
  posturing when interacting with runner teams, 
  especially making fun of any “Keeblers” (elves) 
  or “Pretty Boys/Glamor Girls” (runners who dress 
  flashily, or play their character as someone who 
  is physically attractive.)
  Debugging
  As the grenade goes into the room, several 
  gang members may take an action to take cover 
  and put their gas masks on instead of shooting 
  at runners. Any ganger that has been killed has 
  a gas mask on their person as well. A gas mask 
  can also be lifted from a living gang member if a 
  smart runner thinks about it. 
  If no runner thinks to check the commlinks of 
  the gang, Sid may be able to point them in that 
  direction if they call him, having come up with a 
  dead end.
  It is entirely possible to have this scene 
  happen with no combat, as a hacker character 
  may be able to lift the information from the Ogre’s 
  commlink if they are careful. Unfortunately, due 
  to the poor signal in the area, the hacker must 
  at least be present in the bar area due to noise 
  and signal degradation for this to function, 
  mainly because the device rating on The Ogre’s 
  commlink is so terrible.
  Characters may also think to bribe the gang 
  or even use a bet over a game of pool as a way 
  to get the information as well. If they do so, a 
  series of social checks, or Agility tests (with a low 
  accuracy limit for using the crooked cue) would 
  be appropriate, augmenting any roll with similar 
  knowledge skills if a runner has them. 
  Overall, this can go a lot of ways, though 
  combat is the most likely.
  CHEMICAL BOYZ GANG MEMBERS
  (PROFESSION RATING 2)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  4
  4
  3
  4
  3
  2
  3
  3
  3
  6
  Initiative: 6 + 1D6 (7 + 2D6 on cram)
  Condition Monitor: 10
  Limits: Physical 5, Mental 4, Social 5
  Armor: Armor jacket (12, Chemical Protection 5)
  Skills: Blades 4, Clubs 4, Etiquette 4 (Street +2), Intimidation 5, Perception 
  3, Pistols 4
  Qualities: Toughness
  Gear: Browning Ultra Power, Meta Link commlink (Device Rating 1), gas mask
  Weapons: 
  Browning Ultra Power [Heavy Pistols, Acc 5 (6) DV 8P, AP –1, SA, RC — , 
  10(c)]
  Knife [Blades, Acc 5 DV 5P, AP –1]
  Pool Cue [Clubs, Acc 4, Reach 1, DV 7P AP —]
  ED, BARTENDER AT THE HOLE 
  (PROFESSIONAL RATING 3)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  7
  4 (6)
  5
  6 (8)
  3
  2
  3
  2
  3
  1.9
  Initiative: 8 + 1D6 
  Condition Monitor: 11
  Limits: Physical 8(10), Mental 4, Social 3
  Armor: 16 [Armor jacket (12, w/ Chemical Protection 5), dermal plating 4]
  Skills: Blades 4, Clubs 4, Etiquette 4 (Street +2), Intimidation 5, Longarms 6, 
  Perception 3, Pistols 4, Unarmed Combat 5
  Qualities: Toughness
  Augmentations: Dermal plating 4, muscle replacement 2, smartlink
  Gear: Gas mask, Meta Link commlink (Device Rating 1)
  Weapons: 
  Defiance T-250 [Shotgun, Acc 4 (6) DV 10P, AP –1, SA/SS, RC — , 5(m) ]
  THE OGRE
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  7 (9)
  5 (6)
  5 (6)
  6 (8)
  4
  2
  5
  4
  4
  0.9
  Initiative: 11 + 2D6 (12 + 3D6 on cram)
  Condition Monitor (P/S): 12(13)/10
  Limits: Physical 8(11), Mental 5, Social 6
  Armor: 14 (armor jacket [12], aluminum bone lacing)
  Skills: Blades 4, Clubs 4, Etiquette 4 (Street +2), Intimidation 4, Longarms 6 
  (Shotguns +2),Perception 3, Pistols 4, Unarmed Combat 5
  Qualities: Natural Immunity (Neuro Stun VIII)
  Augmentations: Aluminum bone lacing, muscle replacement 2, smartlink, 
  wired reflexes 1
  Gear: Armor jacket (12, Chemical Protection 5), 2 doses cram, Meta Link 
  commlink (Device Rating 1)
  Weapons: 
  Enfield AS-7 [Shotgun, Acc 4 (6), DV 13P, AP –1, SA/BF, RC —, 24(d), w/ 
  smartgun system]
  2 gas grenades [Throwing Weapons, Radius 10m,w/ Neuro Stun VIII (p. 
  410, SR5)]
  Knife [Blades, Acc 5 DV 5P, AP –1]
  
  SCENE 3: ALTERED BEAST
  11
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  SCENE 3: 
  ALTERED BEAST
  Scan This
  The runners now know that the Chemical Boyz were 
  hired by Garza, and the team speeds off to his flat to 
  confront him about where he got the information
  Tell It to Them Straight
  Traffic has subsided some as you cruise to the address 
  you found on the commlink. This Garza guy better have 
  what you need. Whoever he is, he’s not rich. Driving by 
  the building to take a first look, you see a three-story 
  brick building with a few garden-level apartments. The 
  glass door in front is closed and looks undamaged, but 
  the flickering light overhead tells you this place may 
  not be in the best repair. There is a small parking area 
  to the side of the building with several older-model ve-
  hicles, all with some sort of rust or dent in them. 
  Your commlink buzzes, and a text alert shoots into 
  AR. New York has tied it up. Maybe if you take care of 
  this quick you can catch the end of the match?
  Behind the Scenes
  Garza’s address they found on the commlink is 2419 
  N. Ridgeway Avenue, an apartment building off of Ful-
  lerton. The front door area is a small foyer with a buzz-
  er to let people into the building itself. The outer front 
  door is locked at this hour (maglock Rating 4), as is the 
  inner one (also Rating 4). The listing for apartment 102 
  is under the name of Malloy, though all of the listings 
  here look faded and old.
  Matrix searches on the address will have it come 
  up under the name of Stephanie Malloy, but with an 
  unlisted commcode. The Matrix access for the building 
  is handled by a Rating 4 host that generally serves to 
  control door locks and cameras as well as having a 
  public-facing site for prospective renters. AR in this area 
  is largely in Spanish, as this is located in a large Hispanic 
  community, but advertisements for restaurants, car 
  dealerships, and other establishments show up in large, 
  loud, clashing colors.
  Runners may approach this in several ways. One is to 
  hack the node and unlock the doors. Another is to disable 
  the maglocks on the doors using Hardware. They could 
  also simply break the doors themselves, though damage 
  to the doors will result in an alarm being triggered on 
  the node and an automatic call to Lone Star to send a 
  patrol car. Should this happen, four minutes after the 
  alarm is triggered, a Lone Star patrol car will pull up and 
  investigate (use Police Patrol, p. 383, SR5).
  Apartment 102 is on the garden level of the building 
  and should be easy to find. The door is nondescript, but 
  sounds can be heard from the inside of a crying child 
  and someone watching the trid.
  If the runners decide to knock on the door, it will be 
  answered slowly by a twenty-something ork girl holding 
  a crying ork baby. It is obvious she was recently in some 
  sort of fight, as she has bruises on the right side of her 
  face she is trying to hide with her hair, and her lip has 
  recently stopped bleeding from a cut. 
  This is Stephanie Malloy, Miguel Garza’s girlfriend, 
  and victim of his drug-induced raging. She will first ask 
  what the runners want, and if they say they are there for 
  Garza, she will quickly say he isn’t there right now (after 
  looking toward a back room room warily—Perception 
  + Intuition [Mental] (3) to notice) and try to push the 
  runners out. If the runners push by her she will step 
  aside, holding her baby close to her as they enter the 
  apartment. She doesn’t want to admit it, but Garza is 
  responsible for her appearance, as during one of his 
  recent rages, the crying baby put him over the edge. 
  He attempted to get to the child so he could strangle 
  it but was stopped by a pleading and crying Stephanie, 
  who ended up taking the brunt of his anger. Stephanie 
  doesn’t know what to do with Garza and simply wants 
  him out until he cleans up. She is questioning her feelings 
  for him but doesn’t want to see him dead at this point, 
  though some runner teams will likely make him just that. 
  She can be convinced with a decent Leadership or Con 
  roll (threshold 4) to let them in to deal with the issue.
  The apartment itself is a small two-bedroom flat, 
  with a kitchen area to one side. The living-room floor is 
  littered with toys and stuffed animals around the trideo 
  set that is currently turned off. The noise of the loud set 
  is coming from one of the bedrooms. In the bedroom, a 
  shirtless Garza works out on a resistance band machine 
  (think bowflex) while the urban brawl game blares out 
  of the trideo. Upon entering the room, he will stand up 
  and question the runners with a quick, “Who the hell are 
  you?” before sucker-punching one of them, using Edge 
  to modify his roll.
  A runner can make a Perception + Intuition [Mental] 
  (3) Test to see that Garza is completely out of his mind 
  on some sort of drug and is in an unstable state of mind.
  Garza’s commlink is currently discarded in the 
  nightstand next to the bed along with his Ruger Super 
  Warhawk. The gun is loaded and ready to fire, but out of 
  his immediate reach. In his state, he is unstoppable as 
  long as he is conscious, and he will have to be subdued 
  or killed before any meaningful search can begin. The 
  commlink contains information regarding the paydata 
  the runner team is looking for, along with a snippet 
  of a fight scene in which Garza looks to take a taser 
  
  SCENE 3: ALTERED BEAST
  12
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  shot in the side, but it is hard to tell as it 
  is thermographic footage. It also has a 
  record of a text conversation between 
  Garza and Richard Bryson, laying out 
  how to leverage the most money for this 
  information. Garza was supposed to drive 
  to meet Bryson tomorrow to pick up the 
  data and pay him off.
  Garza was close to hitting it big in the 
  boxing world, but it became known that he 
  was a user of combat drugs, as well as the 
  possessor of several pieces of cyberware. 
  Before the match with Billy the Beast, 
  Garza prepared for the fight by going into 
  debt with several loan sharks in order to 
  give himself an edge in terms of cyber 
  and bioware. What was in the ring was a 
  monster compared to The Beast, and it 
  was a small wonder that Sid’s taser even 
  knocked him out. Now, out of work and no 
  longer fighting, he sees blackmailing Sid as 
  his way to pay off the loan sharks.
  Pushing the 
  Envelope
  If sounds of gunfire are heard, a Lone Star 
  patrol will be immediately dispatched to 
  the residence. The team has three min-
  utes after the first gunshot until the patrol 
  arrives. When the patrol arrives, Lone Star 
  will plan to arrest everyone and sort it all 
  out at the station. If overwhelmed, the 
  cops will call for backup, which could lead 
  to a chase as the runner team exits. 
  If the team pushed their way into 
  the apartment or otherwise broke in, 
  Stephanie Malloy will be able to identify 
  all of them and will do so if asked by the 
  police. If she was convinced otherwise, 
  she will not. This can potentially increase 
  the Public Awareness or Notoriety of a runner team. 
  Debugging
  Should the team enter the room and simply kill Gar-
  za outright, they will have to search for the commlink. 
  Once found, they will then have to break into it to find 
  the information on Bryson. If for some reason the team 
  gets arrested, obviously this could cause problems. 
  With the immediate threat of Garza selling the infor-
  mation out of the way, they may have bought them-
  selves a little time. Maybe even enough time and infor-
  mation for Sid to get another team to go after Bryson, 
  but at this point, this team is out of the picture if they 
  get arrested. 
  MIGUEL GARZA
  B
  A
  R
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  ESS
  5 (8)
  4 (9)
  5 (8)
  6 (11)
  3 (4)
  2
  4
  3
  5
  1.5
  Initiative: 9 + 1D6 (12 + 3D6)
  Condition Monitor: 11
  Limits: Physical 10, Mental 5, Social 3
  Armor: 4 (orthoskin 4)
  Active Skills: Athletics skill group 5, Clubs 3, Intimidation 3, Perception 5, 
  Pistols 3, Unarmed Combat 8
  Knowledge Skills: Chicago Area Knowledge 4, Urban Brawl 4, Drug Dealers 
  3, Loan Sharks 2
  Languages: Spanish N, English 5
  Qualities: Addicted [Kamikaze: Severe], Toughness
  Augmentations: Aluminum bone lacing, muscle augmentation 3, muscle 
  toner 3, orthoskin 4, pain editor, reaction enhancers 3, reflex recorder 
  (Unarmed Combat)
  Gear: Shorts
  Weapons: 
  Unarmed Strike [Unarmed, Acc 10, Reach —, DV 13P, AP —, Reflex 
  Recorder]
  HOST: APARTMENT BUILDING HOST
  RATING
  ATTACK
  SLEAZE
  DATA 
  PROCESSING
  FIREWALL
  5 (8)
  4 (9)
  5 (8)
  6 (11)
  3 (4)
  Installed IC: Patrol, Probe, Track, Scramble
  Slaved Devices: Alarms, doors
  Spiders: None
  Sculpting: Front desk at a hotel
  
  SCENE 4: OPERATION WOLF
  13
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  SCENE 4: OPERATION WOLF
  Scan This
  The information the runners have gathered has pointed 
  them finally at the source of the data, Richard Bryson, 
  security hacker for former don Leo McCaskill
  Tell It to Them Straight
  As you leave the regular urban sprawl behind you, you 
  arrive at the North Side, which seems out of place in 
  Chicago. It seems the closer you get to Milwaukee, 
  the better the town looks, believe it or not. Rundown 
  buildings have been replaced with modern shopping 
  centers and amenities, and life here almost seems nor-
  mal. Bright AROs advertising late-night activities such 
  as bars and restaurants litter the area, and Matrix ac-
  cess is available nearly without a break. Few people are 
  out and about on a night like this, as most have gone 
  to bed in this area of town. A slight burst of rain signals 
  a change in the weather, though, and there is still work 
  to be done. 
  The address you have been led to by Garza’s 
  commlink is a far cry from the dank little apartment 
  you left just a while ago. A three-meter-high brick wall 
  surrounds a gated community ahead of you, and large 
  sewer grates can be seen on the streets adjacent to the 
  wall. A light is on in the guard kiosk at the front gate, 
  and a security guard stretches out in the booth while 
  perusing something in AR. One thing is for certain. If the 
  alarm goes off, the cops don’t need to be called. They 
  are already here.
  Behind the Scenes
  This neighborhood is a gated community for those 
  with the cash to enjoy it. This is an A-rated security 
  zone, and it will take some finesse to get into and out 
  of the house without triggering an alarm. The develop-
  ment has twenty-five homes in it, and the streets are 
  patrolled by wheeled drones programmed to subdue 
  unauthorized individuals caught there. Once a drone 
  spots someone, it will send a signal to the guards in 
  the kiosk, who would then hit the PanicButton that is 
  in the booth, summoning a Lone Star patrol to inves-
  tigate. Several bushes and trees line the roads, which 
  can provide cover for the more creative types. Runners 
  will have to succeed at a Sneaking + Agility [Physical] 
  (4) Test to get past the drones.
  Astral security is also present on site, in the form 
  of a patrolling Force 5 air spirit. Opposed Sneaking 
  Tests may be necessary to get past the spirit. Should 
  the spirit be disrupted or destroyed, the guards in the 
  kiosk will be sent out in one minute to investigate. Since 
  the summoner is off site at this time, another spirit will 
  
  SCENE 4: OPERATION WOLF
  14
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  not show up after the first is destroyed. Separate astral 
  security exists in the McCaskill house.
  The house itself has a short driveway that leads off 
  the road through a well-kept lawn. Several trees provide 
  a shady approach to the house. On the grounds are two 
  outbuildings, one that looks like an old barn and another 
  that looks like a garden shed. The main house itself is 
  an old two-story building, with an elaborate loop in the 
  driveway that passes in front of the door. Windows are 
  dark at this hour except for one on the bottom level and 
  one on the top floor. Lights illuminate the immediate 
  area around the house, set in shrubberies and planters.
  Several approaches present themselves:
  • 
  Going through the front gate is risky because of 
  the guard on duty there. A camera records all 
  incoming and outgoing traffic. 
  • 
  The walls are three meters high and have short 
  spikes on top to discourage climbers. It is feasi-
  ble that a troll runner may be able to boost 
  someone over more easily.
  • 
  Going though the wall with a vehicle or 
  explosives is an option, but not a great 
  one, as it will be noisy and easily detected.
  • 
  Sewers run through the area but are full of 
  nasty things like devil rats. It is possible to 
  go in through the sewer (if they do, go to 
  Scene 4a).
  If an alarm is triggered, Lone Star will respond 
  on scene with a patrol car within two minutes. 
  Depending on the severity of the alarm triggered, 
  they will check in with the guard at the gate first, 
  then assess the situation with a rotodrone that is 
  automatically launched when the alarm sounds. 
  If the threat is determined to be larger than can 
  be handled by a single patrol car, Lone Star will 
  radio for backup, which will arrive in three more 
  minutes. This backup will be much more heavily 
  armed.
  Pushing the Envelope
  Should the runners decide to sneak in, either over 
  the wall or through the sewers, the patrolling 
  drones are still a threat. A pair of GM-Nissan Do-
  bermans, these drones are equipped with search-
  lights as well as Yamaha Pulsars. If someone fails 
  a sneaking roll, they will shine their spotlight in 
  the direction of the movement and make anoth-
  er sensor roll. An automated voice will query the 
  intruder for a password (which happens to be “Ar-
  madillo” at the moment); if the password is not 
  received within fifteen seconds, the drone will fire 
  the Pulsar taser, while signaling the guard kiosk 
  for assistance.
  Should the team trigger a high-threat response from 
  the police by using explosives, autofire, or some other 
  tactic that is similar, a SWAT team will show up (use Elite 
  Corporate Security, squad of six plus one Lieutenant in 
  an Ares Roadmaster equipped with medium machine 
  guns and enhanced armor). Should the runners want to 
  fight this team, they get what they deserve.
  Debugging
  If for some reason the runner team cannot get to this 
  address due to whatever problems they had with con-
  tacts, or an  inability to pull the information from the 
  commlink after subduing Garza, they can be led to 
  this location by Stephanie Malloy, who knows Garza 
  was going to be dealing with “some hacker guy who 
  is working for an old mob boss up north.” She can pro-
  vide some information regarding what Garza had writ-
  ten down on a notepad in the kitchen.
  SECURITY GUARDS
  (PROFESSIONAL RATING 3)
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  4
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  2
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  3
  6
  Initiative: 7 + 1D6 
  Condition Monitor: 10
  Limits: Physical 5, Mental 4, Social 6
  Armor: 12 (armor jacket)
  Skills: Clubs 3, Perception 3, Pistols 4, Running 3, Unarmed Combat 4
  Gear: Armor jacket, 2 doses of jazz, sunglasses (Capacity 2, w/ image link, 
  smartlink)
  Weapons:
  Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P AP —, SA, RC —, 15(c)]
  Defiance EX Shocker [Taser, Acc 4 DV 11S(e) AP –5, SS, RC —, 4(m)]
  Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]
  MCT-NISSAN ROTODRONE
  HANDLE
  SPEED
  ACCEL
  BODY
  ARMOR
  PILOT
  SENSOR
  4
  3
  4
  3
  4
  2
  3
  Programs: Clearsight 4, Taser Targeting 4
  Gear: Spotlight 
  Weapons: Yamaha Pulsar [Taser, Acc 4 DV 9S(e) AP –5, SA, 4(m)]
  GM NISSAN DOBERMAN
  HANDLE
  SPEED
  ACCEL
  BODY
  ARMOR
  PILOT
  SENSOR
  5
  3
  1
  4
  8
  3
  3
  Modifications: Extra Armor
  Programs: Clearsight 4, Taser Targeting 4
  Gear: Spotlight
  Weapons: Yamaha Pulsar [Taser, Acc 4 DV 9S(e) AP –5, SA, 4(m)]
  
  SCENE 4A: SEWER SHARK
  15
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  SCENE 4A: 
  SEWER SHARK
  Scan This
  The team has decided to infiltrate the 
  area through the sewers. How pleasant.
  Tell It to  
  Them Straight
  The stench of the sewers gets stronger 
  as you descend the ladder. Hopping 
  off, you land with a squishy thud on a 
  pile of what you hope is just old trash. 
  Whoever’s idea this was, you need to 
  be reminded to pistol whip them later. 
  The dark sewers stretch out before you. A flow of god-
  knows-what makes its way slowly out away from the 
  development, bound for the lake. Not far from where 
  you are, you see a door bearing the same sunrise-over-
  a-cityscape design as the gated community above. At 
  least it wasn’t difficult to find. 
  A steel grate bridges the gap over the central sewer 
  flow, right to the edge of the water. A red light blinks 
  rhythmically on and off on the covered keypad next to 
  the door. Looks like it’s locked.
  Behind the Scenes
  The sewers in the area are of a much older construc-
  tion than the development above. Needless to say, 
  the sewer stinks, and Matrix access is spotty. The only 
  security active in the sewer beyond the locked door 
  are a few AROs reading “No Trespassing,” and, “Private 
  Property.”
  Runners are free to wade through the sewage, but in 
  order to get under the grate, they will have to submerge 
  themselves in the sewage flow completely.
  The door is a standard metal security door. It is 
  locked, but it can be hacked or electronically bypassed. 
  The door itself is tied to the guard kiosk on the surface. 
  If it goes into an alert status, the standard procedure is 
  to have a guard go check on it, then call for Lone Star 
  reinforcements if it is found to be forced open.
  There are other inhabitants of the sewers in the area. 
  A colony of devil rats waits for unsuspecting passers-by 
  to drop something to eat. Their den is very close to the 
  ascent to the surface inside the walls
  Pushing the Envelope
  The number of devil rats here is variable, but they gen-
  erally will not attack anything unless their numbers are 
  fairly high. Several can easily attack the runner team 
  here if they take their time. Determine the number of 
  devil rats based on the ease the team has had up to this 
  point. Interestingly enough, if the runners decided to 
  take a swim in the sewage, the devil rats want nothing 
  to do with them, so the sewage has some kind of ad-
  vantage other than being an amazing social repellant.
  Debugging
  Should the alarm be set off here when a guard comes 
  to investigate, the team could feasibly take out the 
  guards one at a time. If the team takes out both guards, 
  they only have to worry about the drones spotting 
  them. Unacknowledged alarms, though, could cause 
  issues in the guard kiosk and send an automatic signal 
  to Lone Star after five minutes if not responded to.
  DEVIL RAT
  B
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  M
  2
  5
  5
  1
  3
  2
  5
  5
  2
  6.0
  4
  Limits: Physical 3, Mental 4, Social 7
  Skills: Climbing 5, Perception 4, Running 2, Sneaking 6, Unarmed Combat 5
  Powers: Animal Control (Ordinary Rats), Concealment (Self Only), Immunity 
  (Toxins), Natural Weapon (Bite DV 2P, Reach –1), Weaknesses: Allergy 
  (Sunlight, Mild)
  
  SCENE 5: ALPHA MISSION
  16
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  SCENE 5: ALPHA MISSION
  Scan This
  The team has reached the house where Bryson is. Now 
  they have to get in, get the data, and get out before 
  anyone finds out they are there.
  Tell It to Them Straight
  The guy that lives here must be rolling in nuyen. Not 
  only does he live in a gated and guarded communi-
  ty, he also has a huge house, complete with the pillars 
  around the front door. Sure it may be a little gaudy, but 
  who cares when you’re a retired Mafia don? 
  As you get closer to the house, a light in the lower 
  story goes dark. Seems like someone decided to hit the 
  sack. That should make things easier.
  Behind the Scenes
  The house itself is a big two-story manor with high 
  vaulted ceilings in the living areas, and great views of 
  a nearby golf course. At this time of night, the house 
  is locked up, and its inhabitants have mostly gone to 
  sleep. The only remaining light on in the house is one 
  on the upper level belonging to Bryson.
  Security for the house seems sparse. There is a 
  surveillance camera hidden in the motif above the front 
  door that is visible with a Perception + Intuition [Mental] 
  (4) Test. It monitors the front loop area near the front 
  door. There is another security camera that monitors 
  the end of the driveway. Runners must succeed at a 
  Sneaking + Agility [Physical] (3) Test to remain unseen 
  by the cameras in this area.
  The windows on the lower floor are locked and armed 
  with glass break detectors. A window on the back side of 
  the house on the second floor is open to the night air and 
  leads into a dark room. This room is actually the bedroom 
  of McCaskill, who is on biomonitors as his health has been 
  failing for months. Should the team decide to go this route 
  and climb into the window, they will have to contend 
  with McCaskill’s ancient Great Dane named Zeus, who is 
  sleeping next to his bed. He may be an old dog, but he can 
  cause quite a racket should he be awakened by intruders.
  The door locks are a combination of a deadbolt and 
  a keypad (Rating 5). The keypad can be bypassed with 
  hardware, or hacked. The deadbolt can be picked with 
  lockpicks or an autopicker (Lockpicking (4)).
  There are no patrols on the premises, as the security 
  is largely dependent on the guards for the community 
  along with Lone Star backup. 
  Bryson is very tired but is an insomniac, and he has 
  decided to remain up to perform tweaks on the security 
  system. As the team approaches, the light they can see 
  in the upper floor is his room.
  Runners who appear on the surveillance cameras 
  will not immediately trigger an alarm, as these cameras 
  are simply recording information. Any pictures taken 
  here could be used to increase their Public Awareness
  Matrix security for the house has been set up by 
  Bryson. He knows his way around a few tricks, but by no 
  means is he drek-hot. 
  Astral security for the house exists in the form of a 
  Force 6 spirit of air. Should an alarm be triggered, it will 
  immediately alert its summoner. The mage will project 
  to the astral and work with Bryson via manifestation to 
  deal with threats.
  The idea here is to get inside the house and not 
  trigger an alarm. Should any door be opened, it will 
  start an entry delay countdown, giving someone who 
  is entering time to disarm the alarm system. If the code 
  is not entered (or the system not hacked) within one 
  minute, the alarm will go off and signal Lone Star and 
  the security guards at the gate.
  Pushing the Envelope
  Teams looking for some extra challenge may try to 
  send in a stealthy character into the window above. 
  This still presents the problem of the dog, who will 
  wake up and start barking if the runner fails at a Sneak-
  ing + Agility [Physical] (5) Test. Remember that there is 
  medical equipment and wiring all over the floor of this 
  room for the equipment, so if necessary, subtract a few 
  dice from the pool of anyone trying to sneak through 
  all that. Should the runner fail the test, the dog will 
  wake up, raise its head, and start barking in a very loud 
  and deep manner. It is possible to find a place to hide 
  (closet, etc.), as Loretta the live-in caregiver will come 
  upstairs to calm Zeus down. It will take some time for 
  the dog to go back to sleep, but at least the alarm will 
  not be triggered.
  If a team is detected by Bryson or the alarm system, 
  Bryson will go into the Security Room, which is attached 
  to his room, seal the door (Barrier Rating 8, Armor 12, 
  equipped with a Maglock Rating 5), and enter VR in an 
  attempt to assess the threat from the node. Characters 
  with active communications, online cyberware, online 
  optics, and the like may find their devices tampered 
  with or even bricked. Bryson will do what he can to gain 
  marks on the intruders’ devices in order to take over or 
  data spike them.
  If the spirit of air has alerted its master, a mage 
  will be present in astral space. He will attempt to shut 
  down any active Sustaining foci or active spells held 
  in concentration in order to force them to be recast. 
  He will also wait in the astral for anyone to perceive 
  astrally, and will hit them with a manabolt or employ 
  astral combat.
  
  SCENE 5: ALPHA MISSION
  17
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  Debugging
  Should the alarm go off, this puts the team on a timeta-
  ble immediately. This means that Bryson will be up and 
  about, actively trying to use the cameras and security 
  systems to find evidence of an intruder. Loretta will go 
  immediately to McCaskill’s room. Lone Star may not like 
  protecting the old mob boss, but they will show up hop-
  ing for some action in the area. As soon as the alarm 
  is triggered, the runners have two minutes before the 
  patrol arrives, and three more minutes before the SWAT 
  team shows up. 
  If they make the scene about getting away, they will 
  be pursued by Lone Star in what could be a high-speed 
  chase. Losing the Lone Star cars will take some doing, 
  but as they get further south, it will be easier to do so, 
  since the security closer to downtown is worse. Don’t 
  be afraid to chase the runners out if they are making 
  too many mistakes. 
  MCCASKILL SECURITY MAGE 
  (PROFESSIONAL RATING 3)
  B
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  6
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  6
  6
  4
  Initiative: 7 + 1D6 (Astral: 10 + 2D6)
  Condition Monitor: 11
  Limits: Physical 3, Mental 7, Social 8
  Skills: Assensing 4, Astral Combat 6, Banishing 4, 
  Counterspelling 5, Spellcasting 6, Summoning 4
  Qualities: Focused Concentration 5 (sustaining 5 hits on Force 
  5 Combat Sense)
  Gear: Katana (Rating 3 weapon focus)
  Spells: Agony, Combat Sense, Control Actions, Mass 
  Confusion, Manabolt, Mind Probe
  Bound Spirits: Spirit of air (Force 5, 4 services), spirit of earth 
  (Force 6, 3 services), spirit of fire (Force 5, 2 services)
  Weapons: 
  Katana [Blades, Acc 7, Reach 1, DV 5P, AP –3, Rating 3 
  weapon focus]
  Note: This mage is astrally projected, so he will primarily use 
  astral combat rules as he is not physically at the house.
  RICHARD BRYSON
  B
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  5
  6 (8)
  5
  2
  5
  4.81
  0
  Initiative: 8 + 1D6 (Matrix 9 + 3D6 <cold sim>, 9 + 4D6 <hot 
  sim>)
  Condition Monitor (P/S): 10/11
  Limits: Physical 4, Mental 8(9), Social 5
  Armor: 9 (armor vest)
  Active Skills: Athletics skill group 2, Automatics 2, Computer 
  5, Cybercombat 6, Electronic Warfare 5, Hacking 
  (Devices) 6(8), Hardware 4, Software 3, Unarmed Combat 
  2
  Knowledge Skills: Boxing 4, Chicago Area Knowledge 5, 
  Decker Hangouts 4, Security Procedures 5, Surveillance 
  Techniques 5
  Languages: English (N)
  Qualities: Codeslinger (Hack on the Fly), Home Ground 
  (McCaskill Host), Insomnia (15), Spirit Bane (Beasts)
  Augmentations: Cerebral booster 2, cranial cyberdeck 
  [Shiawase Cyber 5 (DR 5 Atts 8 7 6 5, Prog 5)], cybereyes 
  [Rating 3, w/ flare compensation, image link, low-light 
  vision, smartlink, thermographic vision], datajack, internal 
  air tank (Rating 1), fingertip compartment
  Gear: Ingram Smartgun, lined coat, optical chips (3), 
  Programs: Armor, Baby Monitor, Biofeedback, Biofeedback 
  Filter, Browse, Configurator, Decryption, Edit, Encryption, 
  Exploit, Fork, Hammer, Signal Scrubber, Sneak, Stealth, 
  Toolbox, Track, Virtual Machine
  Weapons: 
  Ingram Smartgun X [Submachine Gun, Acc 6, DV 8P, AP 
  –4, Modes: BF/FA, RC 2, 32(c), w/ APDS ammo]
  
  SCENE 6: ALPHA MISSION II
  18
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  SCENE 6:  
  ALPHA MISSION II
  Scan This
  Now inside, the team has to get to Bryson and get the 
  information from him.
  Tell It to Them Straight
  The house is dark and quiet inside. Your footfalls on 
  the creaking wooden floor are muffled by the elabo-
  rate rugs laid out across the rooms. Now to find this 
  security hacker; he’s in here somewhere.
  Behind the Scenes
  Inside the house, there are a few motion detectors in 
  certain traffic areas, such as the bottom of the stairs. 
  These are normally armed when the last person goes 
  to bed.
  McCaskill, who owns the house, has an ancient 
  Great Dane who sleeps in his room. If the team choos-
  es to go in through the window, the dog could make a 
  ruckus (see Scene 5). Further, the dog may be old but 
  can steal hear people moving around the house if they 
  aren’t careful. Sneaking (3) checks will be necessary.
  Bryson’s room is upstairs. He has just recently begun 
  watching the highlights from the urban brawl game. Any 
  alarms triggered on the grounds of the house alerts him 
  with a Matrix alarm.
  Two other people—Loretta, a live-in caregiver and 
  Jim, a groundskeeper—also live in the house. They both 
  know the code to disarm the security system. 
  Loretta will not endanger her client under any cir-
  cumstances, but if it is made clear the target is not him, 
  she may be persuaded to turn over the code.
  Jim spends his time on the premises when not work-
  ing, usually drinking and playing adult sim-games in 
  his room. Should the team find him, he will give up the 
  code and Bryson for a bribe.
  Analysis of the file will show thermographic footage 
  of a fight, where as soon as the lights go down, a white-
  hot electrical pulse is seen on one of the boxers, who is 
  then floored by the next punch.
  Pushing the Envelope
  Should the entry delay be triggered by opening a door, 
  the team will have one minute to hack into the secu-
  rity system and provide it with a code to validate the 
  entry, otherwise the alarm will sound, complete with a 
  blaring siren. The security system exists on a Rating 5 
  node and is controlled by Bryson’s deck on an admin-
  istrator level. 
  If the alarm goes off, the door and window to Mc-
  Caskill’s room slams shut and seals, and an indepen-
  dent environmental system engages, separating that 
  room from the remainder of the house until McCaskill 
  disarms the system or his caregiver does so in case of 
  his incapacitation. Once the door is sealed, emitters on 
  the lower level of the house bombard the remainder of 
  the house with nausea gas (p. 410, SR5) in an attempt to 
  take out whoever has broken into the home. Every four 
  Combat Turns that someone remains in the house, they 
  are exposed to another dose. Since the gas is an inhala-
  tion vector toxin, gas masks provide complete immuni-
  ty, as do internal air tanks, such as Bryson’s.
  During an alarm, if Bryson has had time to contact 
  the Security Mage or the air spirit has alerted its master, 
  the Security Mage will show up with his spirits, com-
  manding them to attack. The mage is listed as having 
  three bound spirits. The ease the runners have had up 
  until this point should determine how many spirits the 
  mage calls to repel intruders.
  Inventive runners, or those without a hacker, may 
  decide to electronically bypass the security system or 
  disable it. Runners with knowledge of Security Systems 
  can make a roll (Security Systems + Logic [Mental] (2)) 
  to know that the system will have a physical panel, 
  several mobile AR panels, as well as a physical battery 
  backup on site that powers the system in the event of a 
  power outage or a power cut to the home. It also pow-
  ers the siren. It is possible for a runner team to get into 
  the home, and the successful Security Systems Test can 
  help them make educated guesses about several places 
  where a battery box may be placed. These places in-
  clude a closet in the master bedroom, a basement utility 
  room, a kitchen pantry attached to the ceiling, or a cel-
  lar. These locations are unobtrusive and chosen because 
  if the security office or panel is compromised, a signal 
  can still be sent. However, if the box is found and the 
  battery removed, the system is rendered inert except 
  for its Matrix presence, which will send out messages to 
  its administrator alerting him that it has been disabled. 
  These messages will show up as a low priority, though, 
  and Bryson is not actively checking his email, as these 
  messages are normal for maintenance cycles.
  Once the team finds Bryson, they have to get the 
  file from him. Deckers and technomancers can hack 
  Bryson’s commlink for the file. Cursory browsing for the 
  file will turn up a hit. If analyzed properly, they will find 
  the file protected by a Data Bomb. If the Data Bomb is 
  set off, the system will automatically go into alert and 
  tip off Bryson.
  The file is actually a decoy. The actual file itself is stored 
  in Bryson’s headware memory, behind a Data Lock.
  
  SCENE 7: MOUSE TRAP
  19
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  If the team finds Bryson, he will do his best to try to 
  weasel out of being hurt. He will talk loud and stomp 
  around, trying to get anyone else’s attention within the 
  house. If confronted about other copies of the file the 
  runners are looking for, he will lie, saying that the only 
  other copy of the file exists in a nexus kept off site.
  In telling the team about the file being kept offsite, 
  Bryson is trying to buy himself time to figure out how 
  to get out his predicament with his skin intact. The site 
  he spoke of is a warehouse owned by the syndicate he 
  works for. He hopes to be able to call for some form 
  of backup.
  Above all, Bryson doesn’t want to be killed. If pressed 
  hard enough, he will give up the file in his headware 
  memory. If told to disarm the security system, he will 
  do so using the duress code, turning off the alarm siren 
  and signaling the guard station to contact Lone Star.
  Debugging
  Again, should the alarm go off here, this will put the 
  runners on a timetable and make Bryson aware of a 
  breach in security. Should the team decide they need 
  to do something drastic, like burn the house down or 
  set a fire, this will immediately trigger a safety alarm, 
  such as fire or chemical detection, and will alert the 
  guard kiosk as well as the proper authorities (fire de-
  partment, poison control, etc.) Should one of these 
  types of alarm be set off, it will effectively disable the 
  security system. However, it will also create loud sirens 
  in the home that Zeus will happily howl along with, 
  making an awful noise and waking everyone up.
  McCaskill himself is in no shape to spring out of bed 
  and confront the runners, but if given enough time with 
  the alarm going off, he will contact some of his Mafia 
  associates via the matrix and alert them to come to his 
  aid. This will take much more time than a Lone Star dis-
  patch, but it is still a possibility. Failing everything else, 
  the aging Mafioso has a hunting rifle he is pretty good 
  with on days where he doesn’t have to be in a wheel-
  chair. Zeus himself is no threat, and won’t even attempt 
  to attack any runner unless they openly threaten Mc-
  Caskill. Even then, his days as a guard dog are long over, 
  and any attempt by Zeus to damage a runner will be 
  more sad than threatening.
  Should you be running short of time, Scene 7 is op-
  tional. In this case, Bryson will give up as much infor-
  mation as the tam needs to save his skin (assuming the 
  team provides a credible threat).
  SCENE 7: 
  MOUSE TRAP
  Scan This
  Bryson said the data exists offsite. He said he will take 
  the team there, right into a trap.
  Tell It to Them Straight
  So the little weasel is smarter than you thought. He ac-
  tually kept the data in an offsite location in case some-
  one came gunning for him. He grunts and leans right. 
  Apparently giving directions with a gun barrel in his 
  mouth is working out.
  You enter a warehouse district near the lake, and he 
  signals to stop near a rusty metal building with faded 
  and peeling wood signs advertising some sort of 
  ancient engine parts for agricultural equipment.
   
  Behind the Scenes
  Should the team take Bryson at his word and head to 
  the warehouse, he hopes to be able to ambush them. 
  The warehouse is on the north side of town, near the 
  waterfront. The area has several abandoned and rusty 
  metal buildings. The one Bryson brings the team to has 
  old rusted out signs advertising engine parts.
  Inside the warehouse, six Mafia goons go about 
  unpacking drugs from crates and weighing them. They 
  all have weapons in reach.
  As they pull up to the warehouse, Bryson insists 
  he has to tell the people there that he has arrived. If 
  escorted up to doing so, or if forced to call, he will speak 
  in code about the team, setting them up in front of them. 
  Runners with a Mafia procedures-type knowledge 
  skill may be allowed a roll to detect his duplicity as he 
  speaks to one of the goons (the test has a threshold of 
  2). A successful Judge Intentions test may be used as 
  MCCASKILL SECURITY NODE
  HOST: MCCASKILL HOUSE NODE
  RATING
  ATTACK
  SLEAZE
  DATA 
  PROCESSING
  FIREWALL
  5
  5
  7
  6
  8
  Installed IC: Patrol, Probe, Track, Scramble, Killer, Sparky
  Slaved Devices: Alarms, cameras, doors, environmental controls, gas 
  system
  Sculpting: Replica of McCaskill’s estate
  
  SCENE 7: MOUSE TRAP
  20
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  well against Bryson’s bluff, but it will be slightly more 
  difficult (threshold of 4)
  Upon speaking to the door goon from outside, 
  Bryson will tell the team to wait, at which point they 
  will be attacked. If the team takes off quickly, the goons 
  will shoot Bryson for the mistake of leading outsiders to 
  their operation.
  Should the runners kill most of the goons, the re-
  mainder will try to buy them off with drugs. Failing that, 
  they will set the building on fire with the pre-existing 
  system in place for it. 
  On the second floor of the warehouse, three mostly 
  abandoned offices line the walkway. In the corner of-
  fice, a desktop nexus sits unattended. This computer is 
  unprotected and is largely used as a glorified calculator 
  for the scales in the warehouse. It has some incrimi-
  nating information on it. Data regarding inbound ship-
  ments that have come in, and which cargo container 
  the shipments are contained in, are present. This data 
  is one of the files available on the computer along with 
  the weights that have been logged. This data may be 
  valuable to several contacts, should the runners decide 
  to fence it.
  This scene is largely a red herring. Bryson has all the 
  information with him, and he is just trying to save his 
  own skin.
  Pushing the Envelope
  The amount of goons inside the warehouse can be vari-
  able. They are all inside, processing their drug shipment 
  for eventual distribution to their dealers. One man watch-
  es the door, while the others work inside under fluores-
  cent lamps. They may have additional men on hand to 
  help with keeping the operation safe. Although this 
  warehouse has lots of drugs and firearms within it, the 
  drugs are not ready for use, and if taken and used, could 
  cause unplanned side effects on characters such as in-
  creased crash times, temporary loss of magic, or chem-
  ical instabilities that interfere with skinlink or cyberware.
  Cover is widely available within the building behind 
  several large shipping crates. 
  Debugging
  Some runner teams may smell a rat immediately and 
  insist that they break into the building themselves. 
  This is entirely possible, and is overall not too difficult. 
  If this is the case, Bryson says the information is on 
  the second floor of the warehouse in the office on the 
  desktop nexus. Of course, the data is not present.
  If the team does not wish to infiltrate the building, 
  they may also call the local police. The Lone Star cops 
  
  SCENE 8: PUNCH OUT
  21
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  that initially show up, however, are on the take from 
  this operation and don’t want anyone messing with it. 
  They will do their best to make any interlopers try on 
  cement shoes.
  SCENE 8:  
  PUNCH OUT
  Scan This
  The team contacts Sid to tell him the news about the 
  data and get their money.
  Tell It to Them Straight
  Your notifications have been buzzing for the past two 
  hours with updates on the urban brawl match. Decid-
  ing not to look, you think maybe when you get home 
  you can watch the highlights.
  The sky has taken on a brighter hue in the east as the 
  sun has started to rise. There are still a couple of hours 
  left before it gets too bright outside, though. You ring 
  up Sid. After only half of a ring, Sid picks up. In his video 
  feed, he looks terrible, despite the crooked smile on his 
  face. His normally buttoned-up shirt is undone, and his 
  undershirt is spotted with brownish stains. He squints at 
  his commlink. 
  Behind him the news shifts to coverage of the 
  match. Chicago over New York, 5–4, the last point 
  scored during a power play when Sam Lewis, one of 
  the Slashers’ bangers, decided to “mistakenly” shoot 
  an official, allowing Chicago blaster Ramsey to save 
  the say. Apparently you won the bet—and weren’t even 
  there to collect. 
  “Hey, didn’t I sends you out to go get that 
  information? Did ya finds it yet? Tell me you fraggin’ 
  found it?” His slurring is audible, and despite this only 
  being a video call, you swear you can smell the whisky 
  through the image link. 
  At least someone got to have a good time drinking 
  tonight.
  Behind the Scenes
  Sid has been a nervous wreck since sending the run-
  ners to get the data back. He’s been spending the last 
  few hours trying to take the edge off by breaking into 
  some cheap whisky he had laying around. By the time 
  the team contacts him again, he’s pretty wasted, but 
  he still can’t stop thinking about what will happen if 
  MAFIA GOONS 
  (ORGANIZED CRIME GANG, P. 383 SR5)
  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 6, Mental 5, Social 6
  Armor: 9 (lined coat)
  Skills: Automatics 5, Blades 5, Intimidation 6, Perception 2, 
  Pistols 4, Unarmed Combat 2
  Gear: Lined coat, commlink (Renraku Sensei, Device Rating 3)
  Weapons:
  Ceska Black Scorpion [Machine Pistol, Acc 5, DV 6P AP 
  –5, SA/BF, RC 1, 35(c), w/ APDS ammo]
  Knife [Blades, Acc 5, Reach —, DV 5P, AP –1]
  CROOKED LONE STAR COPS 
  (POLICE PATROL, P. 383 SR5;  
  PROFESSIONAL RATING 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  3
  4
  3
  4
  2
  3
  3
  6
  Initiative: 7 + 1D6 
  Condition Monitor: 10
  Limits: Physical 5, Mental 4, Social 6
  Armor: 12 (armor jacket)
  Skills: Clubs 3, Perception 3, Pistols 4, Running 3, Unarmed 
  Combat 4
  Gear: Armor jacket, 2 doses of jazz, sunglasses [Capacity 2, 
  w/ image link, smartlink)
  Weapons:
  Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P AP —, SA, 
  15(c)]
  Defiance EX Shocker [Taser, Acc 4, DV 11S(e) AP –5, SS, 
  4(m)]
  Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]
  
  PICKING UP THE PIECES
  22
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  he doesn’t hear back. If the runners have the data the 
  following will occur.
  A visible sigh of relief will pass through Sid as he gets 
  the data in hand. 
  “Well son of a bitch. You did come through,” he slurs. 
  “I appreciate you doing this on short notice. I won’t for-
  get it.”
  An alert passes your commlink in a secondary win-
  dow. Apparently you just got paid.
  “This is the only copy, right?” Sid’s drunken demean-
  or suddenly flips to sounding stone cold sober.
  Pushing the Envelope
  If confronted about the footage, Sid will say he felt he 
  had no choice. He killed the power and hit Garza with 
  a hold-out pistol loaded with Stick ‘n’ Shock ammuni-
  tion. It was enough to stun Garza, and quiet enough 
  against the background of the assembled crowd. He 
  doesn’t feel good about doing it, but he’s not sorry 
  either, because “that bastard Garza wasn’t doing his 
  goddamn job.”
  Debugging
  If the team decides they want more money out of Sid 
  or want to turn the screws on him themselves, he will 
  curse and rave, but eventually he will be forced to pay, 
  coming up to an additional 1,000 nuyen per runner. If 
  the team does this, Sid’s Loyalty rating decreases by 
  1; if his Loyalty is 1, they lose him as a contact. If they 
  don’t have him as a contact, they don’t get him, but 
  there are not other repercussions.
  Additionally, the team may want to sell the data 
  found in the system at the warehouse. This data is of 
  use to many contacts, but those that would be most in-
  terested in it would be Sara, Juan, Becky 99, or Nick. Ne-
  gotiating with these characters should be simple, and 
  the initial offering price will be 5,000 nuyen. This can be 
  negotiated, with each net hit by either side increasing 
  or decreasing the total by 200 nuyen, to a maximum of 
  1,000 nuyen in either direction. This is a chance for the 
  contact to flex their negotiating muscle and really make 
  an impression if necessary.
  PICKING UP THE PIECES
  Money
  • 
  10,000¥ per runner for completing the mission, 
  plus a possible 200¥ per net hit scored during 
  negotiation, to a maximum bonus of 1,000¥.
  • 
  1,000¥ if the runners find out all the details and 
  push Sid at the end of the mission for more cash.
  • 
  If the runners found the data on the computer 
  and decide to fence it, it can be sold to one of 
  several contacts. This data will be priced as a 
  lump sum and will not be divided at the start. 
  The starting price is 5,000¥, which can be ne-
  gotiated up or down, each net hit moving the 
  price 200¥ to a maximum of 1,000¥ in either 
  direction.
  Karma
  • 
  1—Retrieving the data and handing it over to Sid 
  as promised
  • 
  1—Making sure the data is the only copy avail-
  able
  • 
  1—Taking out the Chemical Boyz and finding out 
  who hired them
  • 
  2—Survival
  • 
  2—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 your run this Mission only and take the optional 
  results matching those earned by the team you game-
  mastered for. You may not choose to wait for a better 
  attempt to choose your rewards. You’re on the honor 
  system here, so please don’t skew the adventure to 
  help the players gain extra rewards just so that you can 
  get better results.
  You will earn a flat amount of Karma and nuyen, 
  regardless of how well (or poorly) the players do, as 
  listed below. For other missions results and rewards that 
  you track on the Debriefing Log (objectives completed, 
  reputation and contacts earned, etc.), take the average 
  results of the group you’re gamemastering for. So if four 
  out of six players earned a point of notoriety, you will 
  earn one as well. If only two players out of five earn a 
  +1 Loyalty with Sid, you would not get that +1 Loyalty.
  • 
  Karma Earned: 7
  • 
  Nuyen Earned: 10,400
  
  LEGWORK
  23
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  Reputation
  During the adventure, runners may perform actions 
  that will add to their Street Cred, Notoriety, or Public 
  Awareness (p. 372, SR5). Besides the scenario-specific 
  gains listed below, gamemasters should consider the 
  characters’ actions throughout the game and award 
  additional points as appropriate. 
  • 
  +1 Street Cred if the players beat up Garza but 
  leave him alive and turn him over to the cops
  • 
  +1 Notoriety for any player who kills Garza 
  • 
  +1 Public Awareness if the team is caught on se-
  curity cameras causing disturbances
  Contacts
  Successfully completing objectives or performing the 
  actions listed below will earn characters specific Mis-
  sions contacts at a Loyalty of 1, and they should be 
  given the Contact Sheet included with this Mission. If 
  they already have that contact, they gain a +1 Loyalty 
  to that contact (up to a maximum of 4). 
  Characters might interact with NPCs not specified 
  by the Mission and may earn these NPCs as a contact 
  at Loyalty 1. They may also work with non-Mission 
  specific contacts that they have already earned or 
  that they bought at character creation, and gain a +1 
  Loyalty to these contacts, with a maximum Loyalty of 
  4. Gamemasters should not grant these lightly, and 
  players should have to work to earn these contacts by 
  going the extra mile to impress the NPC, offering up 
  favors, or paying them well above the standard rates for 
  information or services.
  • 
  +1 Loyalty with Sid, to a maximum of 4, if they 
  took the job with a minimum of negotiation.
  • 
  –1 Loyalty with Sid if they try to blackmail him 
  for more nuyen at the end of the adventure
  LEGWORK
  When a PC gets in touch with a contact, make an unop-
  posed Connection + Connection Test for the contact. 
  The results of this test determine how many ranks of 
  information the contact knows about the question. If 
  the relevance of the subject is a specialty of the 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 infor-
  mation the contact is willing to divulge for free, up to 
  the maximum ranks of information they know. If the 
  contact knows more, they will require a payment of 
  (500 –(Loyalty * 100) nuyen, with a minimum of 100 
  nuyen) per rank of information they still know.
  If the PCs have worked all of their contacts and are 
  still missing important information, they may request 
  that a contact ask around. If they do so, have the Contact 
  make an extended Connection + Connection (1 hour) 
  Test. Additional information will be available at a cost of 
  (1,000 – (Loyalty x 100) nuyen, minimum 200 nuyen).
  A Matrix Search action (p. 241, SR5) may also be 
  utilized to gather information from the following charts, 
  using the appropriate thresholds and search times.
  The Chemical Boyz
  Contacts to Ask: Gang Member, Gang Leader, Squat-
  ter, Bartender 
   Contacts Matrix Search 
  Information
   
  0 
  0 
  Frag off, I ain’t got no drugs for ya.
   
  1 
  1 
  Bunch o’ punks up north. They 
  hang out at this dive called The 
  Hole.
   
  2 
  3 
  Couple of those guys are pretty good 
  at pool. Lost two grand once to one. 
  Good thing I had the money, they 
  were lookin’ to beat it out of me.
   
  3 
  — 
  Just a gang of small-time crooks. 
  They tucked their tail between 
  their legs when Alexeij and the 
  Horde rolled in. Now they pay him 
  tribute. Don’t remind them, though, 
  they don’t like it
   
  4 
  6 
  Rough group of thugs. Not afraid 
  to take any job for the money, as 
  long as they don’t have to leave 
  their turf. 
   
  5 
  — 
  That Ogre guy they have leading 
  them is a verified psychopath. 
  He got his hands on some gas 
  grenades recently and he’s not 
  afraid to use ’em, even on his 
  own guys.
  Miguel Garza
  Contacts to Ask: Bartender, Reporter, Sports Fans, 
  Gamblers
   Contacts Matrix Search 
  Information
   
  0 
  0 
  Doesn’t he play for the 
  Screamers?
   
  1 
  1 
  Former boxer in Sid’s promotion. 
  Lost his shit when he was KO’d by 
  Billy the Beast.
  
  LEGWORK
  24
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
   
  2 
  3 
  He’s been looking for a new 
  promoter ever since, but has yet 
  to find one. I hear he got a crap 
  job washing cars.
   
  3 
  — 
  The bastard beats his girlfriend in 
  front of their kid, he’s so ’roided 
  out 
   
  4 
  6 
  It was a little fishy how he lost that 
  fight with the Beast. He may be 
  gunning for Sid after that.
   
  5 
  — 
  Good thing he got kicked from the 
  circuit. I hear he got all kinds of 
  modifications done. Where’d he 
  get that kind of cash, and how’s he 
  gonna pay it back? He better have 
  something more up his sleeve 
  than chrome and combat drugs, or 
  he can expect a visit from several 
  large men in suits who want their 
  cyberware back.
  Richard Bryson
  Contacts to Ask: Hacker, Mafia Enforcer, Mafia Lieu-
  tenant, Reporter
   Contacts Matrix Search 
  Information
   
  0 
  0 
  Isn’t he some dead British 
  millionaire?
   
  1 
  1 
  Bryson? Isn’t that some old mob 
  hacker?
   
  2 
  3 
  An old security spider for the mob. 
  Rumor has it he retired.
   
  3 
  — 
  He’s working security on retainer 
  for old Leo McCaskill up north
   
  4 
  6 
  Apparently working security for 
  an old man on life support isn’t 
  very interesting. He spends a lot 
  of time attending underground 
  fights when he can. The guy never 
  sleeps anyway, being a severe 
  insomniac.
   
  5 
  — 
  Word on the street is that this 
  guy has some info as to what 
  happened when Garza was KO’ed 
  by The Beast. Some say he’s 
  trying to get Sid’s rivals all riled 
  up, but he’s probably in it just to 
  make a nice chunk of change. Biz 
  is biz, right?
  Leo McCaskill
  Contacts to Ask: Reporter, Mafia Enforcer, Mafia Lieu-
  tenant, Hacker, Criminals, Anyone who pays attention 
  to the news about organized crime
   Contacts Matrix Search 
  Information
   
  0 
  0 
  Car salesman out of Joliet. Bought 
  myself a brand new Jackrabbit 
  from him cheap!
   
  1 
  1 
  McCaskill? He’s the don of 
  Milwaukee still, I think.
   
  2 
  3 
  This guy is old school. Former 
  capo of Milwaukee, called in to 
  handle part of Chicago after the 
  CZ went up.
   
  3 
  4 
  He retired not too long ago. 
  Something about health issues. 
  
  CAST OF SHADOWS
  25
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  CAST OF SHADOWS
  Richard Bryson
  A small time security hacker on retainer to retired 
  Mafia Don Leo McCaskill, Bryson spends most of his 
  time watching old sports events, he does sometimes 
  get out to see an event live. After seeing in thermo-
  graphic what happened at the Barlow vs. Garza fight, 
  he decided to clean up the image and sell the data to 
  make a quick buck on the return. While he is decent 
  with the security he provides for McCaskill, he wants 
  out of the job and is actively looking for a way to find 
  a replacement for himself, without insulting any Mafia 
  traditions.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  3
  2
  3
  2
  5
  6 (8)
  5
  2
  5
  4.81
  Initiative: 8+1D6 (Matrix 9 + 3D6 <cold sim>, 9+4D6 <hot sim>)
  Condition Monitor (P/S): 9/11
  Limits: Physical 4, Mental 8(9), Social 5
  Armor: 9 (armor vest)
  Active Skills: Athletics skill group 2, Automatics 2, Computer 5, 
  Cybercombat 6, Electronic Warfare 5, Hacking 6 (Devices 
  +2), Hardware 4, Software 3, Unarmed Combat 2
  Knowledge Skills: Boxing 4, Chicago Area Knowledge 5, 
  Decker Hangouts 4, Security Procedures 5, Surveillance 
  Techniques 5
  Languages: English (N)
  Qualities: Codeslinger (Hack on the Fly), Home Ground 
  (McCaskill Host), Insomnia (15), Spirit Bane (Beasts)
  Augmentations: Cerebral booster 2, cranial cyberdeck 
  [Shiawase Cyber 5 (DR 5, Atts 8 7 6 5, Prog 5)], cybereyes 
  [Rating 3, w/ flare compensation, image link, low-light 
  vision, thermographic vision, smartlink], datajack, fingertip 
  compartment, internal air tank (Rating 1)
  Gear: Lined coat, optical chips (3)
  Programs: Armor, Baby Monitor, Browse, Configurator, Edit, 
  Encryption, Signal Scrubber, Toolbox, Virtual Machine, 
  Biofeedback, Biofeedback Filter, Decryption, Exploit, Fork, 
  Hammer, Sneak, Stealth, Track
  Weapons: 
  Ingram Smartgun X [Submachine Gun, Acc 6, DV 8P, AP –4, 
  BF/FA, RC 2, 32(c), w/ APDS ammo]
  Sid Gambetti
  Sid is a small time fight promoter who represents Matt 
  Wrath, but who wants to make his name as a fixer. He 
  has a lot of contacts in the city, but not a lot of pull, yet. 
  He’s hoping that if the Shadowrunners he sets up on 
  jobs are successful, it’ll make his name. He’s a sleazy, 
  greasy weasel of a man, but he’s smart and a survivor.
  Short, starting to go bald and hiding it poorly by 
  wearing a ponytail, with a taste for cheap suits, cheap 
  whiskey and cheaper cigars, Sid is the avatar of sleazy 
  managers everywhere. Sid has a chrome datajack in his 
  temple, a large, fake diamond stud earring, his commlink 
  in one hand and an obnoxious lit cigar in the other. 
  Connection: 3
  Loyalty: Max Starting 4
  Quote: “Gentlemen, I’m sure we can come to an ac-
  commodation here. Know what I’m sayin’?”
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  3
  3
  3
  2
  5
  3
  5
  4
  4
  5.5
  Initiative: 8 + 1D6
  Condition Monitor (P/S): 10/11
  Limits: Physical 4, Mental 6, Social 7
  Armor: 6
  
  CAST OF SHADOWS
  26
  COVER
  FIGHT NIGHT
  INTRODUCTION
  MISSION 
  BACKGROUND & 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 4A
  SCENE 5
  SCENE 6
  SCENE 7
  SCENE 8
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING LOG
  Active Skills: Computer 3, Con 5, Etiquette 5 (Street +2), First 
  Aid 4, Forgery 4, Intimidation 5, Lockpicking 4, Negotiation 
  6 (Bargaining +2), Palming 6, Pilot Ground Vehicle 1, 
  Sneaking 3
  Knowledge Skills: Law 4 (Contracts +2), Gambling 7 (Sports +2), 
  Sports 7 (Underground Fighting +2), Street Rumors 4
  Augmentations: Commlink (DR 6), datajack, image link, sound link
  Gear: Armor clothing, Doc Wagon Gold contract, Renraku Sensei 
  commlink (DR3, used to hide his implanted commlink), 
  Miguel Garza
  Former underground boxer and pit fighter, Garza 
  missed his shot at the big time after he took a dive in a 
  fight that Sid promoted. Since then he’s been acting as 
  the fall guy until the Barlow fight. This one he decided 
  he wasn’t going to lose, and in preparation, he took 
  out some cash from loan sharks to augment himself. 
  He figured his dream of the pro circuit had dried up, so 
  he took some less-invasive-looking cyber and bioware 
  and began training. Looking for an edge, he became 
  addicted to combat drugs, as they made him feel in-
  vincible. Drugs or no, he wasn’t invincible to Sid’s taser 
  after getting beat on for several rounds. 
  After the fight, Sid admonished Garza, paid him 
  what he owed him, and kicked him to the curb. Garza 
  has since shacked up with his girlfriend on the West 
  Side and has been looking for a shot to get back at Sid 
  ever since
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5 (8)
  4 (9)
  5 (8)
  6 (11)
  3 (4)
  2
  3
  3
  4
  1.5
  Initiative: 11 + 1D6 (11 + 3D6)
  Condition Monitor (P/S): 11/10
  Limits: Physical 7(11), Mental 4, Social 5
  Armor: Orthoskin 4
  Active Skills: Athletics skill group 5, Clubs 3, Intimidation 3, 
  Pistols 3, Perception 2, Unarmed Combat 6(7) (Striking +2)
  Knowledge Skills: Chicago Area Knowledge 4, Drug Dealers 3, 
  Loan Sharks 2, Urban Brawl 4
  Languages: Spanish N, English 5
  Qualities: Addicted [Kamikaze, Severe], Toughness
  Augmentations: Aluminum bone lacing, muscle toner 3, pain 
  editor, reaction enhancers 3, reflex recorder (Unarmed 
  Combat), Muscle Augmentation 3, Orthoskin 4
  Gear: Shorts
  Weapons: 
  Unarmed Strike [Unarmed, Acc 10, Reach —, DV 13P, AP —, 
  Reflex Recorder]
  
    Sid is a small-time fight promoter who 
  represents Matt Wrath, but who wants to 
  make his name as a fixer. He has a lot of 
  contacts in the city, but not a lot of pull, yet. 
    He’s hoping that if the shadowrunners 
  he sets up on jobs are successful, it’ll make 
  his name. He’s a sleazy, greasy weasel of a 
  man, but he’s smart and a survivor.
    Short, starting to go bald and hiding it 
  poorly by wearing a ponytail, with a taste 
  for cheap suits, cheap whiskey and cheaper 
  cigars, Sid is the avatar of sleazy managers 
  everywhere. 
   Sid has a chrome datajack in his temple, 
  a large, fake diamond stud earring, his com-
  mlink in one hand, and an obnoxious lit cigar 
  in the other.
    Sid is a small-time fight promoter who 
  represents Matt Wrath, but who wants to 
  make his name as a fixer. He has a lot of 
  contacts in the city, but not a lot of pull, yet. 
    He’s hoping that if the shadowrunners 
  he sets up on jobs are successful, it’ll make 
  his name. He’s a sleazy, greasy weasel of a 
  man, but he’s smart and a survivor.
    Short, starting to go bald and hiding it 
  poorly by wearing a ponytail, with a taste 
  for cheap suits, cheap whiskey and cheaper 
  cigars, Sid is the avatar of sleazy managers 
  everywhere. 
   Sid has a chrome datajack in his temple, 
  a large, fake diamond stud earring, his com-
  mlink in one hand, and an obnoxious lit cigar 
  in the other.
    Sid is a small-time fight promoter who 
  represents Matt Wrath, but who wants to 
  make his name as a fixer. He has a lot of 
  contacts in the city, but not a lot of pull, yet. 
    He’s hoping that if the shadowrunners 
  he sets up on jobs are successful, it’ll make 
  his name. He’s a sleazy, greasy weasel of a 
  man, but he’s smart and a survivor.
    Short, starting to go bald and hiding it 
  poorly by wearing a ponytail, with a taste 
  for cheap suits, cheap whiskey and cheaper 
  cigars, Sid is the avatar of sleazy managers 
  everywhere. 
   Sid has a chrome datajack in his temple, 
  a large, fake diamond stud earring, his com-
  mlink in one hand, and an obnoxious lit cigar 
  in the other.
  SID GAMBETTI
  Underground Boxing Promoter
  Male Human
  Connection Rating: 3
  Loyalty: 
  Key Active Skills: Con, Etiquette, Negotia-
  tion, Palming
  Knowledge Skills: Contract Law, Sports 
  Gambling, Underground Fighting, Street 
  Rumors
  SID GAMBETTI
  Underground Boxing Promoter
  Male Human
  Connection Rating: 3
  Loyalty: 
  Key Active Skills: Con, Etiquette, Negotia-
  tion, Palming
  Knowledge Skills: Contract Law, Sports 
  Gambling, Underground Fighting, Street 
  Rumors
  SID GAMBETTI
  Underground Boxing Promoter
  Male Human
  Connection Rating: 3
  Loyalty: 
  Key Active Skills: Con, Etiquette, Negotia-
  tion, Palming
  Knowledge Skills: Contract Law, Sports 
  Gambling, Underground Fighting, Street 
  Rumors
  
  DEBRIEFING LOG . . . . .
  © 2013 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc., in the U.S. and other countries. Permission given to copy for personal use.
  PERSONAL INFO
  SYNOPSIS
  MISSION RESULTS
  TEAM MEMBERS
  KARMA
  NUYEN
  REPUTATION
  VALIDATION
  ADVANCEMENT
  CONTACTS/SPECIAL ITEMS GAINED OR LOST/NOTES
  GM’s Name 
          
  GM’s Signature         
  Previous Available
  Earned
  Spent
  Remaining
  Previous Available
  Earned
  Spent
  Remaining Available
  New Career Total
  Street Cred
  Notoriety
  Public Awareness
  Character Improvement 
   
   
   Karma Cost
  Names
  PLAYER
  CHARACTER                                                                                                     LOCATION
    DATE      /        /
  ¥
  ¥
  ¥
  ¥
  DEBRIEFING LOG
  SRM 05-05 WHILE THE CITY SLEEPS
  Sid contacts the runners for a rush job, one night only.  Follow the 
  trail, find the data, and get it done before the sun comes up.
  Recover the data for Sid
  Ensure no other copies exist
  Take care of Miguel Garza
  Take out the Chemical Boyz
  Survived!
  Sid
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Missions/Shadowrun 5e - SRM05A-05 While the City Sleeps.pdf