TEXT: SRM3-02 BLOCK WAR
  Writing
  Eric Boivin, Adam Large
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  SRM3-02: Block War
  
  Shadowrun Missions
  Shadowrun Missions
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  2
  INTRODUCTION
  SRM03-02 Block War is a Shadowrun Missions campaign ad-
  venture. Full information on the Shadowrun Missions campaign is 
  available at www.shadowrun4.com/missions and includes a guide 
  to creating Missions characters and a regularly updated FAQ.
  PREPARING THE ADVENTURE
  SRM03-02 Block War is intended for use with Shadowrun, 
  Fourth Edition, and all character and rules information refers to 
  the fourth edition of the Shadowrun rules.
  Adventure Structure
  SRM03-02 Block War consists of several scenes. Th ese scenes 
  form the basis of the adventure, which should be completed in 
  approximately four hours. If you are running short on time, you 
  should streamline each and be a little more generous with clues, 
  target numbers, and other requirements to aid in guiding the play-
  ers 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 Th is provides a quick synopsis of the scene’s action, al-
  lowing you to get a feel for the encounter at a glance.
  Tell it to Th em Straight is written to be read aloud to the 
  players, describing what their characters experience upon entering 
  the scene. You should feel free to modify the narrative as much as 
  desired to suit the group and the situation, since the characters 
  may arrive at the scene by diff erent means or under diff erent cir-
  cumstances than the text assumes.
  Behind the Scenes covers the bulk of the scene, describing 
  what’s happening, what the non-player characters are doing, how 
  they will react to the player characters’ actions and so forth. It also 
  covers the setting of the encounter, going over environmental con-
  ditions and other properties of the location as well as providing 
  any descriptions of important items.
  Pushing the Envelope looks at ways to make the encounter 
  more challenging for experienced or powerful characters and 
  other ways you can add some “extra spice” to the scene.
  Debugging off ers solutions to potential problems that may 
  crop up during the encounter. While it’s impossible to foresee 
  everything that a group of player characters might do, this sec-
  tion tries to anticipate common problems and off er suggestions 
  for dealing with them.
  RUNNING THE ADVENTURE
  Gamemastering is more of an art than a science, and every 
  gamemaster does things a bit diff erently. Use your own style when 
  it comes to preparing and running the adventure and do whatever 
  you feel is best to provide the best Shadowrun game you can for 
  your players. Shadowrun Missions adventures are designed to run 
  in a standard four-hour convention time slot.
  Please keep this in mind when running the adventure. You 
  should leave at least 15-20 minutes at the end of the time slot 
  to complete any necessary paperwork and pass out the players’ 
  Debriefi ng Logs. (Make sure that you have enough copies of the 
  Debriefi ng Log for this adventure to give one copy to each player 
  aft er running the adventure.) Th is section off ers some guidelines 
  you may fi nd useful in preparing to run SRM03-02 Block War (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. Th at way, 
  if something diff erent happens, you won’t be caught off  guard and 
  you can adapt things smoothly.
  Step 2: Take Notes
  Take notes for yourself while reading through the adventure 
  that you can refer to later on. Possible things to note include: 
  major plot points (so you can see them all at a glance), the names 
  of various non-player characters, possible problems you notice, sit-
  uations 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 Debriefi ng Logs for your reference and have basic in-
  formation about their important abilities handy so you can refer to 
  it during play. Also go over the characters and keep their previous 
  events listed on the Debriefi ng Logs in mind when determining 
  non-player character actions in various scenes if such a dynamic 
  has been included.
  Step 4: Don’t Panic!
  Gamemastering involves juggling a lot of diff erent things. 
  Sometimes you drop the ball and forget something or you just 
  make a mistake. It happens, don’t worry about it. Nobody is per-
  fect all of the time and everybody makes mistakes. Just pick up 
  from there and move on. Your players will understand and forget 
  about it once you get back into the action.
  GENERAL ADVENTURE RULES
  Shadowrun Missions adventures use the rules presented in 
  Shadowrun, Fourth Edition, 20th Anniversary (SR4A). Standard 
  rules such as success tests, the Rules of One and Six, and other 
  common mechanics are described in SR4A and are not repeated 
  in this adventure.
  Please keep in mind when preparing for the adventure, 
  that the PCs will not necessarily 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 fl exibility 
  and use your best judgment in how you lead them back to the plot.
  Non-Player Characters
  Non-player characters (NPCs) are essential to any adventure. 
  Th ey are the allies, antagonists and background characters in the 
  adventure that interact with the player characters. NPCs in this 
  adventure have already been created and can be found in the Cast 
  of Shadows section.
  Th e NPCs in this adventure should generally stand up to the 
  average player character, but may need some adjustment to suit a 
  particular group of characters, especially a more experienced and 
  powerful group. Th e scenes and NPC descriptions off er tips on 
  adjusting the NPCs to suit the abilities of the characters in your 
  
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  group. To adjust the power level of an NPC, refer to the Prime 
  Runner Creation and Advancement Table (p. 285, SR4A). Take 
  the player characters’ abilities into consideration when assessing 
  the NPCs in this adventure and modify them accordingly.
  Table Rating
  Table Rating (TR) is used to adjust the diffi  culty of an adven-
  ture so that it is appropriate to the characters playing it. Th e TR 
  value can be used to increase the number or abilities of opponents, 
  and the device ratings of equipment in the adventure. In addition, 
  when NPCs or devices are making tests for anything except resist-
  ing damage, award them a number of bonus dice equal to the TR 
  as an additional situational bonus.
  Before beginning game play, ask the players to agree on a 
  TR from one to six for the scenario. Instruct them that beginning 
  players and characters are expected to play at TR 1. More veteran 
  players and characters may choose to raise this diffi  culty. Explain 
  to the players that as the diffi  culty increases, the rewards also in-
  crease. Once the players have agreed on a TR value, use that value 
  consistently through the scenario.
  Selling Out
  Th rough the course of a scenario, a PC may become affi  liated 
  with one or more of the corporations that make up the board of 
  the Manhattan Development Corporation. If an unaffi  liated PC 
  completes a secondary objective (see Corporate Interests), even 
  accidentally, then he gets an off er to affi  liate instead of the reward. 
  Affi  liates are not become full-fl edged Company Men, but rather 
  act as “deniable assets,” “covert agents,” or to put it bluntly, “spies.”
  Each corporation has an interest in what’s going on around 
  New York. As a result, each corp has a task it wants its people to 
  accomplish during each scenario. Naturally, each corp also has a 
  reward it gives to those agents that accomplish these objectives.
  Affi  liations are supposed to be kept secret, in keeping the 
  theme of espionage, so the players of affi  liated characters should be 
  notifi ed in a subtle way. If your gaming group is comfortable with 
  keeping in-character information separate from out-of-character, 
  then tell them where all can hear. If you are uncertain about this, 
  passing a note may be more appropriate.
  PCs who choose to accept this affi  liation will have the op-
  portunity to earn special rewards and undertake special tasks in 
  select scenarios. When applicable, these rewards will be noted in 
  Picking up the Pieces.
  Losing Corporate Afﬁ liation
  One of the most important parts of the deal for a corpora-
  tion’s “loose contract” with a shadowrunner is secrecy. If the corp 
  can’t deny the runner’s involvement with its dealings, the runner 
  is of little value to it.
  If a shadowrunner allows his affi  liation to become known, or 
  deliberately works against the affi  liated corporation’s secondary 
  objective, the GM should make a Public Awareness Test against 
  the affi  liate near the end of the adventure, just before the fi nal 
  scene. Th e threshold for the test and the possible consequences 
  are given on the Affi  liation Betrayal table below; the greater the 
  infraction, the lower the threshold. If the test succeeds, the conse-
  quences listed below are applied by the GM to the affi  liate.
  Afﬁ liation Betrayal
  Affi  liate Action
  Public Awareness 
  Th reshold
  Consequence
  Affi  liate drops hints about his affi  liation.
  3
  Corporate reward withheld, even if secondary objective 
  is successful.
  Affi  liate reveals his affi  liation, even to other 
  affi  liates of the same corp.
  2
  As above, plus affi  liation revoked, +1 Notoriety, -1 Street 
  Cred.
  Affi  liate deliberately prevents the comple-
  tion of affi  liated corp’s secondary objective.
  1
  As above, plus an additional +1 Notoriety and -1 Street 
  Cred, and the corp sends a “cleaner” to kill the (ex-)affi  li-
  ate during the fi nal scene. See Cleaner Table, below.
  Cleaner Table
   Table Rating Cleaner NPC*
   
  1 
  Use stats for Triad Lieutenant (p. 284, SR4A)
   
  2 
  Use stats for Red Samurai Lieutenant (p. 283, SR4A)
   
  3 
  Use stats for Tir Ghost Lieutenant (p. 283, SR4A)
   
  4 
  Use stats for Combat Mage (p. 99, SR4A), Enforcer (p. 102, SR4A), or Gunslinger Adept (p. 104, SR4A)
   
  5 
  Use stats for Combat Mage (p. 99, SR4A), Enforcer (p. 102, SR4A), or Gunslinger Adept (p. 104, SR4A) 
  with a +2 bonus to all dice pools.
   
  6 
  Use stats for Combat Mage (p. 99, SR4A), Enforcer (p. 102, SR4A), or Gunslinger Adept (p. 104, SR4A) 
  with a +4 bonus to all dice pools.
  *Gamemasters are encouraged to customize cleaners if they desire, but to stay roughly at the power level given.
  
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  feud didn’t stop. Over the years, the origins of this rivalry have 
  been lost through constant employee turnover, but one thing is 
  certain: All new Ignensys recruits learn that their mortal enemy is 
  Chelsey Financials, and vice-versa. So years aft er the initiators left , 
  the feud continues, with no one knowing why.
  All of this could have continued unnoticed indefi nitely. But 
  then, an employee from Ignensys did the impossible. He pulled off  
  an elaborate plot to steal the most prized possession of Chelsey’s 
  employees: the trophy of the 2070 Greenback league—the small 
  soft ball league made of teams from various fi nancial fi rms. With 
  their pride hurt, it didn’t take long before one of their employees 
  would decide to strike back by doing the unthinkable—hiring 
  shadowrunners to sabotage Ignensys.
  A Note on Commlinks
  In Shadowrun, commlinks have become a universal appli-
  ance. Because just about every NPC is going to have one, they 
  won’t always be statted out in the adventure text. For NPCs who 
  do not have a statted commlink, assume it has all necessary ratings 
  at (TR/2) +1 (round-up). Th ese commlinks will not contain any 
  valuable paydata.
  Paperwork
  Aft er running a Shadowrun Missions adventure, there are 
  several important pieces of paperwork that need to be fi lled out.
  Th e fi rst is to make certain to distribute a copy of the ad-
  venture’s Debriefi ng Log to each player. As the GM, please make 
  certain to fi ll this out and sign off  on it for each character. In the 
  interests of time, you may have each player fi ll out the sections, 
  with appropriate values that you give them. Please consider the 
  PCs actions in the scenario when providing Reputation modifi ers, 
  per those rules (p. 265, SR4A).
  Th e second is to make sure that all players have updated their 
  character’s calendar. PCs are allowed to go on one run per week. 
  Th e calendar is used to track the character’s monthly lifestyle ex-
  penses, adventures, and their downtime exploits.
  Finally, please use the web reporting form available at http://
  www.shadowrun4.com/missions. Future adventures will refl ect 
  the outcome of this one. Without GM feedback, the PCs’ exploits 
  will be unable to aff ect the campaign.
  ADVENTURE BACKGROUND
  Ignensys and Chelsey Financials, Inc. are two medium-
  sized fi rms located in downtown Manhattan. From an outsider’s 
  perspective, both companies have no obvious connections. Th e 
  former is a soft ware engineering company providing custom solu-
  tions to small businesses while the latter is a fi nancial consulting 
  fi rm. Hidden in the shadows of the New York megas, competi-
  tion is alive and kicking between the two companies. In this case, 
  however, it doesn’t deal with market share.
  For nearly 30 years, both companies have fought an ongo-
  ing feud of pranks that has continuously escalated. It began with 
  practical jokes—unwanted pizza deliveries, phony calls and harm-
  less hacks. Over the years, employees from both companies have 
  refi ned the art of business pranks to an unparalleled level.
  All of this started with two employees of their respective 
  fi rms. Around the same time, Gary Deltona was hired as a junior 
  team leader in Ignensys while Robert Breham began working 
  in accounting at Chelsey Financials. Both were from the class 
  of 2038 at the NYU Stern School of Business and were hired 
  shortly aft er graduation into companies sharing the same block 
  in Manhattan. Th ese two businessmen, aspiring for the top strata 
  of New York, started a friendly competition. It became more se-
  vere when Robert pulled the classic salt prank on Gary during a 
  lunch with some valuable clients. At that point, Gary decided that 
  Robert was trying to tarnish his reputation.
  In the following weeks, employees from both companies 
  started performing practical jokes on one another. When Gary 
  and Robert eventually left  the fi rms for other opportunities, the 
  CORPORATE INTERESTS
  The following are the secondary objectives for 
  affiliates of each organization. Unless otherwise 
  noted, a PC’s secondary objective(s) will be delivered 
  after the team has agreed to take the job offered 
  in External Consultants. Secondary objectives 
  are always delivered discretely (e.g. by encrypted 
  text message, by an agent of the corporation, via 
  Mindlink spell, etc.), but never mention the reward 
  to be given upon completion.
  Ares: [This objective will not be given until after 
  Contractual Options.] Another team has gotten 
  involved; wipe them out.
  Aztechnology: Use a watcher or a spirit to play one 
  of the pranks on Ignensys.
  Horizon: [This objective will not be given until after 
  Overtime.] Take personal charge of Cheli until Ieto 
  Hong has a chance to step in.
  NeoNET: [This objective will not be given until after 
  Overtime.] Arrange a public embarrassment for 
  Gary Deltona.
  NYPD Inc.: Get the police involved at some point.
  Renraku: Do a personal physical reconnaissance of 
  Ignensys before the pranks.
  Saeder-Krupp: Do not commit any act of violence on 
  a living person, at least this week [this adventure].
  Shiawase: [This objective will not be given until after 
  Overtime.] Convince the team to take Cheli to the 
  Eleemosynary Children’s Clinic orphanage.
  Spinrad: Defeat at least one opponent using un-
  armed combat. Note that this is not an objective, 
  but merely something that will attract the atten-
  tion of the corporation. Spinrad afﬁ liates will not 
  be informed of this secondary objective, but will 
  still be eligible for this reward.
  Neo-Anarchists: Create an account in the node or 
  nodes at Ignensys for a ﬁ ctional employee named 
  Hosanna Trisce.
  
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  runners don’t have a fi xer, then the message will be auto-relayed by 
  an agent on a shadow node.
  EXTERNAL CONSULTANTS
  SCAN THIS
  Th e fi xer Klubbs (and his daughter) meets the runners in a 
  hotel rented conference room to discuss business. His proposal 
  is unusual: hiring a team to discreetly break into his customer’s 
  competitor’s offi  ce and infl ict as much non-violent damage as pos-
  sible, without harming anything crucial to the business.
  TELL IT TO THEM STRAIGHT
  Th e Corson Place Hotel has a business fl oor where execu-
  tives can rent conference rooms for impromptu meetings. When 
  you get to the room, you fi nd the place isn’t immaculate, but still 
  clean enough for a downtown Manhattan hotel of the likes of the 
  Corson Place Hotel. Th ere’s a large oval-shaped table in the cen-
  ter of the room, along with a holoprojector, dry erase board, and 
  white-noise generator. What surprised you more is the 13-year-old 
  female dwarf at the head of the table. Sitting in the most serious 
  pose she can manage in her pink dress, she still looks more profes-
  sional than some people you have seen in the business.
  “My daddy will be here soon. Please wait.”
  A fi xer sent his kid to do business. Now you’ve seen everything.
  BEHIND THE SCENES
  Th e fi xer, Klubbs, has rented the room. As a single parent of his 
  only daughter Cheli, he has learned to work with her as a teammate. 
  While he’s caught some grief for this, he doesn’t see anything wrong 
  with it. Klubbs plays it casual, but there’s an obvious enthusiasm and 
  gratefulness that the runners are here. Cheli tries to be very cor-
  porate in her mannerisms. Klubbs lets Cheli speak as much as she 
  wants to about the job like a partner, not like a child at daddy’s work.
  When the last of the runners arrive, Klubbs will also arrive 
  with a pair of bags of Chinese fast food. He carefully and pointedly 
  gives a ceremonial nod to each of the runners as he moves to the 
  head of the table. He then sits next to his daughter, gives her one 
  of the bags, and pulls his commlink out of his vest inner pocket.
  Klubbs speaks soft ly with a Spanish accent, “Th ank you all for 
  coming, Mongolian beef anyone? I have some extra.” He off ers another 
  container of Krill based Mongolian beef, then takes a bite of his own.
  “I have a job to off er you, one of corporate espionage. Injuries 
  should be avoided, as should major damage. Th e goal is to lightly 
  paralyze the company, not to write them off  the map.”
   Cheli is watching the runners as she eats her orange krill-
  based chicken with rice.
   The job pays 1500¥ (+ 1000¥ x TR) per runner with 
  1000¥ up front, subject to negotiation. Cheli will use team-
  work to help her dad with the negotiations. On an opposed 
  Charisma+Negotiation Test, each net hit will increase the pay by 
  (TR x 200¥), to a maximum of 5 net hits.
  Klubbs will not provide further information until all the 
  team members agree to the job. Once they all have acknowledged 
  their agreement, he continues, “Ignensys is the target. It’s a com-
  pany in downtown Manhattan that has been a thorn in my client’s 
  side.” He picks up his commlink and reads, “Th ey have grievously 
  insulted us—my client with their latest activity.”
  PLOT SUMMARY
  Th e ‘runners fi rst get involved in the corporate war when a fi xer, 
  Klubbs, requests them to “trash” the offi  ces of the Ignensys corpora-
  tion. In this case, multiple wageslaves from Chelsey Financials have 
  pooled their resources to hire a shadowrunning team.
  Aft er completing the destruction, when the runners meet the 
  fi xer, they fi nd the originators (Mr. Deltona formerly of Chelsey 
  Financials and Mr. Breham formerly of Ignensys) of the block war 
  at the payoff  meeting. Th e rivals admonish the fi xer for escalating 
  the war to include outsiders. In the same meeting, Mr. Deltona 
  and Mr. Breham agree to use their resources to end the 30-year war.
  Aft er the runners leave, they get a frantic call from the daugh-
  ter of the fi xer. Someone killed her daddy. Th e next day, they get 
  separate calls from Mr. Deltona and Mr. Breham. Neither, it seems, 
  can keep the peace—but which one would condone murder?
  Mr. Deltona wants the runners to bring the trophy back, but 
  leave a platinum saltshaker in its place, ending the feud.
  Mr. Breham would also like the runners to return the 
  trophy, but with a twist. In reality, Mr. Breham had interrogated 
  the fi xer to determine who at Chelsey hired the runners. Aft er dis-
  covering that it was many wageslaves over there, he decides to take 
  them all out, to end the war his way. He hires another team with 
  explosives to take out the runners as well as Chelsey Financials.
  CALL BACK
  SCAN THIS
  Runners are contacted by text message at 3PM to a discus-
  sion about a work opportunity.
  TELL IT TO THEM STRAIGHT
  Another alarm chirp from you commlink, another message. 
  What happened to people just calling to say ‘Hi’ before getting 
  down to business? Th e message is from a man named Klubbs, it 
  says to meet him at 6:30 PM, in Conference Room 6 on the 2nd 
  fl oor of the Corson Place Hotel as he has business proposal.
  BEHIND THE SCENES
  Th e message includes the address of the Corson Place Hotel, 
  95 W Broadway. Th e message is unusual with advertisement tag 
  for “Klubbs and Cheli, No job is too big or too legal, call Klubbs 
  and Cheli and leave a message. If the runners already have a fi xer, 
  they can ask him/her what’s up with Klubbs and Cheli. Th e Fixer’s 
  response is, “Klubbs and Cheli are small time fi xer team. I owe 
  them a favor and they needed some muscle for work as they don’t 
  have their own runners.”
  Th e runners can do a search for the Klubbs and Cheli adverts. 
  With a successful Logic + Data Search (2) Test, they can fi nd a few 
  of them around New York off ering Fixer services whenever there’s 
  a question of legalities of the work. Klubbs and Cheli are far more 
  public than a typical fi xer.
  Th e runners can get more information of the Corson Place 
  Hotel or Klubbs and Cheli through legwork.
  DEBUGGING
  If the runners already have a fi xer, that fi xer will relay the mes-
  sage and append to the note, that it’s a favor to a fellow fi xer. If the 
  
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  Cheli chimes in with, “Do a good job, and we could hire you 
  again on this gravy train of pranks…”
  Once the runners are set, Klubbs will thank the runners 
  and tell them that he eagerly awaits their call. Cheli also waves 
  them goodbye.
  DEBUGGING
  If the runners keep asking for more, Klubbs plays the sympa-
  thy card and tell them that every nuyen they take off  from him, is 
  one less he has to provide the basic needs for his daughter.
  Details of the Job
  • Time frame is one week.
  • He gives them blueprints of the 22nd level, where Ignensys 
  occupies half of the space. (See Handout #1)
  • Ignensys offi  ces are in a 30-story building and it is essential 
  that damage is limited only to Ignensys premises.
  • Th e client specifi cally requested creative resources. Since this 
  is a massive childish prank, Cheli grabs her commlink, and 
  sketches up an ARO with a list of things the runners could 
  do in pretty writing:
  ■ 
  Clog all the bathroom toilets.
  ■ 
  Put laxatives in the snacks and water cooler.
  ■ 
  Put ink in the soap dispensers.
  ■ 
  TP the VP offi  ce.
  ■ 
  Wire the sprinklers to activate at 10AM with some 
  water-activated foam.
  ■ 
  Feel free to add other pranks, just not brainless destruc-
  tion, so keep your explosives at home.
  • Cheli recommends a night visit, since security is at a low point.
  • People must go back in the offi  ce the day aft er and not sus-
  pect anything at fi rst glance.
  • Call at this commcode upon ‘run completion. (Commcode 
  is sent to their commlinks.)
  Klubbs won’t reveal the identity of his client, saying it’s Mr. 
  Johnson. Personally he sees this job as a petty corporate rivalry that 
  could lead to further jobs if Ignensys wants to retaliate.
  HELPFUL HINTS FOR PRANK MATERIALS
  Ink reﬁ lls for printers are available at ofﬁ ce supply 
  stores for 15¥ for two units of black, or 20¥ for 3 
  smaller units of Cyan, Red, and Yellow.
  Laxatives are available at pharmacies at 30¥ for 1 kg 
  of powder or 2 dozen chocolates.
  The pranksters are thinking of a mixture of pow-
  ders that turn to foam with water 50¥ per kg 
  (which expands to a volume of 5 cubic meters). 
  This will take a chemist to mix up a batch (Logic 
  + Chemistry (10, 1 hour)). A cheaper mixture 
  could be made at 15¥ for 1 Kg though the foam-
  ing action is only 1 cubic meter per kg (Logic + 
  Chemistry (12, 1 hour)).
  
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  Security guards see hundreds of people coming in and out 
  during the day shift , and roughly one hundred for the night shift . 
  All kinds of enterprises are located in this building, including 
  gyms, health clinics and lawyers’ offi  ces. Th is has led to the guards 
  usually ignoring dress codes. Of course, if someone looks totally 
  out of this place, they ask the individual about their business.
  70 security cameras (DR: 4) cover the building: two on 
  the lobby of each level, eight in the entrance lobby and two to 
  cover the parking lot access to the elevators. Th ey are all linked 
  to the security desks, where each guard has a monitor showing 
  nine camera feeds for 15 seconds each. Th e result is that a security 
  guard is technically looking at any given camera every 30 seconds. 
  However, most of the time, they are distracted from the feeds as 
  they observe passersby or talk to each other.
  All the offi  ce suites in the 5 Hanover Street building have a 
  PANICBUTTON terminal linked directly to the security offi  ce. 
  If an emergency is raised, security guards immediately transfer 
  the call to NYPD, Inc. offi  cers, who usually are on site within 5 
  minutes. TR patrol cars each with four trained offi  cers (see Cast 
  of Shadows—one lieutenant, three offi  cers) will comprise the 
  initial response.
  Each offi  ce’s doors are locked with maglocks. Th ese vary in DR 
  from 3 to 5 depending upon how critically each enterprise views 
  security. Ignensys’s suite door is protected by a Rating (TR+1) 
  maglock. Each employee has the opening codes on their commlink.
  PUNCHING IN
  SCAN THIS
  Runners visit the building where Ignensys’s offi  ces are located. 
  While security is not optimal, it is still a challenge to any unpre-
  pared team.
  TELL IT TO THEM STRAIGHT
  5 Hanover Square is a 30-fl oor building that was renovated 
  in the fi rst half of the century. Overshadowed by the skyrakers of 
  downtown Manhattan, this particular building compensates with 
  its stunning exterior of lush emerald-colored windows.
  While not an incredibly busy street, its location between Pine 
  and Wall streets, close to the Wall Street subway station, makes the 
  area the epicenter of business.
  Th e building you’re looking for is one of those small sarari-
  men hives, populated by small to medium companies keeping the 
  economy running between the cracks of the big megacorporations.
  BEHIND THE SCENES
  Th e small skyscraper where Ignensys’s offi  ces are located is 
  among the busiest blocks of Manhattan. Th e building hosts nearly 
  fi ft y small companies and is generally open.
  Building Features
  • Th ere are six entrances to the lobby of Hanover Square: three 
  to the front and three to the back, all of which lead to the 
  central area with ten elevators.
  •  Th e ten elevators have diff erent sets of destinations:
  • Th ree elevators (A-C) go from the lobby to the subfl oors of 
  the garage.
  • Th ree elevators (D-F) go from the lobby to the fi rst 15 fl oors.
  • Th ree elevators (G-I) go from the lobby and services fl oors 
  16-29, skipping 1-15.
  • Th e last elevator (H) is an express elevator to fl oor 30.
  • An emergency staircase exists, but, because of the building’s 
  height, it is rarely used.
  • A security desk with two lightly armed guards, as well as two 
  other patrolling guards, is present. Since each corporation 
  has it’s own security personnel, lobby security is more for 
  monitoring, assistance, and the fi rst deterrent against crimi-
  nals (see sidebar).
  • Th e three-level underground parking lot is accessible from 
  Hanover St with a parking charge of 20¥ (free if parking 
  ARO is validated). Garage security is automated with an 
  automatic gate and ticket node.
  • Each of the front doors has a silent weapon detector in its 
  frame (DR 2+TR). If the system detects an individual carry-
  ing a weapon, the security system will immediately proceed 
  with an ID scan of the person’s commlink and provide the 
  details to the security desk.
  • Depending on the gravity, guards are asked to apprehend the 
  weapon carrier or call NYPD, Inc. if the risk is deemed too 
  high. If the person’s commlink is running in passive or hid-
  den mode, an ARO is broadcast, requesting them to switch 
  to active. If the commlink isn’t changed to active mode, secu-
  rity is notifi ed.
  SECURITY GUARDS
  Body 3
  Agility 3
  Reaction 4
  Strength 3
  Charisma 3
  Intuition 3
  Logic 2
  Willpower 3
  Magic —
  Initiative 7
  Initiative Passes 1
  Armor B/I 6/4
  Group Edge 1 +TR
  Automatics 3, Close Combat Group 3, Dodge 3, Pistols 3
  Fichetti Security 600 [DV 4P, RC (1), Ammo 30(c), laser sight]
  HK-227-X [DV 5P, RC (1), Ammo 28(c), smartgun]
  Stun baton [DV 6S(e), AP -half, Reach 1, Ammo 10]
  Condition
   
  Monitor 
  Track
  unconcious
  P1
  P2
  D1
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  D2
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  NODE: Ignensys
  Sculpting: A grand sculpture of an aerial view of Manhattan
  Authentication:
  • 
  Node 1: web of trust, AccessID
  • 
  Node 2: AccessID
  • 
  Node3: AccessID
  Privileges: Standard.
  Attributes:
  • 
  Node 1: Firewall 3 Response 2 Signal 2 System 2
  • 
  Node 2: Firewall 4 Response 3 Signal 2 System 3
  • 
  Node 3: Firewall 4 Response 3 Signal 2 System 3
  Spiders: Node 1: Off -site Spider, Node 2 & 3: On-Site Spider 
  during the hours of 7am – 6pm.
  IC: TR+1 Rating 3 MCT Bloodhounds and a rating 4 
  Rumplestiltskin (Th e iconography has changed to fi t the sculpting, 
  and they appear as fi ghter planes)
  Resident Programs: Analyze 3
  ARC: Notify Spider, activate IC.
  Topology: Node 1 is the outside corporate presentation of 
  Ignensys. It’s there for customers to see how Ignensys can help 
  them in their business. It houses several advertisements and agents 
  to help clients. Node 1 has no connection to Node 2 or Node 3.
  Node 2 is the fi nancial aspect of Ignensys, managing corpo-
  rate contracts, billing, employees, etc.
  Node 3 is the workhorse where wageslaves work to build AR/
  VR constructs, confi gure soft ware modules, data entry.
  Both Nodes 2 and 3 are physically located within the build-
  ing on the 22nd fl oor. Both nodes have paydata. Node 2 has 250¥ 
  worth of customer information (Rating 3 encryption w/ MCT 
  Bloodhound as secondary defense) and 500¥ worth of credit 
  information (Rating TR+2 encryption w/ Rumplestiltskin as 
  secondary defense). Node 3 has 400¥ worth of SOTA Sculpture 
  tools and 100¥ worth of coding modules for AR. Th ere is no ad-
  ditional security.
  If the Runners are Successful:
  Th e next morning an escalation of complaints starts as the 
  laxative kicks in, followed by toilets overfl owing and ink in the 
  soap dispensers. Th e VP complains about his offi  ce, and then with 
  all this going on, 10AM hits and the sprinklers go off . From the 
  Elevators, wet and foam covered wages slaves start pouring out of 
  the lobby. Fire Department shows up because of the alarm. It’s a 
  good day to telecommute.
  DEBUGGING
  Actually trying to do the job in the daytime will prove impos-
  sible without taking hostages and alerting security as there are over 
  30 employees working at Ignensys, not to mention that there’s a 
  whole other company working on the other side of the elevators.
  DEBUGGING
   If the runners wish to scout out the place in the daytime, it 
  will take about a day to fi ll out the proper forms on Node 1 and 
  go through the correct channels to get a face-to-face meeting with 
  someone in marketing at Ignensys. Once there they fi nd a bustling 
  group of Wageslaves at over a dozen cubicles. In the Marketing 
  offi  ce (Next to the VP’s offi  ce), the runner(s) will be asked about 
  the type and size of company they have, their MCP, their IT staff  
  to support the AR/VR system, the timeframe and scale of the 
  project. Once that information has been compiled, they will be 
  told that someone will contact them with a bid for the project 
  and escorted out.
  OFFICE SPACE
  SCAN THIS
  Runners break into Ignensys offi  ces, and fi nd a prankster’s 
  paradise, with a company that has a cult-like hatred for another 
  company named Chelsey Financials. All of this would be a 
  cakewalk if it weren’t for the interruption by a near-psychotic 
  programmer.
  TELL IT TO THEM STRAIGHT
  As the door to Ignensys opens, you see a typical cubicle farm. 
  Over two-dozen cubicles cover the whole fl oor. It’s amazing that 
  people willingly spend their days here. While all lights are off , a 
  quick visual and auditory scan shows that there’s a light source 
  fl ickering midway in the room. Someone at a terminal didn’t no-
  tice your arrival. In fact, he seems to be focused on his music. All 
  you hear is him tunelessly humming while frantically typing on 
  his keyboard.
  BEHIND THE SCENES
  Th e 22nd fl oor is divided between Ignensys and Kton. From 
  the Elevators, one door leads to Ignensys, the other leads to Kton.
  Steve, the wageslave (Cast of Shadows) is working late and is 
  oblivious to the runners. He’s got an AR environment loaded with 
  music, pets, and a fantasy game to ease the pain of working late. 
  On the other end of the fl oor, working for Kton Storage, is Pete, 
  another late-working wageslave (Cast of Shadows) also immersed 
  in AR and playing in the same fantasy realm with Steve. Th ey will 
  be like this until 3 AM, then they break for home.
  If one is disconnected before the other without some sort of 
  communication, then Steve or Pete will fi rst see what happened 
  to the other, then, if they see any strangers, they’ll call security. If 
  anything eff ects their immediate environment (lights, motion by 
  the door of his cube) they will investigate and again, call security.
  Steve and Pete don’t have access to each other’s corporate of-
  fi ces, so the best investigation they can do is knock on the door of 
  the other corporation and contact building security.
  
  Block War
  Block War
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  9
  breaks down, and they enter a long exchange of old memories 
  and anecdotes, including mentions of time spent at NYU, and a 
  number of stupid pranks they’ve played against one another over 
  the years. Th e exchange should make it clear to the runners that 
  this corporate feud began decades ago with these two men. At 
  prompting from the PCs to get to the point (or Klubbs if the play-
  ers seem reluctant to get involved), the two men agree to a truce 
  before things escalate further. Th e Johnsons agree that they will 
  pay off  the runners what Klubbs promised, and Klubbs will keep 
  the money from the job.
  Th is is to insure that the war ends here and everyone gets paid 
  and is happy. Klubbs agrees not to pursue work through either 
  of these corporations. Both Mr. Johnsons thank the runners in 
  understanding and leave the hotel.
  Aft er they leave, Klubbs off ers to order dinner, if the runners 
  want to stay.
  If they do, Klubbs and Cheli talk to them about New York 
  and some of the places in Manhattan to hang out. Towards the 
  end of dinner, Klubbs mentions that he’s considering other busi-
  ness—the last three years just haven’t been getting them the break 
  he needs. Since he doesn’t have to pay the runners, it might be 
  enough to start his own business.
  DEBUGGING
  If the runners ask how it all started, both Mr. Johnson’s agree 
  that it began the fi rst year out of school in 2038, but Mr. Deltona 
  believes it started with the saltshaker prank, while Mr. Breham 
  OVERTIME
  SCAN THIS
  Th e next day the runners meet again with Klubbs for the 
  payout. Klubbs is in yet another hotel meeting room. What they 
  fi nally discover is not what they expected: Klubbs is a puppet in 
  this entire machination where two old rivals pull the strings.
  TELL IT TO THEM STRAIGHT
  You knew that being a fi xer might be a safer way to get a share 
  of the underworld payout, but when you enter the meeting room, 
  you see a lot more suits than necessary for a payout. On either 
  side of Klubbs are two well dressed men. One older, one younger. 
  Behind them are six gorillas in suits and Cheli is sitting at a nearby 
  desk focused on some music from her commlink. Gravy train my 
  ass.
  BEHIND THE SCENES
  Mr. Breham and Mr. Deltona (see Cast of Shadows), ask the 
  runners to sit and present the runners with the situation. Aft er 
  introducing themselves as Mr. Johnson and Mr. Johnson, they tell 
  the runners that this whole thing began because of them. Th ey cri-
  tique Klubbs for taking such a job both because it really is childish 
  and beneath a fi xer, and that doing this could escalate the pranks 
  into something that might devastate both corporations.
  Now they both accept that the feud has stretched for too 
  long and that this has gone too far. At this point, their discussion 
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1010
  DEBUGGING
  Cheli’s become a young woman in serious trouble. Her call 
  to the team is an act of desperation. She doesn’t have anything to 
  off er them. Th is is an appeal to their humanity. If they don’t have 
  any, then she’s out of luck. 
  Let the scene be as long or as brief as the team’s actions dictate.
  CONTRACTUAL OPTIONS
  SCAN THIS
  Later in the day, the runners get a message from Mr. Deltona 
  on a quick 1,000¥ mission. Following that, the runners also get a 
  job off er from Mr. Breham. Both seem to want the same thing, the 
  return of a trophy to Chelsey Financials.
  TELL IT TO THEM STRAIGHT
  Hours aft er the call from Cheli, you get a very blunt mes-
  sage from the “younger” Mr. Johnson, asking you to return some 
  trophy to Chelsey Financials and replace it with a salt shaker at 
  Ignensys.
  Just when you close that window, another message pops up. 
  Th is one from the “older” Mr. Johnson. He wants the same trophy 
  returned, though he’ll present something to Ignensys later.
  Sounds like these guys just can’t stay out of it.
  BEHIND THE SCENES
  Mr. Deltona off ers 1,000¥ each for breaking into Ignensys 
  again and exchange the Chelsey Trophy for a salt shaker, and 
  drop it off  at Chelsey Financials across the street. Th e Runners 
  can accept the mission by picking up the salt shaker on the cor-
  ner of Broadway and Wall St from one of his security team today. 
  Payment is due upon completion.
  Mr. Breham (Older Mr. Johnson) off ers a similar deal (break 
  into Ignensys, take the Chelsey Trophy and drop it off  at Chelsey 
  Financials across the street), but he doesn’t have an exchange for 
  the trophy. He does however off er a maglock passkey for Ignensys, 
  to help get the job done. Th e ‘runners can accept the mission 
  by picking up the passkey on the corner of Wall and Haverham 
  St from one of his security team today. Payment is due upon 
  completion.
  No other information is provided in the messages. Both men 
  assume that the runners don’t need any more information to do 
  the job.
  On the Corner of Broadway and Wall St., a man in a Berwick 
  suit and dark shades waits with a soy mocha cappuccino and a box. 
  He will recognize the runners when they approach, as he was with 
  Mr. Deltona at the previous night’s meeting. He will off er them 
  the box before walking off  to a car and driving off .
  In the Box is a 25cm tall “Salt Shaker” made of crystal and 
  platinum. Th e “Salt” appears to be quartz or diamond dust. An 
  Antiques+Logic(2) Test can place the street price at 2000¥.
  On the Corner of Haverham and Wall St. is one of Mr. 
  Breham’s bodyguards. He’s dressed in a dark Zoe suit and shades, 
  sitting at a fast-food Chinese shop with two boxes of rice & sweet/
  sour crickets. He also recognizes the ‘runners from the last meet-
  ing. He gets up from the table and off ers one box of the Chinese 
  food before walking away eating the second box.
  Inside the box are cold Chinese food and the maglock passkey.
  thinks it’s the set-up with the transvestite secretary. Mr. Deltona 
  doesn’t remember that, though when Mr. Breham mentions Kristy 
  Bells was really Chris Bells, Mr. Deltona looks honestly surprised. 
  Th is leads to uncomfortable silence and then they leave.
  If the runners argue with the Johnsons, they will both agree 
  that this is not any of the runner’s business and they should be grate-
  ful that they got paid off . Th is is business and it’s been concluded.
  Should the runners be itching to fi ght, the six personal se-
  curity guards protect Mr. Breham and Mr. Deltona, exiting the 
  meeting room. TR+1 in hotel security (use Corporate Security 
  Unit, p. 281, SR4A) will come up to the fl oor and support both 
  Mr. Johnsons. Th ree minutes later, a squad car with two NYPD, 
  Inc. offi  cers (see Cast of Shadows) arrive waiting for back up of 
  TR more cars in two minutes. Th ey secure the building. Should a 
  fi ght break out, skip to the debug section of Contractual Options, 
  as no one will contact them in light of this.
  LAYOFFS
  SCAN THIS
  During the early morning of the following day, there’s a fran-
  tic call from Cheli—her dad’s been shot.
  TELL IT TO THEM STRAIGHT
  It’s 4AM on the day following the prank-fest. Your ‘link is 
  chiming. A nagging sensation at the back of your mind tells you 
  to answer. Picking it up, you get the brunt of a girl in hyster-
  ics. It’s Cheli. All you can making out through the hysterics is, 
  “Daddy’s dead.”
  BEHIND THE SCENES
  During the night, Klubbs was kidnapped by Mr. Breham, 
  interrogated, shot, then rolled out of a car and left  for dead. If the 
  runners come to help her, they fi nd Cheli waving them down on 
  a street corner a few blocks from the Corson Place Hotel. Th ere’s 
  a pool of blood welling in the gutter carried in a stream from the 
  alley. A pile of debris there can soon be identifi ed as Klubbs’ body. 
  Klubbs has been shot twice in the chest and once in the head. His 
  body is twisted from the impact on the street and has rolled from 
  the momentum to this position.
  Cheli tracked him down using his still active commlink. She 
  called the runners as soon as she found him, as she really doesn’t 
  know what to do. Aft er all, the police are just another corporation 
  and Klubbs didn’t have a DocWagon contract.
  Checking the Commlink will fi nd very little relating to his 
  death, with the exception of a single frame shot of a close-up view 
  of a very nice suit. Th e runners have seen that suit before on those 
  personal security guards of Mr. Deltona and Mr. Breham.
  Th e runners can only off er her their condolences and help 
  her with getting her father’s body off  the street. Any of the run-
  ner’s fi xers will gladly help out Cheli as they all knew Klubbs and 
  Cheli one way or another. Cheli will wait until whomever the 
  ‘runners contact arrives to take Klubbs away. Cheli will go with 
  her father’s body.
  If the team attempts to access the Manhattan drone network, 
  security footage of the area where the body was found can eventu-
  ally identify a license that belongs to Shiawase.
  
  Block War
  Block War
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1111
  team setting up explosives to blow up Chelsey Financials. When 
  the runners break into Ignensys, Mr. Breham is alerted either by 
  the use of the magcard he gave them, or by observation from his 
  offi  ce at the top fl oor of the 5 Hanover Square building as he an-
  ticipates the destruction of Chelsey Financials. Th e other runners 
  are TR+3 thugs led by Kim “KrankShaft ” Dae-Jung and Tobee 
  (see Cast of Shadows).
  Kim’s primary objective is to lay explosives to decimate 
  Chelsey Financials. Her secondary task is to take out the ‘runners. 
  Kim is using rating TR+3 commercial explosives. Th ere are fi ve 
  devices each containing a timing detonator (set for 10AM tomor-
  row) and anti-removal device. Four of then are also equipped 
  with a radio detonator, but due to the dampening of signals by 
  the building, the fi ft h is equipped with an optical detonator. Th is 
  one is facing the window and can be detonated by Mr. Breham 
  with a laser device from his offi  ce. Th at explosive will radio the 
  others to detonate.
  DEBUGGING
  Both missions compliment one another, so the team can ac-
  cept both, and they are set up so that questions won’t be answered. 
  Taking both jobs means that it’s easier to break into Ignensys to 
  substitute the trophy.
  If the runners don’t want either mission, then it ends here. 
  Th e day aft er the off ers expire, there’s an explosion at the Gelford 
  Building. Th e fl oor where Chelsey Financials resides is devastated. 
  At least 30 people at the offi  ce are killed in the fi re and blast as 
  well as a few pedestrians as debris falls to the street. Mr. Breham 
  ends the war his way.
  SECOND INTERVIEW
  SCAN THIS
  Regardless of which mission the runners accepted (or both), 
  they have to break into Ignensys, take the trophy, and leave it in 
  Chelsey Financials.
  TELL IT TO THEM STRAIGHT
  Once more you head to 5 Hanover Square Building, the déjà 
  vu is overwhelming. At least you can’t make the same mistakes 
  twice, right?
  BEHIND THE SCENES
  Security at the Hanover building is about the same (see 
  Punching In). Th e only noticeable change in the lobby is a damp 
  smell coming from the elevators.
  Th ere is a change in the security for Ignensys as the spider is 
  now On-Site 24/7 and his physical body is in the corner cubical.
  Assuming the runners completed everything on Cheli’s list, 
  there are fl oor dryers in the space between Ignensys and Kton and 
  a noticeable wet path to the elevators from Ignensys. Entering 
  Ignensys, you fi nd an overwhelming odor that seems to mix raw 
  sewage, ammonia, and cleaning fl uids. A few of the cubicles have 
  been torn down from damages caused by the various pranks. An 
  Intuition + Perception (2) Test will reveal the trophy setting in the 
  room next to the VP’s offi  ce.
  PAYDAY
  SCAN THIS
  ‘Runners break into Chelsey Financials at the Gelford 
  Building. Regardless of which (or both) missions the runners ac-
  cepted, a team of runners will be in Chelsey Financials, setting up 
  explosives. When the runners enter, the other team will attempt 
  to ambush them.
  TELL IT TO THEM STRAIGHT
  You hoof it over to the Gelford building, avoiding even the 
  traffi  c cams to keep your recorded presence to a minimum. Th rough 
  the lobby windows, the security looks pretty much the same.
  BEHIND THE SCENES
  Security is the same as described for the Hanover building. 
  Chelsey is also on the 22nd fl oor. Th e big change is that, regardless 
  of if the runners accepted Mr. Breham’s job off er, he will have a 
  KIM’S THUGS
  Body 4
  Agility 4
  Reaction 4 (5)
  Strength 4
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 4
  Magic —
  Initiative 8(9)
  Initiative Passes 1
  Armor B/I 9/6
  Unarmed Combat 3, Perception 3, Pistols 4, Shadowing 4
  Reaction Enhancer, Kevlar Bone Lacing
  Ares Predator D 5P, AP -1, M SA, RC –
  Condition
   
  Monitor 
  Track
  unconcious
  1
  2
  3
  4
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  Condition
   
  Monitor 
  Track
  unconcious
  unconcious
  6
  5
  7
  Condition
   
  Monitor 
  Track
  Condition
   
  Monitor 
  Track
  Condition
   
  Monitor 
  Track
  9
  8
  unconcious
  unconcious
  unconcious
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1212
  Perception Test to see the red glare on the window one Combat 
  Turn before the explosives detonate.
  Th e other explosives will only go off  at 10AM or if the optical 
  one is triggered. Mr. Breham can’t see what the other runners are 
  doing, so will only trigger the explosives of there’s one of them 
  in the offi  ce. He’s going under the assumption that the runners 
  didn’t fi nd them.
  DEBUGGING
  Mr. Deltona goes through Klubbs and Cheli to pay the run-
  ners. Th is is how he fi nds out that Klubbs is dead. He off ers his 
  condolences and off ers to help her to secure her independence 
  (Suggested by Mr. Hong and agreed by Mr. Deltona, because of 
  the karmic belief he has)
  Mr. Breham doesn’t plan on paying the runners and doesn’t 
  leave anything through Klubbs, as he knows he’s dead, though if 
  they have the brass to track him down to Breham Unlimited and 
  demand an audience, the secretary will come back to them with a 
  certifi ed credstick with the total amount. No questions or answers 
  will be off ered. If the runners are more insistent or belligerent, a 
  squad of (TR x 5) personal security will escort the runners out.
  When the ‘runners arrive on the scene, Mr. Breham has 
  already either seen the runners head to the Gelford building, or 
  has been alerted by their use of the maglock passkey. Kim and her 
  men wait to ambush the runners (Ambushing, p. 165, SR4A). Kim, 
  Tobee, and one of her men wait by the executive offi  ce nearest to 
  Pine Street (Th ey get 8, 6,and 3 hits on the Surprise Initiative Test 
  respectively). Th e rest of her men wait near the cubes at the other 
  entrance to the fl oor (all at 4 hits on the Surprise Initiative Test ). 
  Depending upon how the runners enter, they will be ambushed by 
  one group, while the other goes through the entrance to fl ank the 
  runners. Require a Surprise Test for the runners when the second 
  group arrives and use the same hits for that Test.
  Kim isn’t going to stay for a drawn-out fi ght. She has already 
  completed her primary objective. If things aren’t going her way, 
  she’ll have Tobee make a hole and exit the fl oor via the fi re exit.
  Th e Runners may or may not know about the explosives. A 
  Perception + Intuition (2) Test allows them to stumble across the 
  devices. Lower the threshold of this test to 1 if they are specifi cally 
  looking for explosives.
  Mr. Breham has one last card to play—the optical detona-
  tor. If he sees one of the ‘runners in the offi  ce with the explosives, 
  he’ll detonate it with his laser device. Th e runner may make a 
  
  Block War
  Block War
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1313
  PICKING UP THE PIECES
  MONEY
  From the original job: 1500¥ (+ 1000¥ * TR) per runner 
  with 1000¥ up front, subject to negotiation. On an opposed 
  Charisma+Negotiation Test, each net hit will increase the pay by 
  (TR*200¥), to a maximum of 5 net hits.
  From Accepting Mr. Deltona’s job: 1000¥ per runner
  From Demanding money from Mr. Breham: 1000¥ per 
  runner
  KARMA
  2 Completing the prank job against Ignensys
  1 Returning the trophy to Chelsey Financials
  An additional 1-3 points of Karma may be awarded for good 
  role-playing, a good sense of humor, or a particularly insightful 
  action. Th e maximum adventure award for SRM characters who 
  played this adventure is 6 Karma.
  AFFILIATION
  If a PC completes a secondary objective without being as-
  signed it, and is not already affi  liated with the corporation that 
  would have assigned it, that corporation will discretely approach 
  the PC at the end of the scenario and make an off er of affi  liation 
  with them.
  The usual pitch mentions that the corporation will want 
  small jobs done on the side with the promise of rewards from the 
  corporation. Th e need for secrecy is always emphasized. Th ere is 
  no up-front off er, the deal is simply between two free business 
  entities. If the PC agrees, he or she becomes an affi  liate for that 
  corporation.
  Each corporation will only extend an off er to one or two 
  shadowrunners, usually the ones who best undertook the objec-
  tive for that corporation.
  CONTACTS
  For helping her and showing compassion aft er Klubb’s death, 
  the runners can earn Cheli as a contact at Loyalty 2or +1 loyalty 
  (to a maximum of 4) if they already have her as a contact.
  For completing the job off ered by Mr. Deltona, the runners 
  will earn him as a contact with Loyalty 1 or +1 loyalty (to a maxi-
  mum of 4) if they already have him as a contact.
  REPUTATION
  Helping Cheli aft er Klubbs’ death is +1 Street Cred.
   
  Leaving the bombs active in Chelsey is +1 Notoriety
  CORPORATE REWARDS
  Afﬁ liates who received a secondary objective and 
  completed it are given the following reward for their 
  service, according to the corporation or organization 
  to which they are afﬁ liated.
  Ares: Ares Heimdahl with high-explosive warhead.
  Aztechnology: Free access to an enchanting shop for 
  as long as the afﬁ liate works for Aztechnology.
  Horizon: Eurocar Westwind 3K with nitrous injection.
  NeoNET: Rating 8 area jammer.
  NYPD Inc.: Victorinox memory blade.
  Renraku: Body cavity escape kit.
  Saeder-Krupp: Harley-Davidson Scorpion with Level 
  2 amphibious operation upgrade.
  Shiawase: Modern Oyoroi armor.
  Spinrad: Full custom cyberarm with STR and AGI at 
  maximum for the afﬁ liate’s metatype.
  Neo-Anarchists: Second-hand titanum bone lacing 
  (Essence cost 1.8).
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1414
  IGNENSYS
  0 – Sorry, don’t speak Sperethiel.
  1 – A soft ware engineering company providing custom solu-
  tions to small businesses
  2 – Th e corporation specializes in AR and VR interfaces with 
  modular soft ware components
  3 – Rumor has it that they have a rivalry with a corporation 
  across the street also on the 22nd fl oor.
  GARY DELTONA
  0 – Grand Prix Rigger?
  1 – Some Corp Executive for ActOne
  2 – He’s the Regional HR Executive of ActOne for all of 
  New York.
  3 – Th e man looks good for someone in his 50’s. Been with 
  the company since the beginning.
  4 – Rumor has it that he’s been hooked on the transgenic idea 
  since he went through Leonization.
  ROBERT BREHAM
  0 – Do I look like information?
  1 – Some Corp Executive for Breham Unlimited
  2 – He’s the Founder of this little corporation which does 
  research into nanotech
  3 – He’s a little upset that his corporation got bought out by 
  the Shiawase Corporation
  BREHAM UNLIMITED
  0 – Get lost
  1 – Breham Unlimited is a research facility
  2 – Breham Unlimited was bought out by the Shiawase 
  Corporation six years ago
  3 – Breham Unlimited is on the 30th fl oor of the 5 Hanover 
  Street building
  LEGWORK
  When a PC gets in touch with a contact, make a Connection 
  + Connection Test for the contact. Th e results of this test will 
  determine how many ranks of information the contact knows 
  about the question. (Apply die modifi ers to this test based upon 
  relevance of the contact to the subject matter.)  A PC then makes 
  a test of Charisma + Etiquette + Loyalty rating. Th e contact will 
  reveal that many levels of information about that topic for free. 
  (Up to the number of hits scored by the contact for that topic.)  
  If the contact knows more, additional information will require a 
  payment to the contact of 50¥ * TR. 
  If the PCs have worked all of their contacts, and are still miss-
  ing important information, they may ask a contact to ask around. 
  If they do so, have the Contact make an extended (Connection + 
  Connection (20 minutes)) Test. Additional information will be 
  available at a cost of 200¥ * TR.
  A Data Search may also be utilized to gather information 
  from the following charts. Th ey may only make a number of Logic 
  + Data Search rolls times equal to their dice pool (p.58, SR4). Hits 
  on this extended test may be substituted per the standard Data 
  Search chart (p.220, SR4). 
  CORSON PLACE HOTEL
  0 – Try Seattle
  1 – An ok priced hotel in Manhattan
  2 – Not a bad place to stay if on a business trip. Th e place has 
  whole sections dedicated to the corporate executive, including a 
  complimentary drink in the Corporate Lounge.
  CHELI & KLUBBS
  0 – Th at singing group on that pirated cable network
  1 – Th ey are a father/daughter fi xer team. Th ey advertise their 
  services a bit more publicly than other fi xers.
  2 – Kinda on the fringe of job off ers. Th ey take on either the 
  N00b Johnsons who don’t know who to contact, or jobs that other 
  fi xers don’t take.
  3 – Not a bad team, still professional, just don’t have a lot of 
  ‘runner contacts. I throw them a bone every once in a while.
  CHELSEY FINANCIALS
  0 – Ask a taxi
  1 – A legal fi rm providing legal and fi nancial services to small 
  businesses
  2 – Th ey have quasi independence working with other legal 
  fi rms under the consortium to uphold corporate law without bias.
  3 – Rumor has it that they have a rivalry with a corporation 
  across the street also on the 22nd fl oor.
  
  Block War
  Block War
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1515
  KLUBBS 
  Klubbs is a 42 year old Hispanic dwarf working as a Fixer. 
  He’s just over a meter tall with brown hair and a short beard and 
  soul patch. His wife left  him and his daughter around 11 years 
  ago when she became a changeling. When she left , he lost out 
  fi nancially as she took half of their saving with her and he spent 
  the other half looking for her. His interest in cooking faded over 
  the years and to keep him and his daughter afl oat fi nancially he be-
  came a fi xer, using the contacts he found when looking for his wife.
  Klubbs is very quiet as he talks and nods or gestures more 
  oft en. He’s somewhat uncharacteristic for a Fixer. Sure he’s can 
  negotiate and fi nd jobs, but he doesn’t carry himself with authority 
  or confi dence. Th is is one of the reasons he’s not a well known 
  fi xer. He’s dabbled in Hacking to put out adverts without paying 
  for them.
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  5 
  3 
  3 
  3 
  5 
  4 
  3 
  3 
  2 
  4.4 
  7 
  1
  Active Skills: Etiquette 4 (Street+2), Negotiations 4, Pistols 3, 
  Perception 3, Electronics Skill Group 2, Dodge 3, Artist 2 (Cooking 
  +2), Hacking 2, Cyber-Combat 1
  Knowledge Skills: Brooklyn Fast-food joints 3, Business Friendly 
  Hotels 4, Manhattan Corporations 3, Matrix Rumors 3
  Gear: Actioneer Business Suit (5/3), Hermes Ikon w/Novatech 
  Navi, Colt Government 2066 w/ 2 clips standard ammo, the Edge 
  (Upgraded Nissan Jackrabbit) w/anti theft  system and Enhanced 
  image screens, Contacts w/ Image link, Smart link
  Augmentations: Control Rig, Data jack, Orientation system
  Programs: Analyze 4, Armor 4, Attack 3, Blackout 3, Bio-Feedback 
  Filter 4, Browse 3, Command 3, ECCM 3, Edit 2, Encrypt 4, Medic 
  3, Scan 3, Track 4
  STEVE, THE WAGESLAVE
  Male Human Wageslave; Connection Rating 1
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  2 
  3 
  2 
  2 
  3 
  2 
  3 
  3 
  3 
  6 
  6 
  1
  Active Skills: Etiquette 1 (Corp +2), Electronics Skill Group 4, 
  Perception 1, Hacking 1
  Knowledge Skills: Matrix Games 2, Accounting 2, Corporate 
  Politics 2
  Gear: Novatech Airware Commlink w/Iris Orb
  PETE, THE WAGESLAVE
  Male Human Wageslave; Connection Rating 1
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  2 
  3 
  2 
  2 
  3 
  2 
  4 
  3 
  3 
  6 
  6 
  1
  Active Skills: Etiquette 1 (Corp +2), Electronics Skill Group 4, 
  Perception 1, Hacking 1
  Knowledge Skills: Matrix Games 2, Accounting 2, Corporate 
  Politics 2
  Gear: Novatech Airware Commlink w/Iris Orb
  CAST OF SHADOWS
  CHELI
  Cheli is a thirteen-year-old dwarf of Hispanic descent.  She’s 
  less than a meter tall with pretty green eyes and medium length, 
  dark brown hair. She mostly has her hair up in braids. She’s the 
  daughter of Klubbs, a small time fi xer. She’s been helping him 
  since she was ten. She’s become street smart in her line of busi-
  ness, but lacks a sense of security or home consistency as her father 
  works from hotel room to hotel room. Th erefore she keeps both a 
  knife on her, and a hold out pistol, though she doesn’t know how 
  to shoot it.
  She has few possessions, save for a plush doll she got when 
  she was younger. She loves her dad, but she wishes he would fi nd 
  something more stable, or at least a residence that she can call 
  home, not just for a week. Her dad used to teach her how to cook, 
  but his interest faded and he just became a fi xer. Since then she 
  learned how to be a fi xer. She articulates like she’s much older, and 
  there’s a stress and tiredness in her eyes that shouldn’t be there in 
  a child. 
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  2 
  3 
  2 
  2 
  3 
  3 
  2 
  3 
  3 
  6 
  6 
  1
  Active Skills: Unarmed Combat 1, Blades 2, Etiquette 1 (Street 
  +2), Running 1, Electronics 2, Perception 1, Artist 1 (Cooking +2), 
  Negotiations 2
  Knowledge Skills: Shadowrunner Hangouts 2, NYC Area 
  Knowledge 2, Underworld Politics 2
  Gear: Sony Emperor Commlink w/Redcap Nix, Cavalier Scout, 
  knife, “Ace of Diamonds” Leather Jacket (3/3)
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1616
  ROBERT BREHAM
  Robert is 5’9 man with peppered colored hair and brown 
  eyes. He’s in his mid fifties, but is still pretty fit. While Mr. 
  Deltona looked into Gene therapy, Mr. Breham did research on 
  nanite technology. He even started his own company looking into 
  medical usage of nanites, before it was bought out by the Shiawase 
  Corporation. Now instead of being the CEO of his own corpora-
  tion, he’s just a Director.
  Since the feud with Deltona, Robert has become more 
  vindictive, bitter and cunning. His creation of Breham Unlimited 
  had been ruthless in headhunting and corporate takeovers. He has 
  his own “Company Men” to clear many obstacles. Unfortunately 
  Shiawase was a bigger shark than he could handle. Th is didn’t stop 
  him though, from working his way up on the inside.
  Unlike Deltona, he’s got a great poker face and it’s hard to 
  sense his motivation. He’s very polite in conversation and man-
  nerism, even when talking about executing someone, it sounds like 
  he’s suggesting a fl ower arrangement.
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  4 
  4 
  4 
  3 
  2 
  4 
  4 
  5 
  3 
  5 
  8 
  1
  Active Skills: Etiquette 4 (Corp +2), Negotiations 4, Leadership 3, 
  Intimidation 2, Perception 3, Data Search 2, Computers 2, Pistols 3
  Knowledge Skills: Manhattan Corporations 3, Nanite Technology 
  4, Biology 2
  Gear: Synergyst Business suit (Charcoal grey) (5/3), Morrissey Elite 
  w/ 1 clip of AP ammo
  Augmentations: Nanite Hive (2) w/ Neocortical and Nanosymbiotes
  PERSONAL SECURITY
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  5 
  4 
  5 
  4 
  3 
  4 
  3 
  4 
  2 
  5 
  9 
  2
  Active Skills: Pistols 4, Perception 3, Shadowing 4, Unarmed Combat 
  3, Dodge 3
  Gear: Ares Predator IV with 2 clips of ammo, Concealed Holster, 
  Berwick Suit (5/3), Commlink (Hermes Ikon with Iris Orb), 
  Contacts (w/smartlink and image link), Subvocal mic
  Augmentations: Wired Refl exes (Rating 1)
  GARY DELTONA
  Gary Deltona is 6 ft  3, human with short blond hair and 
  green eyes. He’s the Regional HR Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a talent scout and Seer for years at 
  ActOne keeping the company on top for fi ft een years and has been 
  a asset to both ActOne and Horizon. While his SIN says he’s 55 
  years old, Gary took time off  for a little Gene Th erapy three years 
  ago and now he looks like he’s in his 20’s. Since the Th erapy, he’s 
  put some zest back into his work. Th is therapy has also made him 
  a bit of a playboy and an eccentric with the obsession of genetics 
  and transgenic art.
  He is sort of a mixed personality. He uses older phrases 
  and slang (“Chummer”, “Drek”, etc) like a 50-something, and 
  combines it with late night parties and heavy drinking like he is 
  just turned twenty one. It’s a juxtaposition of what a professional 
  executive should be.
  He keeps up a polite face and modest conversation, there’s a 
  hidden temper he tries to keep in check. When his temper does 
  go, and you can then see the ruthless executive that kept ActOne 
  on top. While he can get angry, and could throw punches or fi re 
  someone, he couldn’t kill anyone. It’s out of his understanding of 
  mortality. He went through gene therapy to extend his life, an 
  investment he would like to see payoff , and short of self-defense, 
  he fears the karmic repercussions of violence.
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  4 
  4 
  3 
  3 
  5 
  5 
  4 
  4 
  2 
  5.34 
  8 
  1
  Active Skills: Etiquette 4 (Corp +2), Negotiations 5, Leadership 4, 
  Pistols 2, Perception 4, Data Search 2, Computers 2
  Knowledge Skills: Psychology 3, Horizon HR Policy 3, Corporate 
  Rumors 2, Transgenic Art 4, Corporate Schools 3, Corporate Policy 4
  Gear: Zoe Executive Suit (6/2), Doc Wagon Super-Platinum, Colt 
  America L36
  Augmentations: Shiawase Executive Suite Line (Gold Line) [Sigma 
  II (Fairlight Caliban commlink), image link, datajack, Attention 
  Coprocessor (3), Math SPU]
  
  Block War
  Block War
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1717
  KIM’S THUGS
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  4 
  4 
  4(5) 
  4 
  3 
  4 
  3 
  4 
  2 
  4.7 
  9 
  1
  Active Skills: Pistols 4, Perception 3, Shadowing 4, Unarmed Combat 
  3, Dodge 3, Demolitions 1
  Gear: Ares Predator IV with 2 clips of ammo, Armored Jacket, 
  Commlink (Hermes Ikon with Iris Orb), Contacts (w/Smart link 
  and Image link)
  Augmentations:  Reaction Enhancer, Kevlar Bone Lacing (+1 Body, 
  and +1Ballistic Armor)
  NYPD, INC. OFFICER
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  3 
  4 
  4(6) 
  3 
  4 
  5 
  3 
  4 
  2 
  5.4 
  9(11) 
  1
  Active Skills: Pistols 4, Perception 3, Infi ltration 2, Clubs 3, Unarmed 
  Combat 3, Dodge 3, Leadership 2, Intimidation 3
  Knowledge Skills: Law Enforcement 4
  Gear: Browning Max-Power, Armored Jacket, Commlink (Hermes 
  Ikon with Iris Orb), Contacts (w/Smart link and Image link), 
  Defi ance Super Shock, Stun Baton, plastic restraints (10) 
  Augmentations: Reaction Enhancers (2)
  NYPD, INC. LIEUTENANT
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  EDG 
  ESS 
  Init 
  IP
  4 
  4 
  4(5) 
  4 
  4 
  5 
  3 
  4 
  2 
  4 
  9(10) 
  2
  Active Skills: Pistols 4, Perception 3, Infi ltration 2, Clubs 3, Unarmed 
  Combat 2, Dodge 3, Leadership 2, Intimidation 4, Pilot Ground 2
  Knowledge Skills: Law Enforcement: 4
  Gear: Browning Max-Power, Armored Jacket, Commlink (Hermes 
  Ikon with Iris Orb), Contacts (w/Smart link and Image link), 
  Defi ance Super Shock, Stun Baton, plastic restraints (10) 
  Augmentations: Wired Refl exes (Rating 1)
  NYPD, INC. MAGE SUPPORT
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M 
  EDG 
  ESS 
  Init 
  IP
  3 
  3 
  4 
  3 
  5 
  4 
  3 
  5 
  5 
  2 
  6 
  9 
  1
  Active Skills: Pistols 4, Perception 3, Clubs 3, Unarmed Combat 
  3, Dodge 3, Sorcery Skill Group 4, Intimidation 3, Conjuring  Skill 
  Group3
  Knowledge Skills: Law Enforcement 4
  Spells: Stun Bolt, Stun Ball, Physical Barrier, Heal, Armor, Power 
  bolt, Detect Guns
  Gear: Browning Max-Power, Armored Jacket, Commlink (Hermes 
  Ikon with Iris Orb), Contacts (w/Smart link and Image link), 
  Defi ance Super Shock, Stun Baton, Mage Cuff s 
  Spirit: Force 4 Spirit with 3 Services
  KIM “KRANKSHAFT” DAE-JUNG 
  Kim “KrankShaft ” Dae-jung is a Korean troll woman, who 
  through force of will and intimidation is forcing the corporate 
  men to treat her with respect. She deals with a perceived prejudice 
  against her as both a woman and a troll. Th is works as a double-
  edged sword in winning her friends and jobs.
  She has an appearance of a sarariman complete with an ex-
  ecutive sedan and suit. She’s 2.3 meters tall, 260 kilograms, with 
  Asian features and has had some cosmetic surgery to reduce her 
  dermal deposits, making her more appealing. She has a small pair 
  of polished curved horns under long black hair, which she acces-
  sories with jewelry. Her second is a man named Tobee. 
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  ESS 
  INIT 
  IP 
  CM
  8 
  4 
  5(7) 
  8 
  4 
  4 
  5 
  6 
  2.1 
  12 
  1(3) 
  9
  Active Skills: Pilot Anthroform 3, Dodge 3, Etiquette 3 (Corp 
  +2), Pistols 4, Intimidate 3 (Physical +2), Perception 3, Stealth 3, 
  Unarmed Combat 4, Electronics Skill Group 4, Pilot Ground Craft  
  4, Demolitions 3
  Knowledge Skills: New York Streets 3, Security Systems 3
  Cyberware: Wired Reflexes (2), Cybereyes Rating 3, w/ (Flare 
  Compensation, Low-Light Vision, Protective Covers, Smartlink, and 
  Th ermographic Vision), Control Rig, Moderate Cosmetic Surgery
  Gear: Troll Modifi ed Shin-Hyung, 2 Stonebrooke Smokcloud, 2 
  Ferret RPD-1x, 2 GM-Nissan Doberman Drones w/Ingram While 
  Knights 2 belts of Explosive ammo, Synergist Business Line suit 
  w Long Coat (6/3), Pimped Browning Ultra-Power with APDS, 
  Demolition kit.
  TOBEE
  Tobee is the mage support for Kim “KrankShaft ” Dae-jung. 
  As a human just over one and a half meters tall, brown hair and 
  brown eyes, he’s just not that noticeable. With Kim, he’s even 
  more invisible, and that’s the way he likes it. He works behind the 
  scenes for Kim, both in combat and business. 
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M 
  E 
  ESS 
  INIT 
  IP 
  CM
  3 
  3 
  3 
  3 
  5 
  4 
  4 
  5 
  5 
  2 
  6 
  8 
  1 
  10
  Active Skills: Conjuring Skill Group 4, Sorcery Skill Group 
  4, Etiquette 4 (Street +2), Armorer 2, Negotiation 4, Pistols 3, 
  Demolitions 2
  Knowledge Skills: Magical Th eory 3
  Spells: Stunbolt, Invisibility, Armor, Acid Bomb, Detect Cameras, 
  Death Touch, Physical Barrier
  Gear: Power Focus (1) – ring; Actioneer Business Clothes, Force 4 
  Task Spirit (Tobor) with 4 services, Armor Jacket, Browning Ultra-
  Power, Demolition Kit
  
  Shadowrun Missions
  Shadowrun Missions
  1818
  HANDOUT #1
  Ingensys Ofﬁ ce . . . . . .
  Pine St
  Wall St
  7
  8
  9
  26m.
  1m.
  Up
  Ignensys  
  Kton
  5.6 m. x 3.0 m.
  VP Office
  6.3 m. x 3.0 m.
  
  1919
  Block War
  Block War
  Pine St
  Wa St
  ll 
  7
  8
  9
  Express 10
  res
  4
  5
  6
  1
  2
  3
  Underground ramp to parking
  1.8 m. x 0.8 m.
  1.8 m. x 0.8 m.
  18.0 m. x 10.1 m.
  Coffee Shop
  4.5 m. x 0.8 m.
  26m.
  Up
  MAP #1
  
  Shadowrun Missions
  Shadowrun Missions
  20
  20
  Pine St
  Wall St
  7
  8
  9
  26m.
  1m.
  Up
  U
  Pete’s Cube
  Ignensys 
  Kton
  5.6 m. x 3.0 m.
  VP Office
  f
  6.3 m. x 3.0 m.
  5.0 m. x 4.5 m.
  Room
  5.0 m. x 4.5 m.
  VP Office
  MAP #2
  
  2121
  Block War
  Block War
  Pine St
  7
  8
  9
  26m.
  Up
  U
  h
  7.8 m. x 4.5 m.
  Executive Office
  3.3 m. x 4.8 m.
  Executive Office
  4.8 m. x 4.4 m.
  Executive Office
  5.5 m. x 4.2 m.
  Executive Office
  6.1 m. x 4.3 m.
  Executive Office
  Demolition Device #1 with Optics
  Demo Device #2
  Demo Device #4
  Demo Device #5
  Kim’
  m’
  m’ G
  t
  s Grunt
  s Grunt
  Tobee
  Other Grunt Placement point #2
  Other Kim’s Grunt Placement point 1
  MAP #3
  
  Gary Deltona is the Regional HR 
  Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a 
  talent scout and Seer for years 
  at ActOne keeping the company 
  on top for ﬁ fteen years and has 
  been a asset to both ActOne and 
  Horizon. While his SIN says he’s 
  55 years old, Gary took time off 
  for a little Gene Therapy three 
  years ago and now he looks like 
  he’s in his 20’s.
  Since the Therapy, he’s been a 
  playboy and an eccentric with an 
  obsession for genetics and trans-
  genic art.
  Gary Deltona is the Regional HR 
  Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a 
  talent scout and Seer for years 
  at ActOne keeping the company 
  on top for ﬁ fteen years and has 
  been a asset to both ActOne and 
  Horizon. While his SIN says he’s 
  55 years old, Gary took time off 
  for a little Gene Therapy three 
  years ago and now he looks like 
  he’s in his 20’s.
  Since the Therapy, he’s been a 
  playboy and an eccentric with an 
  obsession for genetics and trans-
  genic art.
  Gary Deltona is the Regional HR 
  Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a 
  talent scout and Seer for years 
  at ActOne keeping the company 
  on top for ﬁ fteen years and has 
  been a asset to both ActOne and 
  Horizon. While his SIN says he’s 
  55 years old, Gary took time off 
  for a little Gene Therapy three 
  years ago and now he looks like 
  he’s in his 20’s.
  Since the Therapy, he’s been a 
  playboy and an eccentric with an 
  obsession for genetics and trans-
  genic art.
  Gary Deltona
  Mr. Johnson
  Male Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  5 
  5 
  4 
  4 
  1
  Key Active Skills: Leadership: 4; 
  Perception: 4; Etiquette (Corp):4 (+2); 
  Negotiation: 5
  Knowledge Skills: Psychology: 3; Horizon 
  HR Policy: 3; Corporate Rumors: 2; 
  Trangenic Art: 4; Corporate Policy: 4
  Uses: Learning and spreading corporate 
  rumors, transgenic art history, corpo-
  rate policy
  Places to Meet: Retro clubs, art galleries, 
  exclusive restaurants
  Contact: Commlink
  Gary Deltona
  Mr. Johnson
  Male Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  5 
  5 
  4 
  4 
  1
  Key Active Skills: Leadership: 4; 
  Perception: 4; Etiquette (Corp):4 (+2); 
  Negotiation: 5
  Knowledge Skills: Psychology: 3; Horizon 
  HR Policy: 3; Corporate Rumors: 2; 
  Trangenic Art: 4; Corporate Policy: 4
  Uses: Learning and spreading corporate 
  rumors, transgenic art history, corpo-
  rate policy
  Places to Meet: Retro clubs, art galleries, 
  exclusive restaurants
  Contact: Commlink
  Gary Deltona
  Mr. Johnson
  Male Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  5 
  5 
  4 
  4 
  1
  Key Active Skills: Leadership: 4; 
  Perception: 4; Etiquette (Corp):4 (+2); 
  Negotiation: 5
  Knowledge Skills: Psychology: 3; Horizon 
  HR Policy: 3; Corporate Rumors: 2; 
  Trangenic Art: 4; Corporate Policy: 4
  Uses: Learning and spreading corporate 
  rumors, transgenic art history, corpo-
  rate policy
  Places to Meet: Retro clubs, art galleries, 
  exclusive restaurants
  Contact: Commlink
  
  Cheli is a thirteen-year-old dwarf 
  of Hispanic descent. She helped 
  her dad, Klubbs, work as ﬁ xer, since 
  she was ten. Now that she’s on her 
  own, she’s had to become street 
  smart in her line of business. She 
  keeps both a knife on her, and a 
  hold out pistol, though she doesn’t 
  know how to shoot it. She knows 
  she’s on her own now, but she’s too 
  compassionate to always remem-
  ber to look out for herself ﬁ rst. She 
  articulates like she’s much older, 
  and there’s a stress and tiredness 
  in her eyes that shouldn’t be there 
  in a child. 
  Cheli is a thirteen-year-old dwarf 
  of Hispanic descent. She helped 
  her dad, Klubbs, work as ﬁ xer, since 
  she was ten. Now that she’s on her 
  own, she’s had to become street 
  smart in her line of business. She 
  keeps both a knife on her, and a 
  hold out pistol, though she doesn’t 
  know how to shoot it. She knows 
  she’s on her own now, but she’s too 
  compassionate to always remem-
  ber to look out for herself ﬁ rst. She 
  articulates like she’s much older, 
  and there’s a stress and tiredness 
  in her eyes that shouldn’t be there 
  in a child. 
  Cheli is a thirteen-year-old dwarf 
  of Hispanic descent. She helped 
  her dad, Klubbs, work as ﬁ xer, since 
  she was ten. Now that she’s on her 
  own, she’s had to become street 
  smart in her line of business. She 
  keeps both a knife on her, and a 
  hold out pistol, though she doesn’t 
  know how to shoot it. She knows 
  she’s on her own now, but she’s too 
  compassionate to always remem-
  ber to look out for herself ﬁ rst. She 
  articulates like she’s much older, 
  and there’s a stress and tiredness 
  in her eyes that shouldn’t be there 
  in a child. 
  Cheli
  Fixer
  Female Dwarf
  Connection Rating 1
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  3 
  3 
  2 
  3 
  1
  Key Active Skills: Electronics 2, Etiquette 1 
  (Street +2), Perception 1, Negotiation 2
  Knowledge Skills: Shadowrunner 
  Hangouts 2, NYC Area Knowledge 2, 
  Under world Politics 2
  Uses: Street rumors, fencing, small-time 
  jobs
  Places to Meet: Public parks, kaf-houses, 
  shopping malls
  Contact: Commlink
  Cheli
  Fixer
  Female Dwarf
  Connection Rating 1
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  3 
  3 
  2 
  3 
  1
  Key Active Skills: Electronics 2, Etiquette 1 
  (Street +2), Perception 1, Negotiation 2
  Knowledge Skills: Shadowrunner 
  Hangouts 2, NYC Area Knowledge 2, 
  Under world Politics 2
  Uses: Street rumors, fencing, small-time 
  jobs
  Places to Meet: Public parks, kaf-houses, 
  shopping malls
  Contact: Commlink
  Cheli
  Fixer
  Female Dwarf
  Connection Rating 1
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  3 
  3 
  2 
  3 
  1
  Key Active Skills: Electronics 2, Etiquette 1 
  (Street +2), Perception 1, Negotiation 2
  Knowledge Skills: Shadowrunner 
  Hangouts 2, NYC Area Knowledge 2, 
  Under world Politics 2
  Uses: Street rumors, fencing, small-time 
  jobs
  Places to Meet: Public parks, kaf-houses, 
  shopping malls
  Contact: Commlink
  
  CALENDAR . . . . . . . . . . . .
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  FREE WEEK
  FREE WEEK
  JANUARY
  FEBRUARY
  MARCH
  APRIL
  MAY
  JUNE
  © 2009 WizKids Inc. Shadowrun® is a Registered Trademark of WizKids Inc. in the United States and/or other countries. Permission given to photocopy for personal use.
  PLAYER ____________________________________ CHARACTER _______________________________
  
  CALENDAR . . . . . . . . . . . .
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  FREE WEEK
  FREE WEEK
  JULY
  AUGUST
  SEPTEMBER
  OCTOBER
  NOVEMBER
  DECEMBER
  © 2009 WizKids Inc. Shadowrun® is a Registered Trademark of WizKids Inc. in the United States and/or other countries. Permission given to photocopy for personal use.
  PLAYER ____________________________________ CHARACTER _______________________________
  
  PERSONAL INFO
  TABLE LEVEL
  SYNOPSIS
  MISSION RESULTS
  TEAM MEMBERS
  AFFILIATIONS
  ADVANCEMENT
  KARMA
  NUYEN
  REPUTATION
  VALIDATION
  CONTACTS/SPECIAL ITEMS GAINED OR LOST
  DEBRIEFING LOG . . . . . . .
  PLAYER ____________________
  CHARACTER _____________ LOCATION ____________
    DATE ___/___/___
  o 1. GREEN
  o 2. STREETWISE
  o 3. PROFESSIONAL
  o 4. VETERAN
  o 5. ELITE
  o 6. PRIME
  SRM03-02 Block War
  What starts as a petty ﬁght could degenerate to a full 
  scale war. When things are turning sour, who said 
  mediators had to be neutral?
  Chelsey Financials
   
  o was unaﬀected.
   
  o was blown up.
   
  o recovered the trophy without ill eﬀect.
  Other Notes on Reverse o
  o Ares Macrotechnology
  o Aztechnology
  o Horizon Corporation
  o NeoNET
  o NYPD, Incorporated
  o Prometheus Engineering
  o Renraku Computer Systems
  o Saeder-Krupp
  o Shiawase Corporation
  o Spinrad Industries
  o TransOrbital
  o Neo-Anarchists
  Character Improvement 
       Karma Cost
  Previous Available 
  _________
  Earned  
   
  _________
  Spent  
   
  _________
  Remaining Available 
  _________
  New Career Total 
  _________
  Previous Available 
  ________¥
  Earned  
   
  ________¥
  Spent  
   
  ________¥
  Remaining  
   
  ________¥
  Street Cred 
          
  ______
  Notoriety 
          
  ______
  Public Awareness 
  ______
  GM’s Name 
          
  ________________________
  GM’s Signature         
  ________________________
  o Gary Deltona
  o Cheli
  © 2008 WizKids Inc. Shadowrun® is a Registered Trademark of WizKids Inc. in the United States and/or other countries. Permission given to photocopy for personal use.
  ®
  
SOURCE: textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - Block War {FanProSRM0302}.pdf