TEXT: SRM3-00 EVERYONE’S YOUR FRIEND 
  CREDITS
  Writing
  Stephen McQuillan
  Proofreaders
  Jean-Marc Comeau, Robert Knoke, Adam 
  Large, Jeremy Weyand
  Art
  Doug Anderson, Cullen Erbacher, Patrick 
  Sullivan
  Shadowrun Missions Logo
  Andy Coen
  Maps
  Andy Coen
  Shadowrun Missions Coordinators
  Stephen McQuillan, Aaron Pavao
  Shadowrun eBook Development
  John Dunn
  Copyright© 2009 WizKids Inc. All Rights Reserved. 
  Shadowrun, Everyone’s Your Friend, Matrix, and WK Games 
  are registered trademarks and/or trademarks of WizKids, 
  Inc. in the United States and/or other countries. No part of 
  this work may be reproduced, stored in a retrieval system, 
  or transmitted in any form or by any means, without the 
  prior permission in writing of the Copyright Owner, nor be 
  otherwise circulated in any form other than that in which it is 
  published. Catalyst Game Labs and the Catalyst Game Labs 
  logo are trademarks of InMediaRes Productions, LLC.
  Catalyst Game Labs, 
  an imprint of InMediaRes Productions, LLC 
  PMB 202 • 303 - 91st Ave. NE, G-701
  Lake Stevens, WA 98258
  Find us online
  info@shadowrun4.com
  (Shadowrun questions; 
  please check the website FAQ fi rst!)
  http://www.shadowrun4.com
   
  (offi  cial Shadowrun website)
  http://www.holostreets.com
   
  (subscription Shadowrun website)
  http://www.catalystgamelabs.com
   
  (Catalyst Game Labs website)
  http://www.catalystgamelabs.com/catalog 
   
  (online Catalyst/Shadowrun store)
  SRM3-00: Everyone’s Your Friend
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  2
  INTRODUCTION
  SRM03-00 Everyone’s Your Friend is a Shadowrun Missions 
  campaign adventure. Full information on the Shadowrun 
  Missions campaign is available at www.shadowrun4.com/mis-
  sions and includes a guide to creating Missions characters and a 
  regularly updated FAQ.
  PREPARING THE ADVENTURE
  SRM03-00 Everyone’s Your Friend is intended for use with 
  Shadowrun, Fourth Edition, and all character and rules informa-
  tion refers to the fourth edition of the Shadowrun rules. 
  Adventure Structure
  SRM03-00 Everyone’s Your Friend 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 guid-
  ing the players through the adventure.
  Each scene outlines the most likely sequence of events, as 
  well as how to handle unexpected twists and turns that inevitably 
  crop up. Each one contains the following subsections, providing 
  gamemasters with all the information necessary to run it.
  Scan 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 SRM03-00 Everyone’s 
  Your Friend (or any Shadowrun Missions adventure).
  Step 1: Read The Adventure
  Carefully read the adventure from beginning to end. Get a 
  feel for the overall plot and what happens in each scene. 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 vari-
  ous non-player characters, possible problems you notice, situations 
  where you think a particular character can shine and other things 
  you’ll want to keep in mind while running the adventure.
  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 (SR4). Standard rules such as success 
  tests, the Rules of One and Six, and other common mechanics are 
  described in SR4 and are not repeated in this adventure. 
  Please keep in mind when preparing for the adventure, that the 
  PCs will not necessarily comprise a “balanced” party. It’s entirely 
  possible that the party will be made up entirely of Technomancers 
  or back-to-nature Shamans. If the characters run into a brick wall 
  because of such complications, show 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 
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  3
  group. To adjust the power level of an NPC, refer to the Prime 
  Runner Creation and Advancement Table (p.285, SR4). Take the 
  player characters’ abilities into consideration when assessing the 
  NPCs in this adventure and modify them accordingly.
  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, SR4)
   
  2 
  Use stats for Red Samurai Lieutenant (p. 283, SR4)
   
  3 
  Use stats for Tir Ghost Lieutenant (p. 283, SR4)
   
  4 
  Use stats for Combat Mage (p. 99, SR4), Enforcer (p. 102, SR4), or Gunslinger Adept (p. 104, SR4)
   
  5 
  Use stats for Combat Mage (p. 99, SR4), Enforcer (p. 102, SR4), or Gunslinger Adept (p. 104, SR4) with 
  a +2 bonus to all dice pools.
   
  6 
  Use stats for Combat Mage (p. 99, SR4), Enforcer (p. 102, SR4), or Gunslinger Adept (p. 104, SR4) with 
  a +4 bonus to all dice pools.
  *Gamemasters are encouraged to customize cleaners if they desire, but to stay roughly at the power level given.
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  4
   In the background of these events, Lin Yao scuttled away. 
  Presumed dead by her own people and the shadow community, 
  she fl ed Denver for a new start in New York. Lin’s only mistake 
  was pulling funds out of a shadow account that had been tagged 
  by mafi a hackers in Denver for later usage. With her face on the 
  video footage from a bank in NYC, La Famiglia discovered she 
  was not dead as reported.
  At the close of SRM 02, many runners were given a chance to 
  leave Denver. Th ose that chose to stay will begin with A Mile high 
  and falling. Runners who left  Denver are presumed to have ar-
  rived in New York City for purposes of continuing into SRM  03. 
  New characters who have not previously played in Shadowrun 
  Missions, and runners beginning in NYC, will begin with New 
  York, New York.
  A Note on Commlinks
  In SR4, commlinks have become a universal appliance. 
  Because just about every NPC is going to have one, they won’t 
  always be statted out in the adventure text. For NPCs who do 
  not have a statted commlink, assume it has all necessary ratings 
  at (TR/2) +1 (round-up). 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 (pp.257-8, SR4). 
  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.
  MISSION SYNOPSIS
  Th is is a transition mission. Th e team is hired by one of the 
  factions in Denver to track down Lin Yao, who has fl ed to NYC. 
  Simultaneously, local agents in NYC are brought in to provide tal-
  ent on the ground. Having escaped near certain death, Lin Yao is 
  trying to fi nd a way out of the criminal syndicates and into a mega-
  corporation. Horizon is willing to off er her a synergist position, 
  under her alias of Summer Xiao, due to her detailed knowledge of 
  criminal syndicate operations.
  When the runners attempt to return to Denver, they fi nd that 
  their travel arrangements have been cancelled and all their Denver 
  based contacts have gone to ground. It is either time to set up a 
  new life in New York, or fi nd another way home.
  MISSION BACKGROUND
  Th e SRM-02 campaign followed events in the shadows of 
  Denver leading up to the attempted assassination of Sottocapo 
  Chavez. Though the assassination met with mixed success, it 
  served as the catalyzing event for a mob war between the burgeon-
  ing Vory v Zakone syndicate, the Chavez Mafi a and the White 
  Lotus Triad. With a war on three fronts, violence threatened to 
  pour into the public sphere. During these events, a draconic mem-
  ory crystal passed through the hands of several syndicates. As word 
  of the crystal reached Ghostwalker’s agents, a Mexican stand-off  
  occurred. Th e Dragon Stone eventually made its way to the Great 
  Dragon and the shadow community faded away—no one wanted 
  to be left  holding the bag.
  CORPORATE INTERESTS
  The following are the secondary objectives for 
  affiliates of each organization. Unless otherwise 
  noted, a PC’s secondary objective(s) will be delivered 
  after the team has agreed to take the job offered 
  in A Mile High and Falling or New York, New York. 
  Secondary objectives are always delivered discretely 
  (e.g. by encrypted text message, by an agent of the 
  corporation, via Mindlink spell, etc.), but never men-
  tion the reward to be given upon completion.
  Ares: Use a weapon with an Availability of 10+ within 
  the boundaries of Manhattan. Note that this is 
  not an objective, but merely something that will 
  attract the attention of the corporation. Ares 
  afﬁ liates will not be informed of this secondary 
  objective, but will still be eligible for this reward.
  Aztechnology: Circumvent all checkpoints.
  Horizon: Ensure that Ieto Hong and his guards es-
  cape unharmed.
  NeoNET: Gain an Admin account on the MDC node.
  NYPD, Inc.: Cause trouble at the Lucky Star 99 that 
  results in even a little violence.
  Renraku: Copy, sabotage, or otherwise access the 
  Emergent Knowledge program.
  Saeder-Krupp: Win Mara Blaine as a contact.
  Shiawase: Use nanoware or nanotech within the 
  boundaries of Manhattan. Note that this is not 
  an objective, but merely something that will at-
  tract the attention of the corporation. Shiawase 
  afﬁ liates will not be informed of this secondary 
  objective, but will still be eligible for this reward.
  Spinrad: Find out if the Triad need a small favor and 
  make sure it is carried out respectfully.
  Neo-Anarchists: Have no other affiliation, plus 
  take out one of Ieto Hong’s men or damage his 
  helicopter.
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  5
  along. Beyond that, there is a fi nder’s fee of TR*1,500¥ per run-
  ner for successfully returning Lin Yao to Denver. While the fee is 
  non-negotiable, Miguel is willing to negotiate additional coverage 
  of expenses. Itemized expenses of 500¥ + 100¥ per net hit in an 
  opposed negotiations test will be covered. Th e expense coverage 
  is for the team not per runner.
  Miguel will tell the runners that this job could take awhile 
  and requires a variety of talent. He recommends that they 
  take any gear that they may need. Each runner will be given a 
  3-meter by 1-meter by 1-meter containment unit to ship gear in. 
  Biologicals are not recommended for storage inside unless pack-
  aged properly. Th ere will be a point of contact in NYC—Peace 
  Man—to get them situated. Th ey’ll be able to meet him at Th e 
  Apple Press (see New York, New York). Runners who start in 
  Denver with vehicles will not be able to transport them unless 
  the characters make their own arrangements. Suggested cost for 
  this is 500¥ per point of Body the vehicle has to accommodate 
  for the size of the vehicle. 
  At this point, the fi xer will give each of the Denver runners 
  a patch to apply to the identifi cation that they’re using for the 
  run. Th e patch will enable their ID to pop up a red-colored ARO. 
  Miguel will explain that the ID can now function as Rating 4 visi-
  tor’s pass to New York City. Th is will allow access to the city for 
  the duration of the scenario.
  A MILE HIGH AND FALLING
  SCAN THIS
  Denver based runners are gathered together to track down 
  a loose end. Th ey are hired to fi nd Lin Yao who is believed to be 
  hiding in NYC.
  TELL IT TO THEM STRAIGHT
  Looking back at the events of the last few years, you struggle 
  to fi nd the right words to describe what had happened. A mob 
  war boiling to the surface, a magic artifact that Denver’s local great 
  dragon wanted his hands on, and you caught in the middle. Th e 
  last six months have been quiet—most of the smart runners have 
  been keeping their heads low to avoid retaliation.
  Eventually, though, work has to come in, the status quo 
  restored. When your commlink rings with a job, you recognize 
  the large tusky grin of Miguel Sanchez. Th e ork works for the 
  Casquilho family.
  “Aight, so’s I gots a job for ya. All travel paid, to pick up a lost 
  package in the Rotten Apple.”
  BEHIND THE SCENES
  Th is is a transitional scene to get any stragglers from the 
  Denver shadows into NYC. Th e Casquilho family is ready to sup-
  ply airfare and discreet transport of any gear they want to bring 
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  6
  for the team not per runner. Transportation for the package back 
  to Denver will be provided.
  Once the runners have accepted the job, Peace Man will send 
  a second data-fi le (see Handout #1) with vital statistics for Lin Yao 
  (height, weight, etc) as well as, a picture of her. Comments state that 
  while Lin Yao herself is not believed to be a threat, there is cause to 
  believe that she may have contracted freelance security specialists to 
  protect her in NYC. If the team seems lost, Peace Man can suggest 
  that they might start by looking into local Triad activities.
  If this is the team’s fi rst time in New York, Peace Man will 
  attempt to impress upon them the need for caution and subtlety 
  in Manhattan. Th e entire island is one huge corporate enclave. As 
  long as their passes check out, they look and act within expected 
  boundaries, and they avoid acting too out of the ordinary, they 
  will be fi ne. Should they attract attention, they will most likely be 
  captured and incarcerated in a heartbeat.
  DEBUGGING
  If there are no player characters from the SRM02 campaign 
  coming from Denver, remove all mention of “out of town talent.” 
  Otherwise, this scene plays out much the same. Runners get of-
  fered a job, they either take it or walk away.
  For mixed teams, aft er the New York runners have concluded 
  their negotiations, have the Denver runners arrive at the Apple 
  Press to meet Peace Man and the rest of the team. 
  TRANSIT PAPERS
  SCAN THIS
  An introduction to NYC’s corporate presence and the need 
  for passes. People coming from NYC receive a rating 4 fake SIN 
  that is eff ectively a visitor’s pass (red) which will last for the du-
  ration of the adventure. Demonstrate a standard crossing into 
  Manhattan across the bridge
  TELL IT TO THEM STRAIGHT
  With all information pointing at Manhattan, you and the 
  team decide that it is time to head into the city. Th e most expedi-
  ent method is taking the bridge. Walking across the bridge, you 
  quickly fall into line with hundreds of other people. While the 
  majority are fl ashing red and blue ARO “passes” just above a bank 
  of sensors, the three dwarfs in front of you have black passes. You 
  watch as they are shuffl  ed out of line and sent through several ad-
  ditional scans before being allowed into the city. Th e rest of the 
  line doesn’t seem to notice.
  BEHIND THE SCENES
  NYC runners may have their own passes, differences 
  between the passes can be highlighted here, or through com-
  parison to the other individuals that show their passes and are 
  allowed to drive vehicles etc. Th ere is a rudimentary (DR 2) ID 
  scan (p. 267, SR4), when crossing the bridge. Runners who fail 
  the scan or have Forbidden gear on their person will need to 
  pass a Charisma + Con (TR) Test, subject to modifi ers for an 
  appropriate bribe. No vehicles will be allowed into Manhattan 
  without a vehicle permit. (Note: Th e Denver runners have all 
  been issued red visitor passes.)
  DEBUGGING
  As far as jobs go, this one is fairly cut and dry. Runners who 
  don’t want to take the job are probably going to be more comfort-
  able scraping along in the Warrens roughing up pimps and pushers. 
  You can play up the angle of getting out of Denver for awhile—the 
  trip to NYC can be a working vacation. For jaded runners who 
  don’t want anything to do with Lin Yao and the drama of a newly 
  cold mob war, Miguel can ask how biz has been lately. Th is is the 
  only job in the pipeline and a few connections in New York could 
  be exactly what they need to sever all ties to Denver.
  Alternately, if the previous Mission logs show that Lin Yao 
  died without possibility of return, utilize Chun Xiang. Chun is 
  the Triad Smuggler from SRM 02-13, one of Lin Yao’s former 
  lovers. GMs who use Chun will need to make accommodations 
  throughout this Mission.
  Long story short, they either take the job or make a new 
  character who wants to work.
  NEW YORK, NEW YORK
  SCAN THIS
  Runners in NYC are hired to work with some out-of-town 
  talent on a problem. Th ey are to fi nd a Denver expatriate and 
  get her clear of the scene before Manhattan is fl ooded with 
  bounty hunters.
  TELL IT TO THEM STRAIGHT
  Each day brings something new in the fi ve boroughs; today 
  brings a job. As you get out of bed, your commlink is showing 
  a message left  from a few hours ago. Th e Access-ID information 
  reads Peace Man and shows a picture of a young male ork in a 
  hand-spun shirt. “Peace, man. I heard you needed a job, and some 
  folks from outta town were looking for help. Can you meet me in 
  the morning at the Apple Press. Nine-ish should be good. Oh, and 
  it’s on the corner of 17th and Broadway. Th anks...”
  BEHIND THE SCENES
  Th e Apple Press is an independent news fi rm serving as a 
  front for the Neo-Anarchists. A local chain, there are locations 
  in each of the Boroughs as well as Manhattan. Beyond producing 
  anti-authoritarian AROs and viral propaganda, it does a lively 
  business on the ground fl oor as a coff ee and teahouse. Peace Man 
  will be munching on a scone and slugging back natural coff ee by 
  the gallon when the runners arrive. He is unkempt and sleep de-
  prived with bloodshot eyes. Th e Fixer is tired and was high when 
  he took the job of fi nding a team for this mission. Now he has a 
  bunch of data fi les, a budget, and the crushing weight of sobriety.
  Th e job entails working with some out of town talent, which 
  are supposed to return a missing package to Denver. Presuming 
  the runners are amenable to the task, Peace Man will transmit a 
  fi le to them with package specifi cations and a fee schedule. His 
  “employer” has authorized a fi nder’s fee of TR*1,500 ¥ per runner. 
  Th e package weighs roughly 60 kg and will fi t in a storage carton 
  measuring 1.6m x 1m x .5m. While the fee is non-negotiable, 
  Peace Man was empowered to negotiate additional coverage of 
  expenses. Itemized expenses of 500 ¥ + 100 ¥ per net hit in an 
  opposed negotiations test will be covered. Th e expense coverage is 
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  7
  from the security zone. Persistence will mean a more thorough 
  scan of their IDs (Rating + Rating (4)). Th e security guards will 
  not initiate combat, but will respond with non-lethal force if pro-
  voked. Use Lonestar Police Squad p. 282, SR4.
  MIND THE GAP
  SCAN THIS
  Th e fi rst clues regarding Lin Yao lead to the Large Circle 
  League Triad in NYC. Contacts show the diff erences in organized 
  crime from Denver—here the corps really do run things much 
  more than the syndicate bosses.
  TELL IT TO THEM STRAIGHT
  Following up on a few leads, you walk down to Chinatown. 
  AR ads sell false mysticism and a thousand diff erent items designed 
  for the tourists to think they are seeing the real deal. Tightening 
  the fi lters on your commlink to avoid the majority of the spam, 
  you continue down to Lucky Star 99. When you step inside, you 
  are assaulted by scents and sounds. One part teahouse, one part 
  fresh butcher, the building has two very diff erent ambiances de-
  pending on which side you are on.
  As you look around the room, six men are sitting at one table 
  drinking tea. Several telltale lumps beneath the coats suggest ar-
  mored plates and holsters. Th e two who are facing the door, are 
  watching your group as you stand in the doorway.
  BEHIND THE SCENES
  Th e pair at Lucky Star 99 (See Map #1) watching the door 
  are Triad enforcers who act as security and separate the plebeians 
  from the criminals. When approached, they are standoffi  sh and 
  unaccommodating. Th ere are no empty seats at that table, but sev-
  eral of the nearby tables are empty for the characters to sit down. 
  When the runners enter the teahouse, the Triad group is discussing 
  two urban brawlers who made the jump from second string to 
  starters. One of the brawlers used to be a go-ganger before getting 
  a job as an outrider. When speaking to the Large Circle League 
  Triad members, an Etiquette + Charisma (2) Test will earn their 
  trust enough to talk business. Th e leader of their group is Hua 
  Tien. While his crew is mostly no-neck muscle, Hua acts as a gate-
  keeper to the rest of the organization. He does not know Lin Yao 
  or recognize the name, but knows others who might. An extended 
  Etiquette or Negotiation + Charisma (10, 5 min) will earn them 
  passage into the back room where the real Triad business happens. 
  (A glitch on this test will mean that the runners will be forced to 
  leave any weapons they have in a side room before heading back.)
  In the back room, Soon Shan is sitting at a table discussing 
  business in Mandarin. Th e individual sitting across the table is 
  responding in Cantonese. (A Judge Intentions (2) Test will show 
  that each understands the other, but seems more comfortable with 
  their own language.) Th ere are multiple duff el bags near Soon’s 
  feet, one of which is unzipped to reveal poppers (inhalant street 
  drugs). Th e Triad recently gained several thousand samples of 
  tempo which they are going to distribute in the Terminal zone. 
  Soon is negotiating to take some of the samples to the corporate 
  pharmacists who deal directly to the wage-slaves in Midtown. A 
  few minutes aft er the runners enter the room, both men seem to 
  come to an agreement and turn to focus on the newcomers.
  Once the shadowrunners are through the checkpoint, the 
  next step depends on their legwork success and directions. Th e 
  most obvious place to begin would be with Lin’s previous af-
  fi liations and searching for information about the Triad. Teams 
  that take this route should continue on to Mind the Gap. 
  Legwork will provide the necessary leads to get to the Large 
  Circle League Triad.
  Refer to Downtown for groups which begin by searching 
  through the Matrix.
  Some runner teams will be very obvious and unable to blend 
  in to the crowd of corporate types and wage slaves. Local Area 
  Knowledge or the Common Sense Quality will let the runner 
  know that walking around on the street with a pink Mohawk 
  or obvious gear would be a bad idea. Teams that would prefer 
  to take a less conspicuous approach can enter Manhattan via the 
  subway system. Th ere is a subway terminal for traffi  c entering from 
  Brooklyn into Manhattan, which will have an identical security 
  process for entering the city, though the runners won’t appear as 
  out of place.  Th e subway system is used by the lower end wage 
  slaves, blue collar workers and has a grittier vibe to it.
  Alternately, if the runners have a skimmer contact, they can 
  be smuggled in through the Underground and bypass the security 
  checkpoint altogether.  Th e cost for this is (TR*100) ¥ per runner.
  DEBUGGING
  If the runners try to get involved with the dwarfs going 
  through security, NYPD, Inc. guards will tell them to back away 
  NYPD, INC. BORDER GUARDS
  Body 3
  Agility 4
  Reaction 4
  Strength 3
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 3
  Magic —
  Initiative 8
  Initiative Passes 1
  Armor B/I 8/6
  Clubs 3
  Pistols 3
  Stun Baton R 1, D 6S(e), AP –half
  Colt American L36 D 4P, AP –, M SA
  Condition
   
  Monitor 
  Track
  unconcious
  1
  2
  3
  4
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  8
  Th e favor is a very simple package delivery (all of ten minutes, 
  but deniability is worth every penny). Th ey need to take a box and 
  give it to the receptionist for the curator of transgenic art. Th e 
  box is a sealed cube measuring about 20 cm per side and weighing 
  half a kilogram. Th ere are no wireless signals emanating from the 
  box, and it bears no notable astral presence. Opening it without 
  signs of tampering will take a Locksmith + Agility (16, 10 min) 
  Test. Inside the box are three optical chips and substantial padding 
  to keep them from shift ing. Th e data is encrypted using Rating 
  4+TR strong encryption which to decrypt has an interval of 12 
  hours per test. If decrypted, the data appears to be biometric data 
  and DNA sequence.
  DEBUGGING
  Violence in this case will not prove overly helpful. Should 
  violence ensue in the front of the building, use stats for 
  Triad Lieutenant and Triad Posse for Hua and his men (p. 284, 
  SR4) During the fi rst IP, one of the regular employees will use 
  their commlink to alert the Triad in the back. Soon and the other 
  Triad will leave through a back door. Th e Triad enforcers will herd 
  the runners towards the door and if possible into the street, before 
  locking the door.  It’s better for the Triad if the runners are picked 
  up by NYPD, Inc., than to have an open gunfi ght in the storefront. 
  (Bullet holes cause too many questions.)
  Interrupting the negotiations constitutes a social gaff e. Th e 
  runners will initially be ignored, if they persist Soon will tell 
  them to sit down and wait. Because of this gaff e, they will suff er 
  a -2 Dice Pool modifi er as Soon’s attitude shift s from neutral 
  to prejudiced.
  DOWNTOWN
  SCAN THIS
  Following up with Eddie. Th e last withdrawal of funds from 
  one of Lin’s accounts was placed into three bank accounts and a 
  collection of certifi ed credsticks.
  TELL IT TO THEM STRAIGHT
  When you try to comm Eddie, an automated system asks that 
  you leave a message aft er the tone. *DING*
  Whether they leave a message or not, Eddie calls back without 
  checking. Th irty seconds later their link begins to ring.
  “Yo, someone called me from this commcode. What can I do 
  for you?” An image of a black chess piece with cape and crooked 
  crown shows in their AR window. Th e icon is chaotic and appears 
  as if someone pushed “random” on the icon creation tool and took 
  the fi rst thing that spit out.
  BEHIND THE SCENES
  If the runners completed the service or bought the info, 
  Eddie will meet them at a 24-hour rave called the Looking Glass. 
  Th e rave takes place in a warehouse on Staten Island.
  The Looking Glass
  The quiet thump of subsonics reverberates in a guest’s 
  chest about twenty meters out, giving evidence to the force of 
  the stereo system inside. Inside, a raver’s paradise unfolds in the 
  manifest blackness of the converted warehouse. With a single bar 
  Runners can buy information about Lin Yao or trade favors. 
  While they will not tell this to the runners, Eddie Stephens (see 
  Cast of Shadows) was contacted to provide Lin Yao with a fake 
  ID. Soon knows of Stephens’ activities, but the man is not a mem-
  ber of the Large Circle Triad. Th e runners can buy this info for 
  TR*500 ¥. Negotiations lower the price by TR*50¥ per net hit (up 
  to 5 net hits). Alternatively, they can do Soon a favor and deliver a 
  small package to the Museum of Modern Art. Th e museum is on 
  West 53rd Street between Fift h and Sixth avenues. In return, the 
  Triad will introduce them to Eddie Stephens.
  LARGE CIRCLE TRIAD ENFORCES
  Body 3
  Agility 5
  Reaction 4
  Strength 3
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 4
  Magic —
  Initiative 8
  Initiative Passes 1
  Armor B/I 6/4
  Blades 3
  Automatics 3
  Dodge 3
  Sword R 1, D 5P, AP –
  Ceska Black Scorpion D 4P, AP –, M SA/BF, RC (1)
  HUA TIEN
  Body 4
  Agility 6
  Reaction 5 (6)
  Strength 5
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 3
  Magic 4
  Initiative 9 (10)
  Initiative Passes 2
  Armor B/I 6/4
  Close Combat 5
  Pistols 2
  Dodge 4
  Critical Strike 2
  Sword Weapon Focus (F 1) R 1, D 6S, AP –
  Remington Roomsweeper D 5P, AP –1, M SA
  Condition
   
  Monitor 
  track
  unconcious
  Hua Tien
  1
  2
  3
  4
  5
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  9
  and contact the runners when he fi nds something. (It will take TR 
  hours to fi nd Lin Yao with this method.)
  Teams that bought the info instead of doing a favor for the 
  Triad, will face a more capitalistic approach. Eddie will suggest 
  that they run facial recognition soft ware on security feeds and 
  MeFeeds throughout downtown. His network services for track-
  ing people down through methods like this are available for 100¥ 
  per hour. (It will take TR hours to fi nd Lin Yao with this method.) 
  Teams who decide to go their own, using his advice will need to go 
  through a Data Search + Facial Recog (24, 10 min) extended test 
  in order to fi nd Lin Yao.
  Whether using their own search or Eddie’s services, success-
  ful teams eventually fi nd footage of Lin in a MeFeed. Th e video 
  shows her on a subway and ascending the stairs to the Manhattan 
  Development Consortium (MDC) building. She is wearing a 
  formal cream-colored skirt-suit and passes through the peripheral 
  vision of Angela “OrkGodss72” Carter.
  DEBUGGING
  Standard Data Search + Browse tests will not come up with 
  the information that the team needs as there are no references to 
  Lin Yao in New York. Th e MeFeed identifi es Lin Yao fairly tan-
  gentially and there is no direct contact between the former Triad 
  and the ork woman.
  UPTOWN
  SCAN THIS
  Arriving at the MDC building, the team tries to follow the 
  trail of clues. Social engineering shows that Lin attempted to speak 
  with Horizon Corporation’s representative.
  TELL IT TO THEM STRAIGHT
  Exiting the subway, you continue retracing the footsteps of 
  Lin Yao. A massive building stands in front of you, headquarters 
  of the Manhattan Development Consortium. Video feeds along 
  the wall show external camera shots of the front of the building. 
  Anti-ram posts are built along the sidewalk to keep vehicles from 
  crashing into the building. Th e steps leading to the lobby 
  are spotted with NYPD, Inc. security and business 
  people doing minor face-to-face networking. 
  Th is is defi nitely the building that Lin Yao was 
  heading towards in the MeFeed.
  BEHIND THE SCENES
  Unless runners have a permanent 
  Resident pass for Manhattan, they will 
  not be allowed into the Upper Eastside 
  neighborhood.  Upon approaching 
  the area they will receive an AR order 
  to cease and desist, if they continue 
  in, drones will localize their PANs 
  and photograph the runners while a 
  second order is given. Upon the third 
  order, a patrolcar will be sent to detain 
  the runners.  To access the MDC building 
  without a permanent White or Resident’s 
  pass, they will need to travel via the subway to a 
  along the north wall, there are scattered chairs around the edge 
  of the main room and ringing a recessed dance area. Artwork 
  ranges from classical interpretations of Alice in Wonderland, past 
  American McGee, to the truly bizarre. Passing from the lift  to the 
  bar, you pass through zones of curtained music. Without physi-
  cal barriers, the music has sharp transitions in the space of a few 
  steps, changing the ambience and mood. Bodies decked out in 
  this season’s raver-chic gyrate to the music. Within the recessed 
  area, dancers congregate as the hours pass on. Drug dealers and 
  pill poppers press their bodies against fur, leather and scale as the 
  music overtakes them. Overhead, drones circulate and swoop 
  down to collect empty glasses and deliver drink orders to outly-
  ing tables. Augmented reality lays an entirely new layer over the 
  club as emotional sub-tracks push along threads of music and the 
  question is asked “who is real?” Th e dance fl oor and walls show 
  refl ections of dancers as they used to be. Changelings see faces 
  lost to them forever, while illusions of possibilities refl ect back on 
  those untouched by SURGE.
  Security within the Looking Glass is very tight. Each guest 
  walks through a Rating 5 cyberware scanner, which is programmed 
  to identify weapons and aggressive cyberware. A red light in the 
  walls, triggers if the system detects any kind of weapon or cyber 
  weapon. Th ere is a yellow light if the system detects something 
  but is unable to determine what it is due to thresholds. Runners 
  triggering a light with removable weapons will be told to place 
  their items at coat check and then pass through the sensor again. If 
  the weapon cannot be removed, or the individual refuses to leave 
  it, they are told to leave.
  Teams that did a favor for the Large Circle League Triad will 
  be told by Eddie that he set Lin up with a fake ID and, aft er laun-
  dering, transferred 50,000¥ from one of her accounts onto three 
  certifi ed credsticks. If asked he can run a balance check (eff ectively 
  a false query through a credstick reader) on the certifi ed accounts. 
  20,000¥ was spent this morning in an anonymous transaction 
  (certifi ed to certifi ed). For (TR*50 ¥), Stephens will run a search 
  the wall show external ca
  Anti-ram posts are built a
  crashing into the 
  are spotted w
  people d
  Th is is
  hea
  B
  o
  the
  witho
  pass, the
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  1010
  If asked about what she was doing earlier in AR, Mara will 
  tell them that in addition to security consulting, she works as a 
  freelance programmer. It started off  as a hobby, and has paid off  
  professionally. She is willing to show them the output of a new 
  data-traffi  c analysis program that she has been working on. Th e 
  working name for the program is Emergent Knowledge.
  DEBUGGING
  Attacking the MDC building is suicidal. Each of the 
  mega-corporations housed within the building has their own 
  security staffi  ng and the building is a short distance from NYPD, 
  Inc. station. Th e security guards inside the lobby will respond 
  with non-lethal force, using gel rounds and stun batons. (Use 
  stats for Lone Star Police Squad, p. 282, SR4) An alert will also 
  be triggered warning all the various corporate security groups in 
  the building. Th e corporate security will not engage the runners 
  unless the runners attempt to gain access to the upper levels of 
  the building. A SWAT team will respond in three minutes. (Use 
  terminal with the single stop. Before boarding the train, runners 
  will pass through MAD scanners, chemsniff ers, and cyberware 
  scanners (all Rating 6).  Anomalies on the scanners will result in 
  NYPD investigation. Th e train stops at the MDC sub-basement 
  and has a lift  to go directly to the lobby. Manhattan Development 
  Consortium is the proper name for Manhattan Inc, the council 
  of 13 corporations that runs all of Manhattan. Anyone walk-
  ing into the building must pass through a MAD scanner, rating 
  6 Cyberware Scanner, and have an ID verifi cation. Th e building 
  is an “Active-only” zone for commlinks, with AccessIDs logged. 
  A Rating + Rating (4) test for any fake SINs is required to pass 
  security. Any SINners who glitch the test while presenting a false 
  ID will have their real IDs pulled up instead.
  Social engineering at the MDC building, or hacking the 
  security feed archives, shows that Lin Yao attempted to speak 
  with a Horizon Rep. An Etiquette + Charisma (2+TR) Test, will 
  convince the secretary that the group is harmless and she will talk. 
  She remembers the woman in a cream-colored suit, who went by 
  the name of Summer Xiao. Summer had an appointment with 
  members of the Horizon recruiting department. Th e appointment 
  was supposed to be at 10:00 AM. Aft er an hour and a half of keep-
  ing Summer in the lobby, they called down to say the appointment 
  was cancelled.
  Hacking the system is diffi  cult. Th e security node is Rating 
  (TR+4) with patrolling IC and agents analyzing each icon and 
  comparing the Access IDs to a security list. Rather than hacking 
  the main security node, it is also possible to hack the camera di-
  rectly. It is a Rating 4 device and has the last 12 hours of footage 
  stored locally, as well as transferred to the security node. Reviewing 
  the footage will show Lin Yao arriving at 9:45 AM. She was stood 
  up for her appointment and waited until 11:30 before being told 
  to leave. A Latina elf (Mara Blaine) can also be seen sitting in the 
  lobby from 9:30 AM to 10:22 AM. Th e elf was wearing business 
  attire and AR glasses and gloves. It is obvious that she was doing 
  something in AR while sitting. For the last twenty minutes before 
  the elf leaves, she is seen talking with Lin Yao.
  Aft er either the social engineering or hacking is completed, 
  Mara Blaine will exit the elevators and cross the lobby to give her 
  visitor’s badge back to the receptionist. If the runners took the 
  etiquette route, the receptionist will introduce Mara Blaine to the 
  runner who made the etiquette attempt.
  “Mara, this is <runner name>. Mara works as a security 
  consultant for a few corporations in the building. <runner name> 
  was interested in Summer, the woman who sat next to you earlier 
  this morning.”
  Teams that went with the hacking solution will see the elf 
  from the footage moving in the path described above. She is ami-
  cable to polite conversation and will talk with the runners. Mara 
  will suggest that they take a seat on the bench to one side.
  If asked about her conversation with Summer/Lin, Mara 
  will say that they talked about the weather, recent travel and 
  trids. Blaine believes that Summer was barking up the wrong tree 
  and that the Asian woman’s fl irtation was lost on her. Th ough it 
  was fl attering to know that she is attractive to all types, Mara let 
  Summer know that she was not interested. To transition from the 
  uncomfortable silence, she showed Summer a new data-traffi  c 
  analysis program that she had been working on to be used in con-
  junction with the sculpting of the MDC host.
  EMERGENT KNOWLEDGE
  The MDC’s public access node uses a cascad-
  ing ﬁ rewall and data trafﬁ c system to help sculpt 
  the network. Similar to many cybercafes, the data 
  trafﬁ c patterns can be watched through the visual 
  representation of colors in the walls. This sculpt-
  ing is designed to provide a casual atmosphere 
  but also gives system admins the ability to detect 
  probing attacks and hackers by changes in the 
  color patterns. If you have the appropriate decryp-
  tion software, Mara found that it is also possible 
  to determine where the trafﬁ c is coming from and 
  going. (In game terms, this program is a customized 
  Analyze and Track program which only works on this 
  node. The built-in pilot reverse engineers the color 
  patterns into actual data streams and launches a 
  Track)  Initially it was just an academic pursuit for 
  her, but turned into a fact-ﬁ nding mission. Because 
  the program isn’t seeing the original data, it is im-
  possible to decrypt the transmissions.
  Mara recorded some live feeds earlier before her 
  meeting and can use a holo-projector to display a 
  small piece. Time stamps show that shortly after 
  Summer/Lin Yao arrived, there was an increase in 
  purple strands within the sculpting. According to the 
  program, these strands travel between the building 
  and Horizon’s private node.
  Anyone who succeeds at an Etiquette + Charisma 
  (3) Test with a Horizon contact, will learn that 
  Horizon was digging into Lin Yao’s new ID by search-
  ing through datatrails and purchasing histories. They 
  identiﬁ ed that Summer Xiao was a false ID.
  Either more hacking (the Data Search + Facial 
  Recognition from before) or Etiquette + Charisma 
  (2) with the receptionist can reveal that Lin headed 
  down to Penn Station to talk to a few freelancers.
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  1111
  Occasional pop-ups get past your spam block, selling sex in all 
  its fl avors. Overhead, a security helicopter fl ies low as a looming 
  reminder that they are still watching.
  BEHIND THE SCENES
  Searching Terminal (see Map #2) for the spot that they last 
  saw signs of Lin will lead them to a falafel cart near one of the 
  advertised coffi  n motels. A group of six thugs are standing at the 
  stats for a Red Samurai Detachment and Lieutenant p. 283, SR4. 
  Replace Blades with Clubs and Katanas with Stun Batons.) Th e 
  SWAT team will be composed of 8+TR members and 1 + (TR/3) 
  lieutenants. Th e SWAT team will respond with lethal force if any 
  NYPD, Inc. guards were killed before the team arrived.
  Hackers from NYPD, Inc. and the megacorporations housed 
  inside the building will actively track the whereabouts of the run-
  ners. Beyond this, they will focus eff orts on disabling cyberware 
  or locating personal information such as bank accounts, false IDs 
  loaded on the commlink and contact information. Feel free to be 
  creative in how the hackers hinder the runners or fi nd additional 
  information to track them later if the runners escape.
  ALL POINTS IN BETWEEN
  SCAN THIS
  Down at Terminal and Penn Station, the runners get a feel for 
  the grit and grime. Here they catch up to Lin. She has just hired a 
  batch of irregulars to meet with a corporate headhunter.
  TELL IT TO THEM STRAIGHT
  Terminal is a city within a city–cut off  from Manhattan with 
  chokepoints of security. Th e area is dirty and unkempt. Walking in, 
  no one bothers scanning your SIN, but the line to get out is about 
  forty people deep and climbing. You don’t see any blue cards 
  here–most of the people have red cards with several black ones as 
  well. AR ads off er the cheapest coffi  ns and fl ophouses in the city. 
  HORIZON GUARDS
  Body 4
  Agility 5
  Reaction 5 (6)
  Strength 4
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 4
  Magic —
  Initiative 9 (10)
  Initiative Passes 2
  Armor B/I 10/8
  Firearms 5
  Dodge 4
  Wired Reﬂ exes 1
  Smartlink
  FN HAR D 6P, AP –1, M SA/BF/FA, RC 2
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  3
  5
  6
  4
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  LIN’S SPECIALISTS
  Body 3
  Agility 4
  Reaction 4
  Strength 3
  Charisma 4
  Intuition 3
  Logic 3
  Willpower 3
  Magic —
  Initiative 7
  Initiative Passes 1
  Armor B/I 8/6
  Close Combat 3
  Firearms 4
  Dodge 2
  Smartlink
  Combat Axe R 2, D 6P, AP –1
  Yamaha Sakura Fubuki D 4P, AP –, M SA/BF RC (1)
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  3
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  LIN’S SAMURAI
  Body 4
  Agility 5 (7)
  Reaction 4 (6)
  Strength 5 (7)
  Charisma 2
  Intuition 3
  Logic 2
  Willpower 3
  Magic —
  Initiative 7 (9)
  Initiative Passes 2
  Armor B/I 6/4
  Blades 4
  Automatics 5
  Dodge 3
  Dermal Plating 2
  Smartlink
  Katana R 1, D 7S, AP –1
  Ingram Smartgun X D 5P, AP –, M BF/FA RC 2(3)
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  3
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  1212
  TELL IT TO THEM STRAIGHT
  Contacting Peace Man, you set up the meeting to arrange 
  for Lin to get shipped back to Denver. You are told to meet him 
  on Roosevelt Island. When you arrive at the address, Peace Man 
  is handing over three credsticks to a group of trolls. Th e lead troll 
  nods to you and gets in the driver’s seat of black towncar. One of his 
  buddies opens the trunk and gestures for Lin Yao to be put inside.
  While the dirty business of human traffi  cking is being dealt 
  with, the ork fi xer approaches your team.
  “You’ve done well, kids. Well enough to keep people happy. Have 
  a good one, and you may be hearing from me in the near future.”
  If any of the runners are fr om Denver, continue with this:
  Turning away from you, Peace Man walks to his car and stops 
  aft er a few seconds.
  “Yo, man. Some no-necks from Denver sent me this and 
  asked me to give it to you. Th eir instructions were to not watch 
  it, and guarantee that you saw it aft er Lin Yao was on her way to 
  the airport.”
  The video transmits to your commlink. When you open 
  it, the scene is the front of your home. Th e feed appears to have 
  been taken from an eye camera. Moments into the footage, ZDF 
  troopers emerge holding boxes that appear to be contraband. 
  Other troopers begin stringing police tape. A neighbor who looks 
  outside to see what happened is thrown back as a shotgun blast 
  tears open his chest.
  “Stay out of Denver—G.” is printed in large red letters across 
  the display as the background of the home fades to black.
  BEHIND THE SCENES
  Th is Mission does not have any duplicity and unless the run-
  ners begin a confrontation, they get paid and walk away.
  Runners from Denver who choose to return to Denver aft er 
  the warning will be retired from the campaign. Th ey will fi nd that 
  all Denver based contacts with a loyalty of less than 3 are unwilling 
  to speak to them. Loyalty 4+ contacts will tell them to stay in New 
  York City until the heat from everything blows over, hinting that 
  such a thing could take a year or more.
  cart grabbing a snack. (Use the Street Samurai and the Weapon 
  Specialist p. 110 & 113, SR4.) As the runners approach the area, 
  Lin steps out of the coffi  n motel. With a mutual nod, the merce-
  naries turn to follow her and they all start to walk down the street. 
  At this point, the runners are still in a direct line of sight of one 
  of the security chokepoints. Fighting in the streets is inadvisable.
  If they follow Lin Yao and her thugs for a few minutes, the 
  group heads south into one of the more rundown areas of Terminal. 
  Here she meets with another group of people. Ieto Hong and a 
  group of (2 + TR) guards (use Red Samurai Detachment, p. 283, 
  SR4) are present to meet with Lin. Th e guards are wearing security 
  armor bearing the Horizon logo. Within AR, Ieto has an overlay 
  of Horizon shrouding his features and his active commlink clearly 
  notes his title as a Security Synergist.
  Ieto addresses her as Lin, rather than Summer, showing that 
  he knows that the other ID is fake. While he does not wish her any 
  direct harm, it is time that she turn over the information promised 
  to Horizon in exchange for their meeting. If the information is 
  worthwhile, he will overlook her breach of etiquette and lies to 
  the company. Otherwise, he recommends that she leave New York 
  and not attempt to lie to Horizon again.
  If the runners attack, use the standard Surprise rules (p. 165, 
  SR4) for determining who is caught unaware. Treat the runners as 
  lying in wait if they allow the conversation between Lin and Ieto 
  to happen. If they attack when the two groups fi rst meet, then treat 
  all groups as aware. During the second Combat Turn the helicop-
  ter from before will arrive on scene (Use stats for a DocWagon 
  CRT Helicopter with a mounted-White Knight LMG. p. 116, 
  Arsenal). Horizon guards will fi ght a retreating action, defending 
  Ieto and each other as they board the chopper. Lin’s mercenaries 
  will focus on the runners while Lin attempts to fl ee.
  Unless the runners take a hostile action against Ieto or his 
  men, including being caught in area of eff ect spells or grenade blasts, 
  they will not attack the runners nor hinder them in any attempts to 
  take out Lin. Ieto believes that this is an internal problem for the 
  Triad and has a rough understanding of the events from Denver.
  DEBUGGING
  If Lin Yao survives, she attempts to bribe the runners into 
  letting her go at 2,000¥ per runner.  Th is is all the money to which 
  she has access at this time—the rest was already spent hiring free-
  lancers and paying bribes. Negotiation cannot improve this. If Lin 
  is down, but Ieto’s forces are not, they will send an ARO off ering 
  to let the team take Lin in exchange for her commlink. 
  PUSHING THE ENVELOPE
  For high TR tables or combat focused groups, have the Street 
  Samurais be trolls, applying the racial modifi ers (p.4, Contacts 
  and Adventures) to the archetype. You can also add 1 combat 
  mage per 2 TR. 
  NOT A THROUGH STREET
  SCAN THIS
  Turning Lin over, the runners get paid and fi nd that there is 
  no return to Denver.
  CORPORATE REWARDS
  Ares: Ares Predator IV with Rating 3 Ceramic/
  Plasteel Components.
  Aztechnology: Aztechnology Classiﬁ ed SIN (treat 
  as Rating 6 fake SIN).
  Horizon: Thundercloud Contrail racing bike with 
  chameleon coating.
  NeoNET: Rating 4 non-standard wireless link 
  (TR 1-2); or Renraku Hotspot nexus (TR 3+).
  NYPD, Inc.: Checkpoint authorization (automatic 
  passage through checkpoints).
  Renraku: Rating 5 Stealth program with Ergonomic 
  option.
  Saeder-Krupp: Rating 4 directional jammer.
  Shiawase: Two doses of altskin with armor upgrade.
  Spinrad: Access to a delta clinic.
  Neo-Anarchists: Four 1-kg cans of Rating 10 foam 
  explosive.
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  1313
  Th e 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.
  In addition, in this scenario the following corporations will 
  make an off er under the following circumstances:
  Neo-Anarchists: Th e PC is off ered two or more other affi  li-
  ations and refuses all of them.
  CONTACTS
  Successfully completing the job will earn Peace Man at 
  Loyalty 1 or +1 loyalty (to a maximum of 4) if they already have 
  him as a contact.
  Doing the favor for the Triad rather than purchasing the info 
  will earn Eddie at Loyalty 1 or +1 loyalty (to a maximum of 4) if 
  they already have him as a contact.
  Being introduced through the receptionist, will earn Mara at 
  Loyalty 1 or +1 loyalty (to a maximum of 4) if they already have 
  her as a contact.
  REPUTATION
  Picking a fi ght at Lucky Star 99 with increase Notoriety by 1
  PICKING UP THE PIECES
  MONEY
  TR x 1,500¥ per runner for returning Lin Yao to Denver.
  Expense account of 500¥ + 100¥ per net hit (Up to 5 net 
  hits)—Th is sum is for the entire team.
  KARMA
  2—Recover Lin Yao alive.
  1—Send Lin back to Denver (dead or alive)
  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.
  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.
  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 discreetly approach 
  the PC at the end of the scenario and off er an affi  liation with them.
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  1414
  EDDIE STEPHENS
  0. 
  A mercenary at heart, he will sell SINs to anyone.
  1. 
  He doesn’t trust anyone—meeting him is always on his terms.
  2. 
  Eddie can make you look like a company man or the squatter 
  next door. It’s all based on cred.
  3. 
  Th ey say he sold out to a corp, but got burned. Now he’s back 
  on the independent side.
  4. 
  I ran into him earlier today, for 50¥ I can tell you where to 
  fi nd him. (Address to the Looking Glass)
  CAST OF SHADOWS
  MIGUEL SANCHEZ
  Growing up in the barrio, as part of the Family, Miguel cut 
  his teeth doing enforcement work. You can take the ork out of the 
  sprawl, but…yeah cliché describes Miguel. He’s more comfortable 
  with the street aspects and the sprawl gangers that occasionally get 
  leaned on by the Chavez and Casquilho families. 
  At 2m and 100kg, Miguel fi lls most rooms that he walks in. 
  He’s loud, brash, and oft en tries to intimidate those around him 
  if he thinks that he can get away with it. He is the street though 
  down to his badly shaven head and gold plated tusk. Th e ork un-
  derstands the pulse and hardship that moves through the squatter 
  life. Since becoming more legit, he has developed a soft  spot for 
  some of the untouchable groups—older women and young chil-
  dren. Under his coat, Miguel generally has a couple bucks in hard 
  currency or a few granola bars to pass out.
  Miguel is forced to wear suits whenever he is doing business 
  for the family, otherwise he can be found wearing ragged jeans and 
  a wife beater under his trademark leather duster.
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  7
  4(5)
  3
  6(7)
  3
  3
  3
  4
  4.9
  6
  1
  Condition Monitor Boxes: 12
  Armor (Ballistic/Impact): 8/6
  Active Skills: Close Combat 4, Etiquette (Street) 3 (+2), Firearms 
  3, Intimidation 3, Negotiations 4, Pilot Ground Craft  (Bike) 2 
  (+2), Running 3, Shadowing 4, Survival (Urban) 2 (+2)
  Knowledge Skills: BTL Dealers 2, Mafi a Run Establishments 5, 
  Urban Brawl Statistics 3, Denver Area Knowledge 2, Gang ID 4,
  Cyberware: Datajack, Muscle Replacement
  Gear: Remington Roomsweeper (w/10 clips of Flechette 
  Ammo), Harley Davidson Scorpion, Combat Axe, Survival Knife, 
  Extendable Baton, Armor Jacket, Sony Emperor commlink (w/
  Redcap Nix OS)
  CHARLES ‘PEACE MAN’ STODDARD
  Normally relaxed and easygoing, Charles Stoddard fi ts the 
  ‘pot-smoking 60’s hippy” stereotype to a “T”. Th at is if you are 
  referring to the 2060s. Charles follows Bear, though most who’ve 
  met him say he’s more of a Cub. Th at’s apropos, given that he is 
  only 17. He grew up in DC during the August Riots (subsequent 
  to Dunkelzahn’s assassination) and watched as the government 
  and the corps stood by as the UCAS imploded. Charles has par-
  ticipated in every manner of peaceful protest, but soon grew weary 
  of not getting results. At this point, he hates the government and 
  the corps in equal measure. He is willing to let the ends justify the 
  means, if the powers that be will start listening.
  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.64, SR4). 
  Hits on this extended test may be substituted per the standard 
  Data Search chart (p.230, SR4). 
  PEACE MAN
  0. 
  Same to you, ah, Dude.
  1. 
  Charles ‘Peace Man’ Stoddard. He hates the corps and the 
  government in equal measures.
  2. 
  Owns a New-Age shop (Free Your Mind).
  3. 
  Bear Shaman and part-time fi xer for Neo-A interests.
  TRIAD
  1. 
  Th ey are primarily based out of Chinatown
  2. 
  If you need to fi nd one, check out Lucky Star 99.
  3. 
  Th e Large Circle League Triad work with Shiawase for a lot 
  of their business 
  4. 
  I’ve heard a rumor about the Large Circle League passing out 
  tastes of tempo. 
  5. 
  A few of the corporate pharmacists get supplied by this Triad. 
  ORGANIZED CRIME
  0. 
  Th e major players are all still in the circle
  1. 
  Most vices are managed internally by the corps, not sold by 
  a syndicate
  2. 
  Some of the syndicates have taken to corporate partnerships.
  3. 
  A few years back, the syndicates tried to expand—Manhattan 
  Inc passed an “executive order” and crushed the uprising.
  MANHATTAN INC.
  0. 
  Th ese are the big boys—13 corps that rule NYC.
  1. 
  Th ere’s been a constant struggle between the council and the 
  Neo-As.
  2. 
  Th reats that undermine profi ts are removed swift ly and with-
  out pause.
  3. 
  It’s rumored that Manhattan Inc has their own security 
  forces-loyal to the council not the corps.
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  1515
  respectability in public. He is succinct in talking, and, even in 
  the shadows, he will show respect for those who understand Kao. 
  He keeps his temper in check, separating the business side from 
  the personal side, another corporate concept in his mannerisms. 
  He has moved up from a security offi  cer in Horizon to the Head 
  of Corporate Personal Security. He has worked the shadows to 
  uphold the notion of Kao within Horizon. Horizon has been 
  pleased with his work and has given him leeway in his conducting 
  of “business.” 
  Death is an acceptable tool in his work and will not hesitate 
  to use it in saving Horizon’s Kao (both internally and externally) 
  and that makes him dangerous. However besides killing, he does 
  have other tools at his disposal such as many police and security 
  contacts to discourage and deter those not showing respect for 
  Horizon and its affi  liates. 
  B
  A
  R
  S
  C
  I
  L
  W EDG Ess
  Init
  IP
  5
  4
  6
  3
  4
  4
  4
  4
  2
  4.4 9(10)
  2
  Condition Monitor Boxes: 11
  Armor (Ballistic/Impact): 5/3
  Active Skills: Etiquette (Corp) 3 (+2), Negotiations 3, Leadership 
  4, Pistols 3, Perception 4, Electronics 3, Shadowing 2
  Knowledge Skills: Japanese N, English 3, Corporate Policy 
  (Horizon) 2(+2), Corporate Security 3, Police tactics 2, Security 
  Systems 2
  Gear: Morrissey Elite w/ 2 clips of ammo, Morrissey Elan as 
  backup,2 Concealed Holsters, Berwick Suit (5/3), Commlink 
  (Hermes Ikon with Iris Orb)
  Augmentations: Synaptic Booster 1, Attention Coprocessor 3, 
  Dermal Sheath 2
  LIN YAO
  A former ranking member of the White Lotus Triad. The 
  human woman’s dark hair falls to the middle of her back, and 
  she keeps it pulled into a tight ponytail or braid depending 
  on her mood. She always dresses conservatively, wearing cream 
  colored woman’s business suits with a simple silver necklace 
  and matching wireframed glasses. Few would suspect the 
  soul of a ruthless underworld figure lurks between her quiet, 
  yet firm and businesslike, demeanor. She speaks with a slight 
  Cantonese accent and avoids slang, relying on “business casual” 
  English at all times to avoid any confusion in translation since 
  it is not her native tongue, and demands that others who speak 
  to her do the same if they cannot, or are not willing to converse 
  in her native tongue.
  B
  A
  R
  S
  C
  I
  L
  W
  E
  Ess
  Init
  IP
  3 
  3 
  3 
  2 
  5 
  5 
  3 
  4 
  3 
  6 
  8 
  1
  Condition Monitor Boxes: 10
  Armor (Ballistic/Impact): 5/3
  Active Skills: Computers 2, Perception 3, Data Search 2, Etiquette 
  3 (Triad +2), Instruction 4, Leadership 3, Negotiation 3, Pistols 1
  Knowledge Skills: Business 3, Law 4, Local Politics 3, Police 
  Procedures 2, Psychology 4, Triad Politics 5
  Gear: Actioneer Business Clothes, Ares Viper Slivergun, Glasses 
  with Rating 4 Cyberware scanner
  Connection Rating: 2
  Charles is a young African-American ork who’s just a bit too 
  skinny for his size. He looks (and is) under the infl uence most of 
  the time. He likes tie-dyed and hemp clothing, wears sandals with 
  socks, and has an absolute passion for soy puff s. Th e only thing 
  that rattles him is talk about corporations or the government. At 
  those times, his fury boils over very quickly.
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  M Init IP
  5
  2
  2
  4
  3
  2
  2
  4
  6
  4
  4
  1
  Condition Monitor Boxes:  10
  Armor (Ballistic/Impact):  –
  Qualities: Magician, Addiction (‘Natural’ Drugs) - Mild
  Active Skills: Conjuring 2, Sorcery 3, Etiquette 2, Negotiation 3, 
  Assensing 3, Astral Combat 2, First Aid 3, Medicine 1
  Knowledge Skills: 20th Century Drug Culture 3, Drug 
  Paraphernalia 3, Neo-Anarchist Philosophy 3, Protest Culture 2
  Spells: Confusion, Heal, Improved Invisibility, Manabolt
  Gear: Commlink (Meta Link running Xim OS), Medkit (Rating 3)
  Connection Rating: 3; Neo-Anarchist
  EDDIE STEPHENS
  When your SIN runs hot, it’s time to talk to Eddie. An iden-
  tity specialist, Eddie provides fake SINs and passes to anyone with 
  enough money. Most of the time he runs his business in the meat 
  because he doesn’t trust people buying his services to cover their 
  tracks. You send the cred to a certifi ed account or do a dead drop 
  in a Subway locker, and he gets a packet with SIN and relevant 
  information to you a few hours later. Th e only guarantee he makes 
  is that it will last through the fi rst transaction. Whatever happens 
  aft er that, is on you.
  Eddie is a regular party-goer with paranoid tendencies. He 
  regularly looks over his shoulder in public places and never an-
  swers his link unless he recognizes the Access ID. Refusing to use 
  drugs because he can’t let go of his self-control, Eddie drinks juice 
  and club soda. A steampunk-goth, the hacker weighs in at 80 kilos 
  and just shy of two meters.
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  3 
  3 
  3 
  2 
  2 
  5 
  5 
  4 
  6 
  8 
  1 
  Condition Monitor Boxes:  10
  Armor (Ballistic/Impact): 4/4
  Active Skills: Artisan(Photography) 2 (+2), Cracking Group 4, 
  Disguise 2, Electronics Skill Group 4, Etiquette (Street)2 (+2), 
  Forgery 5, Negotiation 2, Palming 2
  Knowledge Skills: Bureaucracy Hacks 5, Databases 3, Matrix 
  Hangouts 3, Police Procedures 3, SOTA Identifi cation Technology 5
  Gear: SteamPunk Line (Raver Modified) (4/4), Modified 
  Commlink (6/6/6/5), Relevant Programs Rating 5, Contacts 
  with Image Link and Low-light
  Connection Rating: 3; NYPD, Inc. Affi  liate
  IETO HONG
  Ieto Hong is 1.75m asian-looking, elvish gentlemen in his 
  late 30’s. His hair is black with streaks of blue at the temples and is 
  slicked back. He has dark blue eyes and a faint scar across his chin. 
  He is reserved in speech, keeping an almost scary calm. He up-
  holds the tradition of Kao, the concept of saving face and keeping 
  
  Shadowrun Missions
  Shadowrun Missions
  EVERYONE’S YOUR FRIEND. . . . . . . . . . . . . . . . . . . . . .
  1616
  SOON SHAN (SHIAWASE/TRIAD)
  Th e by-product of a long-term work arrangement between 
  Shiawase and the Large Circle League Triad, Soon Shan is loyal 
  to both groups. Secretly the son of a Shiawase executive, he was 
  raised with one foot in crime and the other foot in a corp. He was 
  identifi ed at a young age as having magical potential, but his lack 
  of potency has built a glass-ceiling into his advancement.
  Soon is short and lithe, roughly 1.6 meters tall human with 
  a ruddy Chinese complexion. He knows that his advancement 
  within the company is limited if he moves linearly and instead is 
  focused on skirting around the edges. With an analytical mind and 
  manipulative personality, he has learned that subtle use of magic 
  can be more eff ective than large fl ashy spells. A “Prince in Training,” 
  Soon reads an equal measure of Machiavelli and Sun Tsu.
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Ess
  Init
  IP
  3 
  5 
  4 
  3 
  3 
  4 
  3 
  4 
  3
  6 
  8 
  1
  Condition Monitor Boxes: 10
  Armor (Ballistic/Impact): 4/0
  Qualities: Mystic Adept
  Active Skills: Clubs 3, Computer 2, Etiquette (Underworld) 
  2 (+2), Intimidation 2, Negotiation 3, Pistols 2, Spellcasting 3, 
  Unarmed Combat 3
  Knowledge Skills: Criminal Rackets 3, Gambling 4, Gang 
  Identifi cation 2, Police Procedures 3, Underworld Politics 4
  Languages: Mandarin N, Cantonese 2, English 3
  Gear: Armored Clothing, Savalette Guardian (w/EX rounds), 
  Transys Avalon w/Renraku Ichi OS
  Adept Powers: Kinesics 2
  Spells: Analyze Truth, Mind Probe, Control Th oughts, Infl uence
  MARA BLAINE
  Formerly a CorpSec guard for one of the big players in town, 
  Mara knows who is shooting who and why throughout most of 
  NYC. She works as an independent security consultant on offi  ce 
  buildings and highrises. Don’t ask her to sell you information 
  about a system she consulted on, but anyone else’s systems are 
  fair game.
  At nearly two meters tall, thin and muscular, Mara has the ste-
  reotypical elven physique. Her curiosity and desire to understand 
  how things work drives her to experiment. Mara would normally 
  be a very closed person, but work in a corporate environment has 
  taught her to open and make fast, but shallow, connections. Deep 
  bonds of trust and faith will take a much longer time to build 
  with her. 
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  3 
  5 
  4 
  3 
  4 
  4 
  4 
  4 
  4.7 
  8 
  1
  Condition Monitor Boxes: 10
  Armor (Ballistic/Impact):  –
  Active Skills: Cracking 4, Electronics 3, Gunnery 3, Perception 
  2, Pilot Aircraft  3, Pilot Ground Craft  3
  Knowledge Skills: Architecture 3, Breaking and Entering 
  Techniques 4, Corporate Rumors 4, Matrix Games 3, Security 
  Procedures 3, Security Systems 5
  Augmentations: Commlink (DR: 5), Datajack, Control Rig, 
  Simrig
  Connection Rating: 2
  
  1717
  Everyone’s Your Friend
  Everyone’s Your Friend
  LIN YAO
  Known Alias: Mikano Li
  Hair:  Black 
  Height: 1.52 m
  Eyes:  Brown 
  Weight: 45.2 kg
  Ethnicity: Asian
  Lin Yao was a ranking member of the White Lotus 
  Triad in Denver. Her dark hair falls to the middle of 
  her back, and she keeps it pulled into a tight ponytail 
  or braid depending on her mood. She always dresses 
  conservatively, wearing cream colored woman’s 
  business suits with a simple silver necklace and 
  matching wire-framed glasses. She speaks with a 
  slight Cantonese accent and avoids slang, relying 
  on “business casual” English at all times to avoid 
  any confusion in translation since it is not her na-
  tive tongue, and demands that others who speak to 
  her do the same if they cannot, or are not, willing to 
  converse in her native tongue.
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  1818
  SRM03-00 Everyone’s Your Friend
  Map #1
  HW
  Up
  Lucky Star 99
  Tea House and Asian Market
  Kitchen
  Private Dining
  Market Sales floor
  Office
  0
  3
  5
  10
  Scale in Meters
  
  1919
  Everyone’s Your Friend
  Everyone’s Your Friend
   
  Map #2
   
  Map #2
  
  Normally relaxed and easygoing, 
  Charles Stoddard fits the ‘pot-
  smoking 60’s hippy” stereotype to 
  a “T”. Charles follows Bear, though 
  most who’ve met him say he’s more 
  of a Cub. That’s apropos, given that 
  he’s 17. He watched as the govern-
  ment and the corps stood by as the 
  UCAS imploded. Charles has partici-
  pated in every manner of peaceful 
  protest, but soon grew weary of 
  not getting results. He hates the 
  government and the corps in equal 
  measure and is willing to let the 
  ends justify the means, if the pow-
  ers that be will start listening.
  Normally relaxed and easygoing, 
  Charles Stoddard fits the ‘pot-
  smoking 60’s hippy” stereotype to 
  a “T”. Charles follows Bear, though 
  most who’ve met him say he’s more 
  of a Cub. That’s apropos, given that 
  he’s 17. He watched as the govern-
  ment and the corps stood by as the 
  UCAS imploded. Charles has partici-
  pated in every manner of peaceful 
  protest, but soon grew weary of 
  not getting results. He hates the 
  government and the corps in equal 
  measure and is willing to let the 
  ends justify the means, if the pow-
  ers that be will start listening.
  Normally relaxed and easygoing, 
  Charles Stoddard fits the ‘pot-
  smoking 60’s hippy” stereotype to 
  a “T”. Charles follows Bear, though 
  most who’ve met him say he’s more 
  of a Cub. That’s apropos, given that 
  he’s 17. He watched as the govern-
  ment and the corps stood by as the 
  UCAS imploded. Charles has partici-
  pated in every manner of peaceful 
  protest, but soon grew weary of 
  not getting results. He hates the 
  government and the corps in equal 
  measure and is willing to let the 
  ends justify the means, if the pow-
  ers that be will start listening.
  Peace Man
  Fixer
  Male Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M IP
  ? 
  ? 
  ? 
  ? 
  3 
  2 
  2 
  4 
  4 1
  Key Active Skills: Etiquette: 2; 
  Negotiation: 3; Assensing: 3; 
  Conjuring: 3; Sorcery: 2
  Knowledge Skills: Neo-Anarchist 
  Philosophy: 3; Protest Culture: 2; 20th 
  Century Drug Culture: 3
  Uses: Jobs, Neo-Anarchist activities, 
  Buying and Fencing gear
  Places to Meet: Head shops, Neo-
  Anarchist clubs, Natural foods 
  restaurants
  Contact: Commlink
  Peace Man
  Fixer
  Male Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M IP
  ? 
  ? 
  ? 
  ? 
  3 
  2 
  2 
  4 
  4 1
  Key Active Skills: Etiquette: 2; 
  Negotiation: 3; Assensing: 3; 
  Conjuring: 3; Sorcery: 2
  Knowledge Skills: Neo-Anarchist 
  Philosophy: 3; Protest Culture: 2; 20th 
  Century Drug Culture: 3
  Uses: Jobs, Neo-Anarchist activities, 
  Buying and Fencing gear
  Places to Meet: Head shops, Neo-
  Anarchist clubs, Natural foods 
  restaurants
  Contact: Commlink
  Peace Man
  Fixer
  Male Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M IP
  ? 
  ? 
  ? 
  ? 
  3 
  2 
  2 
  4 
  4 1
  Key Active Skills: Etiquette: 2; 
  Negotiation: 3; Assensing: 3; 
  Conjuring: 3; Sorcery: 2
  Knowledge Skills: Neo-Anarchist 
  Philosophy: 3; Protest Culture: 2; 20th 
  Century Drug Culture: 3
  Uses: Jobs, Neo-Anarchist activities, 
  Buying and Fencing gear
  Places to Meet: Head shops, Neo-
  Anarchist clubs, Natural foods 
  restaurants
  Contact: Commlink
  
  When your SIN runs hot, it’s time to 
  talk to Eddie. An identity specialist, 
  Eddie provides fake SINs and passes 
  to anyone with enough money. Most 
  of the time he runs his business in 
  the meat because he doesn’t trust 
  people buying his services to cover 
  their tracks. You send the cred to a 
  certiﬁ ed account or do a dead drop 
  in a subway locker, and he gets a 
  packet with SIN and relevant infor-
  mation to you a few hours later. The 
  only guarantee he makes is that it 
  will last through the ﬁ rst transac-
  tion. Whatever happens after that, 
  is on you.
  When your SIN runs hot, it’s time to 
  talk to Eddie. An identity specialist, 
  Eddie provides fake SINs and passes 
  to anyone with enough money. Most 
  of the time he runs his business in 
  the meat because he doesn’t trust 
  people buying his services to cover 
  their tracks. You send the cred to a 
  certiﬁ ed account or do a dead drop 
  in a subway locker, and he gets a 
  packet with SIN and relevant infor-
  mation to you a few hours later. The 
  only guarantee he makes is that it 
  will last through the ﬁ rst transac-
  tion. Whatever happens after that, 
  is on you.
  When your SIN runs hot, it’s time to 
  talk to Eddie. An identity specialist, 
  Eddie provides fake SINs and passes 
  to anyone with enough money. Most 
  of the time he runs his business in 
  the meat because he doesn’t trust 
  people buying his services to cover 
  their tracks. You send the cred to a 
  certiﬁ ed account or do a dead drop 
  in a subway locker, and he gets a 
  packet with SIN and relevant infor-
  mation to you a few hours later. The 
  only guarantee he makes is that it 
  will last through the ﬁ rst transac-
  tion. Whatever happens after that, 
  is on you.
  Eddie Stephens
  ID Specialist
  Male Human
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  2 
  5 
  5 
  4 
  1
  Key Active Skills: Cracking: 4; Disguise: 
  2; Electronics: 4; Etiquette (Street):2 
  (+2); Forgery: 5; Negotiation: 2
  Knowledge Skills: Bureaucracy Hacks: 5; 
  Matrix Hangouts: 3; Police Procedures: 
  3; SOTA Identiﬁ cation Technology: 5
  Uses: Fake SIN creation and modiﬁ cation
  Places to Meet: Raves, Clubs, Matrix 
  chatrooms
  Contact: Dropbox in Terminal
  Eddie Stephens
  ID Specialist
  Male Human
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  2 
  5 
  5 
  4 
  1
  Key Active Skills: Cracking: 4; Disguise: 
  2; Electronics: 4; Etiquette (Street):2 
  (+2); Forgery: 5; Negotiation: 2
  Knowledge Skills: Bureaucracy Hacks: 5; 
  Matrix Hangouts: 3; Police Procedures: 
  3; SOTA Identiﬁ cation Technology: 5
  Uses: Fake SIN creation and modiﬁ cation
  Places to Meet: Raves, Clubs, Matrix 
  chatrooms
  Contact: Dropbox in Terminal
  Eddie Stephens
  ID Specialist
  Male Human
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  2 
  5 
  5 
  4 
  1
  Key Active Skills: Cracking: 4; Disguise: 
  2; Electronics: 4; Etiquette (Street):2 
  (+2); Forgery: 5; Negotiation: 2
  Knowledge Skills: Bureaucracy Hacks: 5; 
  Matrix Hangouts: 3; Police Procedures: 
  3; SOTA Identiﬁ cation Technology: 5
  Uses: Fake SIN creation and modiﬁ cation
  Places to Meet: Raves, Clubs, Matrix 
  chatrooms
  Contact: Dropbox in Terminal
  
  Formerly a CorpSec guard for one 
  of the big players in town, Mara 
  knows who is shooting whom and 
  why throughout most of New York 
  City. She works as an independent 
  security consultant on ofﬁ ce build-
  ings and highrises. Don’t ask her to 
  sell you information about a sys-
  tem she consulted on, but anyone 
  else’s systems are fair game. Her 
  curiosity and desire to understand 
  how things work drives her to ex-
  periment with system design. Deep 
  bonds of trust and faith take a long 
  time to build with her.  
  Formerly a CorpSec guard for one 
  of the big players in town, Mara 
  knows who is shooting whom and 
  why throughout most of New York 
  City. She works as an independent 
  security consultant on ofﬁ ce build-
  ings and highrises. Don’t ask her to 
  sell you information about a sys-
  tem she consulted on, but anyone 
  else’s systems are fair game. Her 
  curiosity and desire to understand 
  how things work drives her to ex-
  periment with system design. Deep 
  bonds of trust and faith take a long 
  time to build with her.  
  Formerly a CorpSec guard for one 
  of the big players in town, Mara 
  knows who is shooting whom and 
  why throughout most of New York 
  City. She works as an independent 
  security consultant on ofﬁ ce build-
  ings and highrises. Don’t ask her to 
  sell you information about a sys-
  tem she consulted on, but anyone 
  else’s systems are fair game. Her 
  curiosity and desire to understand 
  how things work drives her to ex-
  periment with system design. Deep 
  bonds of trust and faith take a long 
  time to build with her.  
  Mara Blaine
  Security Consultant
  Female Elf
  Connection Rating 2
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  1
  Key Active Skills: Cracking: 4; 
  Electronics: 3; Perception: 2
  Knowledge Skills: Breaking and Entering 
  Techniques: 4; Corporate Rumors: 
  4; Security systems: 5; Security 
  Procedures: 3
  Uses: Security system information, 
  corporate rumors
  Places to Meet: Cybercafes, Uptown 
  restaurants, Cop bars
  Contact: Commlink
  Mara Blaine
  Security Consultant
  Female Elf
  Connection Rating 2
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  1
  Key Active Skills: Cracking: 4; 
  Electronics: 3; Perception: 2
  Knowledge Skills: Breaking and Entering 
  Techniques: 4; Corporate Rumors: 
  4; Security systems: 5; Security 
  Procedures: 3
  Uses: Security system information, 
  corporate rumors
  Places to Meet: Cybercafes, Uptown 
  restaurants, Cop bars
  Contact: Commlink
  Mara Blaine
  Security Consultant
  Female Elf
  Connection Rating 2
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  1
  Key Active Skills: Cracking: 4; 
  Electronics: 3; Perception: 2
  Knowledge Skills: Breaking and Entering 
  Techniques: 4; Corporate Rumors: 
  4; Security systems: 5; Security 
  Procedures: 3
  Uses: Security system information, 
  corporate rumors
  Places to Meet: Cybercafes, Uptown 
  restaurants, Cop bars
  Contact: Commlink
  
  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
  SRM03-00 Everyone’s Your Friend
  Sometimes following up on a job really means following. 
  You've been hired to track down an old acquaintance 
  who's ﬂed across the continent.
  Lin Yao
   
  o escaped.
   
  o was killed.
   
  o was returned to Denver.
  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 Eddie
  o Mara
  o Peace Man
  © 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.
  ®
  
  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 _______________________________
  
SOURCE: textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - Everyone_s Your Friend {FanProSRM0300}.pdf