| Display a Printer Friendly Version Biogenix [comments:(3),
views:(12147), rating:(8.3)] Author: John Dunn and Matthew Marques Homepage: System: Shadowrun Type: Scenario Category: Science Fiction Requirements: The bar is a nice enough place, for Detroit. But then again, that's not saying much. Five others are seated at the table with you. None have spoken to you, but then again, none of you need to.
GMs Note:
This adventure is written for standard Shadowrun second edition
rules. It also makes use of ShadowTech, The Grimoire (2nd edition)
and the Street Samurai Catalog. These books were primarily used in
the creation of the PCs. As a consequence, it is recommended that
the players have access to them when they review their character
sheets.
The primary item of note in this event is that unlike most RPGA
events, the characters do not know each other in advance. These
individuals were recruited from various parts of the world by Ms.
Johnson for this run. Make sure to point this fact out to the
players during the first scene. Just in case they do not realize
this on their own.
The adventure begins with the PCs meeting with Ms. Johnson. She
briefs them on the run, and offers to provide them with some extra
equipment. She also insists on providing their transportation to the
site.
Next, the PCs take a helicopter to the BioGenix research
institute. On the way there, they are further briefed on the
mission. After dropping off Johnson, their helicopter is destroyed by
a Toxic Storm spirit. The PCs then need to get themselves from
rather cold waters of Lake Michigan to the shore of the island that
the research facility is on.
After this, the PCs need to break into the facility, dealing
with several of the research subjects in the process. Finally, after
travelling through some of the laboratory, the PCs will be able to
reach the main computer facility. There, the Decker will be able to
download the necessary information.
While acquiring this information, the PCs will encounter Dr.
Fulbright. Dr. Fulbright was once the assistant director of the
research facility. Unfortunately, the good doctor has lost a bit of
his sanity, and become a toxic shaman. Fulbright is quite intent on
turning this facility into a pleasant area of toxic waste. As the
PCs wish to prevent this, he sees it as his duty to utterly
annihilate them.
After the PCs combat Fulbright, they will probably decide that
the only real option is to destroy the research facility. After
leaving the facility, they may send for another helicopter to pick
them up and leave the complex. At this point, Johnson will debrief
them on the mission, and pay them in full for their job.
EPISODE One: "The Set Up"
Tell it to 'em Straight:
At the moment, you're sitting around a table in
the back room of a bar named the Diamond Rabbit.
You've never been in this joint before. For that
matter, you've never been in this city before. The
combination of those facts leaves you less than
comfortable. The bar is a nice enough place, for
Detroit. But then again, that's not saying much.
Five others are seated at the table with you.
None have spoken to you, but then again, none of you
need to. All of you carry the air which says
Shadowrunner. No further introduction has yet been
necessary. Glancing at your watch, you notice the
time. 7:35. Ms. Johnson is late.
PAUSE. Give the players a moment to see if they want to do anything
before continuing. They are currently in 12' x 12' room. The room
nearly filled by a 6' diameter round table with 7 chairs around it.
There is only one door to the room. There are no windows. If the
PCs ask, the door lets out to the main room of the Diamond Rabbit.
Whenever the players are ready--they've finished whatever
interactions they might have started, or if one of them goes to open
the door, continue:
As if on cue, the door opens before you, and Ms.
Johnson walks in. She's a human woman in her
mid-thirties. She's dressed in a white and black corp
suit, which screams "ALL BUSINESS." Without speaking,
she walks to the empty chair at the table. Once there,
she removes her mirror-shades, revealing that she has
one cybereye, which has a hologram of a DNA strand
inscribed on it.
She calmly fixes each of you with her stare, and
then speaks, {In a powerful, yet feminine voice.} "Did
any of you have any problems making your way here?"
Allow the PCs to respond to her question as they see fit. Ms.
Johnson will apologize for any difficulties, and then get down to
business.
She will begin by explaining that her corporation, has a "slight
embarrassment" that needs resolving. They have lost contact with one
of their research sites, and need the PCs to go in and fix the
situation. The site worked on research in genetic engineering.
Their field of specialty involved attempts at activating paranormal
genes in small mammals.
Yesterday night, the plant's automatic quarantine functions all
activated. Since that time, no transmissions have been received from
the plant, and none have been able to get in. Apparently, the
external matrix hook ups have also been cut. As a consequence, it is
believed that the plant's full security system is active, and some of
the experimental animals may have escaped.
The teams objective is three fold. The primary objective is to
make their way into the plant, and deactivate the quarantine and
security activations. The second objective is to destroy or contain
any experimental animals which have escaped from their holding cells.
The final objective is to get the mainframe back on-line, via
secondary matrix hook-ups.
If the installation is completely out of control. I.E. all
animals have escaped, and most of the equipment is damaged, the
'runners are authorized to destroy the installation ONLY after they
have recovered all of the research records from the main database.
Because the 'run involves such potential hazards, Johnson is
authorized to pay each 'runner 35,000 nuyen. If the plant is
recovered intact, each 'runner will receive a 100,000 nuyen bonus.
However, there are two stipulations. The first is that each 'runner
will be required to wear a mini-vidcam on their shoulder throughout
the run. The tapes from these will be turned over to Johnson at the
end of the run. The second is that Johnson will provide their
transportation to and from the site. It will be via helicopter, and
when the runners are ready to leave, they need merely flip the recall
switch on their mini-vidcams. The helicopter should arrive within 5
minutes of the recall request.
The PCs can negotiate with Johnson (Negotiation: 7). She is
authorized to pay up to 50K/runner, and up to a 150K/runner bonus.
Every opposed negotiation success they get will raise the base fee
5K, and the bonus 10K. Johnson will also offer to provide them with
any equipment with a street index of 8 or lower free of charge.
However, she will mention that severe damages to the complex will
lower the size of their bonus. I.E.:Excessive use of grenades, C4,
or heavy weapons might be a bad idea.
Allow the PCs to finish negotiating and making up their wish
list. Then, Johnson, will hand them a credstick with half of their
payment (not including the bonus). She will then activate her
wristphone, saying something the 'runners cannot hear. After that,
she motions for them to follow her, and walks out the door of the
bar.
When the runners follow her outside, go to scene 2.
EPISODE Two: "Via Chopper"
Tell it to 'em Straight:
As you follow Johnson out of the bar, you hear a
loud roaring noise approaching. Glancing up, you see
an Ares Dragon preparing to land in the middle of the
street--apparently Johnson is in a REAL hurry. Moments
after the chopper lands, a side door on the helicopter
opens, and Ms. Johnson climbs in. She gestures for the
group of you to follow.
When they enter the chopper, Ms. Johnson will point to a series
of boxes lined up against one wall, saying "Per your request." When
the 'runners open then, they will find all of the equipment on their
"wishlist," this will include the mini-vidcams they are required to
wear. While they begin unpack the gear, the helicopter will take
off. Johnson will explain that they are now en route to the lab.
At this point, she will begin to explain the fine points of the
laboratory. The primary current function of the lab involved
attempts to awaken paranormal genes in rodents. The primary animal
being experimented upon was the rabbit. However, there were some
experiments involving rats, squirrels, and other rodentia. There was
also one department attempting to expand some of this work into the
primates, by working with monkeys.
Several of the areas had acquired a certain degree of success.
Preliminary reports indicated that several of the specimens had
potential military/security applications. However, Johnson does not
know the precise details. Her best guesses as to the creatures
abilities include the possibilities of astral sensing, neurotoxins,
and some degree of body armor. The most accurate information was of
course in the laboratory computers, which Johnson no longer has
access to.
She will then provide the 'runners with a credstick which
contains the necessary codes to get through the main entrance of the
base. It should also allow the decker access to the mainframe, to
get it back on line. However, the passcodes may not access all of
the individual labs. This is because the complex was designed in
such a way that the walls were mobile. This allowed for facilities
to be easily reconfigured as different work areas were required.
However, as a consequence, the security capabilities were also
constantly reconfigured. Due to the practices of various
individuals, some of these systems may not be accessible with the
master passcodes.
If the PCs ask any questions concerning the possible cause for
this crisis, Johnson will explain that there are several
possibilities. The ones she mention should include, a disgruntled
former employee, an electrical problem, the escape of one or more of
the experimental animals, or industrial espionage. If anyone presses
her further, she will mention that one of the assistant directors was
laid off two weeks ago. The person in question -- Dr. Jack Fulbright
-- had a rather volatile personality. His field of specialty was
paranormal animals. However, his laboratory techniques tended to be
a bit too abusive of the animals. As a consequence, he had been
replaced. When he left, Dr. Fulbright, had seemed quite upset about
his termination.
Explain to the PCs that about a half hour flight time has
passed. If they look out the window, they notice that they are along
the coast of Lake Michigan. In the distance, a small island is
visible. The remainder of the coastline is primarily forest. The
helicopter will then set down in a small clearing along the shore.
Ms. Johnson will then exit the helicopter, explaining that the copter
will carry them the rest of the way without her. She will monitor
their vidcam signals from here. After quickly wishing them good
luck, she will walk off towards a dark limo parked amidst some trees
near the shore.
The helicopter will then take off once more. Note: There are
know other passengers of this helicopter. The only other person on
it is the pilot. His compartment is separated from that of the PCs.
After several moments of travel time, the PCs will notice that
they are approaching the small island out on the lake. As they get
closer, they may notice two things. The first is that there is
clearly a scientific outpost on the island. It actually occupies
almost all of the visible surface. The second item of note is that
there is a large dark cloud rapidly approaching the helicopter they
are in. Any spellcaster who uses astral perception on this cloud can
identify it as a Toxic Storm spirit.
This particular spirit is of force 6 intensity. If a
spellcaster attempts to dispel it, roll your dice behind your screen,
frown, and tell them they failed. (GM Fiat invoked.) Moments later,
they'll hear the sounds of metal snapping, and sparks flying. The
entity has destroyed the helicopter blades. After breaking the
helicopter's blades, the spirit leaves the locale. The PCs now need
to make their best effort to escape before the helicopter crashes
into Lake Michigan.
They have several options. The easiest is to simply dive out of
the helicopter. They're currently only about 45 feet above the lake
surface. Anyone who attempts to jump like this will take 5M stun
damage. Of course, staying afloat in the cold water carrying a full
load of shadowrunning gear is no easy task. Have the PCs in the
water make an athletics roll difficulty 4. Any who fail begin to
sink, fairly rapidly. After that, Conveniently, there are
self-inflating life rafts inside of the helicopter. Before anyone
jumps, have them make an Intelligence(5) test. One success means
they noticed the rafts.
Jumping from the helicopter with an already inflated raft is
probably not the most intelligent move in the world. Anyone who
attempts this takes 4S stun--the impact is somewhat more intense.
They also destroy the raft in the process.
Anyone who stays inside of the helicopter suffers a 5M physical
attack. These clever individuals then need to make an athletics roll
difficulty 6, or they begin to sink with the helicopter.
Have PCs make quickness rolls for any gear that they were
carrying in their hands. The target number is a 5 for each item. If
they fail to get at least 2 successes, the item is dropped, and
sinking rapidly towards the bottom of the lake. Any other gear they
are carrying survives the impact, and is assumed to be reasonably
waterproof. (For simplicity's sake, this includes ammo.)
Treat other escape attempts as you see fit.
After the party has finally oriented themselves, explain to them
that they are about 150 feet offshore of the island. They are also
around 2000 feet away from the shoreline. At this point, the swim to
the island would be much easier.
When the PCs make it to the island, go to scene 3.
EPISODE Three: "We're here!"
Tell it to 'em Straight:
Having dragged your rather wet selves to the shore
of the island, you survey your surroundings. The main
gate of the complex is plainly visible about twenty up
from the shore. A gravel path leads up the double
security doors. On either side of the path, is a
nicely trimmed hedge. Above the doors, a red light
flashes, with the word "Quarantined" plainly visible.
The island itself is about 750 feet in diameter. It is roughly
egg shaped. The PCs approached from the narrower side of the egg. A
pier extends about 50 feet out into the water from this end of the
island. The complex itself is only one floor, and is about 100 feet
on a side. The portion of the island that the complex does not
occupy is covered with scrub brush, and the occasional small tree.
Before the PCs approach the path, have them make Intelligence
checks with a difficulty of 4. All those who get 3 or more successes
notice that there is some movement in the bushes. When they get
about half way up the path a rabbit will hop out into the middle of
the path. Allow the PCs to react to it as they see fit. However,
when they come within 5 feet of it, it will attack. See FIRE RABBITS
in the NPC info section for details. As soon as this one attacks, or
the PCs attack it, 8 more of these creatures will hop out of the
bushes. If the PCs are unable to dispatch these things within 5
combat rounds, reinforcements will show up. At this point, 8 more of
the rabbits arrive. These rabbits will continue to arrive in this
process until 40 have been slain, or the PCs enter the complex.
If one of the PCs attempts to open the main gate of the complex
to get away from these creatures, deactivating the security system
using the passcode and opening the door takes 2 combat turns. As
soon as all of the party has entered the building, the security door
will close on its own. Use your judgement concerning whether or not
the rabbits attempt to follow them through the door.
When the PCs have overcome the rabbits and closed the door
behind them, go to scene 4.
EPISODE Four: "Great! We're safe..."
Tell it to 'em Straight:
The building is pitch black inside. Apparently,
whatever activated the quarantine procedures also shut
down the lights inside. You know that you are in a
hallway, and that their are doors part way down. But
other than that, it's rather tough to tell.
Anyone who has lowlight vision can make out some shapes in this
light. They can see the other party members, and they can tell that
there is a rack of some sort containing four flashlights next to the
door. Each of these flashlights have a 1 hour battery. Keep track
of this time, when they run out, the PCs may no longer have a light
source. After the PCs activate one of these, they will find
themselves in a 35 foot long hallway. There are two doors on the
left, three on the right, and an elevator at the end of the hallway.
The last door on the right is labeled as the stairwell.
When the Players open the door to the first room on the left,
they hear the crackof a gunshot, and quickly notice a woman standing
behind a desk. As they look through the door, she will be pointing a
hold-out pistol towards them. Give the players a split second to react.
Knowing typical Shadowrun players, there is a decent chance that she
will be gunned down during this time. However, if possible, try to
keep her alive.
If they don't kill her immediately, the woman will drop the gun,
and collapse in tears in the chair behind the desk. She will say
something to the effect of "Thank God, Rescuers." If the PCs are
reasonable enough to go and comfort her, she will immediately latch
on to whoever gets to her first. She will attempt to lean on the PC
in question, loosing a barrage of tears, and an obvious need for some
sort of security.
Slowly, the woman will reveal her story. Her name is Jacqueline
Sanders. She was the receptionist for the Biogenix facility, and was
trapped inside when the quarantine went into effect. She is not
entirely certain how she managed to survive this long, but mostly
through blind luck she has. She had kept the hold out pistol in a
drawer in her desk, and had used up all of the previous ammo on a
Dark Hound which had attacked her Yesterday. She has not slept or
eaten since that time.
Jacqueline is absolutely terrified, and wants to leave the
building immediately. However, she also refuses to be separated from
the PCs. If the PCs allow Jacqueline to tag along with them, she
will be incredibly grateful and loyal to them for this assistance.
Jacqueline is utterly useless in a combat situation. She is also
somewhat less than completely mentally stable. Play her as a
paranoid, slightly disillusioned valley girl.
The second door on the left leads to a small meeting room. A
holovid display is set up on the far end of the room. The room is
dominated by a meeting table. The table is surrounded by 12 chairs.
The room is otherwise empty.
The first door on the right leads to a small display room. A
number of display cases fill the room. The cases are filled with
plaques, trophies, letters of commendation, and tri-vids of small
animals. All of the animals displayed seem to have a particular
mutation of some sort. The awards are in areas of genetic
engineering and paranormal research. All are addressed to a company
named BioGenix.
The second door on the right is labeled as the bathroom. If the
PCs open the door, they will first hear a sort of growling sound. If
they continue to open it, they will encounter a single Dark Hound
(see NPC Info). It was drinking from the toilet until they
interrupted it. As it is rather annoyed by the interruption, it will
attack the party.
The third door on the right is the stairwell. The stairs go
down for two floors. There are two flights of stairs per floor, for
a total of 6 flights. If the PCs keep the door open long, they will
hear a flapping sound. If they enter the stair well and go down a
flight or more of stairs, they will encounter 4 Flying Fire Rabbits
(see NPC Info). These creatures will attack on sight.
Finally, if the PCs attempt to summon the elevator, they will
see that it requires a passcode. If they attempt to use their master
passkey, it will fail to work. An electronics roll TN:4 which yields
2 successes will summon the elevator. When it arrives, 1 Electro
chimp (See NPC Info) will be waiting inside.
By this point, the PCs should have figured out that the
creatures from the labs have clearly escaped.
If the PCs go down to the first basement level, go to scene 5.
If they go to the subbasement level, go to scene 6.
EPISODE Five: "Hello, Zoological society? I've made a discovery..."
Tell it to 'em Straight:
Exiting from the stairwell (or elevator) you find yourself
surveying a rather massive room. In the distance you can here the
noises of a variety of animals. The combination of scientific
equipment and loose animals seems to give whole new meaning to the
term urban jungle. The room is separated by mobile walls into
working cubicles, giving the whole chamber a maze like appearance.
This is basically one large, square room, about 1000 feet on a
side. It is divided up into a number of separate laboratories by a
series of mobile walls. While the individual animals had all been
previously isolated by containment fields, the loss of power shut
down these fields. The resultant escape of the animals yielded a
variety of dead animal bodies as traditional predator prey reactions
resumed. It also yielded the variety of animals which are seen in
other areas of the complex.
The computers in this area store the various lab notes of the
scientists. If any of the PCs attempt to read these, a Science(8)
roll is needed. The common thread through the various labs is that
Biogenix has discovered a transposable set of paranormal genes. The
primary efforts of the lab seemed to be involved with examining just
how these transposable elements would react when inserted in various
organisms. Apparently their movements through different species to
different locations within the genome yielded dramatic variances.
If the players wander through the area for more than 5 minutes,
they will hear the voice of someone speaking. If they choose to
follow the voice, they will find a man in a rather dirty white lab
coat walking around a lab table. The room is first notable in that
it is dimly lit--one computer console shows some extensive rewiring,
which seems to have yielded a dim light source. Seated upon chairs
around the table are the dead bodies of several chimps, rabbits, and
dogs. In front of each of these animals is a beaker, filled with
some sort of frothing substance. The scientist, is standing at the
end of the table, and carrying on an animate conversation with
several of the dead bodies. At the same time, he is sipping form a
beaker in his own hand.
If he sees the PCs, he will introduce himself as Dr. William
Harolds and then invite them in for "a spot of tea." Play the good
doctor as a sort of cross between the Mad Hatter and Hannibal Lector.
He will regularly refer to the dead animals as his "children." If
the PCs do join him for tea, he will actually produce some drinkable
(non-toxic) coffee from a coffee pot behind him. Just how he managed
to get the coffee heated will remain a mystery.
The man was clearly driven insane by the incidents that have
happened since the power failure. He has absolutely no memory of his
scientific career prior to the blackout. Though, if pressed, he will
refer to the time when "everything was dark." He will then quickly
change the subject, refusing to talk about that any further. Harolds
will be utterly unwilling to leave the area, unless the PCs agree to
take his children with them. If the PCs decide to dump Jacqueline
off on this guy, he will happily allow her to joining his tea party.
However, Jacqueline will not be easily persuaded to stay with him.
If the adventure seems to be going to fast, when the players are
ready to leave this level, insert four chaos squirrels at the door on
their way out.
Chaos Squirrels: B:1 Q:5x4 S:1 C:- I:1/4 W:2 E:6 R:4 Attacks:2L -1
reach Powers: Confusion, regeneration
These animals look like perfectly normal squirrels.
When the PCs finally get frustrated with this level, and
continue on to the next one, go to scene six.
EPISODE Six: "Hi! We're here to fix the computer..."
Tell it to 'em Straight:
Exiting from the stairwell{elevator} you find
yourselves in a long hallway. The floor ahead of you
is coated in a green slimy substance. The entire area
is lit in a dim red light. The only sounds are those
of dripping, and the occasional sound of electrical
discharge. The air is filled with an acrid chemical
stench. This is definitely not a healthy environment.
The green substance is a sort of toxic waste. It will have no
effect on the PCs for the first ten minutes of exposure. However,
after every ten minutes of exposure, have the PCs make a body check
against a 6L attack. Armor does not apply to this roll. This
substance is also highly flammable. Any explosions or open flames
will ignite the substance. (This holds true in both scenes 6 and 7)
If this happens, most of the subbasement will quickly be in flames.
Any characters who are standing in this will take a 7S attack every
round from fire damage. Before anyone uses a flame attack, have them
make a Intelligence 3 roll, to realize just how flammable the
substance could be.
There is a cross hallway 25 feet ahead, which goes in both
directions. Before that hallway, there is one door on the left and
one door on the right. Past the hallway, there is also a door on
each side. This hallway also terminates in a door.
The first door on the left, is a simple maintenance closet. It
contains a variety of cleaning tools, including floor scrubbers,
mops, and cleaning chemicals. Several of the chemical vats have
leaked and are adding their contents to the slime on the floor.
The first door on the right enters into a boiler room. In here
are the heating and energy facilities for the complex. However,
these facilities have clearly scene better days. The main boiler
looks as if someone dropped a few kilos of C-XII into it. It is
clearly irreparable. This area also seems to be the primary source
of the green slime which coats the floor. If the PCs actually enter
this room, they will encounter a force 5 toxic city spirit. The
creature is enraged, and will attack the party as soon as they enter
it's current habitat--the room.
The second door on the left (past the hallway) contains the main
computer facilities of the complex. This room is also occupied by
two electro chimps. When running this combat, make sure to mention
to the PCs that stray shots could damage the computer equipment. For
every shot that misses, have the PC roll the damage again. The
computer will resist the damage with a barrier rating of 4. If the
machine accumulates a Deadly wound, the PCs will be unable to acquire
any information from it. If the computer survives the encounter, the
'runners may dump all of the data to a portable storage unit which is
located nearby. This storage unit may be worn as a backpack. This
data dump will take 20 minutes. During this time, make sure the PCs
make bod checks against the toxic waste.
If the PCs choose to trigge the self destruct sequence for the
complex, this is where they would trigger it from. Triggering the
system requires the use of the passcode credstick and a Computer use
skill of difficulty four. The self destruct will go off in five
minutes from the time it is triggered. Anyone still inside of the
building at that time will suffer an 18D explosive attack.
The PCs may also try to get the computer back on line via the
secondary matrix hook ups. This is possible, but requires two
successes on an electronics roll, against TN9. If the PCs succeed in
bringing the machine back on line, they will be able to dump the data
across the network rather than using the portable storage unit.
However, the machine will begin to broadcast a warning of imminent
shutdown, after several moments. The matrix hookup requires a bit
more energy that is currently available in the computers backup power
cells.
The second door on the right (past the hallway) contains the
laboratory supply room. This room once contained an assortment of
chemicals vital to the research done upstairs. However, all of the
chemical containers have now been broken into. The chemicals have
been freely mixed, adding to the toxic waste covering the floor.
If the PCs open the door at the end of the hallway, go to scene
seven.
The cross hallway to the left goes for ten feet, and then
terminates in a door. In the room behind the door is a small
emergency medical facility. While the flooring of this room is also
covered with toxins, there are some pieces of equipment that could be
quite useful to them. If they check the room thoroughly, they will
find 2 chemsuits, a Medkit, and 20 Antidote patches. While wearing
the chemsuit, PCs will not need to make a resistance roll against the
toxins.
The cross hallway to the right also goes for ten feet. It then
terminates in two doors. Each one leads to a bathroom, one labeled
men, the other labeled women. Both bathrooms contain normal lavatory
fixtures.
If the PCs attempt to leave without opening the door at the end
of the hallway, it will open as they leave. At this point, Dr.
Fulbright (see NPC info) will try to prevent them from leaving. He
will be accompanied by the 2 Toxic spirits from scene 7.
EPISODE Seven: "Leaving so soon?"
Tell it to 'em Straight:
As you open the doorway, you hear a harsh cackle
of evil laughter. Looking in, you see the source of
the laughter swimming in the middle of a pool of toxic
waste. The room itself, looks as though it were once
an underground docking bay. A pier stretches out into
the pool of waste. The pool terminates at the edge of
the cavern. As you enter the room, he looks towards
you, and says, "Oh, are you the ones that Masters sent
to clean up the place? Well, I'm afraid this place may
well be beyond cleaning right now. Then again, I'm
rather fond of it this way. I would have to stop you
from fixing it."
The room they are now in is a oval shaped cavern. Approximately
60 feet in length, and 40 feet in width. The last 40 feet of the
length are all filled with a greenish toxic waste. The pier, 8 feet
wide, stretches out 20 feet into this. Fulbright (see NPC info)
swims in the waste right next to the pier. This room also serves as
Fulbright's medicine lodge. It is a Force 8 lodge, and, as a
consequence, is a force 8 magical barrier. Mages astrally projecting
probably will not be able to punch through the barrier.
Fulbright will be more than willing to talk with the party. In
fact, he'll gloat over the wonderful job he's done of "fixing up" the
place. After a few moments of conversation, he will pull himself out
of the water, onto the pier. Fulbright will also inquire as to how
much money Johnson is paying them. He will then offer to double this
amount. While he cannot actually do this, Fulbright thinks this
might distract the 'runners long enough for him to slay them.
If they agree to this, Fulbright will pull out a credstick,
offering to make the transaction for them. If they walk out onto the
pier to approach him, two toxic water spirits will emerge from the
surrounding water. They will attempt to dump the PCs on the pier
into the water. Any who fall in will immediately suffer a 6M attack
from the complete exposure to the toxin. For every round that they
are in the toxin, these PCs will suffer another similar attack.
The two toxic water spirits will then move onto the land and proceed
to attack the PCs. Similarly, Fulbright will also attack.
If the PCs immediately attack Fulbright, the spirits will leap
to his defense.
Toxic Water Spirit:(2)
B:6 Q:4x2 S:4 C:1 I:4 W:4 E:4A R:10(Manifest) /15(Astral) A:6D Stun
Powers:Accident, Alienation, Corrosive Secretions, Engulf, Fear,
Manifestation, Movement, Search.
After the PCs have escaped from Fulbright, the spirits, and the
lab. They will probably call in Johnson. If they decide to self
destruct the lab, the helicopter will arrive just moments before it
detonates. Johnson will then pick them up, pay them the remainder of
their fee, collect the tapes, and debrief them.
End Of Module.
| NPC INFO |
| Jack Fulbright |
Toxic Poisoner Gator Shaman |
(Grade 4 Initiate) |
| Male |
Age:29 |
Hair:Black |
| Eyes:Green |
Threat Rating:7 |
| ATTRIBUTES |
|
| Bod:3 |
Condition Monitor |
| Qik:4 |
Stun [][][][][][][][][][] |
| Str:2 |
|
| Cha:3 |
Phys [][][][][][][][][][] |
| Int:5 |
L M S D |
| Wil:6 |
|
| Ess:6 |
|
| Mag:9 |
|
| Reaction:4+1d6 (4+4d6) |
|
| SKILLS |
EQUIPMENT |
| Spellcasting:7(+1/-1) |
SpellLock(Increase Reflexes+3) |
| Conjuring:7 |
SpellLock(Bullet Barrier) |
| Enchanting:5 |
Ares Predator 9M |
| Firearms:4 |
--15 shots ammo |
| Magical Theory:8 |
|
| Biology:9 |
SPELLS |
| Etiquette(Corp):4(+1/-1) |
Manaball(6) |
| Negotiation:3 |
Stun Bolt(6) |
| Latin:5 |
Increase Reflexes +3 dice (7) |
|
Personal Bullet Barrier(6) |
| Centering Skill |
Overstimulation(5) |
|
Personal Combat Sense(3) |
|
Urban Renewal(4) |
|
Gator Form(6) |
|
Treat(6) |
Note: +2 dice for combat/detection spells
+2 dice for summoning city spirits
Add in any other spells or skills the GM feels appropriate--this guy
should not be an easy victory...
Personality: Fulbright is unstable and paranoid. He knows someone
is going to attempt to clean up his nice mess, but he wants it kept
this way. He will constantly taunt anyone who attempts to injure
him. Fulbright is both weaselly and overconfident. If the party
makes any attempts to be cunning, Fulbright will probably fall for
their tricks.
| Red Night |
Human Street Samurai |
Male |
| Age: 25 |
Hair: Black |
Eyes: Silver |
| Karma Pool: 2 |
|
Nuyen: 43,700 |
| ATTRIBUTES |
| Bod: 5(7) |
Condition Modifier |
| Qik: 6(9) |
Stun [][][][][][][][][][] |
| Str: 5(8) |
+1 +2 +3 Unc. |
| Cha: 2 |
Phys [][][][][][][][][][] |
| Int: 3 |
L M S D |
| Wil: 4 |
| Ess: 0.55 |
Combat Pool: 8 |
| Body Index: 3> |
|
| React: 6+1d6(10+3d6) |
|
| SKILLS |
EQUIPMENT |
| Firearms: 6 |
Wired Reflexes L2 |
| Unarmed Combat: 5 |
Smartlink |
| Armed Combat: 7 |
Retractable Spur 8S |
| Stealth: 4(+1,-1) |
--with Dikote |
| Urban |
Replacement Eyes |
| Etiquette: 4(+1,-1) |
--Vision Mag III |
| Corporate |
--Low Light |
| Etiquette: 3(+1,-1) |
--Thermographic |
| Street |
--Flare Compensation |
| Leadership: 3 |
Dermal Plating |
| Interrogation: 4 |
Muscle Augmentation L3 |
| Military Theory: 3(+1,-1) |
Enhanced Articulation |
| History (Japan) |
Titanium Bone Lacing |
|
Twin Ingram Smartguns 7M |
| CONTACTS |
--8 clips ammo (256 shots) |
| Fixer |
Ares Predator II |
| Street Doc |
--4 clips ammo (60 shots) |
| Yakuza Boss |
Katana 11M |
| Humanis Policlub Member |
Wristphone |
|
DocWagon Platinum |
|
Secure Long Coat (4/2) |
|
Full Suit Armor (8/6) |
HISTORY
Red was born and raised in Japan. His father was a very powerful
buiseness man. Red's potential was seen very early and he was
trained as a Samurai. He excelled in his training and because of
that he was able to survive against the assassins that murdered his
father. Red went into the streets to find out what happened and
soonlearned that his abilities were highly prized and paid well. Red
has lived all his life in the city of Tokyo, and come to know its
streets quite well.
PERSONALITY
Red was brought up in a very traditional Japanese family and was
taught to distrust all Metahumans. There must be something wrong
with them or else they would not have changed from normal humans. He
will not take orders from a Metahuman, and would rather die than be
saved by one. You fiercely follow the Samurai code of honor, prizing
your family's honor higher than your life itself. You are of clan
Toshi, a fact which you reveal to only your most trusted companions.
Red also speaks English through a fairly thick Japanese accent.
What has happened so far... You woke from a sound sleep to the
incessant beeping of your vidphone. As you roll over to answer it
you vaguely realize that itis 3:00 in the morning. Whoever is
calling at this time better have a fraggin' good reason. The haggard
face of your Fixer greats you,"Hoi Chummer. Yes, I realize what time
it is, but this couldn't wait. I have a job to offer you. I need
you to be on a plane for Detroit in 30 minutes. There is already a
ticket and a security pass waiting for you at the airport. As soon
as you pick up the ticket 10,000 nuyen will be deposited in your
account. I need an answer now!"
| Swift-Wings-Flying |
Elven, Eagle Shaman |
Female |
| Age: 23 |
Hair: White |
Eyes: Violet |
| Karma Pool: 2 |
Nuyen: 20,800 |
| ATTRIBUTES |
| Bod: 3(8) |
Condition Modifier |
| Qik: 3 |
Stun [][][][][][][][][][] |
| Str: 2(6) |
+1 +2 +3 Unc. |
| Cha: 8 |
Phys [][][][][][][][][][] |
| Int: 3 |
L M S D |
| Wil: 6 |
Combat Pool: 6 |
| Ess: 6 |
| Mag: 8 |
Magic Pool: 6 |
| React: 3+1d6(3+4d6) |
| SKILLS |
EQUIPMENT |
| Conjuring: 6(+1,-1) |
Sword (Weapon Focus Rating 3) 8S |
| Nature Spirits |
--with Dikote |
| Sorcery: 6 |
Browning Max Power 9M |
| Sword: 4(+2,-2) |
--Concealable Holster |
| Firearms: 3(+2,-2) |
--4 clips ammo (60 shots) |
| H&K HK227 |
Heckler & Koch HK227 7M |
| Leadership: 2 |
--4 clips ammo (112 shots) |
| Magical Theory: 3(+2,-2) |
--Improved Gas Vents IV |
| Design, Shamanic |
--Shock Pads |
| Negotiation: 2(+1,-1) |
--Laser Sight |
| Bargain |
DocWagon Platinum |
|
Wristphone |
| CONTACTS |
Secure Long Coat (4/2) |
| Talismonger |
| EPA Official |
|
| Animal Rights Activist |
|
| Fixer |
|
| SPELLS |
|
| Mind Probe: 5 |
Manablast: 6 |
| Mana Bolt: 5 |
Power Bolt: 6 |
| Ram: 4 |
Eagle Form: 6--exclusive |
| Treat: 5 |
Armor(q): 5 |
| Increase Reflexes +3(q): 3 |
Increase Strength +4(q): 3 |
NOTE: Initiate Grade 2
+4 dice for Detection Spells
+4 dice for conjuring Wind Spirits
Low-Light Vision
(q) = quickened spell
HISTORY
Swift-Wings grew up in the Tir Tairngire. She was raised around
magic and was ecstatic when she found out that she was called by
Eagle. She was trained by some of the finest Shamans, and seemed to
have a special affinity for Spirits. She started doing runs for her
country, but as soon as she had enough contacts she started working
for the highest bidder. Her parents are greatly displeased with what
she is doing, and this is a source of constant friction.
PERSONALITY
Growing up in the Tir and being called by Eagle gave Swift-Wings a
great appreciation for nature and everything associated with it. She
cannot stand despoilers of nature or people who use animals for their
own selfish purpose. She will do anything she can to stop such
individuals.
What has happened so far... You woke from a sound sleep to the
incessant beeping of your vidphone. As you roll over to answer it
you vaguely realize that itis 3:00 in the morning. Whoever is
calling at this time better have a fraggin' good reason. The haggard
face of your Fixer greats you,"Hoi Chummer. Yes, I realize what time
it is, but this couldn't wait. I have a job to offer you. I need
you to be on a plane for Detroit in 30 minutes. There is already a
ticket and a security pass waiting for you at the airport. As soon
as you pick up the ticket 10,000 nuyen will be deposited in your
account. I need an answer now!"
| Thrasher |
Ork Mercenary |
Male |
| Age: 25 |
Hair: Orange |
Eyes: Orange |
| Karma Pool: 2 |
Nuyen: 5,600 |
| ATTRIBUTES |
| Bod: 9(10) |
Condition Modifier |
| Qik: 6(11)(13*) |
Stun [][][][][][][][][][] |
| Str: 7(12)(14*) |
+1 +2 +3 Unc. |
| Cha: 2 |
Phys [][][][][][][][][][] |
| Int: 2 |
L M S D |
| Wil: 4(6*) |
|
| Ess: 3.5 |
Combat Pool: 8(10*) |
| Body Index: 8.1 |
|
| React: 5+1d6(9+2d6)(13+2d6*) |
|
| SKILLS |
EQUIPMENT |
| Firearms: 8 |
Wired Reflexes L1 |
| Demolitions: 5 |
Smartlink |
| Throwing Weapons: 4 |
Platelet Factory |
| Armed Combat: 6 |
Adrenal Pump L2(*) |
| Unarmed Combat: 5 |
Suprathyroid Gland |
| Stealth: 4(+1,-1) |
Enhanced Articulation |
| Urban |
Muscle Augmentation L4 |
| Leadership: 3 |
Vindicator Minigun 7S |
| Negotiation: 5 |
--2-100rnd belts |
| Biotech: 4 |
--Improved Gas Vents IV |
| Etiquette: 5(+1,-1) |
--Shock Pad |
| Street |
Ingram Smartgun 7M |
| Etiquette: 4(+1,-1) |
--3 clips ammo (96 shots) |
| Media |
--Improved Gas Venst IV |
| Military Theory: 3 |
Ares Predator II 9M |
|
--Silencer |
| CONTACTS |
--Concealable Holster |
| Fixer |
--Flash Supressor |
| Merc Buddy |
--3 clips ammo (45 shots) |
| Bartender |
Wristphone |
| Street Cop |
DocWagon Platinum |
| Mafia Soldier |
Secure Jacket (5/3) |
| Gang Boss |
Full Suit Armor (8/6) |
|
Combat Axe 12S(14S*) |
NOTE: (*) values are used when Adrenal Pump is activated.
Metahuman advantage: Low-Light Vision
HISTORY
Thrasher grew up on the streets of Chicago and got involved in the
gang scene very early. He was into about anything that would make
him money. All of his money went into cybernetic modifications and
equipment. He was able to break free of the gang scene and got into
Shadowrunning. He learned early on that only the best make it in any
biz. So he setout to be the best. He keeps in contact with his old
gang and occasionally uses them in a run.
PERSONALITY
Thrasher is good and knows it. He also makes sure that everyone in a
ten mile radius knows it. He can keep up a running patter on how
great he is for hours on end. He constantly talks about what he did
on past runs. If someone is not doing something as good as Thrasher
thinks it should be done, he is not afraid to give them alecture on
what they should be doing.
What has happened so far... You woke from a sound sleep to the
incessant beeping of your vidphone. As you roll over to answer it
you vaguely realize that itis 3:00 in the morning. Whoever is
calling at this time better have a fraggin' good reason. The haggard
face of your Fixer greats you,"Hoi Chummer. Yes, I realize what time
it is, but this couldn't wait. I have a job to offer you. I need
you to be on a plane for Detroit in 30 minutes. There is already a
ticket and a security pass waiting for you at the airport. As soon
as you pick up the ticket 10,000 nuyen will be deposited in your
account. I need an answer now!"
| Whisper |
Troll Physical Adept |
Female |
| Age: 19 |
Hair: Brown |
Eyes: Blue |
| Karma Pool: 2 |
Nuyen: 17,450 |
| ATTRIBUTES |
|
| Bod: 10(11) |
Condition Modifier |
| Qik: 4 |
Stun [][][][][][][][][][] |
| Str: 10 |
+1 +2 +3 Unc. |
| Cha: 1 |
Phys [][][][][][][][][][] |
| Int: 4 |
L M S D |
| Wil: 4 |
|
| Ess: 6 |
Combat Pool: 6 |
| Magic: 8(Init: lev2) |
|
| React: 4+1d6(4+2d6) |
|
| SKILLS |
EQUIPMENT |
| Knife: 7(+2,-2) |
Knife (Weapon Focus Rating 4) 10M |
| Throwing Weapons: 6 |
--with Dikote |
| Bow: 5 |
6 Knives 10L |
| Stealth: 5(+1,-1) |
6 Throwing Knives 10L |
| Urban |
12 Grenades 10S |
| Leadership: 3 |
Ranger-X Bow 14M |
| Negotiation: 2 |
30 Ranger-X Arrows |
| Psychology: 3 |
DocWagon Platinum |
| Sorcery: 3 |
Form Fitting Body Armor (4/1) |
|
Secure Long Coat (4/2) |
| CONTACTS |
Wristphone |
| Fixer |
|
| Reporter |
|
| ADEPT POWERS |
|
| Astral Perception |
Killing Hands 10S |
| Pain Resistance(3 boxes) |
Increased Reflexes I |
| Enhanced Smell |
Hearing Amplification |
|
Improve Ability-Armed Combat (2 dice) |
NOTE: Thermographic Vision
+1 reach for Armed/Unarmed Combat
Dermal Armor +1 Body (already added)
HISTORY
Whisper was raised in London, the daughter of a Physical Adept. Even
though her father had always wanted a son, when she showed signs of
becoming an Adept he started training her. She was taught that guns
were only for the incompetent and weak. A real warrior does notneed
to rely on such barbaric devices.
PERSONALITY
Whisper found her true center of being in knife fighting. She is
certain that if others worked as hard as she has with a melee weapon
they will also find their center of being. She tries to convince
others to stop using their guns. Grenades, however, are fine because
there is an art to throwing them so they will land where you need
them. Whisper is also a relatively quiet individual. In spite of
her huge size, she often manages to make herself go unnoticed among a
crowd.
What has happened so far... You woke from a sound sleep to the
incessant beeping of your vidphone. As you roll over to answer it
you vaguely realize that itis 3:00 in the morning. Whoever is
calling at this time better have a fraggin' good reason. The haggard
face of your Fixer greats you,"Hoi Chummer. Yes, I realize what time
it is, but this couldn't wait. I have a job to offer you. I need
you to be on a plane for Detroit in 30 minutes. There is already a
ticket and a security pass waiting for you at the airport. As soon
as you pick up the ticket 10,000 nuyen will be deposited in your
account. I need an answer now!"
| Electro |
Human Combat Mage |
Male |
| Age: 22 |
Hair: Blond |
Eyes: Brown |
| Karma Pool: 2 |
Nuyen: 35,675 |
| ATTRIBUTES |
|
| Bod: 3(8) |
Condition Modifier |
| Qik: 4 |
Stun [][][][][][][][][][] |
| Str: 2 |
+1 +2 +3 Unc. |
| Cha: 5 |
Phys [][][][][][][][][][] |
| Int: 4 |
L M S D |
| Wil: 6 |
|
| Ess: 9 |
Combat Pool: 7 |
| Magic: 8 |
Magic Pool: 8 |
| React: 4+1d6(4+4d6) |
|
| SKILLS |
EQUIPMENT |
| Sorcery: 8 |
Level 3 Power Focus |
| Conjuration: 5(+1,-1) |
Remington Roomsweeper 9S(f) |
| Elementals |
--5 magazines ammo (40 shots) |
| Firearms: 4 |
Browning Max-power 9M |
| Magical Theory: 2 |
--Laser Sight |
| Design, Hermetic |
--Concealable Holster |
| Leadership: 3 |
--4 clips ammo (40 shots) |
| German: 6 |
Wristphone |
| English: 4 |
DocWagon Platinum |
|
Secure Long Coat (4/2) |
| CONTACTS |
|
| Talismonger |
|
| Fixer |
|
| Der Nachtmachen Policlub Member |
|
| SPELLS |
|
| Powerblast: 6 |
Mana Bolt: 5 |
| Fire Bolt: 6 |
Clairvoyance: 3 |
| Overstimulation: 3 |
Physical Mask: 4 |
| Control Actions: 5 |
Magic Fingers: 3 |
| Treat: 5 |
Armor(q): 4 |
| Increased Reflexes +3(q): 3 |
|
NOTE: Initiate Grade 2
(q) = quickened spell
HISTORY
Electro grew up in Munchen, or as most of the world would say,
Munich, Germany. He had a natural flair for magic and was in demand
from a very early age. He never knew who his parents were, as he
grew up on the streets running with the gangs. Recently, his
reputation as a mage and a shadowrunner has really starting to grow
and attract attention. Some of his chumlichen have told him that he
should try to stay more underground, but he loved the spotlight too
much.
PERSONALITY
While Electro knows that being visible makes him a target, he knows
that he can handle anything that comes up. He likes to do everything
with a flair, the louder and brighter the better. While some people
get annoyed at you for that, they'll learn to adjust. After all, if
you can't do something with style, why bother doing it?
What has happened so far... You woke from a sound sleep to the
incessant beeping of your vidphone. As you roll over to answer it
you vaguely realize that itis 3:00 in the morning. Whoever is
calling at this time better have a fraggin' good reason. The haggard
face of your Fixer greats you,"Hoi Chummer. Yes, I realize what time
it is, but this couldn't wait. I have a job to offer you. I need
you to be on a plane for Detroit in 30 minutes. There is already a
ticket and a security pass waiting for you at the airport. As soon
as you pick up the ticket 10,000 nuyen will be deposited in your
account. I need an answer now!"
| Wyzeguy |
Ex-Corp DeckerDwarven |
Male |
| Age:24 |
Hair:Red |
Eyes:Chrome Green |
| Karma Pool:2 |
Nuyen: 17,342 |
| ATTRIBUTES |
|
| Bod:4 |
Condition Monitor |
| Qik:6 |
Stun [][][][][][][][][][] |
| Str:2 |
+1 +2 +3 Unc. |
| Cha:3 |
Phys [][][][][][][][][][] |
| Int:6 |
L M S D |
| Wil:3 |
Hacking Pool:22 |
| Ess:.2 |
Combat Pool:7 |
| React:6+1d6 (8+2d6) |
|
| SKILLS |
EQUIPMENT |
| Computer:10 |
Datajack (Level 4) |
| Bike:3 |
Cybereyes |
| Ares Predator:4(+2/-2) |
-Optical Vision Mag(3) |
| Etiquette(Street):2(+1/-1) |
-Low light |
| Etiquette(Corp):3(+1/-1) |
-Flare Compensation |
| Stealth:2 |
Smartgun Link |
| Computer Theory:5 |
Boosted Reflexes(3) |
| Electronics:5 |
Secure Jacket (5/3) |
|
Ares Predator |
|
--Internal Smartgun |
| CONTACTS |
--3 clips ammo (45 shots) |
| Corporate Decker |
DocWagon Platinum |
| Bartender |
Wristphone (w/flip up screen) |
| Technician |
BMW Blitzen (bike) |
| Reporter |
Simsense player |
|
-w/ 15 chips |
|
Computer Work Kit |
CYBERDECK
UltraWyld
MPCP(12) Hardening(6) Active Memory(600Mp) Storage(1000Mp)
Load Speed(120) I/O Speed(60) Response(3)
Persona Program: Bod:(9) Evasion(8) Masking(8) Sensor(6)
Utilities: Attack(9), Shield(6), Sleaze(8), Browse(5), Decrypt(5)
HISTORY:
Wyzeguy has lived most of his life in the city of Denver. He
has always enjoyed working with electronics, and computers. He sees
himself as an artist amongst these technical tools. His parents
encouraged his technical abilities, providing him with everything he
could need to specialize the field. Eventually, Wyzeguy entered
Texas A&M&M pursuing a degree in Computer Engineering. From there,
he soon earned a comfortable working with Renraku's software develop
program. However, after several years, Wyzeguy eventually stuck his
nose in the wrong place. Fleeing for his life, he ended up on the
street. He's pursued a shadowrunning career ever since.
PERSONALITY:
In an age of magic, Wyzeguy is a non-believer. He firmly
believes that everything has a logical, scientific explanation.
After all, there were dwarves before the 21st century. These other
races must just be similar mutations. As to all the hocus-pocus,
that's probably just done with mirrors. Sure, he's seen it before
him, but refuses to believe it. Wyzeguy also talks constantly.
While his favorite subject is electronics, berating magic, praising
science, and complaining about politics and sports are all well
within his field of expertise.
What has happened so far... You woke from a sound sleep to the
incessant beeping of your vidphone. As you roll over to answer it
you vaguely realize that itis 3:00 in the morning. Whoever is
calling at this time better have a fraggin' good reason. The haggard
face of your Fixer greats you,"Hoi Chummer. Yes, I realize what time
it is, but this couldn't wait. I have a job to offer you. I need
you to be on a plane for Detroit in 30 minutes. There is already a
ticket and a security pass waiting for you at the airport. As soon
as you pick up the ticket 10,000 nuyen will be deposited in your
account. I need an answernow!"
FIRE RABBITS
B:1 Q:5x4 S:0 C:- I:1/4 W:2 E:6 R:5* Attacks:2L
Powers: Flame Projection
Note: These animals look like perfectly normal rabbits.
FLYING FIRE RABBITS
B:1 Q:5x4 S:0 C:- I:1/4 W:2 E:6 R:5* Attacks:2L
Powers: Flame Projection, Mist Form
Note: These creatures have the basic body of a rabbit, but with
bat-like wings extending from their shoulders.
DARK HOUNDS
B:3 Q:4x4 S:3 C:- I:2/4 W:2 E:6 R:4 Attacks:6M
Powers: Petrifying Gaze, Mist Form
Note: These dogs are universally grey in color. They look like a
cross between a Doberman and a Pit Bull.
CHAOS SQUIRRELS
B:1 Q:5x4 S:1 C:- I:1/4 W:2 E:6 R:4 Attacks:2L -1 reach
Powers: Confusion, regeneration
Note: These animals look like perfectly normal squirrels.
ELECTRO CHIMP
B:4/1 Q:4x4 S:3 C:- I:2/5 W:3 E:6 R:5* Attacks:3M
Powers: Electrical Projection, Fear
Note: This animal looks like a chimpanzee, however, horn-like calcium
deposits cover much of its body.
|