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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.



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