SRM02-04A Thrash the Body Electric

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    INTRODUCTION ..................................... 3PREPARING THE ADVENTURE................. 3ADVENTURE STRUCTURE ....................... 3RUNNING THE ADVENTURE..................... 3GENERAL ADVENTURE RULES................ 4NON-PLAYER CHARACTERS................... 4TABLE RATING ....................................... 4A NOTE ON COMMLINKS......................... 4CROSSING BORDERS ............................. 4CONTACTS ............................................. 5TRACKING FACTION ............................... 5PAPERWORK .......................................... 5

    PLOT SUMMARY ................................... 6THE MEET (SATURDAY NIGHT) ......... 6CASING THE TARGET .......................... 7

    OUTSIDE ................................................ 8INSIDE .................................................... 8MATRIX .................................................. 9SECURITY ............................................10

    TEAM OPTIONS ................................... 11FAMILY ATTENTION ........................... 13PICKING UP THE PIECES .................. 14LEGWORK ............................................15CAST OF SHADOWS........................... 19

    MR. JOHNSON...................................... 19EMILIO CHAVEZ.................................... 19BRUNO, MAFIA ENFORCER .................. 19MAFIA THUGS (X6) ...............................19ERIK FJORDSON................................... 20RMD CORPORATE HACKER................. 20TYPICAL CSS GUARD .......................... 21CSS SECURITY MAGE ......................... 21WALLIS ................................................ 21ROMERO .............................................. 22APOLLO................................................ 22WANDA ................................................ 23FELICITY .............................................. 23TYPICAL GANG MEMBER ......................24MOSSBERG SUPER SHORTY ASSAULT

    SHOTGUN .................................................. 24

    THRASH THE BODY ELECTRIC CREDITSWRITERMark DelPrincipe

    SHADOWRUN LINE DEVELOPERRob Boyle

    SHADOWRUN MISSIONS COORDINATORJohn Dunn

    PROOFREADERRene Hess

    CHARACTER ARTPatrick [email protected]

    COVER DESIGN AND MISSIONS LOGOAndy Coen and Cullen Erbacherhttp://www.broomstickfighters.com

    MAPSAndy CoenStephen McQuillan

    Copyright 2006 by WizKids, Inc.Shadowrun and WK Games are trademarksand/or registered trademarks of WizKids,Inc. in the United States and/or othercountries. Shadowrun Missions andtournament details are part of the campaignsetting sponsored by FanPro LLC. All RightsReserved.

    This adventure is for sanctionedtournament use only and may not bereproduced, repackaged, or redistributedwithout prior approval of FanPro LLC.

    Published by: FanPro LLC 1608 N.Milwaukee Suite 1005 Chicago, IL 60647.Printed in the USA.

    Find us online:[email protected](Shadowrun questions)

    http://www.shadowrunrpg.com

    (official Shadowrun website)

    http://www.fanpro.com(FanPro website)

    http://www.commandohq.com(FanPro Commando website)

    http://www.wizkidsgames.com(WizKids website)

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    INTRODUCTIONThrash the Body Electric is a

    Shadowrun Missions campaign adventure.This is only the adventure portion of Thrashthe Body Electric the maps, playerhandouts, sample characters, and other

    playing aids are included in SRM02-04B,Thrash the Body Electric Playing Aids.Preparing the Adventure

    Thrash the Body Electric is intended foruse with Shadowrun, Fourth Edition, and allcharacter and rules information refers to thefourth edition of the Shadowrunrules.Adventure Structure

    Thrash the Body Electric consists ofseveral scenes. These scenes form thebasis of the adventure, which should becompleted in approximately four hours. Ifyou are running short on time, you should

    streamline each and be a little moregenerous with clues, target numbers, andother requirements to aid in guiding theplayers through the adventure.

    Each scene outlines the most likelysequence of events, as well as how tohandle unexpected twists and turns thatinevitably crop up. Each one contains thefollowing subsections, providinggamemasters with all the informationnecessary to run it.

    Whats up, chummer?provides a quicksynopsis of the scenes action, allowing youto get a feel for the encounter at a glance.

    Tell it to them straight is written to beread aloud to the players, describing whattheir characters experience upon enteringthe scene. You should feel free to modify thenarrative as much as desired to suit thegroup and the situation, since the charactersmay arrive at the scene by different meansor under different circumstances than thetext assumes.

    Behind the scenes covers the bulk ofthe scene, describing whats happening,what the non-player characters are doing,how they will react to the player characters

    actions and so forth. It also covers thesetting of the encounter, going overenvironmental conditions and otherproperties of the location as well asproviding any descriptions of importantitems.

    Pushing the envelope looks at ways tomake the encounter more challenging forexperienced or powerful characters and

    other ways you can add some extra spiceto the scene.

    Debugging offers solutions to potentialproblems that may crop up during theencounter. While its impossible to foreseeeverything that a group of player charactersmight do, this section tries to anticipatecommon problems and offer suggestions fordealing with them.Running the Adventure

    Gamemastering is more of an art than ascience, and every gamemaster does thingsa bit differently. Use your own style when itcomes to preparing and running theadventure and do whatever you feel is bestto provide the best Shadowrun game youcan for your players. Shadowrun Missionsadventures are designed to run in astandard four hour convention time slot.

    Please keep this in mind when running

    the adventure. You should leave at least 15-20 minutes at the end of the time slot tocomplete any necessary paperwork andpass out the players Debriefing Logs.(Make sure that you have enough copiesof the Debriefing Log for this adventureto give one copy to each player afterrunning the adventure.) This section offerssome guidelines you may find useful inpreparing to run Thrash the Body Electric(orany Shadowrun Missionsadventure).

    Step 1: Read The Adventure

    Carefully read the adventure frombeginning to end. Get a feel for the overallplot and what happens in each scene. Thatway, if something different happens, youwont be caught off guard and you can adaptthings smoothly.

    Step 2: Take Notes

    Take notes for yourself while readingthrough the adventure that you can refer tolater on. Possible things to note include:major plot points (so you can see them all ata glace), the names of various non-playercharacters, possible problems you notice,situations where you think a particularcharacter can shine and other things youllwant to keep in mind while running theadventure.

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    Step 3: Know The Characters

    Prior to the start of the adventure,examine the PCs record sheets andDebriefing Logs for your reference and havebasic information about their important

    abilities handy so you can refer to it duringplay. Also go over the characters and keeptheir previous events listed on the DebriefingLogs in mind when determining non-playercharacter actions in various scenes if such adynamic has been included.

    Step 4: Dont Panic!

    Gamemastering involves juggling a lotof different things. Sometimes you drop theball and forget something or you just make amistake. It happens, dont worry about it.Nobody is perfect all of the time and

    everybody makes mistakes. Just pick upfrom there and move on. Your players willunderstand and forget about it once you getback into the action.General Adventure Rules

    Shadowrun Missions adventures usethe rules presented in Shadowrun, FourthEdition (SR4). Standard rules such assuccess tests, the Rules of One and Six,and other common mechanics are describedin SR4 and are not repeated in thisadventure.

    Please keep in mind when preparing for

    the adventure, that the PCs will notnecessarily comprise a balanced party. Itsentirely possible that the party will be madeup entirely of Technomancers or back-to-nature Shamans. If the characters run into abrick wall because of such complications,show flexibility and use your best judgmentin how you lead them back to the plot.Non-Player Characters

    Non-player characters (NPCs) areessential to any adventure. They are theallies, antagonists and backgroundcharacters in the adventure that interact withthe player characters. NPCs in thisadventure have already been created andcan be found in the Cast of Shadowssection.

    The NPCs in this adventure shouldgenerally stand up to the average playercharacter, but may need some adjustment tosuit a particular group of characters,especially a more experienced and powerfulgroup. The scenes and NPC descriptions

    offer tips on adjusting the NPCs to suit theabilities of the characters in your group. Toadjust the power level of an NPC, refer tothe Prime Runner Creation andAdvancement Table (SR4 p.277). Take theplayer characters abilities into considerationwhen assessing the NPCs in this adventureand modify them accordingly.Table Rating

    Table Rating (TR) is used to adjust thedifficulty of an adventure so that it isappropriate to the characters playing it. TheTR value can be used to increase thenumber or abilities of opponents, and thedevice ratings of equipment in theadventure. Add up the Career Good Karmaof all PCs and divide by the number of PCs.Once that average is determined, consultthe chart below to determine the class of thetable.

    TableRating

    Class KarmaRange

    1 Green 0-19

    2 Streetwise 20-59

    3 Professional 60-99

    4 Veteran 100-159

    5 Elite 160-249

    6 Prime 250+

    A Note on CommlinksWith the change to SR4, commlinks

    have become a universal appliance.

    Because just about every NPC is going tohave one, they won't always be statted outin the adventure text. For NPCs who do nothave a statted commlink, assume it has allnecessary ratings at (TR/2) +1 (round-up).These commlinks will not contain anyvaluable paydata.

    Crossing BordersAs a city of 4 nations, getting around

    Denver can be tricky business. Sometimes acoyote contact can help the team across aborder. Other times a border crossing may

    be an integral part of the adventure. Often,however, crossing the border is just a minorstep in completing the run and part ofanother "day in the life."

    To quickly simulate a border crossing,have all characters make a quick test ofFake SIN Rating + Charisma + Etiquette.Threshold on the test is TR/2 (round-up).On a failure, the PC will need to pay a 300bribe to get across safely. If the PC glitches,

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    the passage ends up taking longer thanintended, and the character needs to spend300 on a bribe. On a critical glitch, the PCloses one piece of forbidden or restrictedgear, and must spend 500 on a bribe.

    If the whole party is attempting to crossas a group, use a Teamwork test (SR4 p59)for the border crossing. In the event of aglitch or critical glitch, all players will sufferthe previously mentioned consequences.

    ContactsSome campaign specific contacts may

    require an availability test. For the purposesof those tests, glitch and/or critical glitchresults will have no special effects. In theevent that multiple PCs at the table have thesame contact, they may each independentlyattempt the availability test. Please see thelegwork section for more information on

    contacts.

    Tracking FactionA special feature, in Shadowrun

    Missions, is Faction. As PCs proceedthrough the adventures in Denver, they maydevelop good or bad standing with many ofthe underworld organizations. Thesestandings will affect their ability to interactwith those groups.

    Because of this, when calculatingcharacter awards at the end of the session,make sure to also mark off the faction

    changes that were earned in the adventure.(As noted in Picking up the Pieces.)

    In game play, characters will gain bonusdice or suffer dice pool penalties for eachtick of faction they have for socialinteractions dealing with NPCs belonging tothose groups. For example, whenattempting to negotiate with a Mr. Johnsonaffiliated with the Casquilho Mafia,characters who have two ticks towards Allywill have an extra two dice for anynegotiation attempt. Characters can onlygain or lose standing through gameplay.

    PaperworkAfter running a Shadowrun Missions

    adventure, there are several importantpieces of paperwork that need to be filledout.

    The first is to make certain to distributea copy of the adventures Debriefing Log toeach player. As the GM, please makecertain to fill this out and sign off on it foreach character. In the interests of time, youmay have each player fill out the sections,with appropriate values that you give them.Please consider the PCs actions in thescenario when providing Reputationmodifiers, per those rules (SR4 pp257-8).

    The second is to make sure that allplayers have updated their characterscalendar. PCs are allowed to go on one runper week. The calendar is used to track thecharacters monthly lifestyle expenses,

    adventures, and their downtime exploits.Finally, please fill out the Event

    Summary report and e-mail it to thecampaign coordinator [email protected] or use theweb reporting form available athttp://www.srrpg.com/missions. Futureadventures will reflect the outcome of thisone. Without GM feedback, the PCsexploits will be unable to affect thecampaign.

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    Plot SummaryMr. Johnson hires the runners to disrupt

    operations of a facility run by RockyMountain Dynamics (RMD), to encouragethem to sell the property to his company.The runners are left to their own devices to

    determine how to harass RMD. As thetempo of their activities increase, the plantmanagers connection to the Mafia maycomplicate the job for the runners. Althoughthe runners are not told how many acts ofharassment should occur, their actions willtrigger the sale of the facility after two orthree successful operations. Unfortunately,although RMD does sell the embattledfacility, it is not to the buyer expected.

    The Meet (Saturday Night)

    Whats up ChummerThe Johnson lays out his offer to the

    runners at a restaurant in the Pueblo Sector.The run is straightforward, but very open tocreativity on the part of the runners.

    Tell it to 'em straight:

    The drive out Route 58 to Golden hasyou prepared to meet Mr. Johnson in somegreasy spoon truck stop, or a rustic B & B.But the Aspen Chalet has all theconveniences of the 'plex, includingscanners in the doorframe and a staff withenough augmentation to back it up. All's wizwhen you mention a reservation underJohnson, and are led to a private diningroom in the back, complete with acousticinsulation and a Renraku Executive Privacywhite noise generator centerpiece on thetable. The Johnson's bodyguard, allshoulders and attitude, looks you overthrough his wrap-around shades, butremains outside.

    The Johnson is a tall, trim man dressedin a stylish but unpretentious blue suit. Thecut of the suit speaks of a man who stays in

    shape, and his smooth baritone voice saysmanagement more than a power tie evercould.

    Lets go ahead and order food, then wecan discuss the terms of the job over lunch,he says as he studies his menu.

    Behind the Scenes

    The runners have plenty to choose fromas they peruse the extensive menu ofseafood and Native American dishes. Oncethe food arrives and glasses are filled, theserver unobtrusively leaves the runners and

    Mr. J to their business.In between sips of Riesling and bites of

    grilled salmon, the Johnson gives his pitch.For the next week, he wants a campaign ofharassment, vandalism, and sabotageagainst a business facility in the Pueblosector and its personnel. Hed prefer nolethal force used, but does want widespreaddisruption of their business operation. Theoperation must start immediately. Pay is1,000 (xTR) each up front, and anadditional (2,000 + (2,000xTR) each uponcompletion. In addition, they are welcome to

    any inventory or equipment that comes intotheir possession during this operation.Hell pause to dab his lips with his

    napkin, then asks for their agreement beforecontinuing.

    The Johnson will consider adjustmentsto the deal, using Opposed Negotiationtests, with each net success adding anadditional 500 x TR each. For any runnerthat declines, he covers their meal andbuzzes them out the door. Once the teamhas accepted, he hands them a sufficientnumber of 1,000 certified credsticks tocover the up front fee. If a runner attempts

    to hack his commlink, his PAN is in hiddenmode, and he is running Encrypt with animbedded Databomb. In addition, one of hiscompanys hackers is residing in hiscommlink in VR mode, watching for unusualactivity. Use the stats from the RMDcorporate hacker (see Cast of Shadows) ifneeded.

    The target is Rocky Mountain Dynamics,or RMD, on Route 121 in the southernPueblo Sector along Marston Lake. If theyask, Mr. Johnson will explain that the facilitymakes electric motors for land and water

    vehicles.Mr. Johnson provides recent overhead

    imagery of the facility. Give the playersHandout 1. He can tell them the factoryoperates 2 shifts, 7am to 3:30pm and3:00pm to 11:30pm. He doesnt have anyinformation about security, although he issure there is at least some securitypresence around the clock.

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    The Johnson again emphasizes that therunners avoid use of lethal force againstpersonnel during this operation. He tellsthem deaths will result in withholding onethird of the final payment. In addition,although theft, damage, or destruction toinventory and equipment is expected,structural damage to the buildings must beavoided. Further, the runners should notcause any environmental damage to theland or ground water. This will result in asimilar adjustment to the final payment. Atthe same time, if the actions are notdisruptive to RMD, payments will also bereduced.

    He provides the runners with a pagerand a pager LTG number. If the operationneeds to be suspended early, he will contactthem through the pager, and arrange for anearlier meeting to make the final payment. If

    not, once the week's work is completed, therunners can contact the Johnson at hispager number to set up the meeting.

    Debugging

    There is not a whole lot that should gowrong here, other than the runners decidingto not accept the run. If so, the players cango home. If for some reason the runnersattack Mr. Johnson (or each other), thebodyguard will enter immediately with hisdrawn Predator IV and attempt to kill anyoneattacking Mr. Johnson. The room is too

    small for him to attempt to extract theJohnson, so he will attempt to deal with thethreat directly. Two rounds later, therestaurant security staff (use CorporateSecurity Unit SR4 p. 275) will appear withtasers and try to neutralize anyone takingaggressive action, while the restaurantmanager activates the PanicButton linked toPuebSec.

    Casing the Target

    Whats Up, Chummer

    The runners may decide to do somereconnaissance of the RMD facility. Theyhave many options, including a simple drive

    by, long-term observation by drone orhiding/invisible characters, astral projectioninto the building interiors, or even renting aboat and observing the facility from MarstonLake. The team can determine the followingdetails, depending on where they are, howlong they stay there, and any Intuition +Perception tests you deem appropriate:

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    Behind the Scenes:

    Outside

    There are railroad tracks runningparallel to Route 121 on a built upridgeline, which blocks much of the view

    of the facility from the road. A 3 meterchain link fence, topped with barbedwire, is on the back slope of the ridgebetween the tracks and the building.The tracks and fence also bend aroundthe northwest side of the facility. Thefence continues to the shoreline, andmakes a complete loop around thefacility.

    There are two breaks in the fence. Thefirst is the underpass the goes under thetracks along Route 121. There is asliding chain link gate along the base of

    the ridgeline. A guard shack sits under the underpass,

    manned by 1 guard, who checks thecredentials of any entering vehicles, andthen opens and closes the gate byremote control. A camera watches thisunderpass across from the guard shack.The guard is wearing a brown uniformarmored jacket, and a matchingbaseball cap with a large gold eyeinsignia. He's carrying a heavy pistol ofsome sort in a belt holster.

    The second break in the fence is aswinging gate in the fence on the

    southeast side of the property, allowingaccess to the complex of smallerbuildings to the southeast. A rustedpadlock secures this entry.

    The bare asphalt area between thebuildings and the water seems to beused as an employee parking lot. Andan impromptu basketball court duringlunch breaks.

    There is one other guard outside thatmakes regular patrols around thebuildings, every 90 minutes. Eachcircuit takes 30 minutes to complete.

    The collection of buildings to thesoutheast is Ares Aerospace Plant #23.Appropriate Legwork can determine thatthey manufacture ball bearings andwheel assemblies there.

    The plant and storage tanks to thenorthwest are owned by Denver FoodIndustries (the tanks contain soy slurryand soybean oil, respectively).

    Inside

    The largest building is the mainassembly line area for the facility.During a shift, approximately 40 peoplework here, including 4 security guards.

    During the night, there's only 15 or so(2-3 project hackers, 1 night manager, 4security guards, and 8 maintenancepersonnel). This building is also used tostore the parts inventory, and a smallamount of the finished electric motorsmade here. The actual manufacturingprocess is very automated, with controlthrough slave nodes in the computersystem.

    The small building attached to the southcorner of the main building is theemployee lockers, lunch room,auditorium, and the central securityoffice. During the day this buildingusually contains 12 employees (moreduring lunch times) and 4 at night. Bothtotals include 4 security guards.

    The building across from all the trailersis a shipping center. It is wherecompleted motors are stored untildelivered, and has many loading doorson its southeast face where semis canback in. There are also numerousloading doors on the northwest face toallow movement of inventory from theassembly building. This building usually

    has 8 employees during the day(including 2 guards), and just the 2guards at night.

    The northernmost building in thecomplex is the office and administrativecenter. It always has one guard in thelobby, one at the general manager'soffice, one in the computer center, andone more on patrol. The sales andsecretarial staff, engineers, managers,and computing center personnel workhere. They total 20 or so during theday, and 4 at night.

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    Matrix

    A hacker hired (2,500 to gather info onschedules, etc., subject to negotiation) topenetrate RMDs node in Bow Mar can learnthe following, depending on what isrequested by the team: Names, SINs, photos, and addresses

    for all key employees Shipping schedules for the next week,

    both deliveries and shipments, includingtimes, destinations, and contents. SeeHandouts #2 and #3

    Interior floor plans (but not where eachdepartment is located w/in those plans).See Handouts #4 through 7

    Security Camera feeds & other securitysystems, like the existence of PanicButton landlines and backuptransmitters to the Cyclops regionaloffice (at the corner of Platte Canyon

    Road and Ken Caryl Avenue in Littleton)and local PuebSec precinct house (inLakewood at Kipling and Simm Streets).

    Details of the specific products beingmanufactured

    Any further active measures requested(seizing control of an assembly line,spoofing security, etc.) will be subjected toadditional fees and negotiation, with adistinct possibility that such efforts would notbe cost effective (start with an asking feeequal to 2,500 nuyen x TR x the number of

    team members).If the teams hacker wants to infiltrate

    the RMD host in Bow Mar, the followinginformation should be sufficient to handlethe hackers interaction with the nodes: The host appears in VR as a collection

    of electric circuits, including controlpanels, a central transformer, voltmeters, capacitors, and electric motors.

    Corporate hackers appear as electricutility linemen, and IC as Erector Setrobots with a selection of appendagesthat reflect the programs loaded in the

    IC. RMD has two main nodes, both with a

    rating of 3+TR (except the signal ratingfor the security node, as explainedlater).

    The main node (normally in passivemode) runs the automated assemblylines, employee task lists, RFIDinventory control, RFID raw materialcontrol, delivery and shipment

    schedules, and general AR and emailtraffic.

    The assembly line programming isencrypted at rating 5, with theencryption protected by a rating 5databomb.

    The entire security node runs in hiddenmode with encryption and stealth 5. Itcontrols the maglock systems, camerafeeds, personnel and payroll records,and financial data.

    The security node is set up to run on avery short-range wireless network ofredundant signal repeaters with signalratings of 0 and 1. The ranges are suchthat the network cannot be accessedfrom outside the buildings within thecomplex. Buried optical cables connectthe network between the buildings. Incases of emergencies or jamming, the

    security office has a rating 7 signaltransmitter they can bring online tocontact help from the outside.

    Once an alert has been raised (on eithernode), security will launch a rating 4+TRIC agent with Analyze, Track, Stealth,Armor, and Exploit to localize thedisturbance. One of the RMD corporatehackers will also go looking for theintruder.

    If the IC agent or hacker locates anintruder, they will call for backup,namely another rating 4+TR IC agent

    loaded with Blackout, Armor, Analyze,Medic, and Attack. If these actions areinsufficient, the node will try to terminatethe hackers connection, and as a lastresort initiate a system reset.

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    SecuritySecurity is provided by Cyclops Security

    Services. Their personnel are the onlycontractors on site. All other personnel areRMD employees. For more detailsregarding Cyclops Security Services, seetheir description in Legwork. The differenttypes of Cyclops personnel are found inCast of Shadows.

    Starting security levels:Physical Security: All of the site's interior

    doors are reinforced. (SR4 p.157)The sitehas perimeter lighting, security guards atexterior entrances, and on-site securityguards that patrol on a fixed schedule.

    Technical Security: Rating 3 maglocksare on interior doors and the front fencegate, and rating 5 maglocks on exteriordoors. Both have thumbprint scanners and

    an RFID scanner to pick up the signal fromthe employees ID badge. Closed circuit TVcameras monitor the loading dock doors andthe driveway at the entry guard shack, butnot the personnel exterior doors. There areno interior camera systems.

    Magical Security: Cyclops Security hasa mage on call as needed. He will arrive viaastral projection once he receives an alertfrom the security forces on site.

    Matrix Security: Corporate hackersdoubling as security hackers monitor matrixsystems during the day. At night, these

    corporate hackers are on call. See a typicalRMD hacker in the Cast of Shadowssection. Additional matrix details can befound in the Casing the Target Matrixsection above.

    Personnel Security: The personneldepartment conducts backgroundinvestigations of new employees, includingcredit and criminal computer checks, andinterviews with the most recent previousemployer and 1-2 friends. While there areno current job openings, if PCs somehowmanage to talk their way into an interview,

    theyll need a solid fake ID.

    Once the facility has been hit, thefollowing additional measures will betaken: If the prior incident involved magic, the

    security mage will bind a Force 5 earthelemental and 3 Watchers on site topatrol.

    The guard at the fence perimeter will bedoubled, and within 36 hours thecontrols for opening the gate will bemoved to the central security officeinstead of the guard shack.

    The guards will be outfitted withRemington 990 shotguns w. flechetteammunition and a smartlink. Outdoorsat night, they will be wearing lowlightgoggles w. flare comp.

    The outdoor patrols will occur randomly. If an attack occurs through the matrix,

    the system will be taken offline when the

    corp hackers are not on site (at night). 2 GM-Nissan Doberman drones (SR4

    p.341-2) will be active, both outsideduring the day, and one inside / oneoutside at night. These are additionallyequipped with Clearsight 3 andTargeting 3 autosofts, white lightspotlight, and a microturret with an HK-MP-5 TX (40 regular rounds). Recoilcompensation is 2.

    If the TR is 3 or greater, apply thisincrease to security.

    If the facility is hit a second time,Cyclops security adds a reaction force:Chrysler Nissan Patrol 1 w. a CyclopsSecurity executive protection driver and 3security guards. One of the guards will mana pintle-mounted Ingram White Knight LMGwith explosive rounds. The Ingram iswelded to a roll bar just in front of the sunroof on the Patrol 1, allowing the guard tostand on the center console and fire theweapon. The security mage also nowremains on site, and wards key areas astime allows, starting with the central security

    office.

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    Team OptionsIf the team requests some general

    information about current events, providethem the scream sheet file (See Handout9). Stats for the shotgun described in thescream sheet are at the end of the Cast of

    Shadows section. There are no direct newsstories about the facility, but the news of theday may give the team some ideas fordisrupting operations.

    See Legwork (Bow Mar)for informationon contacting the specific thrill gangs and gogangs in the region.

    Team attempts will vary, but mayinclude the following:

    Recruit a street (thrill) gang to harassRMD

    The DamBusters are a local thrillgang in

    Bow Mar. They dress in tans and browns,with synthleather bomber jackets. Inaddition to the typical light handguns, clubs,and chains, they are known for theircylindrical improvised explosives, which theytypically deliver by skipping it toward theirtarget. They would generally be receptive toa deal, and would hop onto a train to maketheir escape (they know the local schedulefor the tracks in front of the facility).Negotiation would be through their leader,Wallis. See the Cast of Shadows section fordetails on Wallis.

    If the team tries to approach theZombies, Romero, their leader will insist ona service in exchange for their work. Theyrequire an a capella rendition of"Cuddlelove" by the boy band True2U, onOpen Mike Night at All the Worlds a Stage,a local bar hangout of the Ghostriders gogang. The Zombies will record the event viatrideocam. The song will start a brawl, ofcourse. Romero can be found in the Cast ofShadows section.

    Any other thrillgang will be unwilling togo onto that turf.

    Recruit a go gang to harass RMD

    There are more options here, sincegangs that are not local may be willing to dothe job since they can quickly vacate thelocal area after the job. However, it is

    possible they may be intercepted by theGodz, the go gang that controls thehighways in much of the Pueblo sector. Ifso, they will seek out the team to attempt towrangle additional nuyen to cover theirlosses.

    The Godz are a go gang that has itsroots in the now defunct Ute sector, andhave extended their reach into the entirePueblo sector. They are involved in low-profile smuggling, and a protection racketagainst smugglers without T-birds. Thegang has many elf members, but they have

    no connection with the Ancients.If the team approaches the Godz, theirlocal lieutenant, Apollo, will initially accept,then inform Emilio Chavez of the offer, sincethe Godz are aware that RMD has hisprotection. Emilio will pay them to fakewhatever action they were asked to make,and then set up another meet for payment orto do another job. That meet will be a trapled by Cyclops Security and PuebSec.Emilio will have tipped off Erik and hissecurity people. Stats for Apollo can befound in the Cast of Shadows section.

    Another option is to speak with the

    Ghostriders go gang, which haunt Route121 and I-285 at night. They are led byWanda, a lightning fast elf, both in mind andbody. The gang rides their bikes, mostlyblack and silver Aurora racing bikes, to theaccompaniment of a host of ghosts andspirits, courtesy of a Trid Phantasm(Extended Area) spell sustained by Felicity,cat shaman and Wanda's chief lieutenant.This gang is mostly female, but includes amix of elves, humans, and orks. Furtherinformation on Wanda and Felicity is in theCast of Shadows section.

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    Social Engineering/Infiltration

    The plant is small enough that mostemployees know everyone else. There areno job openings currently available, and thecompanys only subcontractor is Cyclops

    Security. Thus, there are not manyopportunities to insert an insider into RMDduring the short period of time available tothe runners.

    Vandalism

    The existing security info above shouldhandle any plans the team comes up with.

    Hijacking Deliveries or Shipments

    A hack job will be needed (by either arunner or an NPC hacker) to secure theshipping schedules in advance. Supplierand Receiving contacts would be unwillingto hurt their own corp with a tip that led to atheft, unless the product was returned tothem on the sly. If they simply followdeparting trucks, all go north or south onRoute 121. The delivery trucks will be 18wheeler tractor trailer rigs (used VW X600sand Ford F500s).

    Incoming shipments (see playerhandout 2) are raw materials, such ascopper wire (C), beryllium wire (B),germanium capacitors (GC), and aluminumframes (AF). One detail that may not be

    apparent on the schedule is the billingcodes. A Logic + Accounting, Finance, orsimilar Knowledge (2) Test will reveal thatTOS/DD stands for Transfer onShipment/Direct Debit, and TOD for Transferon Delivery/Direct Debit. The transferreferred to here is ownership (and liability ifthe shipment is lost). Thus any hijackedTOD shipment wont financially hurt RMD,as they have sufficient parts inventory toschedule a replacement shipment the nextday. Hence a hijacking of a TOD deliverywill not count as a successful harassment of

    RMD. Successful actions are important forpurposes of Karma and when the sale of thefacility is triggered. See Picking Up thePieces later.

    Outgoing shipments (see playerhandout 3) are electric motors for vehicles ofvarious types. Only TOD deliveries will hurtRMD directly, as lost or hijacked TOSshipments will be the responsibility of theintended recipient. Note that hijacking theTOS shipment could also createrepercussions to the team down the road, asthey would be ripping off Aztechnology!

    Hijacking Executives

    General manager Erik Fjordson'sitinerary is explained in the Cast ofShadows. Other important people at thefacility are Cyclops Security CommanderBrady Simmons, Plant Comptroller RitaHernandez, and Information SystemsManager Harriet Owens. This info is notavailable via Legwork, but could be taken

    via a run into the Matrix personnel files orinterrogation of other employees. Developstats and background for these personnel asneeded.

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    Family Attention

    Whats Up Chummer?

    If the team is breezing through the runor quickly pulling off successful actionsagainst RMD, this encounter can be added

    to further challenge the team.

    Behind the Scenes

    After the first attempt (successful or not)to disrupt RMD operations, general managerErik Fjordson mentions the trouble that nightto his friend Emilio of the Chavez mafiafamily during a high stakes craps game atthe Lakeside Amusement Park casino.Emilio begins to ask around to find out whois harassing his friends place of business.

    Once a second successful action istaken against RMD, Erik calls Emilio andasks him for his help. By this time, Emiliohas managed to pin down the identity of atleast one member of the team. Thischaracter should be the one played by thequietest player at the table. If everyone hasbeen actively participating, then the teamsface or contact-heavy player has beenidentified. Emilio sends a group of thugs tosend a message.

    The thugs attempt to intercept thecharacter when he/she is alone, or with justone other person. A meeting with a contactwould be ideal. The group drives up in a

    black GM Bulldog Step Van in a pickup truckconfiguration. One thug drives and anotherrides shotgun. Both remain in the truck.Four others, plus their leader, Bruno, hopout of the bed of the pickup and confront thecharacter. Two of the thugs fire tasers,while the two others use their baseball bats(clubs) in melee. Bruno will defend himself,but is there primarily to deliver Emiliosmessage. They will attack the characteruntil he reaches unconsciousness, orwithdraw if three or more of their team aredropped.

    Bruno delivers Emilios message in aheavy Sicilian accent as the thugs try toadminister their own nonverbal message.RMD in Denver is under protection of thefamily. You fuck with RMD or theiremployees again, and itll be the last thingyou ever do.

    Stats for Bruno and the mafia thugs arefound in Cast of Shadows.

    Pushing the Envelope

    Depending upon how this encountergoes, the Mafia enforcers may be patrollingthe streets near RMD afterwards. Assemblethem in groups of 2+TR members.

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    Picking Up the Pieces

    Payment

    After 3 successful actions or 5 days with2 successful actions, the Johnson willcontact the group's pager. Once he is called

    back, he testily orders them to ceaseoperations and to pick up their payment at8pm at Jay's Boathouse North. TheJohnson will be late. About 8:20pm, thebodyguard will knock and enter their privatedining room. He tosses them the finalpayment and leaves, saying only that theteam performed as required, though thedesired result failed to materialize. Any foodor drink is on the team's tab this timearound.

    If five days pass with fewer than 2successful actions, the Johnson pages them

    to advise them that the building has beensold to a competing party, and that the teamfailed to perform its mission swiftly enoughto fulfill their contract. Successfulnegotiation with him might allow a partialpayment again at Jays Boathouse North asabove, but only 10% per hit with a maximumof 40% of the negotiated success payment.

    Press Release

    Pass out the press release (seeHandout 8) of MetalStorm, a subsidiary ofAresArms, announcing the purchase of

    facility, after a heated bidding war, toconvert it to a manufacturing plant for itsweapon systems. The release alsoannounces a contract completed withPuebSec for MetalStorm systems andground attack pods for drones and aircraft.

    Fencing the Loot

    The raw material (copper wire,germanium capacitors, aluminum frames)deliveries have a retail value of 30-55Knuyen, and finished product shipments 40-

    75K nuyen. Fencing starts at 30% valueand follows standard rules (SR4 p.303).Note that each trailer and tractor has asecurity RFID tag, with a stealth tag asbackup. Each pallet or wire spool issimilarly equipped. The tags will bringPuebSec unless jammed, deactivated, orfound and destroyed/discarded. The trucksthemselves, VW X600s or Ford F500s, canbe fenced as well at a used price of 50Knuyen.

    Karma

    1 Avoiding any deaths (PCs andNPCs alike)

    1 Per successful action against RMD(Maximum of 2)

    An additional 1-3 points of Karma maybe awarded for good role-playing, a goodsense of humor, or a particularly insightfulaction.

    The maximum adventure award forSRM characters who played this adventureis 6 karma.

    Contacts

    Wallis, Romero, and either Wanda orFelicity (but not both; choose whomeverthe team interacted with the most). Togain the contact, the team must haverole played with them, arranged forsome sort of deal with their gang, andnot get double-crossed or betrayedthem.

    Erik Fjordson. It is unlikely to happen,but if the team negotiates with Fjordsonto land him a job elsewhere, they willgain him as a contact. Fjordson seesthe writing on the wall, and knows his

    facility wouldve been on the choppingblock regardless of the teams activities.

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    Faction

    The team will lose one (1) point ofChavez faction if the team takes two ormore actions against RMD, or kills oneor more of the Mafia thugs led by Bruno.

    If the team does not harm Fjordson, anddo not kill any of Brunos thugs, they cangain one (1) point of Chavez faction.This will require them to meet withEmilio, show proper respect, and agreeto cease all action against RMD.

    The team will lose one (1) point offaction with the Godz if they are luredinto the sting attempted by Apollo.

    If the team manages to dodge the stingset up by Apollo, word will get out on thestreets, and the team will gain one (1)point of faction with the Fronts.

    If the team sings at All the Worlds aStage, the team will lose one (1) point offaction with both the Godz and theFronts if they sing, then slink or runaway. However, if they sing and standup to the Ghostriders and hold theirown, then they will gain one (1) point offaction with both the Fronts and theGodz. A maximum of one point can beearned with the Fronts during the run.

    Reputation

    The following acts will earn the team a point

    of Notoriety: The team is caught on camera and it is

    released to the media. The team provides details of the run to a

    media contact. The team is arrested. The team fails to take two successful

    actions against RMD. The team kills three or more people that

    are not associated with security orcriminal elements (bystanders, RMDemployees, etc.).

    LegworkWhen a PC gets in touch with a contact,

    make a Connection + Connection test forthe contact. The results of this test willdetermine how many ranks of informationthe contact knows about the question.

    (Apply die modifiers to this test based uponrelevance of the contact to the subjectmatter.) A PC then makes a test ofCharisma + Etiquette + Loyalty rating. Thecontact will reveal that many levels ofinformation about that topic for free. (Up tothe number of hits scored by the contact forthat topic.) If the contact knows more,additional information will require a paymentto the contact of 50 * TR.

    If the PCs have worked all of theircontacts, and are still missing importantinformation, they may ask a contact to ask

    around. If they do so, have the Contactmake an extended (Connection +Connection (20 minutes)) test. Additionalinformation will be available at a cost of200 * TR.

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    Rocky Mountain Dynamics (RMD)

    Appropriate contacts: corporatemanagement (i.e. official, Johnson, etc.) (+1die), corporate secretary or wageslave (-2dice), tribal chief, NAN government official,

    or Data Search extended test with athreshold of 4 for each hit, and an interval of15 minutes.0. That fragging utility causes brown outs

    all over! Everybody knows thoseshitheads!

    1. It's a third tier corp; their headquarters isin Vancouver, and their CEO is DavidCherbourne. They manufacture electricmotors, mostly for cars and watercraft.

    2. They also manufacture generators,mostly for hydroelectric plants. Theyhave strong relationships with many of

    the NAN tribal governments. Their plantin Denver is in the Bow Marneighborhood of the PCC sector. Thefacility is run by general manager ErikFjordson.

    3. Their manufacturing plant in Bow Mar isthe primary source for the wheel motorsin Chysler-Nissan Jackrabbits sold inNorth America. They also supplyelectric motors for several of Nissan'sdrone designs, such as the Doberman.

    4. It is rumored that someone in theChavez mafia family has an interest inRMD.

    5. RMD is currently in negotiations torenew its contract with Nissan. Nissanis upset with quality control in RMD'sBow Mar manufacturing facility, and isinsisting on major improvements at theplant. RMD is balking at the costsinvolved to upgrade the automatedcontrol systems and equipment,considering the low profit margin on theparts supplied to Nissan for theJackrabbit. Plant general manager ErikFjordson is under pressure to keepquality high and overhead low, an

    almost impossible task considering theage of the facility.

    6. As part of the publicity campaign for thenewest version of Nissan's Dobermanperimeter drone, Nissan supplied a pairof the drones to each of its suppliers(RMD's Bow Mar plant included) as agesture of goodwill and to enhance theirsecurity. Some corps are using them as

    delivered, but others, concerned aboutindustrial espionage, either scrappedthem soon after or completelyoverhauled them.

    Rocky Mountain Dynamics (Mafia)

    Appropriate contacts: mafia contact (+2dice) (exception: Chavez family, -4 dice anda Charisma + Etiquette + Loyalty (3) test toavoid the contact tipping off Emilio Chavez),other underworld contacts (-1 die).0. What da ya think I am, a fragging

    dictionary! Fuck off!1. In this biz, a big mouth is the number

    one cause of cement poisoning.2. RMD has a manufacturing plant in Bow

    Mar in the PCC. The Chavez family hasan interest in the plant there.

    3. Emilio Chavez is a choomba with RMD

    plant general manager Erik Fjordson.They both crave the rush, mostly fromspeed.

    4. Word is, Fjordson managed to acquiresome stealthy watercraft for EmilioCaesar, as well as a pair of exoticelectric racing bikes. Emilio keeps aneye on the RMD facility out of friendshipwith Fjordson.

    Erik Fjordson

    Appropriate contacts: corporate, mafia (-2 dice), corp headhunter/HR exec (+2 dice),

    Data Search extended test with a thresholdof 8 for each hit, and an interval of 15minutes.0. Isn't he that Simstar in those romance

    movies with Melinda Roland? What apiece of drek those were.

    1. He's the general manager of RockyMountain Dynamic's manufacturingplant in Bow Mar. Been there about 2years.

    2. Prior to that, he worked as a managingengineer for Ares back in Detroit. Theyrecruited him right out of Purdue. Hecurrently lives at 335 Marion in theLittleton district of PCC sector.

    3. He's got a wild streak in him. He racesbikes and parties hard, mostly at theLakeside Amusement Park casino, oftenwith his friend Emilio Chavez. Rumorhas it he used to play Outrider on a semipro urban brawl team back in college.

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    Emilio Chavez

    Appropriate contacts: mafia (+2 dice),Chavez mafia contact (+4 dice), underworldcontacts, street contacts (-2 dice).0. He's the nouveau Tuscany chef on Trid

    Channel 212, right? He's got that show,Iron CyberChef .

    1. He's in the Chavez Mafia family. Theycontrol the Lakeside Amusement Parkcasino in the PCC, and have theirfingers in quite a few other areas in thePCC and CAS Sectors.

    2. Emilio is the son of sotto capo OmarChavez, who in turn reports directly tothe don in Dallas-Fort Worth. He's a bitof a hothead, and is always intowhatever is the newest wiz tech. Wordis that dad is disappointed, and the rest

    of the family is hoping for a tragicaccident.3. He spreads quite a bit of money around,

    though, and has a cadre of muscle forboth protection and family work.Whether it's the money or somethingelse, but he has quite a few closefriends. They can often be found at theLakeside Amusement Park casino.

    Cyclops Security Services

    Appropriate contacts: security/police (+2dice), corporate contacts, street contacts (-1die) Data Search extended test with athreshold of 4 for each hit, and an interval of

    15 minutes.0. Never heard of 'em. Probably some

    geezer rent-a-cop outfit.1. It's a local security outfit here in Denver.

    They aren't big enough to play in TheHub or with the Star or K/E, but theyhave quite a few clients down in thePCC and CAS sectors. They wearbrown uniforms and ball caps with theinsignia of a single gold eye.

    2. Their personnel are pretty good, assecurity guards go. No internal donutsacks on these guys, and they're

    equipped pretty well, from what I'veseen. Predator pistols and occasionallyshotguns, with good body armor. Theyare one of the security contractors at thefederal correctional institution in BowMar.

    3. Their rapid response and regional officeis in Littleton at the corner of PlatteCanyon Road and Ken Caryl Avenue. Itincludes a hangar, and word is theyhave a modified Hughes Stallion onReady 5 status at all times.

    4. They don't have much in the way ofmagical assets, from what I've seen.

    Any sort of magic is on call, not on site.They don't have a security systemdivision, so technical security devicesand surveillance varies from client toclient. They know how to use whatthey've got, though.

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    Bow Mar

    Appropriate contact: PCC Sector streetcontacts (+2 dice), other street contacts,media contacts (-1 die), Data Searchextended test with a threshold of 4 for each

    hit, and an interval of 15 minutes.0. I prefer the joygirls/boys at The Merge.

    What about you? (If the runners askabout The Merge, it has no relation tothe run, but it is a strip bar and brothel inLakewood. It features live nightlyperformances from the Waybills, aTubes tribute band that performs withthe dancers on stage.)

    1. The highways around Bow Mar are theturf of the Godz go gang. The mainstreet gangs are the Dambusters andthe Zombies. Even though the Mafia

    control the den of gambling at theLakeside Amusement Park, there areother power brokers on the street. TheYakuza and Triads control much of thesmuggling and BTL trade.

    2. The Godz are involved with smuggling,often as escorts or guides. The streetgangs have turf that overlaps in someplaces, but I've never heard of a gangwar between them. The Dambustershave a vintage look from the 1940s, andhave connections to the Yaks. Theyprovide protection to several coyotes inexchange for a cut of the action. The

    coyotes operate on the PCC/CASborder. The Zombies dress in drabgreys, and have a heroin chic look.Theyre involved mostly with the streetdistribution of BTLs.

    3. In the Bow Mar neighborhood, the localGodz lieutenant is Apollo; the Godzhave connections to both the Mafia andthe Triads. They frequent several barsand clubs along Route 470; which onethey end up at varies from night to night.

    4. The boss of the Dambusters is Wallis.He's pulled the gang away from theYaks somewhat. They're taking allkinds of jobs now, and can often befound in bars and clubs along QuincyAvenue in Bow Mar. The Zombies areled by Romero; hes a strange one.Some say the orks crazy, but I think he just has a sick sense of humor. TheZombies show up all over the Bow Mardistrict, and even have a yellow schoolbus they're seen in occasionally.Recently they've been seen around theSouthwest Plaza Mall in Bow Mar.

    5. There's a new go gang in the district,mostly girls. They ride Route 121 andthe 285, and call themselves theGhostriders. They have some crazyspecial effects when they ride. TheGhostriders boss is Wanda, and she's

    one tough chica. One or more of themis supposedly a shaman, and that's whocreates the ghostly effects. They hangout at All the Worlds a Stage, a bar inBow Mar.

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    Cast of ShadowsMr. Johnson(Elliot Addison)Human Male; Connection Rating 3B A R S C I L W EDG ESS INIT IP CM

    3 3 3 3 4 4 4 4 2 5 7 1 10

    Alpha grade cyber: datajack, image linkretinal mod, knowsoft link, commlinkActive Skills: Pistols 2, Computer 4,Leadership 4, Negotiation 4, Ettiquette(Corporate) 3(+2), Pilot Ground Craft 3Knowledge Skills: English N, Japanese 3,Corporate Politics 4, Corporate Finance 4,Real Estate Law 3, BusinessAdministration 4Equipment: Actioneer Business Suit,Hammerli 620S w. concealable holster,credstick, certified credsticks (18 x 1k),commlink rating 5.

    Elliot Addison is CFO of ConsolidatedFood Distributors. He's currently innegotiations to buy the Bow Mar facility fromRMD. He's hoping to orchestrate events totip RMD into agreeing to the deal, as thefacility is already operating on a razor thinprofit margin. The buildings here would beused for a truck terminal to distribute food toits major clients, the Federal CorrectionsInstitution complex just to the west, and theFort Logan Mental Health Center just to thenorth. Even better, CFD's major supplier,

    Denver Food Industries, have a processingplant right next door.This is Addisons first journey into hiring

    a shadowrun team, and doesnt plan tomake a habit of it. It is not possible to gainAddison as a contact, especially since hisplan to acquire the RMD facility is doomedto failure regardless of how well the teamperforms.

    Chavez Mafia Family

    Emilio ChavezHuman Male; Connection Rating 3

    Use Mafia Consiglieri contact in SR4, pg.283. Add appropriate skills as explained

    below.Emilio is the hothead and thrill junkie of

    the Chavez family. He loves speed, whetherit is racing bikes, cigarette boats, or aircraft.He is brash and cocky, but with just enoughcommon sense to avoid getting whacked byhis rivals. His loyalty to his friends runsmore deeply than to the Family. Thisincludes Erik Fjordson. His impulsivenesswill mean this loyalty will include using familymuscle to protect Erik's position, whetherErik wants his help or not. Role playing andappearance hint: think Lindsey McDonald,

    played by Christian Kane, on Angel.Even if the team ends up meeting Emilioand stops their harassment campaignagainst RMD, Emilio will not become acontact. This action may affect the teamsfaction rating with the Chavez family,however. See the Reputation section ofPicking Up the Pieces above.

    Bruno, Mafia EnforcerHuman Male; Connection Rating 2

    B A R S C I L W ESS INIT IP PM SM

    4 4 3(4) 4 3 3 3 3 3 7 2 10 10

    Cyber: Wired Reflexes 1, Platelet FactoryActive Skills: Pistols 4, Clubs 4, Dodge 2,Intimidation 2, Etiquette (Mafia) 2(+2)Knowledge Skills: English N, Spanish 3,Italian 2, Mafia Turf 3, Mafia Safe Houses 3,Mafia Politics 2Equipment: Armor Vest, Defiance EXShocker taser, baseball bat (club), 4 extrataser darts

    Mafia Thugs (x6)Human Males; Connection Rating 1

    B A R S C I L W ESS INIT IP CM

    4 3 2 4 2 2 2 2 6 4 1 10

    Professional Rating: 1Active Skills: Pistols 2, Clubs 2, Dodge 1,Etiquette 2Knowledge Skills: English N, Mafia Turf 2,Gangster trids 3Equipment: Armor Vest, Defiance EXShocker taser, baseball bat (club), 4 extrataser darts

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    RMD Employees

    Erik FjordsonHuman Male; Connection Rating 3

    B A R S C I L W EDG ESS INIT IP PM SM

    4 5 4 2 4 3 4 4 4 5 7 1 10 10

    Vehicle Initiative Passes: 3Cyber: control rig, datajackActive Skills: Athletics skill group 2, PilotGround Craft 5, Pilot Rotor Craft 2, Etiquette(corp) 3(+2), Leadership 3, Negotiation 2,Automotive Mechanic 3, Infiltration (Vehicle)2(+2), Automatics 4, Pistol 3Knowledge Skills: English N, Norwegian 3,Crow 3, Engineering 4, Urban Brawl Rules3, Motocross and Superbike Leagues 3,Business Administration 4, Gambling(craps) 3(+2)Equipment: commlink, Actioneer armored

    clothing, real leather jacket. Once alerted,he switches to an armored jacket, fineclothes, and Ingram Smartgun w.smartcontacts and regular ammo.Vehicles: Suzuki Mirage (w. rigger controls),Eurocar Westwind 3K (w. rigger controls).

    Erik is very good at his job as generalmanager of RMDs manufacturing facility inBow Mar, but reaps no enjoyment from it.He's a thrill junkie, and spends his time off inpursuit of a fix. Whether it is racing bikesthrough the residential streets of Denver,

    powerboat racing on one of Denvers manylakes, or playing high-stakes craps at acasino, he's in it for the rush. When strangethings start happening at the plant, heresponds in the appropriate corp fashionwhen he's in the office. However, awayfrom the office he gets caught up in animaginary executive protection game. Afterhe sees the results of the first act by theteam, he arranges for accomodations at theposh Triple Tree Inn a few miles southeastof the plant in Littleton, and has his wife Gailgather their vehicles and bags to allow foran extended stay there. He then proceedsto commute as if he's in evasive trainingschool for K/E exec protection teams. Hisdays as an outrider in a semi pro urbanbrawl team back at Purdue University servehim well for this purpose.

    Erik is tall and fit, with close-croppedblonde hair and a fair Nordic complexion.He is cool under pressure, whether in theoffice or behind the wheel.

    RMD Corporate HackerHuman Male; Connection Rating 2

    B A R S C I L W EDG ESS INIT IP CM

    3 3 4 2 2 3 4 3 1 5 7 1 10

    Cyber: datajackActive Skills: Electronics Skill Group 3,

    Cracking Group 2, Perception 2, Etiquette(Matrix) 1(+2)Knowledge Skills: English N, AR Games 5,Operating Systems 4, Security Procedures 2Equipment: Ordinary nerdy clothes, pocketprotector, commlink (Sig/Res/Sys/Fir 5 withhot simlink), all common use programs atrating 3+TR, all hacking programs at rating1+TR.

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    Cyclops Security Services Personnel

    Typical CSS GuardVaried Metatype/Gender;Connection Rating: 2

    B A R S C I L W ESS INIT IP CM

    4 3 4 3 2 3 2 3 5 7 1 10Cyber: smartlink, radio rating 3Active Skills: Clubs (stun baton) 2(+2),Pistols 3, Longarms (shotguns) 2(+2),Intimidation 2, Perception 2, Dodge 2Knowledge Skills: English N, SecurityProcedures 3, Security Systems 2Equipment: Armored Jacket, Cyclops ballcap, Predator IV w. clips of regular and gelrounds (2 each), Stun Baton.Professional Rating: 2 + (TR/2, roundfractions down)

    CSS Security MageVaried Metatype/GenderConnection Rating: 2

    B A R S C I L W M ESS INIT IP CM

    3 3 4 3 4 3 3 4 4 6 7 1 10

    Astral Initiative: 3Active Skills: Astral Combat 2, Pistols 2,Conjuring Skill Group 3, Dodge 3,Perception 2, Sorcery Skill Group 3Knowledge Skills: English N, SecurityProcedures 3, Magic Background 2,Paranormal Critters 3Equipment: Armored Vest, Cyclops ball

    cap, Predator IV w. clips of regular and gelrounds (2 each), smartcontacts.Spells: Stunbolt, Mana Barrier, Mob Control,ArmorProfessional Rating: 2 + (TR/2, roundfractions down)

    Gang Bosses

    WallisBoss of the Dambusters Thrill GangHuman Male; Connection Rating 3

    B A R S C I L W EDG ESS INIT IP PM SM

    4 4 4(5) 4 4 4 4 4 3 4 9 2 10 10Cyber: wired reflexes 1Active Skills: Athletics Skill Group 2, Bike2, Clubs (extendable baton) 3(+2), Dodge 3,Intimidation 3, Leadership 3, Pistols 4,Throwing Weapons 4, Perception 2Knowledge Skills: English N, Gang ID 4,Gang Turf 4, Mafia Turf 3, Yak Turf 3, BTLDealers 2, History (WWII) 2(+2)Equipment: Long Coat, Extendable Baton,Colt Manhunter w. laser sight, 2 clips ofregular ammo, 2 improvised high explosives(6P/-2AP, -2/m).

    Wallis tries for a British nobleman lookfrom the 1940s, to differentiate himself fromthe fly-boy look of the rest of the gang. Hisattempt at a British accent is ridiculous (thinkof Benny Hill), but he doesnt take it or hisgangs shtick all that seriously. However, hetakes his leadership and rep of his gangvery seriously, and can quickly turn from laidback to an intense, intimidating leader ifeither is questioned. His gang providesprotection to several coyotes along thePCC/CAS border in exchange for a cut of

    the action. He's pulled the gang away fromthe Yaks somewhat, and is willing toconsider any reasonable deal offered by theteam.

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    RomeroBoss of the Zombies Thrill GangOrk Male; Connection Rating 3

    B A R S C I L W EDG ESS INIT IP PM SM

    7 4 3(4) 5 3 3 2 4 3 3 7 2 10 10

    Cyber: wired reflexes 1, 2 retractable hand

    razorsActive Skills: Cyber implant combat(razors) 3(+2), Dodge 4, Intimidation 2,Perception 2, Infiltration 3Knowledge Skills: English N, Gang ID 2,Horror Trids 3, BTL Market Conditions 4Equipment: Armor Jacket, micro lowlighttrideo camera, Mossberg Super Shortyshotgun w. flechette ammo

    Romero shares the Zombies drab greyclothes and heroin chic look, but the look isdue to make-up, not drugs or depravation.The orks ample muscles show he takescare of himself. He enjoys making othersfeel uncomfortable, and is not interested innegotiation. Think of how Dr. Lectormanipulates Agent Starling in Silence of theLambs. If the team asks him or his gang todo something, he names his price, take it orleave it. He will enjoy watching the teamsquirm if they accept his terms and sing atAll the Worlds a Stage, and record it on tridfor his personal collection.

    ApolloLieutenant of the Godz Go GangElf Male; Connection Rating 3

    B A R S C I L W EDG ESS INIT IP PM SM

    3 4 4 3 4 4 3 4 3 5 8 1 10 10

    Cyber: retractable cyber spur, dermal

    plating 1Active Skills: Cyber implant combat (spurs)3(+2), Automatics 4, Dodge 2, Infiltration(Vehicle) 3(+2), Shadowing 3, Negotiation 3,Pilot Ground Craft (Bike) 2(+2)Knowledge Skills: English N, Sperethiel 2,Smuggling Routes 4, Mafia ProtectedEstablishments 4, Gang Turf 3, TriadProtected Establishments 3Equipment: Harley Davidson Scorpion,Armor Vest (+ dermal plating), commlink,HK MP-5 TX w. 2 clips of regular ammo

    Apollo is the local Godz lieutenant inBow Mar. Apollo comes across as an aloofand haughty elf, but in fact, power plays andstreet politics are constantly on his mind.The appearance of the team gives Apollo achance to impress Emilio Chavez, and hetakes the chance to betray the team tohopefully secure the favor and friendship ofChavez. He hopes to eventually make aplay to become boss of the entire Godzgang, and having Chavezs backing will be abig step in that direction.

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    Shadowrun Missions Thrash the Body Electric23

    WandaBoss of the Ghostriders Go GangElf Female; Connection Rating 3

    B A R S C I L W ED ESS INIT IP PM SM

    3(4) 5 4(6) 3(5) 5 4 4 4 3 4.5 10 1 10 10

    Cyber: reaction enhancer 2, plastic bone

    lacing, muscle augmentation 2Active Skills: Athletics skill group 2, PilotGround Craft (Bike) 3(+2), Unarmed Combat4, Influence Skill Group 2, Automatics 3,Dodge 4, Perception 2Knowledge Skills: English N, Gang Turf 2,PCC Sector highways 2, PuebSec patrolprocedures 2, Smuggling Routes 3Equipment: Urban Explorer Jumpsuit w.helmet, Ceska Black Scorpion machinepistol, 2 clips of regular ammo, SuzukiMirage racing bike.

    As boss of a relatively new go gang,Wanda is trying to establish her reputationas a tough leader. She doesnt tolerate anyunseemly comments about a mostly girl gogang, and has the hand to hand skills toback up her threats. Think of Sarah Conner,played by Linda Hamilton, in Terminator 2.If the team shows respect, however, Wandais amenable to a deal to wreak havoc onRMD to establish her gang as a force in theneighborhood.

    FelicityLieutenant of the Ghostriders Go GangHuman Female; Connection Rating 2

    B A R S C I L W M EDG ESS INIT IP PM SM

    3 3 4 2 4 4 3 4 4 2 6 8 1 10 10

    Active Skills: Astral Combat 3, Summoning

    4, Sorcery Skill Group 4, Dodge 3,Negotiation (Diplomacy) 1(+2) Perception 2,Pistols 2, Pilot Ground Craft (Bike) 2(+2),Assensing 2Knowledge Skills: English N, Spirits 3,Gang ID 2Equipment: Armor Vest, riding leathers,Colt America L36 with 2 clips regular ammoSpells: Trid Phantasm(extended area), MassConfusion, Heal, Ice SheetAdvantages: Magician(Shaman); MentorSpirit(Cat)

    Felicity is a calming influence onWanda. Any implication that she is the subto Wandas dom, however, will immediatelybring the wrath of both of them on theunfortunate offender. Otherwise, though,Felicity tends to play the mediator whentensions rise.

    Felicity maintains a surprising number ofties through the PCC mystical community.For a ganger, she has a surprisingknowledge of spirit activity in the sector.

    Her cat side comes out in her socialdealings. Shell quickly and randomly movefrom cold and aloof to close and personal.

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    Typical Gang MemberAll GangsVarious Metatypes/GendersConnection Rating 1

    B A R S C I L W ESS INIT IP CM

    3 3 3 3 2 2 2 2 6 5 1 10

    Active Skills: Clubs 2, Dodge 1, Etiquette(Street) 1(+2), Pistols 2, Unarmed Combat 2Godz and Ghostriders only: Pilot GroundCraft (Bike) 1(+2)Dambusters only: Throwing Weapons 2Zombies only: Athletics skill group 2Knowledge Skills: English N, Gang Turf 1,Gang ID 2Equipment: Streetline Special with regularammo, club, ordinary clothes with gangcolorsGodz only: Harley Davidson ScorpionGhostriders only: Suzuki MirageDambusters only: 1 improvised highexplosive (5P/-2 AP, -2/m) eachZombies only: half w. Mossberg SuperShorty shotguns w flechette ammoProfessional Rating: 1

    Mossberg Super Shorty Assault ShotgunDamage 5P, AP -, Mode SA, RC (1),

    Ammo 3(m), Availability 12R normally, but4R during the course of this module, Cost700.

    Description: This shotguns extremelyshort barrel gives it the concealability of amachine pistol when its foregrip is collapsed,or as an SMG if it is extended. The foregripmust be unfolded to fire the Super Shorty,which is a simple action. Even though theSuper Shorty is pump action, the foregripallows for the equivalent of semi-automaticfiring. When using flechette ammunition theshotgun is always fired as a wide spread,changing the damage to 3P(f), AP +6, and -4 to the targets defense pool (pg. 144 SR4).