An Adventure For Shadowrun By Aaron Pavao
The Last Run
An adventure for Shadowrun by Aaron Pavao
COVER ART
players. This adventure is designed to run in a standard
The cover is derived from "gambler" by Laura
four hour convention time slot.
(http://flickr.com/photos/ko_an/434817272/) and is used
under a Creative Commons license.
Step 1: Read The Adventure
Carefully read the adventure from beginning to end.
INTRODUCTION
Get a feel for the overall plot and what happens in each
scene. That way, if something different happens, you
The Last Run is a Shadowrun adventure designed
won’t be caught off guard and you can adapt things
for a single four-hour session at a convention. This file
smoothly.
contains all of the handouts and other playing aides
necessary to play.
Step 2: Take Notes
Take notes for yourself while reading through the
Preparing the Adventure
adventure that you can refer to later on. Possible things
This adventure is intended for use with Shadowrun,
to note include: major plot points (so you can see them
Fourth Edition, and all rules information refers to those
all at a glace), the names of various non-player
rules.
characters, possible problems you notice, situations
where you think a particular character can shine and
Adventure Structure
other things you’ll want to keep in mind while running the
The Last Run consists of several scenes. These
adventure.
scenes form the basis of the adventure, which should be
completed in approximately four hours. If you are
Step 3: Know The Characters
running short on time, you should streamline each and
Prior to the start of the adventure, allow the players
be a little more generous with clues, target numbers, and
to choose from the sixteen sample archetypes given in
other requirements to aid in guiding the players through
the SR4 rulebook. You might want to make sure that at
the adventure.
least one player takes either the Hacker or the
Each scene outlines the most likely sequence of
Technomancer, and that at least one of the players
events, as well as how to handle unexpected twists and
takes a magician, to ensure that the team is balanced.
turns that inevitably crop up. Each one contains the
The Covert-Ops Specialist and the Face are also
following subsections, providing gamemasters with all
especially good for the team.
the information necessary to run it.
What’s up, chummer? provides a quick synopsis of
Step 4: Don’t Panic!
the scene’s action, allowing you to get a feel for the
Gamemastering involves juggling a lot of different
encounter at a glance. Tell it to them straight is written to
things. Sometimes you drop the ball and forget
be read aloud to the players, describing what their
something or you just make a mistake. It happens, don’t
characters experience upon entering the scene. You
worry about it. Nobody is perfect all of the time and
should feel free to modify the narrative as much as
everybody makes mistakes. Just pick up from there and
desired to suit the group and the situation, since the
move on. Your players will understand and forget about
characters may arrive at the scene by different means or
it once you get back into the action.
under different circumstances than the text assumes.
Behind the scenes covers the bulk of the scene,
General Adventure Rules
describing what’s happening, what the non-player
This adventure uses the rules presented in
characters are doing, how they will react to the player
Shadowrun, Fourth Edition (SR4). Standard rules such
characters’ actions and so forth. It also covers the
as success tests, the Rules of One and Six, and other
setting of the encounter, going over environmental
common mechanics are described in SR4 and are not
conditions and other properties of the location as well as
repeated in this adventure.
providing any descriptions of important items.
Pushing the envelope looks at ways to make the
A Note on Commlinks
encounter more challenging for experienced or powerful
With the change to SR4, commlinks have become a
characters and other ways you can add some “extra
universal appliance. Because just about every NPC is
spice” to the scene.
going to have one, they won't always have ratings in the
Debugging offers solutions to potential problems that
adventure text. For NPCs who do not have a rated
may crop up during the encounter. While it’s impossible
commlink, assume it has all necessary ratings at 3.
to foresee everything that a group of player characters
These commlinks will not contain any valuable paydata.
might do, this section tries to anticipate common
problems and offer suggestions for dealing with them.
A Note about Sequence
The Last Run is a bit different from most
Running the Adventure
Shadowrun adventures. Rather than going from scene
Gamemastering is more of an art than a science,
to scene in a linear or semi-linear fashion, the setting is
and every gamemaster does things a bit differently. Use
loose, and the players may confront various parts of the
your own style when it comes to preparing and running
scenario in various orders, or possibly even not at all. As
the adventure and do whatever you feel is best to
such, it is important to be familiar with each part of the
provide the best Shadowrun game you can for your
adventure.
The Pitch
Plot Synopsis
The team gets a message from its fixer that there's a
What's Up, Chummer?
huge opportunity at hand. It turns out that a chance for a
The team is called by their fixer, and the cards and
huge payoff has come up, and the fixer thought of the
stakes are laid on the table.
team as the perfect group to pull it off. The objective is a
safe filled with over a hundred million in certified
Tell it to them Straight
credsticks, ripe for the picking .
You're going about your daily business when your
The team, probably under the cover of participating
commlink flashes an urgent message from your fixer,
in a coincidental safe-cracking challenge across the
Lady Orange. It looks like Lady O's got a job, and a big
street, cases the target and then infiltrates and grabs the
one. The message says that you need to meet her in the
loot, able to retire after the pay-off.
back room of the Ork with the Gold Tooth Tavern at
23:15 tonight.
Adventure Background
Barry O'Leary was a good mafia flunky, but never
[after the team agrees to gather at the appointed time]
got the respect or appreciation he thought he deserved.
The Ork with the Gold Tooth Tavern is an excellent
Finally, he got the chance he was looking for: a chance
little spot in Renton for eggs-and-spam-flavored soy
to leave the Seattle mafia with millions and retire in
product. The place has a real name, but everybody just
peace and in hiding. All he had was the information, but
names it by the grinning face of some obscure comedian
he knew a fixer by the name of Orange. He knew that
on a particularly tenacious poster for some long-
she could find the right people to pull off the job.
forgotten comedy simsense flick, plastered to the boards
The opportunity is fleeting, but quite salient. A mafia
covering the window by the front door.
front, posing as a charitable organization, is throwing a
You notice your Matrix connection being cut off as
high-class shindig with the intent to use it as a money
you enter the Faraday cage that is the tavern's back
laundering venue. Various invited guests (mostly in on
room. Lady Orange, (a human who is wearing, as usual,
the scam, and taking the opportunity to offer bribes and
nothing that is actually orange) is already there, along
pay-offs to the mafia) toss certified credsticks into
with a pale elf in an ill-fitting brown suit.
various carnival games, while being entertained by a
"Let me cut straight to biz," says Lady O. "This is
band, dancing, drinks, and hors d'oeurves. The
Barry O'Leary, and I'm using his name because this isn't
credsticks are gathered via pneumatic tubes and
the usual business. This is a chance for all of us to make
collected into a safe in a sub-basement. The take is
it big.
expected to reach nine figures.
Mr. O'Leary has a business proposition for us, and I
suggest we take it. But don't just take my word for it. Mr
O'Leary?"
The elf almost straightens up, shifting a bit in his
suit. He speaks rather meekly in a faint Irish accent. "I
work for the mafia in Seattle. However, I've been shafted
by the organization way too often, so I'm looking to call it
quits. While I'm on my way out, though, I'm thinking to
take a retirement plan with me.
"The mob is planning a big charity through the
Federated Rescued Orphan Newborns Trust, which is
really a front for some of their money-laundering
schemes. It's going down in an abandoned building in
Puyallup. This event is a big one, where the guests are
hand-picked contributors bringing gold, platinum, and
ebony credsticks. They're expecting the proceeds to
exceed two hundred million nuyen."
Lady O. cuts in, "That's over two hundred million,
split equally between all of us. I think you are the best
people for the job. What do you say, chummers?
[after the team agrees to the run]
"Perfect," says the fixer, "The event goes down in
fifteen days. I'll handle anything you need, as long as I
can get it in time. And there's more good news.
Omnicron Security is running a ten-million nuyen
competition to crack their new safe in the hotel across
the street from the actual target, so I've already fixed you
up with two adjacent rooms. Nobody should care if you
come in carrying safe-cracking gear.
"Let's get to work."
Casing the Joint
Behind the Scenes
Barry O'Leary is a middle-management Mafioso who
What's Up, Chummer?
hasn't gone anywhere because he doesn't actually
This section describes the area of operations for the
deserve promotion. Use the Mafia Consigliere (SR4, p.
team.
283), but subtract one from each Rating (minimum 1).
He knows about the event, but is not actually a part of
Tell it to them Straight
the operation. He is afraid of tipping off the Mafia by
You've managed to get all of your gear and some
asking questions within the organization, and with good
clothes into the hotel rooms. You've got a nice view from
reason, as he is, ultimately, an incompetent clod. Try to
your windows. The area has three prominent buildings:
convey this fact to the players if you can do so without
your hotel, the Obiettivo Building across the street, and
being blatant.
an old abandoned US Postal Service building. A number
Lady Orange is a trustworthy fixer (use the Fixer
of smaller, residential buildings in various states of
stats, SR4 p. 283), who will likely be spending a lot of
disrepair sit dejectedly around the three giants to the
time acquiring gear for the team. Use the rules for
east and south. An abandoned elevated highway
getting gear (SR4, pp. 301-303) for this task.
stretches across the landscape to the north, and a
The team's rooms are in the Hotel Furto, which is
tangled park lies to the west. The only lights on the
across the street from the target. The rooms are along
street come from those placed in and around the hotel.
the north side of the building on the 21st floor.
The safe being shown by Omnicron Security (the
Behind the Scenes
"SecureBox 2070") is in the penthouse of the Hotel
Give the players the Area Map handout.
Furto. The safe itself is actually a fake, a solid box with a
Wildwood Park is Chulos turf. The Chulos are a
false door, a fake wireless node, and a very real, very
Latino/Aztlano gang that wear brown as their colors.
strong Rating 6 charged ward (SM, p. 125). There will be
More information can be had in Runner Havens, page
various contestants attempting to break into it, all of
90.
whom are completely convinced that the contest is fair
The highway along the north side of the map has
and not a sham.
been abandoned. To the west, it slopes downward to
The initial meet is on Day 0, and the event begins at
connect with Highway 512, but the connection is pocked
21:00 on Day 15.
with holes and blocked by several layers of concrete
barriers. To the east, the highway is destroyed
Debugging
completely about thirty meters past the edge of the map.
If there's any debate about how to pronounce
Each floor of the hotel is three meters tall, except the
"Puyallup," the Puyallup City Hall can be reached at
penthouse floor, which is four meters, and the floor
(253) 841-4321. This number still works after hours, and
above it, which houses the HVAC system and is six
the pronunciation of the city's name can clearly be heard
meters tall. They have a security contract with Lone Star,
on the voice mail message.
and will not hesitate to call in a squad if there is trouble.
If the team declines the job, thank them for their
Each floor of the Old Postal Building is four meters
time, and enjoy a few hours off at the convention.
tall. There is a broken elevator and a perfectly
If the team tries to use violence with Lady Orange or
serviceable staircase inside it. All of its windows have
Mr. O'Leary, let them have their fight. The tavern
been boarded up.
personnel will call in a Knight Errant squad, who will
Each floor of the Obiettivo Building is four meters
arrive with a lieutenant and six troopers (use the Lone
tall. The only access to each floor above the ground floor
Star Police Squad and Lieutenant, SR4, p. 275). After
is via the (now defunct) elevator. There used to be a fire
the fight, see the previous paragraph.
escape on the west face of the building, but it has fallen
off. Its roof is a twisted maze of HVAC ducting, and has
an access door on the northwest corner of the building,
which leads to a trapdoor and ladder to the 18th floor. By
the night of the event, the Obiettivo Building will have the
following security in place:
Physical Security
The walls of the building are Heavy Structural
Material (SR4, p. 157).
The central elevator shaft opens on all floors but the
ground and basement levels, and has monowire (SR4,
p. 252) strung across the shaft on floors 1, 2, 5, and 11;
this is installed the night of Day 5. The bottom of the
shaft is about a meter lower than the opening at the sub-
basement level. On the floor of the shaft are two Ingram
White Knight LMGs with smartguns, mounted on
standard smart firing platforms (note that the top of the
shaft is medium range for the guns, and anything at the
16th floor or lower is within short range), pointing up the
The Prep Work
shaft; these are installed on Day 6 and activated on Day
11.
What's Up, Chummer?
There are also a number of Mafia security guards on
This section details the events leading up to the day
duty starting on Day 1, with the greatest number of them
of the event. There is no Tell it to them Straight
on Day 15. These are split up into the Outside Team
section, since the players may investigate or ignore
(starts Day 1), the Game Floor Team (starts Day 10), the
various events as they occur.
Reserve Team (starts Day 13), and the Vault Team (Day
15), the stats for each are given at the end of the
Behind the Scenes
scenario. There is also one lieutenant, who starts on-site
The following events occur during the lead-up to the
duties Day 1.
event.
The guests will have no security, as their safety has
been guaranteed by the Mafia.
Day Events
0
The team meets and agrees to the run.
Astral Security
1
A Mafia work crew starts clearing out the first
Astral security consists of a Rating 5 ward placed
floor and basement. The Outside Team and the
around the entire basement area on Day 8 by Iohanna
lieutenant begin to provide security. A limo
"Sparky" Ciampi.
arrives in the evening, and the gentleman inside
On Day 13, she summons and binds a Force 3 spirit
meets with a member of the Chulos in the hotel
of fire to help guard the building; it follows the orders of
restaurant; they are meeting to insure that the
the on-site lieutenant. It remains on the basement level
gang allows the Mafia to hold its event in peace,
unless deployed by the lieutenant. If the lieutenant dies,
and the gang is paid for their trouble.
it will return to Ciampi.
2 Clean-up
continues.
Ciampi will be in the building only on Days 8 and 13.
3 Clean-up
concludes.
She spends the rest of her time mostly at home in her
4
A delivery truck arrives. Its electronic manifest
Renton apartment, which is a Force 5 magical lodge.
lists its cargo (a SecureBox 2069 safe, four desks
She will investigate the building astrally if her spirit
and chairs, a spool of monowire, armoring
returns to her or is destroyed or an attempt is made to
toolkits, two Ingram White Knights, two smartgun
attack or break through her ward.
systems, two smart firing platforms, two sets of
The sub-basement is surrounded by earth on all
full body armor with helmets, two Ingram
sides but the top.
Smartgun X's).
Ciampi's stats can be found at the end of this
5
Work on the sub-basement begins. Monowire is
scenario.
installed in the elevator shaft at night.
6
Work on the basement begins. The guns are
Matrix Security
placed in the elevator shaft.
Matrix security is handled by Andrew "Musketeer" Di
7
A delivery truck arrives. Its electronic manifest
Cellini. All of the building's systems are handled by his
lists its cargo (various carnival games,
commlink, which goes live on Day 11. This node handles
decorations, a sound system for a live band,
the gun platforms in the elevator shaft, as well as the
several security cameras).
cameras that are placed around the building.
8
Ciampi arrives and erects a ward around the
The cameras are installed on Day 9, and activated
basement.
on Day 11. They cover the front door and the entire first
9
Work on the first floor begins. The cameras are
floor.
installed.
The room containing the safe is a Faraday cage,
10
Work on the first floor continues. The Floor Team
preventing any wireless signal from entering or leaving
arrives and begins providing security.
the room.
11
Work on the first floor continues. Di Cellini arrives
The relevant statistics for Di Cellini and his commlink
and remains on-site. The building's node
are given at the end of the scenario.
becomes active, as do the cameras and gun
platforms.
All Mafia personnel have rooms in the lower floors of
12
Work on the first floor continues.
the hotel, except Di Cellini, who lives on-site, and
13
Work on the first floor continues. Ciampi arrives,
Ciampi, who has her own place.
summons and binds a spirit, and assigns it to
follow the lieutenant's orders.
Debugging
14
A delivery truck arrives. Its electronic manifest
If the team tries to spend real time and energy on
lists its cargo (cases of various liquors, various
the safe in the penthouse, as opposed to having a crack
foodstuffs).
at it for appearances, have Lady Orange point out that
15
The swing band arrives. The event begins at
their time would be much better served working on the
21:00 (see The Heist).
task at hand.
16
The safe, with its contents, is taken to Mafia HQ
in the morning. A tear-down crew arrives to take
anything valuable.
Debugging
The Heist
The main concern is that the players have their plan
ready to execute with enough time left to complete it. It is
What's Up, Chummer?
strongly recommended that the actual heist begin with
The team executes their plan, and come off a lot
between an hour and forty-five minutes to two hours left
richer (or a lot deader).
in the time slot.
If for some reason the team's position in the hotel is
Tell it to them Straight
compromised, Lady Orange can find them a nearby
Well, chummers, tonight's the night. The proverbial
squat in an abandoned residence.
balloon goes up. In the morning, you'll be filthy rich. Or
maybe fast-talking a Mafia interrogator. Or maybe face
down in a gutter.
What's it going to be?
Behind the Scenes
The following is what happens on the evening of
Day 15, or what would happen if the shadowrunners do
nothing.
The guests begin arriving around 20:50, and
continue to arrive until around 21:35. Each guest or
couple arrives in a black sedan, which drops them off at
the door. They are greeted by members of the Game
Floor Team, who are wearing tuxedoes. The Outside
Team patrols the exterior of the building; their presence
is unobtrusive, but obvious.
The swing band starts playing at 21:00, and takes
ten-minute breaks at the top of each hour. The games
begin at 22:00. There is an open bar serving various
drinks and hors d'oeuvres.
The Game Floor Team circulates among the
patrons, watching for trouble. The Reserve Team is
stationed in the basement, along with the lieutenant, who
keeps in touch with all members of his team, except for
the Vault Team, via commlink.
The Vault Team is stationed at the door to the room
with the safe in the sub-basement. They are cut-off from
wireless transmissions by that room. They will maintain
their watchful guard until about 22:30, when their
discipline will slip a bit and they will start chatting (-1 to
surprise tests, may be audible from the elevator shaft).
In the event of a physical fight, the Floor Team will
gather the guests and bring them all onto the stage,
along with the band, where they will guard them. The
Outdoor Team will remain outside and establish a
perimeter. The lieutenant will order the spirit in
immediately, followed by the Reserve Team. The teams
will maintain their morale as long as the lieutenant is still
functioning; if he falls, they will attempt to complete their
tasks, but flee or surrender if they appear to be about to
lose the fight.
If the spirit is disrupted, or Ciampi feels that
someone is tampering with her ward, she will
immediately inform the lieutenant, and arrive in astral
form the following Combat Turn.
If the node goes on a system alert, Di Cellini will
launch his agent, and then seek out and attack the
intruder along with his agent. If he thinks he can handle
it, he will not warn the lieutenant until he has already
dealt with the problem.
The Vault Team will withdraw if attacked, trying to
get either to the stairs or the elevator shaft, where their
commlinks will be unblocked by the room with the safe,
and call in reinforcements.
The safe is made of Hardened Material (SR4, p.
The Take
157). It is also wireless-capable, with a Device Rating of
4 and an IC program with Black Hammer, Attack, and
What's Up, Chummer?
Armor, all at Rating 4.
This is where the runners ultimately end up.
The band will stop playing and the party guests will
Hopefully, they get here all the richer.
start leaving around 01:00. They are picked up by black
sedans, again escorted to the street by members of the
Tell it to them Straight
Game Floor Team. After the guests and the band have
[if the team got the credsticks]
left, the Outdoor Team and the Game Floor Team will
How sweet it is. Champaign flows through the back
leave for the hotel. The Reserve Team and the Vault
room of the Ork with the Gold Tooth Tavern for the first
Team are on duty all night.
time in the buildings history. You checked the credsticks
In the morning, assuming nothing untoward has
and discovered the total to be 235,248,400¥, to be split
happened, a Mafia crew arrives in a truck to remove the
evenly, as agreed. Everyone is all smiles and you kick
safe, the cameras, the guns, the platforms, the armor,
back and swap plans about how you're going to spend
the sound system, and the remaining liquor. They leave
your fortune.
the furniture, the remaining food, and the monowire. The
Reserve Team guards the crew, and accompanies the
[if the team did not get the credsticks, but survived]
truck when it leaves.
You're back at the Ork with the Gold Tooth Tavern,
licking your wounds and going over your mistakes. Barry
Pushing the Envelope
O'Leary is conspicuously absent, but Lady Orange is
If things are going too smoothly, and the players are
very sympathetic.
infiltrating the party, one of the guests is one of the
Ah, well. It's only money. Back to the shadows.
characters' Contacts, and recognize the character.
Outside the building, or in an abandoned area, the
[if the team did not survive]
team might encounter a territorial squatter who threatens
Your bodies slip under the surface of the waters off
to scream.
of Marine View Drive, and a pair of black sedans drive
off into the Tacoma morning. Their owners have some
Debugging
money to count.
This is where the players make it or break it. If their
plan doesn't seem too far-fetched, cut them some slack.
Behind the Scenes
It is safest, perhaps, to remain the impartial
If there's time, have the players describe what their
gamemaster.
characters will (or would have) done with their share of
the money. Other than that, wrap things up. If you have
time, please distribute the one-shot evaluation sheets.
Legwork
Federated Rescued Orphan Newborns Trust
The following tables list what the shadowrunners
Roll Charisma + Etiquette (Corporate), or Logic +
can discover if they ask around. Each topic lists one or
Knowledge (Security Companies).
more suggested rolls for the runner to make. Compare
the hits from that roll to the "Skill" column of the table to
Matrix Skill
determine what is learned. If a Matrix search is
0
0
"What a weird name. It's got a terrible
performed instead, use the "Matrix" column instead,
acronym."
keeping in mind the rules for a Data Search (SR4, p.
2
1
It's a charitable organization that takes
220).
care of who are orphaned.
If a runner asks an appropriate Contact, and you do
4
2
They take care of orphans who are less
not have the appropriate stats for that Contact, roll the
than two weeks old.
Contact's Connection x 2 and use the hits in the "Skill"
8
3
They are not a real charitable
column of the table.
organization.
16
4+
They are a front for the Seattle Mafia.
Omnicron Security, Inc.
Roll Charisma + Etiquette (Corporate), or Logic +
Knowledge (Security Companies).
Matrix Skill
0
0
"Is that a trideo show?"
2
1
Omnicron makes top-of-the-line physical
security products.
4
2
Omnicron is owned by MCT.
8
3
They often stage events challenging all
comers to break into their products, but
no one has done so to date.
16
4+
All of their challenge events are faked;
they make it impossible to break into the
target they provide.
Hotel Furto
Roll Charisma + Etiquette (Corporate), or Logic +
Knowledge (Security Companies).
Matrix Skill
0
0
"Yeah, I know that song. 'Welcome to
the Ho-tel Fur...' wait, that isn't it."
2
1
It's a hotel in the Puyallup Barrens.
Somehow, it actually manages to make
enough money to stay there.
4
2
I hear that the hotel is owned by the
Mafia.
8
3
Some people say it's owned by the
Mafia, but actually it's owned by Capital
Real Estate, Inc.
16
4+
The hotel is owned by Capital Real
Estate, Inc. Capital Real Estate is
secretly owned by Brackhaven
Investments.
Obiettivo Building
Roll Charisma + Etiquette (Government), or Logic +
Knowledge (Local History).
Matrix Skill
0
0
"Isn't that in Hong Kong?"
2
1
It's an old building in the Puyallup
Barrens. It used to be a casino.
4 2
[Give the players the Obiettivo Floor
Plan Handout]
Building Security Forces
Weapon
Damage
AP
Mode
RC/Reach
Ammo Type
Ammo
Grunt:
Outdoor Team
Professional Rating:
3
Ares Predator IV
5P
-1
SA
-
Standard
15(c)
Bod
Agi
Reac
Str
Cha
Int
Log
Wil
Ess
Init
IP
Stun Baton
6S(e)
-half
Melee
1
-
10
3
4
4
3
3
3
3
4
6
7
1
Skills
-1
-2
-3
-4
-5
-6
Equipment/Cyberware/Spells:
Alt Init/IP:
Dodge 3, Pistols 3, Automatics 3
Armor Jacket, Commlink (Device Rating 3),
r
a
c
k
s
Sunglasses (ImageLink, SmartLink)
Armor (B/I):
8 / 6
e
T
Unarmed Combat 3, Perception 3
a
g
m
Pool
Da
Group Edge:
3
Weapon
Damage
AP
Mode
RC/Reach
Ammo Type
Ammo
Grunt:
Reserve Team
Professional Rating:
3
Ares Predator IV
5P
-1
SA
-
Standard
15(c)
Bod
Agi
Reac
Str
Cha
Int
Log
Wil
Ess
Init
IP
Stun Baton
6S(e)
-half
Melee
1
-
10
3
4
4
3
3
3
3
4
6
7
1
Skills
-1
-2
-3
-4
-5
-6
Equipment/Cyberware/Spells:
Alt Init/IP:
Dodge 3, Pistols 3, Automatics 3
Armor Jacket, Commlink (Device Rating 3),
r
a
c
k
s
Sunglasses (ImageLink, SmartLink)
Armor (B/I):
8 / 6
e
T
Unarmed Combat 3, Perception 3
a
g
m
Pool
Da
Group Edge:
3
Weapon
Damage
AP
Mode
RC/Reach
Ammo Type
Ammo
Grunt:
Game Floor Team
Professional Rating:
3
Ares Predator IV
5P
-1
SA
-
Standard
15(c)
Bod
Agi
Reac
Str
Cha
Int
Log
Wil
Ess
Init
IP
Stun Baton
6S(e)
-half
Melee
1
-
10
4
5
4
3
3
4
3
4
6
9
1
Skills
-1
-2
-3
-4
-5
-6
Equipment/Cyberware/Spells:
Alt Init/IP:
Dodge 3, Pistols 3, Automatics 3
Armor Vest, Commlink (Device Rating 3),
r
a
c
k
s
Sunglasses (ImageLink, SmartLink)
Armor (B/I):
6 / 4
e
T
Unarmed Combat 3, Perception 3
a
g
m
Pool
Da
Group Edge:
3
Weapon
Damage
AP
Mode
RC/Reach
Ammo Type
Ammo
Grunt:
Vault Team
Professional Rating:
3
Ingram Smartgun X
6P
-1
BF/FA
3
Explosive
32(c)
Bod
Agi
Reac
Str
Cha
Int
Log
Wil
Ess
Init
IP
Stun Baton
6S(e)
-half
Melee
1
-
10
4
5
4
3
3
4
3
4
6
9
1
Skills
-1
-2
-3
-4
-5
-6
Equipment/Cyberware/Spells:
Alt Init/IP:
Dodge 3, Pistols 3, Automatics 3
Full Body Armor w/ Helmet (ImageLink,
r
a
c
k
s
SmartLink, Low-Light, Thermographic,
Armor (B/I): 12 / 8
e
T
Unarmed Combat 3, Perception 3
Ultrasound, Flare Comp), Commlink (Device
a
g
Rating 3)
m
Pool
Da
Group Edge:
3
Weapon
Damage
AP
Mode
RC/Reach
Ammo Type
Ammo
Grunt:
Lieutenant
Professional Rating:
3
Ares Predator IV
5P
-5
SA
-
APDS
15(c)
Bod
Agi
Reac
Str
Cha
Int
Log
Wil
Ess
Init
IP
Stun Baton
6S(e)
-half
Melee
1
-
10
4
6
5(6)
5
3
4
3
4
4.0 10
2
Skills
-1
-2
-3
-4
-5
-6
Equipment/Cyberware/Spells:
Alt Init/IP:
Dodge 4, Pistols 4, Automatics 4
Armor Jacket, Commlink (Device Rating 3),
r
a
c
k
s
Sunglasses (ImageLink, SmartLink), Wired
Armor (B/I):
8 / 6
e
T
Unarmed Combat 4, Perception 4
Reflexes 1
a
g
m
Pool
Da
Group Edge:
3
Area Map
Obiettivo Floor Plan
First Floor
Basement
Sub-Basement
NPC Record Sheet
Street Name:
Iohanna "Sparky" Ciampi
Metatype: Human
Sex: F Age:
36 Affiliation:
Seattle Mafia
Physical Attributes
Mental Attributes
Special Attributes
Special Attributes
Physical
Stun
Bod
3
Cha
4
Edg
2
Init
Damage Track
Damage Track
8
Agi
4
Int
3
Edge Pool
IP
1
-1
-1
Rea
4
Log
4
Ess
o
d
i
f
i
e
r
Astral Init/IP
6.0
6/3
a
g
e
m
Str
3
Wil
4
Mag/Res
-2
Matrix Init/IP
o
d
i
f
i
e
r
-2
5
Skills
-3 age m
-3
u
l
a
t
i
v
e
d
a
m
u
m
C
Astral Combat 3, Blades 2, Conjuring Group 3, Counterspelling 3, Dodge 3,
-4
u
l
a
t
i
v
e
d
a
m
Ettiquette (Street) 2(4), Perception 2, Pistols 3, Spellcasting 5
-4
u
m
8+(Willpower÷2, round up)
C
boxes
-5
Armor:
Additional Gear/Spells/Powers:
6
/ 4
-6
Weapon Focus (Katana, Rating 1), Armor, Clout, Increase Initiative, Lightning
8+(Body÷2, round up) boxes
Ballistic
Impact
Bolt, Manabolt, Stunball, Physical Barrier, Armor Vest
Physical Damage Overflow:
Qualities
Weapon or Spell
Damage
AP/Drain
Mode
Recoil Comp
Ammo Type
Ammo/
Dice Pool
Reach
Magician
Katana (physical space)
5P
-1
Melee
-
-
1
7
Mild Allergy (Sunlight)
Sensitive System
Katana (astral space)
5P
-
Astral
-
-
-
8
Manabolt
(F)P
(F/2)
Spell
-
-
-
10
Lightning Bolt
(F)P(e)
(F/2)+3
Spell
-
electricity
-
10
Stunball
(F)P
(F/2)+1
Spell
1
area
-
10
Street Name: Andrew "Musketeer" Di Cellini Metatype:
Dwarf
Sex: M Age: