Finders Keepers: MISSION 09.02
Finders Keepers: MISSION 09.02
02
finders keepers
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shadowrun Missions//09.02 PAGE
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It’s Dangerous to Go Alone
Jackie and his crew wandered aimlessly down the dark streets. Jackie had suggested that they
go for a walk— “for inspiration,” he said. And so that is what they did. Jackie was the brains of
the operation, after all. You don’t argue with the boss.
“Hey Jackie, what else are we doing tonight?” Konda was getting impatient. Frankly, so was
most of the small crew as Jackie struggled to come up with something to occupy their time. He
just needed that spark of inspiration of some sort of trouble that they could get into …
“Woah, check that guy out,” Akira pointed out the man in the nice suit, standing on the cor-
ner. “Looks like he got lost or something.”
“Let’s circle round and get him while he’s all alone …”
Jackie and his crew weren’t usually the random mugging types. They dabbled here and there
in a variety of activities. Usually some sort of con that Jackie would run up on people, with the
others there for support if things started to look ugly. Jackie had a way with words, people usu-
ally seemed to trust him for some reason, and the rest of the guys didn’t mind hanging around
with him because they always got a taste when he collected on his scores. They didn’t usually
resort to acts of outright physical violence, or at least not to start.
But when life throws you a fish, you don’t just throw it back, right? Who could resist such an
easy mark?
In just a few short minutes, they were dragging the unconscious man into the nearby alley.
Jackie took charge of sorting through the possessions, like he always did. Gauging the items for
worth, the commlink was a decent model, probably worth a decent amount of scratch. But what
interested him more was the last outgoing message, still displayed on the screen …
“Whoa! This guy’s loaded! Check out these creds!” Akira held up the handful of gold cred-
sticks for everyone to see.
“Aww, man,” Konda groaned, “You think this guy is connected?”
“Who cares? He didn’t get a call out for help, right Jackie?”
“No …” Jackie replied, deep in thought. “But it looks like he is meeting someone later.”
He looked up to check his surroundings, “Here, actually. There’s a message here saying to
‘deliver the package,’ and it gives this intersection …”
“We should book it, then,” Konda started to look around nervously. He was always the first
one to give up and run when things started to look even a little bad. He never had the foresight to
really think about what risks were worth taking. Jackie, on the other hand, had nerves of slightly
stronger stuff. That’s why he was the leader of this crew. He knew that there was always a better
payday around, you just had to have the patience to wait for it.
That’s it! He thought to himself, connecting the final pieces of this little puzzle. This guy was
holding onto someone’s payday, which means he had a valuable package coming to be delivered.
“Akira, put those credsticks back and help me get his clothes. I know what else we’re doing
tonight.”
CREDITS
Writing: Benjamin Trefz Shadowrun Missions Developer: Danny Oliver
Conversion: Hjal Nelson Shadowrun Line Developer: Jason M. Hardy
Design: Matt "Styling and Profiling" Heerdt Art Direction: Ian King
Proofing: Aaron Dykstra
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Introduction other properties of the location as well as pro-
viding any descriptions of important items.
Pushing the Envelope looks at ways to
SRM 09-02: Finders Keepers is a Shadow- make the encounter more challenging for ex-
run Missions living campaign adventure. Full perienced or powerful characters and other
information on the Shadowrun Missions liv- ways you can add some “extra spice” to the
ing campaign is available at http://www.shad- scene. This subsection should usually only be
owruntabletop.com/Missions and includes a used for home games, or games where time
guide to creating Missions characters and a is not a factor. At most convention and Open
regularly updated FAQ. All maps, player hand- Play events, gamemasters should omit this in-
outs, and other playing aids are found at the formation. It adds to the scene, but does not
end of this document. contain important information.
Debugging offers solutions to potential
Preparing the Adventure problems that may crop up during the encoun-
ter. While it’s impossible to foresee everything
SRM 09-02: Finders Keepers is intended that a group of player characters might do, this
for use with Shadowrun, Fifth Edition, and all section tries to anticipate common problems
character and rules information refers to the and other suggestions for dealing with them.
fifth edition of the Shadowrun rules.
Running the Adventure
Adventure Structure Gamemastering is more of an art than a sci-
SRM 09-02: Finders Keepers consists of ence, and every gamemaster does things a bit
several scenes. These scenes form the basis of differently. Use your own style when it comes
the adventure, which should be completed in to preparing and running the adventure and
approximately four hours. If you are running do whatever you feel is best to provide the best
short on time, you should streamline each Shadowrun game you can for your players.
and be a little more generous with clues, tar- Shadowrun Missions adventures are designed to
get numbers, and other requirements to aid in run in a standard four-hour convention time slot.
guiding the players through the adventure. Please keep this in mind when running the
Each scene outlines the most likely sequence adventure. You should leave at least 15–20
of events, as well as how to handle unexpected minutes at the end of the time slot to complete
twists and turns that inevitably crop up. Each any necessary paperwork and pass out the
one contains the following subsections, pro- players’ Debriefing Logs. (Make sure that you
viding gamemasters with all the information have enough copies of the Debriefing Log for
necessary to run it. this adventure to give one copy to each play-
Scan This provides a quick synopsis of the er after running the adventure.) This section
scene’s action, allowing you to get a feel for the offers some guidelines you may find useful in
encounter at a glance. preparing to run SRM 09-02: Finders Keepers
Tell It to Them Straight is written to be read (or any Shadowrun Missions adventure).
aloud to the players, describing what their
characters experience upon entering the scene. Step 1: Read the Adventure
You should feel free to modify the narrative Carefully read the adventure from begin-
as much as desired to suit the group and the ning to end. Get a feel for the overall plot and
situation, since the characters may arrive at the what happens in each scene. That way, if some-
scene by different means or under different cir- thing different happens, you won’t be caught
cumstances than the text assumes. off guard and you can adapt things smoothly.
Behind the Scenes covers the bulk of the
scene, describing what’s happening, what the
non-player characters are doing, how they will Step 2: Take Notes
react to the player characters’ actions and so Take notes for yourself while reading
forth. It also covers the setting of the encoun- through the adventure that you can refer to
ter, going over environmental conditions and later on. Possible things to note include: ma-
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jor plot points (so you can see them all at a mechanics are described in SR5 and are not
glance), the names of various non-player char- repeated in this adventure.
acters, possible problems you notice, situa- Please keep in mind when preparing for the
tions where you think a particular character adventure, that the PCs will not necessarily
can shine and other things you’ll want to keep be comprised of a balanced party. It’s entirely
in mind while running the adventure. possible that the party will be made up entirely
of technomancers or back-to-nature shamans.
Step 3: Know the Characters If the characters run into a brick wall because
of such complications, show flexibility and use
Prior to the start of the adventure, exam- your best judgment in how you lead them back
ine the PCs’ record sheets and Debriefing Logs to the plot.
for your reference and have basic information
about their important abilities handy so you
can refer to it during play. Also go over the
Non-Player Characters
characters and keep their previous events list- Non-player characters (NPCs) are essential
ed on the Debriefing Logs in mind when deter- to any adventure. They are the allies, antago-
mining non-player character actions in various nists, and background characters in the adven-
scenes if such a dynamic has been included. ture that interact with the player characters.
NPCs in this adventure have already been creat-
ed and can be found throughout the adventure.
Step 4: Don’t Panic! Minor NPCs are found in the individual
Gamemastering involves juggling a lot of scene that they appear in, and generally have
different things. Sometimes you drop the ball a brief write up, noting only their important
and forget something or you just make a mis- skills and the gear they are carrying.
take. It happens, don’t worry about it. Nobody Major NPCs can be found in the Cast of
is perfect all of the time and everybody makes Shadows at the end of the adventure, and have
mistakes. Just pick up from there and move on. more detailed write ups, and include most of
Your players will understand and forget about the skills and the gear they have access to.
it once you get back into the action. The NPCs in this adventure should gener-
ally stand up to the average player character
Step 5: Challenge but may need some adjustment to suit a par-
ticular group of characters, especially a more
the Players experienced and powerful group. The scenes
Gamemasters should challenge the players, and NPC descriptions offer tips on adjusting
but should not generally overwhelm them. the NPCs to suit the abilities of the characters
This is not to say that games cannot be dead- in your group. To adjust the power level of an
ly. If the characters die through their own ac- NPC, refer to Helps and Hindrances (p. 378,
tions and repercussions of those actions, then SR5). Take the player characters’ abilities into
so be it. But the idea is to challenge the players consideration when assessing the NPCs in this
and their characters, not to overwhelm them. adventure and modify them accordingly.
If the enemies and challenges are too light for
the characters present, then increase them. On Mission Difficulty
the other hand, if the characters are badly out-
GMs are encouraged to use their own
matched by the enemies, then tone them down.
judgment, and to adjust the difficulty of the
Make things difficult but not impossible.
encounter to take into account the abilities
of the players. If the players have no magical
General support, replace magical defenses with mun-
dane ones. If the players are weak on combat,
Adventure Rules reduce the number of enemies by one or two.
Shadowrun Missions adventures use the Conversely, if they’re steam-rolling the oppo-
rules presented in Shadowrun, Fifth Edition sition, add one or two enemies to the fight.
(SR5). Standard rules such as success tests, Missions should challenging but not be insur-
glitches, critical successes, and other common mountable.
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A simple method for adjusting difficulty is with anime, aidoru culture, and every single fad
to simply increase the dice pools and Profes- that passes through the country.
sional Ratings of the enemies. A simple +1 or The newest trends in fashion, business, and
+2 to all combat and defense tests gives en- technology belie a culture steeped in tradition
emies a minor boost in power, while a +3 or and old-world ideals. Japanese ethnocentrism
4 will make them truly formidable. Adding to is firmly entrenched and makes its appearance
their Professional Rating will give them a larg- routinely in dealings with gaijin or the meta-
er group Edge pool to draw from, and game- humans that many Japanese still see as a dis-
masters are encourage to use this Edge when grace to their society. Only recently have re-
logical. forms been enacted to grant human rights to
Often a combat scene will tell you if it’s Japan’s metahuman population, and it will
supposed to be challenging or is simply there take generations to erase the prejudices that
to serve as filler or a minor obstacle that the have festered for decades.
players should steamroll through. When possi- Perhaps it is that whole-hearted embrace of
ble, use this as a guide to know when to tweak tradition that has led the city to insist on em-
the enemies and encounters. If it doesn’t say, ploying a metropolitan police force rather than
assume the scene should present a challenge to contract a private security firm such as Lone
the power levels of the players. Star. The Neo-Tokyo Metropolitan Police are a
source of pride for the citizens. Highly trained
A Note on Loot and Looting and well-equipped, the NTMP is fiercely loy-
al to the metroplex and the Japanese Imperial
Gamemasters should be careful what they State, rather than to corporate interests. They
allow players access to, because they can and make extensive use of drones and POLNET,
will try to steal everything not nailed down their communications and surveillance system,
(and even then, they often have pry bars and rivals the capability of any megacorporation.
claw hammers to deal with those nails). Shad- Beat cops operate out of bee-hive shaped police
owrun Missions operate under the assump- stations in each ward and every pair of officers
tion that two players who have run the same is tailed by a surveillance drone. Mages patrol
Missions will have roughly the same amount astrally while watcher spirits observe from cru-
of resources available to them (give or take cial vantage points, reporting suspicious magi-
some negotiation and a little bit of minor loot cal activity to Awakened dispatchers. When the
fenced), so when players are able to steal and situation calls for it, high-threat response teams
fence a lot of gear or are able to get their hands are heavily armed and operate on a policy of
on high-priced vehicles, cyberdecks, or foci, it “shoot first, then arrest survivors.”
can unbalance the game and make it unfair to In Japan, privately owned firearms are for-
players who didn’t have the opportunity to get bidden. Only the police, military, and megacor-
those items. Gamemasters should avoid letting porate security forces are licensed to carry fire-
the players get into a position to do high value arms. Anyone caught with a firearm can expect
looting whenever possible. to be arrested on the spot. Further, guns are
harder to acquire. While smugglers and arms
Neo-Tokyo, Progress dealers do what they can to supply “enthusi-
asts” with the firepower they want, the obsta-
and Tradition cles they face are formidable and the complex-
Neo-Tokyo is widely considered the busi- ity of their methods increase with the size and
ness capital of the world. Vast economic wealth power of the weapons they mean to import.
fuels cutting edge research and development With all the changes enacted over the last
which have shaped a city that rivals any other decade by Emperor Yasuhito, opportunities
in terms of technological wonder. Robot ven- are opening for those willing to run one of
dors are more prevalent than flesh-and-blood the most secure sprawls in the world. The
ones, and drones are used for even the most ba- streets of Neo-Tokyo are not friendly to am-
sic tasks. AR spam often crowds out the meat ateurs, but for professionals who know how
world completely, catering to a baffling breadth to engage with subtlety and read the perfect
of “moe,” the mania that surrounds obsession moment to fully open the throttle before
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systems in neo-tokyo
Rules changes and clarifications to Shadowrun me- selves out of work. Foremost, refusing to appear before
chanics specific to Neo-Tokyo Missions can be found in Tanaka-san (the Japanese version of Mr. Johnson) is an
the Shadowrun Missions FAQ, however some of the key insult. It is therefore assumed that all members of the
items are noted here: team are present when any offers are made. Payment
offered is per person at the table, and anyone who is
Noise not present will not receive payment.
Sometimes, a Tanaka-san will fall prey to the prej-
Due to the intense amount of Matrix traffic and AR udices they grew up with. They may refuse to speak to
Spam that pollute the streets of Neo-Toyko, the average a particular metatype, focusing only on the metatype
level of Noise in the sprawl is 2. Commercial zones and they are comfortable speaking with (an awkward sit-
other areas can often suffer from Noise Ratings as high uation if the slighted metatype is the team’s face).
as 5. Assume a Noise Rating of 2 in all locations unless Major NPCs will have their prejudices included in their
otherwise noted in the scene. descriptions. For every prejudice that a character trig-
gers, GMs should impose a –1 dicepool penalty on op-
Gun Availability posed social rolls, up to –2 per character and no more
In Neo-Tokyo, the legality classification of all fire- than a total penalty of –6 for the entire party.
arms and heavy weapons is changed to Forbidden and Finally, when negotiating with Tanaka-san, de-
licenses cannot be created for them. The exceptions manding a higher payout is an egregious insult. In
are weapons categorized as firearms that can never Japanese business dealings, the offer is presumed to
be armed with ammunition that causes physical dam- be the best offer that can possibly be made and asking
age. While police, military, and corporate security can for more implies that there is a level of dishonesty at
be granted special licenses, there are no exceptions for play. Rather than ask for additional payment outright, a
Player Characters. suave negotiator placates their employer, subtly bring-
ing up their own concerns by ensuring they understand
that their employer has already considered them. This
Social Modifiers
is only a thematic change; the mechanical system for
Social norms in Japan are quite different than they negotiating higher payment is exactly the same. In play,
are in western cultures. The idea of “face” or giri pred- rather than a successful Negotiation test increasing the
icates specific behaviors to ensure that there is no initial offer, the GM records the result and Tanaka-san
dishonor or shame. Shadowrunners who consistent- offers the additional amount as a “bonus” for exceed-
ly insult the honor of their employers will find them- ing expectations.
melting back into obscurity, there is ample actions in the scenario when providing Repu-
nuyen to be shared. In the toughest sprawls, tation modifiers, per those rules (p. 235, SR6;
legends are born, and the seat of the empire p. 372, SR5).
makes a strong case for being the toughest The second is to make sure that all players
of them all. have updated their character’s Mission Cal-
endar. PCs are allowed to go on one run per
week. The calendar is used to track the char-
Paperwork acter’s monthly lifestyle expenses, adventures,
After running a Shadowrun Missions ad- and their downtime exploits.
venture, there are several important pieces of Finally, once an adventure is completed
paperwork that need to be filled out. gamemasters should head over to the official
The first is to make certain to distribute a Shadowrun forums at httt://forums.shadow-
copy of the adventure’s Debriefing Log to each runtabletop.com and look in the Shadowrun
player. As the GM, please make certain to fill Missions section. There will be a section to
this out and sign off on it for each character. In post the outcome of the Missions adventure.
the interests of time, you may have each play- Future adventures will be affected by these re-
er fill out the sections, with appropriate values sults. Without GM feedback, the PCs’ exploits
that you give them. Please consider the PCs will be unable to affect the campaign.
shadowrun Missions//09.02 PAGE
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moshi moshi!
Throughout the Shadowrun Missions Neo-Tokyo that denote relative station, familiarity, or even how cute
arc, there will be plenty of Japanese words, names, something is.
and organizations that may seem challenging to pro-
nounce. Before you are overwhelmed by the thought What did you say?
of having to figure out how to say each word you find,
If you’d like to make use of various Japanese words
remember that Japanese doesn’t use the English al-
and slang to bring the setting to life, the following list is
phabet and when you find these transliterations, the
intended to give you a very brief start.
best bet is to simply read it like it’s spelled. The letter
“a” is generally pronounced “ah” as in the word “awe- Aidoru: Literally “idol,” it refers to the culture
some,” the letter “e” is “eh” as in the word “enter,” of manufacturing young stars and starlets that are
the “i” is a hard “ee” sound as in the word “ink,” “o” admired for their cuteness.
is a hard “oh” such as “omit,” and the letter “u” is an Bosozuki: A street samurai.
“ooh” such as “dude.” Domo arigato: Thank you.
Gaijin: A foreigner, often used as a derogatory
What’s in a Name? term but is not explicitly so.
In Japan, the surname comes before the given name. Giri: Honor or obligation.
Thus, Bob Smith would be referenced as Smith Bob. The Goi: Cool! Wow! Impressive! Amazing! Derived from
Japanese do not have middle names. However, when us- old word “sugoi” with the same meaning.
ing English or other Western languages, Japanese people Hai: Yes.
often give their name in the Western order—that is, given Katagi: A non-Yakuza person, used by Yakuza to
name first and surname last. For the purposes of writing refer to outsiders.
and to minimize confusion between Japanese names and Kawaii: Lovable, cute, or adorable.
Western names, names will be presented in the Western Kawaruhito: Literally, “changed person,” metahu-
style except in dialogue or narrative expressly meant to man.
be conveyed to the players, where the name will be pre- Kobun: Member of a Yakuza clan or gumi.
sented in whichever method makes the most sense for Konnichiwa: Hello!
the voice being used. Kyodai: “Older-brother” a term of respect from a
subordinate Yakuza member to their superior.
Moe: A strong affection towards characters in
What’s in a Title?
anime, manga, video games, or pop culture.
Of course, titles like Mr. and Ms. are Western titles Moshi moshi!: Hello! (usually associated with
and not universally used in Japanese culture. Instead, answering a call on your commlink)
titles are appended to the surname and are not gender Mushi: Computer glitch.
specific. The title “san” is the most common, being a Nemawashi: Legwork, laying the groundwork.
standard translation for Mr., Ms., and Mrs. It is added to Omae: Friend.
the end of the surname with a dash. For example, Mr. Oyabun: Head of a Yakuza clan or gumi.
Tanaka becomes Tanaka-san (which is incidentally the Samurai: Mercenary or muscle for hire. Implies
Japanese term for Mr. Johnson). honor code.
Sama is the formal version of san and is used when Sarariman: A corporate employee. From a mispro-
speaking to someone of higher rank or station, or when nunciation of salaryman.
you wish to accord someone respect. Note that it can Shatei: “Younger-brother” a term used by senior
also be used ironically. Yakuza members when speaking to their subordinates.
Both of these titles are applied to Western names in So ka: I understand. I get it. Derived from Japanese.
various situations, such as Smith-san. However, in many Yak: Yakuza. Either a clan member or a clan itself.
business circles, especially when dealing with foreigners, Tanaka-san: Japanese equivalent of Mr. Johnson.
Japanese people will use Mr. and Ms. Yokai: A catch-all word to describe any Awakened
There are other titles as well, offering a range terms critter or spirit.
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Mission The team must answer a second challenge, set
to them by a local gang, for the next step. After
Synopsis completing the challenge, the team earns the
next piece of the puzzle. The second data file,
which also deletes itself, gives the location of
Shingen Kotaki is a minor member of a mi- their target and instructions on how to contact
nor family with connections to the Watada-gu- their employer for a drop-off.
mi Yakuza. Shingen wanted to show his value,
The item the team has been set to retrieve is
so he decided to make a play that would show
a mirror, part of a kamidana or family shrine,
his initiative and ingenuity. To do this, Shingen
in traditional Shinto tradition. This particular
needed some quick cred for a lucrative busi-
piece also functions as a Govi and happens to
ness opportunity, and he decided to take some
risks while the rest of his family was away. The be a family heirloom. It is currently in the pos-
contact he used, Tsunde-san, insisted on tak- session of a particularly eccentric man known
ing something important to his family, but he as Tsunde-san. Runners might be able to con-
thought there was no way he could fail. As it vince Tsunde-san to hand over this particular
turned out, he was partially right—the oppor- piece, but petty theft is often the more likely
tunity panned out just fine, but when it came course of action. If caught in the act, Tsun-
to getting his family heirloom back, he hit a de-san is willing to part with the item in ex-
snag. Tsunde-san wouldn’t give up the pre- change for something else, and if pressed, he
cious item so easily. lets the group go to avoid any further harm to
The team is hired for a fairly standard re- his precious treasures.
trieval job. But Tanaka-san (the Japanese name Signaling the job complete, the runners
for Mr. Johnson) is working at a high level of receive a message with the location for the
paranoia, obfuscating almost every part of drop-off. After all the subterfuge, Shingen
the job to ensure security. Through various Kotaki is finally ready to reveal himself,
back-channels, a local fixer, Ms. Takei, was making an appearance to pick up the mirror
contracted to act as the initial contact for the in person. As luck would have it, however,
job and provide funds to gather a group to- this is the one time when the paranoia would
gether. Takei has to convince the team to take have been most useful. Kotaki-san is mugged
the job, but she also has her own reputation as by a group of thugs on the way to the meet.
a fixer to worry about. This provides the group Their leader, Jackie, finds out about the
with their first challenge, convincing Takei of plot to recover the item and believes he has
their credentials and negotiating for better pay. stumbled on an even bigger payday. By the
Once terms are agreed upon, Ms. Takei gives time the team arrives, the leader has taken
the group the only real information she has: Shingen’s place at the drop-off. Ultimately,
an access code for an anonymous Matrix da- the meet goes bad and Jackie tries to take
ta-dump. everything.
The data file, which deletes itself after being After dealing with the thugs, the team is left
accessed, contains a description and instruc- with the mystery of what happened to their real
tions on where to get the next set of data. Part Mr. Tanaka—or not; they could just walk away
test and part security, access to the location with the money. But if they set things right, they
data has been left to yet another third party. might just make a friend in the process.
shadowrun Missions//09.02 PAGE
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Scene 1 can make business arrangements for a variety
of interested parties, a fixer, as you would call
Takei or Leave It it. I have been contacting a variety of local op-
erators, hoping to get into a proper business
standing. For now, I want to get to know each
Scan This of you. See what you can do.” She looks point-
edly at the person on her left. “Please, intro-
The runners go to meet Ms. Takei (Pro- duce yourself, I am particularly interested in
nounced: Miss TA-kay), a fixer making ar- your field of expertise.”
rangements for a job. She wants to keep her
reputation, so she makes particularly sure the After introductions are finished:
group is up to the task while going over the “As you might have guessed, I already have a
terms of the job. They must prove their cre- job lined up for tonight. I just wanted to get to know
dentials as runners to negotiate for better pay. you a little better first. The job is a retrieval, simple
pick up and delivery. It needs to be done tonight
Tell It to Them Straight and I can offer you each 6,000 nuyen.”
Things have been quiet recently. Not much
going on, not even anything entertaining After the team accepts the Mission:
on the trid. There’s only so many times you “I can’t provide you with much in the way of
can watch a tridcaster attempt the same old details, Tanaka-san has kept much of the details a
stunts before it isn’t interesting anymore, and secret. I was instructed to give you this.” Ms. Takei
it’s either that or another trideo drama repeat produces a data-chip, and places it in the center of
you’ve seen a dozen times, at least. It’s shortly the table. “It should contain the information you
after six, and you’re on the verge of relenting need to get started. I was told only that the chip will
to the boredom when you are relieved to hear self-erase after it is accessed.
the sound of your commlink indicating an in- “Oh, and before you go, don’t forget to
coming message. “Work Offer, Club Forgot- introduce yourselves to the owner of this club. He is
ten, 8PM,” is all it says, with an attached ARO very influential in this area, and it is always best to
of a VIP badge. Not much to go on, but at least show proper respect. I have already laid the way for
it means getting out and having something to your introduction, you just need to go in and offer
do, right? your services in exchange for his blessing to do
When you arrive at Club Forgotten, the at- business here. His office is upstairs,” She gestures
tached ARO key puts you on the fast path into toward a nondescript door tucked away at the end
the club. Once inside, it leads you to a table of the hall of private rooms.
on the mezzanine level. It looks like just an or-
dinary table, but the “Reserved” placard tells
you that you’re in the right place. You have a Behind the Scenes
chance to observe the club and enjoy the mu- Hiroko Takei wants to get to know the run-
sic. It looks like one of the amps on stage is ners a little more than just their reputations,
scorched, but it doesn’t seem to be affecting she is putting together a team and wants to use
sound quality from up here. this as a chance to judge their character and
There is only one open seat left at your ta- ability to get the job done. She doesn’t know
ble when a young Japanese woman approaches what the job itself will entail, except that it’s a
from the balcony overlooking the dance floor. retrieval of some sort, so she just wants to get
She is wearing a cross between business formal a general idea of the runners’ abilities. After
and club chic, easily mistaken for a little black each player introduces themselves, ask them to
dress from across the room, but with the crisp make an Etiquette + Charisma (2) [Social] test
lines and jacket of a suit at closer inspection. and note the results (SR6: Influence (Etiquette)
She takes the last chair, and as she looks upon + Charisma (2) test). Failure simply means that
the group, smiles warmly. they haven’t made a good impression, but they
“Greetings, I am Ms. Takei, and I have will not receive any penalties. Success means
started working in this area as someone who that they have made a good impression, and
shadowrun Missions//09.02 PAGE
finders 10
keepers
3 or more net hits results in Takei-san being Debugging
quite impressed with them giving that charac-
ter a +2 on any further social tests with her Players may balk at being forced to use the
(SR6: Success means that they have made a Etiquette skill to “sell themselves” rather than
good impression, 3+ hits gives that character Negotiation. Remind them that Etiquette is the
edge on further social tests with her in this skill used to ease suspicions and gain accep-
scene). A glitch means that they let slip some- tance. If that doesn’t work, reassure them that
thing that they shouldn’t have, or stumbled the Negotiation part will come later.
over their introduction, and they take a -2 pen-
alty on their next social test. A critical glitch Scene 2
means that they somehow managed to insult
Ms. Takei, she won’t listen to them anymore,
at least for today, and they can’t assist on any
Who You Know
further social tests (SR6: A glitch means they
cannot gain Edge on the negotiation. A criti- Scan This
cal glitch so insults their host that none of the The team conducts nemawashi, extra prepa-
runners can gain or spend edge during the ne-
rations for a shadowrun, by speaking with the
gotiation).
local Yakuza boss, Ando Daisuke, owner of
For each runner that managed to impress
the club that their meeting was in.
her, Takei will offer 1,000 nuyen up front to
help with any expenses that come up. They
may also make a Negotiation + Charisma [So- Tell It to Them Straight
cial] test opposed by Hiroko’s Dice Pool of 13 The service door at the back of the club’s
and don’t forget to apply social modifiers, as ground level is guarded by one man wearing a
appropriate, including those they might have suit. You ask to speak with Daisuke Ando and
earned from the earlier Etiquette tests (SR6: he nods, allowing you to pass. Moving through
Influence (Negotiation) + Charisma Opposed the kitchen, you find the stairs to the top lev-
Test vs 13 dice, and don’t forget to factor the el, passing through a long hall with several
impression the runners made in for Edge con- doors. After the hall cuts left, it opens into an
sideration). Take note of the number of net opulent, over-sized office. The walls are a clean
hits that they make on this test. Each net hit white, accented with wood and decorated with
(max 5) will give them a bonus of 500 nuyen hanging scrolls. Reed mats line the floor, add-
each on their final payment, but Hiroko won’t ing further to the traditional décor. Several
openly negotiate on the price (in accordance men are seated around a table, playing cards.
with Japanese custom). This bonus will simply Most of them are dressed in conservative suits,
be added to their final payment to reflect the
but one wears something more suited to street
impression they made.
culture. Ando is a middle-aged man, dressed
tonight in a formal kimono and sitting at his
Pushing the Envelope desk, flanked by a quiet man with tattoos on
For a group that is more interested in so- his bald head. Ando sifts through several doc-
cial dynamics, or if you want to give more of uments as you enter. He grunts before swiping
a challenge, treat this as a sort of intensive job them away and clearing the augmented reality
interview or even an interrogation. Give the space in front of him before looking up at you.
impression that Hiroko is expecting to be im- “Welcome, how may I help you?”
pressed, and not just informed of what they
each specialize in. She isn’t just looking to After the runners have
get to know the team, she is trying to narrow made a brief introduction:
down the candidates she will pick to actually “I appreciate the respect you have shown me.
participate. This is just the beginning, however, Of course, you are shadowrunners, so I know it is
so don’t take things too far. your business to do what you have been contracted
to do. I will not do you the dishonor of asking you
to reveal your target or your client, but I will not
shadowrun Missions//09.02 PAGE
finders 11
keepers
tolerate any disruptions to my own business. I will Takeo
give you permission to operate within my territory.
(Human Male, Physical Adept)
While I do not have any tasks that require the
attention of operators such as yourselves at this
takeo
time, if the need does arise, I will expect this favor
B A R S W L I C EDG ESS M
to be returned in kind.” He quickly dismisses you
4(5) 6(7) 5 5(7) 4(5) 2 5 2 2 6 6
as he returns to whatever it was he was working on
before you entered. It seems you’re off the hook, Initiative: 10+1d6
Condition Monitor: 10(11)
for now. Limits: Physical 8(10), Mental 5, Social 7
Armor: 14 (Zoe Executive Suite with Second Skin)
Behind the Scenes Skills: Athletics skill group 3, Intimidation 3, Leadership 1, Percep-
tion 5, Pilot Ground Craft 4, Sneaking 6, Unarmed Combat (Aikido)
6(9) (+2)
Ando is a very traditional “company man” Qualities: Adept, Drug Tolerant, Indomitable (Physical) rating 1,
and expects proper protocol to be followed. Mentor Spirit: Wise Warrior, Watch the Suit, Addiction: Moderate
Simply showing the proper courtesy in this (Kamikaze, Psychological), Consummate Professional, Distinctive
context can go a long way to gaining his trust. Style (Bald with Tattooed Skullcap), Impassive
Adept Powers: Adept Accident, Adrenaline Boost rating 4, Agili-
ty Boost rating 3, Combat Sense rating 3, Critical Strike: Unarmed
Shadowrun, Combat, Elemental Strike: Acid, Improved Ability: Unarmed Combat
rating 3, Improved Potential: Physical Limit, Killing Hands, Pene-
Fifth Edition stats trating Strike rating 3
Gear: Renraku Sensei commlink DR 3, 3 doses of kamikaze
Ando Daisuke Weapons:
Unarmed Strike [Unarmed, Acc 9, Reach 0, DV 6(8)P, AP -3]
(Human Male, Mita-gumi Kyodai)
finders 12
keepers
a melee opponent and hovering him just a foot Note: Ando Daisuke is biased against
off the ground while using Control Thoughts non-humans, females, and characters that
to bring the tank to bear on the weapons behave with non-conservative manners (GM
specialist, for example. If it looks like Ando is discretion).
doomed, he will attempt to flee rather than die.
Takeo
Yakuza Kobun (Human Male, Physical Adept)
(1 per Runner, Human, An adept trained in Aikido, an addiction
Professional Rating 4) to kamikaze led him to Ando Daisuke. Now
he works for the Yakuza gangster, a cold and
yakuza kobun impassive presence. He is never far from Ando,
B A R S W L I C ESS serving as a driver and bodyguard. While not
4 5 4 4 4 3 4 3 6 officially Yakuza, the other kumi-in obey his
Initiative: 8+1d6
orders without hesitation.
Condition Monitor: 10
Limits: Physical 5, Mental 5, Social 6
Armor: 8 (Actioneer business clothes) takeo
Skills: Automatics 5, Blades, 5, Intimidation 6, Perception 2, Pistols
B A R S W L I C EDG ESS M
4, Unarmed Combat 6
4 (5) 6 (7) 5 5 (7) 4 (5) 2 5 2 2 6 7
Qualities: Toughness
Gear: Contacts or glasses with image link, smartlink, and flare
compensation; earbuds; subvocal microphone; Renraku Sensei DR I/ID AC CM MOVE
commlink. 9 18/3 A1, I4 11 / 11 10/15/+1
Weapons:
Skills: Athletics 3, Close Combat 6 (9) (Aikido +3), Influence 1 (Intim-
Colt Government 2066 [Heavy Pistol, Acc 9, DV 7P, AP –1,
idation +2), Perception 5, Piloting 2 (Ground +2), Stealth 6
Modes: SA, RC —, Ammo Capacity 14 (c), personalized grip;
Languages: English (Specialist), Japanese (Native)
smartgun system, internal; concealed holster]
Qualities: Mentor Spirit (Wise Warrior), Watch the Suit, / Addiction
Katana [Blade, Acc 7, Reach 1, DV 7P, AP –3]
(psychological, mild: kamikaze), Consummate Professional, Distinc-
tive Style (bald with tattooed scalp), Impassive
Initiate Grade: 1
Shadowrun, Adept Powers: Adrenaline Boost 4, Agility Boost 3, Combat Sense
3, Critical Strike 2, Improved Ability (Close Combat) 3, Killing Hands
Sixth World stats Gear: Armor jacket (+4), kamikaze (3 doses), Renraku Sensei com-
mlink [Device Rating 3 D/F 2/0]
Ando Daisuke Weapons:
Unarmed strike [Aikido, DV 4P, 12/—/—/—/—]
(Human Male, Mita-gumi Kyodai)
Notes: Bonuses from Kamikaze and
ando daisuke Adrenaline boost are already applied above
B A R S W L I C EDG ESS
5 2 3 3 6 6 5 4 3 3.55
Onyx Heart
DR I/ID AC CM MOVE (Human Male, Psionic Magician)
12 9/2 A1, I3 11 / 11 10/15/+1
A rare foreigner in Ando Daisuke’s “court,”
Skills: Athletics 2, Close Combat 2 (Blades +2), Con 5, Electronics the man is a paid bodyguard, hired as much
2, Engineering 1 (Demolitions +2), Firearms 5 (Heavy Pistols +2),
Influence 5 (Negotiation +3, Etiquette +2), Perception 4, Stealth 4, for how he amuses Ando’s crew as he is for
Piloting 2 his skill in magic. Delighting mass confusion,
Knowledge Skills: Administration, Business, Corporations, Eco- he enjoys toying with his foes before he kills
nomics, Neo-Tokyo, Smuggler Routes, Smuggler Safehouses, Yakuza them. His hair is greasy and slicked back and
Languages: English (Expert), Japanese (Native)
Qualities: First Impression, Made Man / Aged, SINner (Japanese he focuses his magic by placing his index finger
Imperial State) to his temples, one hand for spells cast without
Augmentations: Aluminum bone lacing (alphaware), datajack / or- adjustments and both hands for stronger
thoskin 3 / Reakt (+2 to Defense Tests), synaptic acceleration magic.
Gear: Transys Avalon commlink [Device Rating 6, D/F 3/1], kimono
(lined coat, +3)
Weapons:
Ruger Super Warhawk [Heavy Pistols, DV 4P, SA, 6 (cy),
8/11/8/—/—, w/ custom look]
Katana [Blades, DV 4P, 13/—/—/—/—]
Unarmed Strike [Close Combat, DV 4P, 8/—/—/—/—]
shadowrun Missions//09.02 PAGE
finders 13
keepers
onyx heart
Debugging
If the runners leave the club without going
B A R S W L I C EDG ESS M
2 4 5 2 6 5 5 4 4 6 7
to meet Ando, they are contacted briefly by Hi-
roko to remind them to check in with him.
DR I/ID AC CM MOVE
4 10/1 A1, I1 9 / 11 10/15/+1 Scene 3A
Skills: Close Combat 4 (Blades +2), Firearms 2 (Light Pistols +2), Behind the Scenes
Influence 3 (Intimidation +2), Perception 2
Qualities: Toughness
The data file was set with a Data Bomb us-
Gear: Actioneer business clothing (+2), contacts or glasses [Capacity ing the Detonator program, set to only 1 action
3 w/ flare compensation, image link, smartlink], earbuds 1, Renraku before the bomb detonates. This means that
Sensei commlink [Device Rating 3, D/F 2/0], subvocal microphone
after accessing the file the first time, it destroys
Weapons:
Fichetti Security 600 [Light Pistols, DV 2P, SA, 30(c), 11/10/7/— itself. Savvy runners with decking experience
/—, w/laser sight] might attempt to avoid this outcome, howev-
Katana [Blades, DV 4P, 13/—/—/—/—] er. Noticing the Data Bomb before accessing
Unarmed Strike [Close Combat, DV 2S, 6/—/—/—/—]
the file requires at least one net hit on Matrix
Perception test opposed by a dice pool of 3.
The Data Bomb has a Rating of 5, but if the
file is simply accessed and then closed again, it
shadowrun Missions//09.02 PAGE
finders 14
keepers
will not deal any damage to the persona that Debugging
accessed it.
The data file contains an image of their tar- The runners might expect the data bomb
get, as well as the name and location of the and attempt to disarm it before reading the file.
person holding the next piece of the puzzle. If they do, they risk setting off the Data Bomb
Any runner with a knowledge of Shinto (or an and destroying the file before they even read
appropriate equivalent, such as Japanese Cul- it. Let them make the attempt, dealing Matrix
ture or Religion) can attempt a Knowledge Test Damage to them if they fail (as per failing the
(SR6: Memory Test) to identify the mirror as a Disarm Data Bomb action). In this particular
Shintai (see the Legwork section). Tetsuya Sakai case, have the bomb they disarmed be an extra
has been given a second data file containing the one, set to only deal damage instead of deleting
next piece of the puzzle, and the address is the the file. They “get lucky” that the bomb did
location where he is most likely to be found. not destroy the file, after which accessing the
file sets off a second data bomb, which deals
enough damage to the data chip that it is
shintai & kamidana bricked and completely unusable.
Kamidana (kami-dana, lit. “god-shelf”) are Scene 3B
miniature household altars provided to enshrine a
Shinto kami. The kamidana is typically placed high
on a wall and contains a wide variety of items relat- What You Get
ed to Shinto-style ceremonies, the most prominent
of which is the shintai, an object meant to house a
chosen kami, thus giving it a physical form to allow Scan This
worship. Kamidana shintai are most commonly small The runners once again retrieve the infor-
circular mirrors, though they can also be stones mation about their job from the anonymous
(magatama), jewels, or some other object with large- data host. The second data file is also set to
ly symbolic value. detonate a Data Bomb after it is accessed. The
second file details the destination where the
Govi (Street Grimoire, p. 212) item currently resides.
In the vodou traditions, govi are specially pre-
pared clay pots to hold work loa (watcher spirits).
The houngan shapes clay into a pot, etches it with
Tell It to Them Straight
images of their maittete, and paints it. Since 2057, Slotting the second chip is the same as the first,
govi have been created from glass bottles or other it appears as a small safe on your device. Opening
modern containers properly designed with vevers it reveals another small data file. This one reads
(symbolic images of the loa). Other traditions have “Tsunde-san” along with another address.
taken up creating their own versions of govi to con- When the file is closed, it is engulfed in
tain watchers. These brooches and talismans are flames again, but this time it leaves behind
marked with spiritual symbols of the magician’s tra- another small message. “Once the item is re-
dition and incorporate a small compartment to con- trieved, send confirmation for delivery details.”
tain the watcher. There is a commcode attached.
finders 15
keepers
Scene 4 mands. He grabs a cardboard coaster from
the table in front of his couch and crumples it
Trick or Treat into a wad before hurling it at the man sing-
ing. It bounces off of the man’s head and his
screeching falters as he turns to see who threw
Scan This it. “Take a drink!” Sakai yells again and the
man grins and leaves the music to play in the
The data file indicated that a gang leader background.
holds the next piece of the puzzle. They must Sakai pours the sake for everyone in the
complete a challenge to prove themselves wor- room. After everyone finishes with their drink,
thy. The gang usually uses a test of skill for he says, “I was told to expect some people look-
these sorts of occasions, but trials by combat ing to retrieve something from me. That sounds
are also common. like a favor I would do for friends. But are we
truly so close to be called friends? I tell you
Tell It to Them Straight what, you do a favor for me first, and I’ll get
you that thing you’re looking for, sound good?”
After making your way across town to Shin- “Some of the police near here have gotten
juku, the address in the data file turns out to be so lazy, it’s sickening to think that they believe
a karaoke bar. When you ask the attendant at they have power. I know that we’re really the
the front desk for Tetsuya Sakai, she seems sur- ones who maintain the order, but they need to
prised, and possibly even a bit hesitant. When be put in their place. I want you to do some-
she picks up the phone to call into the room, thing that will get their hoops in motion, really
you can hear her apologizing profusely for the stir things up. Nothing dangerous, and I don’t
interruption before she turns away to contin- want my new friends getting themselves in too
ue more privately. When she returns, she is all much trouble. It’s just the guys stationed at
smiles again, “Sakai-sama will see you now.” the Koban (police box) that are really pissing
She leads you through the hall, past room af- me off. Give ‘em a scare, maybe, or get them
ter room with conflicting waves of sound. You caught with their pants down. A reminder they
spot your target before she arrives at the door— need to stay on their toes!”
it is the only one with a fellow standing watch
outside. She silently walks past him and into the After the prank has been pulled:
room. A man is screeching into a microphone as Tetsuya lets out a hearty chuckle as he slams
lyrics are displayed on a trid set in front of him. his chrome fist down onto the table. “That’ll show
His suit jacket has been tossed over the back of ‘em! Thanks for that omae, you’re definitely good
the nearest chair and his sleeves are rolled up, friends. Here’s the chip you wanted. I’ll keep you in
revealing several tattoos. Three other men are mind the next time I’m setting up a party.”
gathered around a table with Tetsuya Sakai, a
heavily chromed oni that is taking up an entire
couch. The left side of his face, entire left arm, Behind the Scenes
part of his right, and the lower portion of his Sakai and most of his crew are at the
left leg have all been replaced with cybernetic bar, celebrating a minor victory in a dust-up
prosthetics. He is wearing a bright green, but- with a Mita-gumi crew earlier that evening.
ton-up short sleeved shirt and cargo shorts. A perceptive shadowrunner will notice that
“Sumimasen goshujin-sama, here are your the faces of some of the men are bruised or
visitors. Is there anything else, I can get for scratched, Perception + Intuition [Mental]
you?” The attendant bows respectfully as she (1) (SR6: Perception + Intuition (1) Test).
steps to the side to allow you in. Sakai himself has a fine black eye, which is
“Ah ha! My new friends!” he practically not immediately apparent due to his skin
shouts over the music that’s been left to play in coloration. If they ask, Sakai will brag about
the background. “More sake!” The attendant kicking the Mita’s back to their hole.
bows again with a “Hai!” and leaves you with Sakai holds the next piece of data to put
the crew. together this little hunt, another data chip. He
“Everybody, take a drink!” Sakai com- doesn’t know who it came from, and he doesn’t
shadowrun Missions//09.02 PAGE
finders 16
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finders 17
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Shadowrun, Scene 5
finders 18
keepers
call a hoarder. He collects objects of varying
Hoarding and Tsundoku significance and never throws them away, spe-
Hoarding disorder is a persistent difficulty dis- cifically items with magical or emotional signif-
carding or parting with possessions because of a icance. That doesn’t mean that he has a house
perceived need to save them. A person with hoarding filled with foci or powerful artifacts, some of
disorder experiences distress at the thought of get- these items were reagents used up in rituals or
ting rid of the items. Excessive accumulation of items, as part of spellcasting, some might still be use-
regardless of actual value, occurs. ful as reagents of a random tradition. Mostly,
Hoarding often creates such cramped living con- it just means he has collected a bunch of junk.
ditions that homes may be filled to capacity, with only Finding the shintai mirror among the mess of
narrow pathways winding through stacks of clutter. junk in the house is going to be a time-consum-
Countertops, sinks, stoves, desks, stairways and virtu- ing task, particularly without alerting Tsunde.
ally all other surfaces are usually piled with stuff. And Many of these items are stacked precariously,
when there’s no more room inside, the clutter may and space to move around is limited.
spread to the garage, vehicles, yard and other storage If Tsunde-san is alerted, either by trigger-
facilities.
ing the ward or by more mundane means, he
In Japanese, Tsundoku is the phrase for acquiring
will awaken with a start and shout out “Who’s
reading materials but letting them pile up in one’s
home without reading them. It describes a similar
behavior to hoarding specifically related to read-
ing. “Tsun-doku” is a portmanteau which came from
Searching the Area
“tsunde-oku. (to pile things up ready for later and (and Remaining
leave) and “dokusho” (reading books). Undetected)
Tsunde means to pile things up, and is the source
Feel free to roleplay out how the team handles
of this collector’s nickname.
searching the house. Let them be creative with ways
to look around while remaining undetected. Howev-
er, if you want to break this down into a simple set of
(3)) (Alarm Ward, p. 122, Street Grimoire). If it dice rolls, or if you are running short on time (have
is noticed ahead of time, characters with active less than an hour and a half left), this can be done
magic can deactivate their magic to be able to as an Perception + Intuition [Mental] (16, 1 minute)
cross without triggering the ward. Creatures Extended Test (SR6: Perception + Intuition (16, 1
with no active magical effects will not trigger minute) Extended Test), with everyone involved us-
the ward. Advanced techniques are possible ing Teamwork to assist a primary character. To cut
to fool the ward, such as the Flux metamagic down on the number of rolls necessary to simulate
(see Fooling Wards, p. 135, Street Grimoire, or an extended search of the area while also trying to
Getting Around Mana Barriers, p. 162, SR6), avoid detection, here is a set of guidelines to use for
however they do not have access to a target this search.
to attempt the Astral Doppelganger technique. Have everyone that enters the home make a
Tsunde-san also has a spirit (SR5: Force 6 Stealth + Agility (2) [Physical] Test as a Teamwork
Spirit of Man, SR6: Force 7 Spirit of Kin and Test. The threshold increases as there are more
4 Force 3 Spirits of Air) set to the service of people involved; for every person sneaking around
guarding his home and collection. It initially above three, increase the threshold by 1 (SR6:
only patrols the house, but will stop and watch Stealth + Agility (2 + number of runners) Teamwork
once it notices intruders. It will only material- Test). If the team succeeds, they have 5 minutes be-
fore Tsunde-san wakes up, plus 1 additional minute
ize and attack once it determines that the in-
for each net hit on the Teamwork Test. Failure means
truders mean harm to the home or its master,
that Tsunde-san wakes up in only 2 to 3 minutes, and
or if they attempt to take anything (including a glitch on the primary test halves the time before
the mirror). Once it decides to intervene it will they are noticed. A Critical Glitch means that they
materialize at the entrance, blocking any exit. have knocked something over within the first minute
Then it attempts to use the Influence power to of searching, and it either falls on them (dealing 6P
suggest that they return what they have stolen. damage, AP -4 SR6: dealing 2S damage) or creates
Once inside, finding the mirror will not be an area that is impossible to move through.
a simple task. Tsunde-san is what most would
shadowrun Missions//09.02 PAGE
finders 19
keepers
there!?” He is entirely unprepared for dealing Spirit of Man
with intruders but will move around quickly
(1, Force 6, 5 Services)
to try to deal with them. He is dressed in his
night-clothes and wielding a katana, although
spirit of man
it is still sheathed and peace-tied, as it is mostly
intended for fashion. Tsunde-san is a bit un- B A R S W L I C EDG ESS M
hinged and will quickly overreact about peo- 7 6 8 4 6 6 7 6 3 6 6
ple coming in to “ruin his collection.” At the Initiative: 14 + 2D6
same time, the team can use his concern over Astral Initiative: 12 + 3D6
his precious items as a means to control him. Movement: 12/24/+2
Condition Monitor: 12
He won’t risk further destruction of his collec- Limits: Physical 8, Mental 9, Social 8
tion but will lash out harshly if they do start Armor: 12 [Hardened] (while Materialized)
destroying things. Skills: Assensing, Astral Combat, Perception, Spellcasting, Un-
armed Combat
Powers: Accident, Astral Form, Concealment, Confusion, Enhanced
Shadowrun, Senses (Low-Light, Thermographic Vision), Guard, Influence, Innate
Spell (Thought Recognition), Materialization, Psychokinesis, Sapi-
Fifth Edition stats ence, Search
Tsunde-San
(Human Male, Eccentric Shadowrun
Hermetic Magician) Sixth World stats
An elderly man, Tsunde-san is not in prime
fighting condition, but he will make quite the Tsunde-San
commotion in his defense of his home and (Human Male, Eccentric
(more importantly) his collection. Hermetic Magician)
An elderly man, Tsunde-san is not in prime
tsunde-san fighting condition, but he will make quite the
B A R S W L I C EDG ESS M
commotion in his defense of his home and
2 3 3 2 6 4 4 5 4 6 6 (more importantly) his collection.
Initiative: 7 + 1D6
Condition Monitor: 9/11 tsunde-san
Limits: Physical 3, Mental 6, Social 7 B A R S W L I C EDG ESS M
Active Skills: Arcana 5, Assensing 5, Blades 1, Conjuring Skill Group
2 3 3 2 6 6 4 3 4 6 7
3, Counterspelling 4, Enchanting Skill Group 4, Negotiation 5, Per-
ception 2, Ritual Spellcasting 4, Spellcasting 4 (Detection Spells +2)
DR I/ID AC CM MOVE
Spells: Agony, Analyze Device, Catalog, Detect Magic, Thought Rec-
2 7/1 A1, I2 9 / 11 10/15/+1
ognition,
Bound Spirits: Spirit of man (Force 6)
Skills: Astral 5, Close Combat 1, Conjuring 4, Enchanting 5, Influence
Weapons:
3 (Negotiation +2), Perception 2, Sorcery 5 (Detection Spells +2)
Katana (sheathed and peace-tied)* [improvised Club, Acc 4,
Qualities: Spirit Affinity (Man) / poor self-control (compulsive,
Reach 1, DV 2, AP +1]
hoarder), SINner (Japanese Imperial State)
Katana [Blades, Acc 7, Reach 1, DV 5, AP –3]
Initiate Grade: 1
Metamagics: Psychometry
Spells: Analyze Device, Animate Wood, Clairvoyance, Detect Ene-
mies, Detect Magic, Stunball
Alchemical Preparations: Stunball contact trigger booby traps
[Potency 4 Force 6] (x4)
Spirits: Spirit of kin (Force 7, 2 services), 4 spirits of air (Force 3,
5 services)
Gear: Reagents (20 drams), Sony Emperor commlink [Device Rating
2, D/F 1/1]
Weapons:
Sheathed Katana [Close Combat, DV 3S, 8/—/—/—/—]
Katana [Close Combat, DV 4P, 12/—/—/—/—]
Unarmed strike [Close Combat, DV 2S, 5/—/—/—/—]
shadowrun Missions//09.02 PAGE
finders 20
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Note: Tsunde-san’s home has a background Pushing the Envelope
count of 2, associated with the clutter of his
collection. He is aligned to the background To increase the difficulty, Tsunde-san’s
count, and if running this Mission before this bound spirit can be increased in Force, or re-
edition publishes background count rules then inforced with an additional spirit. Additional-
assume that his spirits ignore this background ly, you can make Tsunde-san himself a more
count and that he gains a point of edge for any formidable opponent. Add some Combat
magical test or resisting a player’s magical effect. Spells to his spells known, such as Stunball or
Manabolt (nothing that can accidentally dam-
age objects). Rather than being surprised and
Spirit of Kin simply being loud as a means to scare off in-
(1, Force 7, 2 Services) truders, he will remain calm and try to sneak
up on the intruders to defend his collection
spirit of kin more aggressively.
B A R S W L I C ESS M
8 7 9 5 7 7 8 7 7 7 Debugging
DR I/ID AC CM MOVE The team may be hesitant to try and enter
8 (15) 17/2 A1, I3 12 10/15/+1 the house, they were never explicitly told to
go in and steal anything after all. Reminding
DR I/ID AC
ASTRAL ASTRAL ASTRAL them that they are shadowrunners, so the as-
7 14/3 A1, I4 sumption is likely that they should do a little
law breaking when it comes down to it. On the
Skills: Astral 7, Close Combat 7, Perception 7, Sorcery 7
Powers: Accident, astral form, concealment, confusion, enhanced
other hand, they might try to negotiate with
senses (low light vision, thermographic vision), fear, guard, in- Tsunde-san. This could work, but remember
fluence, innate spell (Animate Wood), materialization, sapience, that he is just a little bit crazy, or at the very
search least obsessive and extremely hesitant to part
Weapons:
Astral Strike [Astral, DV 4P, 14/—/—/—/—]
with anything that has become part of his col-
Fists [Close Combat, DV 2S, 14/—/—/—/—] lection. Simply offering money won’t work on
him, he would want something to replace it. If
the team manages to make a good impression,
Spirits of Air he might even be willing to deal with them
more in the future.
(4, Force 3, 5 Services)
Scene 6
spirit of air
B
1
A
4
R
5
S
1
W
3
L
3
I
3
C
3
ESS
3
M
3 Will the Real
DR
1 (5)
I/ID
8/2
AC
A1, I3
CM
10
MOVE
10/15/+5
Mr. Johnson ...
DR I/ID AC
Scan This
ASTRAL ASTRAL ASTRAL
3 6/3 A1, I4
The runners arrive to deliver the goods,
but with all the hoops that they had to jump
Skills: Astral 3, Athletics 3, Close Combat 3, Perception 3 through, a straight-forward meet seems too
Powers: Accident, Astral Form, Concealment, Confusion, Engulf: simple. Moreover, the man doesn’t seem to re-
Air, Guard, Materialization, Movement, Sapience, Search
Weapons: ally know what he is there to pick up. When
Astral Strike [Astral, DV 2P 6/—/—/—/—] pressed, he tries to make excuses, but he really
Engulf [Close Combat, DV 5S (see p. 223, SR6) 6/—/—/—/—] isn’t the one who hired them. This is Jackie, the
Unarmed Strike [Close Combat, DV 2S, 6/—/—/—/—] leader of a group of thugs that mugged their
real Mr. Johnson. If his scam is revealed, Jackie
calls in his friends to fight. Even if the runners
don’t raise a fuss about all the oddities, Jackie
eventually realizes he was better off with the
shadowrun Missions//09.02 PAGE
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cred instead of the old relic and starts a fight With both parts of the exchange complete:
anyway. With your exchange complete, “Mr. Tanaka”
picks up the mirror, bows slightly, and backs away
Tell It to Them Straight from your group for a few steps before turning and
walking around the corner.
The message you received after signaling
that your job was complete indicates an in-
Allow the team a moment to collect them-
tersection in Toshima a few blocks outside of
Ikebukuro. The streets are quiet in this area at selves and prepare to leave the area, then:
this hour, the locals tucked safely away in their Just as you’re about to head out, several figures
apartment blocks. Neo-Tokyo Tower looms emerge from the same corner. They have swords
in the distance as you round the corner. The drawn and Mr. Tanaka steps out behind them, “On
bright beacon stands ever vigilant, broadcast- second thought, I think I want my money back.”
ing simsense waves for the masses. But even
still, it can’t distract you from the lone figure
standing near a collection of vending machines toshima
just within the pale glow of a light-post just Toshima is a working-class ward, the source of
down the street. He seems younger, early to most of Yokogawa’s employees. These are the folks
mid-twenties perhaps, with short hair and who keep the sprawl running: the firefighters, sew-
wearing an Actioneer suit. er workers, transit administrators, and so on. They
As you approach, he steadies himself, hand live in plain apartment blocks in the neighborhood
resting momentarily on his tanto blade. He of Ikebukuro, often called “Train City.” The reason
quickly moves it away again as if rethinking for this is the massive Ikebukuro Station, which has
the potentially threatening stance. “Did you become the primary hub connecting Neo-Tokyo’s
bring the goods?” His eyes dart restlessly elevated maglev system to the larger railroad net-
across each of your group as he waits for your work traveling to other cities and towns in Japan. An
response. ozone smell charges the air here, a combination of
the convergence of highly-charged maglev rails and
When the team brings out the mirror: the infamous broadcast antenna that rises nearby.
The man’s eyes narrow as he stops and stares The Neo-Tokyo Tower is the tallest of its kind, broad-
at the mirror. His mouth hangs open for a second casting the majority of the city’s wireless simsense
before he catches himself and moves forward to signals across the city.
inspect the goods. He turns it over, inspecting it
from all angles rather quickly before setting it
down on the machine beside him. He pauses for a Behind the Scenes
moment, staring at the piece. “That’s it, right? Err—
This isn’t really the man that arranged the
right! That’s it, thank you for your services.” job for the team, though he might claim to be.
In actuality, this is Jackie, the ringleader of a
When the team asks about their payment: group of local thugs. They had been wandering
“Right, right, your pay, of course.” He pats at his the area, avoiding the final decision to call it
sides, feeling for the pockets where he has kept the a night when they spotted Shingen Kotaki,
credsticks. He tries several pockets before his hand the runners’ true Mr. Johnson. After all of his
settles on his chest and you hear the familiar clatter planning and security for this job, Kotaki-
of plastic on plastic. He noticeably stops himself san had become anxious and impatient to get
from reaching into his jacket too quickly as he looks things done. He had arrived early at the drop-
up and gives your group a nervous smirk. He seems off point to make sure he wouldn’t miss the
to have a bit of trouble extricating the bits of plastic runners so that he could retrieve his family’s
from the confines of his jacket pocket. He finally shintai. When one of Jackie’s boys spotted
produces the handful of credsticks, and hands them the lone man, they decided to jump the easy
over. target and see what sort of haul they stumbled
across. Looking through Shingen’s commlink,
Jackie noticed the message to the runners and
shadowrun Missions//09.02 PAGE
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decided to try and double his score by taking piece with any sort of proper respect, possibly
Shingen’s place at the meet. going so far as to shake it to see if there’s a
But Jackie doesn’t fully realize what sort of secret compartment of some sort, anything to
trouble he’s gotten into. Not only was he not find the value of this trade. When it comes to
expecting a full team of Shadowrunners, but the pay, Jackie is “borrowing” the Actioneer
he was expecting a delivery of something a lot suit from Shingen, so he really isn’t familiar
more expensive-looking than an old mirror. He with the pockets. It might seem comedic at
tries to keep his cool, but he is, of course, quite first, but this is yet another cue to the play-
wary of any runners that are particularly dan- ers that something isn’t quite right. Observant
gerous looking. With a larger group like this, runners or those that are specifically inspecting
Jackie’s nerves begin to fray, so he is itching to their Tanaka-san can make a Perception (Visu-
get off the street and back to his crew. When al) + Intuition [Mental] (4) Test (SR6: Percep-
he sees the item he is there to pick up, Jackie tion (Visual) + Intuition (4) Test) to notice the
doesn’t really know how to respond. He starts suit doesn’t quite fit right. The sleeves are just
out surprised, then curious about what it could a little too short and the jacket just a little too
be, then momentarily becomes annoyed at the tight (which factors into why he has trouble
idea that he’s risking his neck for some piece getting the credsticks out of the jacket pocket).
of junk, and that moves him right back to anx- All of these strange factors could be accept-
ious at the idea that he is still in the middle ed by the players as indications that the Tanaka
of the team of shadowrunners. Not knowing is simply nervous, which isn’t entirely far from
what it is, Jackie does not treat the religious the truth. Make sure to give them a chance to
shadowrun Missions//09.02 PAGE
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roll Judge Intentions or Perception if they ask Shadowrun,
for it. If they tie or get one net hit, it confirms
that he is acting strangely, but without specific Fifth Edition stats
indications on why. However, beating Jackie’s Jackie
roll by two or more reveals that he is actually
confused about the item rather than concerned (Human Male, Sprawl Gang Leader)
over its condition. If questioned about the Jackie is just the right mix of forgettable
job or the details surrounding it, Jackie truly and charming. He and his crew run a mix of
doesn’t know, but will try to play things off as con jobs, strong-arming, and other random
“security measures” and is also likely to slip violence.
up and try to use details that don’t fit right. If
he talks himself into a corner, Jackie will sim-
ply signal to his crew and they’ll come running jackie
in to start the fun a little early. B A R S W L I C EDG ESS
If nothing stops the deal from running its 3 4 4 3 4 2 3 5 4 6
course, Jackie retreats around the corner and
Initiative: 9+1D6
gives the mirror one last look before coming to Condition Monitor: 10/10
the conclusion that he was better off keeping Limits: Physical 5, Mental 4, Social 7
the creds. He sets the mirror aside, grabs his Armor: 8
stun baton from his crew and moves back into Active Skills: Blades 2, Clubs 3, Con (Fast Talking) 5(+2), Etiquette
(Street) 4(+2), Intimidation 2, Unarmed Combat 2
position to attack the runners from a position Qualities: Blandness, First Impression
of power. Gear: Actioneer business clothes [8], Renraku Sensei commlink,
When the fun begins, the thugs have posi- Hermes Ikon commlink
tioned themselves so that they can try to flank Weapons:
Tanto combat knife [Blade, Acc 6, Reach —, DV 5P, AP –3]
the meeting spot. Two are waiting around the Stun baton* [Club, Acc 4, Reach 1, DV 9S(e), AP –5]
corner on either end of the street. If Jackie
is able to get out of sight before the fighting
starts, he sets the mirror down and grabs his Notes: Jackie’s stun baton is stashed around
stun baton that his crew has ready for him. the corner. The Hermes Ikon commlink is from
However, these thugs are looking for a pay- the missing Tanaka-san (Shingen).
day, not a death sentence. They will fight to get
the credsticks, but when the tides turn against Jackie’s Crew
them they will flee. It is important that Jackie
not manage to escape, though. He holds some (1 per Runner, Human,
clues to finish up this wild chase. Professional Rating 2)
jackie's crew
B A R S W L I C ESS
4 4 3(4) 5 3 2 3 3 6
finders 24
keepers
Shadowrun, Pushing the Envelope
Sixth World stats If you have players that enjoy social intrigue,
play up the scene with Jackie. Increase his so-
Jackie cial skills or make his social defense higher by
(Human Male, Sprawl Gang Leader) making him an adept with ranks in Kinesics.
Perhaps Jackie hedges some of his bets and
Jackie is just the right mix of forgettable withholds some of the nuyen from the payout,
and charming. He and his crew run a mix of just in case. This could be another clue in the
con jobs, strong-arming, and other random vi- case against him being the real Mr. Tanaka, but
olence. it also requires the runners to take the time to
check that everything is on the level.
jackie Particularly paranoid runners might split
B A R S W L I C EDG ESS
up and scan the area for an ambush, which
3 4 4 3 4 2 3 5 4 6 they are likely to find without too much effort.
Feel free to reward the security conscious with
DR I/ID AC CM MOVE bonuses to avoid the surprise, or even a reverse
7 7/1 A1, I2 10 / 10 10/15/+1 ambush of their own if they were being sneaky
Skills: Athletics 2, Close Combat 3, Con 5 (Fast Talking +2), Influence about it themselves.
4 (Street Etiquette +2) For an extra challenge, increase the num-
Qualities: Blandness, Home Ground (gang turf) ber of thugs in Jackie’s crew or include a street
Gear: Armor jacket (+4), Renraku Sensei commlink [Device Rating
3, D/F 2/0], Transys Avalon commlink [Device Rating 6, D/F 3/1] (be- mage to back up their play.
longs to Shingen Kotaki, not in use)
Weapons:
Tanto [Close Combat, DV 2P, 12/—/—/—/—] Debugging
Stun baton [Close Combat, DV 5S(e), 9/—/—/—/—]
Unarmed strike [Close Combat, DV 2S, 7/—/—/—/—]
Keep in mind that Neo-Tokyo has a very
strict policy on firearms; they are completely
illegal. If the combat turns into a shoot-out,
Jackie’s Crew things will quickly escalate when gunshots are
heard. Toshima is a predominantly residential
(1 per Runner, Human, district, so there are plenty of people around
Professional Rating 2) to call the police if things get too loud. On
the other hand, if the group is having difficul-
jackie's crew ty dealing with the thugs, one of them has a
B A R S W L I C ESS sawed-off Defiance shotgun, and he can get
2 2 2 (3) 2 2 2 2 2 6 over zealous. Have the rest of the thugs pan-
DR I/ID AC CM MOVE
ic when loud gunfire breaks out, they forget
3 5/3 A1, I4 9 10/15/+1 about the money and flee the scene before the
police inevitably show up.
Skills: Athletics 4, Close Combat 5, Firearms 3, Influence 3 (Street +2) Because of his role as the face of this crew,
Qualities: Home Ground (gang turf), Toughness
Gear: Jazz (1 dose), Metalink commlink [Device Rating 1, D/F 1/0], and his part in playing the false Tanaka-san,
synthleather jacket (+1) Jackie should not get away, even if the rest of the
Weapons: thugs retreat. Whether it is because of realizing
*Only one of the thugs has a shotgun (See the Debugging
section)
they bit off more than they can chew, or because
Streetline Special [Firearms, DV 2P, SS, 6(c), 8/8/—/—/—] the shadowrunners resorted to using firearms,
Defiance T-250 [Firearms, DV 4P, SS/SA, 5(m), 7/10/6/—/—, w/ if the thugs retreat they will throw Jackie to the
sawed-off barrel, 10 rounds of flechette ammo] wolves. Perhaps they have a vehicle to make a
Bike chain [Close Combat, DV 2S, 7/—/—/—/—]
Unarmed strike [Close Combat, DV 2S, 5/—/—/—/—]
quick get away and they shove Jackie back out
because he “got them into this mess.” Or they
all turn tail and run, and Jackie doesn’t realize
Note: Stats above already include effects of they’ve gone until he is surrounded.
jazz. Players may not jump to the conclusion
that their real employer isn’t the one that they
shadowrun Missions//09.02 PAGE
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have been talking to, and that’s just fine. It can quires 2 marks and a successful Computer +
be a good lesson to new runners that you can’t Intuition [Data Processing] v. Willpower +
always trust everything at face value. Make Sleaze from Shingen’s car. Because Shingen
sure, however, to give the group a good chance set up the car’s settings, it uses his Willpower
to stumble on the clues that they’re missing despite him being unconscious, so it has a de-
a piece of this puzzle. Between Jackie’s con- fense dice pool of 4. (SR6: The vehicle’s icon
fusion and disinterest in the mirror, the extra is easy enough to spot; this will be automati-
commlink that he is carrying which belongs to cally successful based on the information they
the real Mr. Tanaka, and the betrayal after the can glean from the commlink. However, trac-
fact just to get some cred back, things are defi- ing its location requires Admin access to the
nitely strange in this neck of the woods. If you vehicle (see Backdoor Entry and Brute Force
want to give the team a real kick in the pants, Matrix actions on p. 180, SR6. Either test will
Mr. Tanaka could wake up around the corner be opposed by 4 dice. Trace Icon is an (Illegal)
and call up the team on a spare commlink that Electronics + Intuition Test and will also be
Jackie’s boys missed. If questioned, Jackie and opposed by 4 dice.)
the rest of the thugs will also admit what they If they track him down and free him, Shin-
did with little coercion, particularly if it means gen will be extremely grateful and offer the
they get to keep their lives. team additional compensation for the rescue.
He will, of course, expect them to deliver the
Scene 7 Shintai as they had agreed. Particularly since
they have already received their payment for
Do You Need the job.
Anybody? Debugging
The team may have trouble finding their
Tanaka-san, or conclude that he is already
Scan This dead. If they do, they may seek other ways
The runners need to find the real person to off-load the item they have recovered. The
who hired them. Or offload some extra goods. Shintai itself, is worth very little as a magical
artifact, going for a market price of only 500
nuyen. It is worth much more to an interested
Tell It to Them Straight party, and any contacts used to attempt to
You’ve heard of Mr. Johnsons that dou- fence it will tell the group that up-front. If
ble-cross, but a Tanaka-san that doesn’t even they continue to push simply fencing the
want the item he hired you to retrieve? That mirror quickly, they can earn a little bit more
can’t be right. So if that fragger wasn’t real- selling it as an antique, approximately 5,000
ly Tanaka-san, where’s the real deal? You’ve nuyen (total), but doing so will eventually
been left holding the money and the goods. It’s get back around to the group as they get
probably worth something to someone. Time a reputation for callously selling family
to find the proper person to take it off your heirlooms.
hands. With some research or proper guessing,
the team may learn that this relic is associated
with the Mita-gumi and can attempt to
Behind the Scenes contact Ando Daisuke. Daisuke-san will
The time has come for the team to really reward the team for their service in keeping
off-load the goods and get the job finished. this incident from becoming public, and he
The real Tanaka-san is locked up in the trunk will consider their debt fulfilled. If things got
of his car nearby. With some investigation, out of hand, and public attention was brought
they can use his commlink, retrieved from down on this incident, he will still pay them
Jackie, to identify his vehicle and track its lo- for returning the relic, but they will still owe
cation to discover him. SR5: Tracking down a debt for the trouble that they have brought
a device takes a Trace Icon action, which re- about.
shadowrun Missions//09.02 PAGE
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Picking Up Reputation
Shadowrun, Fifth Edition
the Pieces During the adventure, runners may perform
actions that will add to their Street Cred, No-
Nuyen toriety, or Public Awareness (p. 372, SR5). Be-
sides the scenario specific gains listed below,
6,000¥ each + 500¥ per net hit, for a max- gamemasters should consider the characters
imum of 8,500¥, for turning over the mirror actions throughout the game and award addi-
to Jackie. tional points as appropriate. If a player earns
Public Awareness or Notoriety, don’t be afraid
Karma to give them extra points.
• +1 Street Cred if the players pull Shingen
• 1 Karma—Retrieving the Mirror. from the trunk.
• 1 Karma—Pulling Shingen from the • +1 Notoriety for the gravely injures a
trunk of the car. police officer in Scene 4 (more than half
• 2 Karma—Surviving the Adventure of their physical boxes)
• 2 Karma—Overall Adventure Challenge
Shadowrun, Sixth World
Gamemaster Reward During the adventure, runners may perform
When running this adventure, you may actions that will add to their Reputation and
choose to count the Mission as “played” for Heat (p. 232, SR6). Besides the scenario spe-
their personal Shadowrun Missions character. cific gains listed below, gamemasters should
You must choose to do this the first time you consider the characters actions throughout the
run this Mission only, and take the optional game and award additional points as appro-
results to match those the team you gamemas- priate.
tered for earned. You may not choose to wait • –1 Reputation if the runners fail to res-
for a “better” attempt to choose your rewards. cue Shingen from the trunk of his vehicle
You’re on the honor system here, so please • +1 Reputation if the players get Tsun-
don’t skew the adventure to help the players de-san to peacefully give them the mir-
gain extra rewards just so that you can get bet- ror.
ter results. • +2 Heat Modifier if any runner gravely
You will earn a flat amount of karma and injures a police officer in Scene 4 (more
nuyen, regardless of how well (or poorly) the than half of their physical boxes)
players do, listed below. For other Missions
results and rewards that you track on the De-
briefing Log (Objectives completed, reputation Contacts
and contacts earned, etc.), take the average re- Successfully completing objectives or per-
sults of the group you’re gamemastering for. forming the actions listed below will earn char-
So if four out of six players earned a point of acters specific Missions contacts at a Loyalty
notoriety, you will earn one as well. If only of 1, and should be given the Contact Sheet in-
two players out of five earn a +1 Loyalty with cluded with this Mission. If they already have
Ando, you would not get that +1 Loyalty. that contact, they gain a +1 loyalty to that con-
Along those lines. tact (up to a maximum of 4).
• Karma Earned: 6 Characters might interact with NPCs not
specified by the Mission, and may earn these
• Nuyen Earned: 7,000¥ NPCs as a contact at Loyalty 1. They may also
work with non-Mission specific contacts that
they have already earned or that they bought
at character creation, and gain a +1 Loyalty
to these contacts, with a maximum Loyalty of
shadowrun Missions//09.02 PAGE
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4. Gamemasters should not grant these lightly, Ms. Takei
and players should have to work to earn these
Contacts to Ask, or Knowledge Skills to
contacts by going the extra mile to impress the
Use: Fixers, Tanaka-san, Shadowrunners
NPC, offering up favors, or paying them well
above the standard rates for information or Contacts Matrix Search Information
services. 0 0 Mistake? What mistake? You
called me …
• +1 Loyalty with Hiroko Takei (Connec- 1 1 Takei-san? Haven’t heard much
tion Rating 3) if the successfully com- about her.
plete the Mission 2 3 Ms. Takei is the handle of a local
fixer, but there isn’t much else
• +1 Loyalty with Ando Daisuke (Connec- about her.
tion Rating) for respectfully engaging 3 — You don’t see many fixers out
with him before operating in his territo- there with a clean slate, but no-
ry body has anything bad to say
• +1 Loyalty with Tetsuya Sakai (Connec- about her at least. If she’s looking
to put together a team, there’s a
tion Rating 3) if the successfully com-
good chance she wants things to
plete his task work out, just good for business.
• -1 Loyalty with Tetsuya Sakai (Connec- 4 6 There have been more frequent
tion Rating 3) if they force the chip from calls going out recently with her
him credentials attached. She is start-
ing to make some sort of move.
• +1 Loyalty with Shingen Kotaki (Con-
5 — I hear she just came into town
nection Rating 3) if they successfully de- recently. She probably has a lot
liver the mirror to him riding on starting up business. If
her first big job that she is putting
together fails, it’s just as bad for
Legwork her image as it is for the team that
gets put through the ringer.
When a PC gets in touch with a contact,
make an unopposed Connection + Connection
test for the contact. The results of this test de- Kurabu Wasureta
termine how many ranks of information the (Club Forgotten)
contact knows about the question. If the rele- Contacts to Ask, or Knowledge Skills to
vance of the subject is a specialty of the con- Use: club-goers, musicians, Yakuza members
tact, they get +3 to this test. The player then
makes an unopposed Charisma + Etiquette + Contacts Matrix Search Information
Loyalty test, the results of which determine 0 0 I think I’ve heard of it, but I can’t
how many ranks of information the contact remember.
is willing to divulge for free, up to the max 1 1 It’s a club in central Edogawa. It’s
ranks of information they know. If the contact mostly electro-pop and dance, but
sometimes they do special shows
knows more, they will require a payment of
catering to other musical tastes.
500¥-(Loyalty x 100¥, minimum 100¥) per I hear Airi Momoi is playing there
rank of information they still know. soon.
If the PCs have worked all of their contacts, 2 3 It is owned and run by Daisuke
and are still missing important information, Ando, some sort of Yak crime
they may request that a contact ask around. If boss.
they do so, have the Contact make an extended 3 — It’s weird, but for a club you can’t
(Connection + Connection [1 hour]) test. Addi- score any drugs or BTLs there. It’s
like the club goes out of its way to
tional information will be available at a cost of
disappear the dealers that even
1,000¥-(Loyalty*100¥, minimum 200¥). get into the neighborhood.
A Matrix Search action (p. 241, SR5) may 4 6 I once went to the Concrete
also be utilized to gather information from the Dreams reunion tour when they
following charts, using the appropriate thresh- played Club Forgotten. I bumped
olds and search times. into some government bureaucrat
shadowrun Missions//09.02 PAGE
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keepers
from the Mayor’s Office who was Tsunde-san
buying everyone drinks. Nice guy,
big smile, receding hairline, had Contacts to Ask, or Knowledge Skills to
two guys with suits and shades Use: Fences, Locals, Talismongers
following him everywhere.
5 — There is an entrance in the back Contacts
Matrix Search Information
that goes to a private stair up to 0 0 I’m not into that whole prickly on
the Yak boss’ office. If you want the surface, but really lovey-dov-
to see him, bring a gift. I hear he ey later types …
likes traditional wall scrolls. 1 1 Well, that word means to pile
things up. If a person is well
known enough to be called that,
Shintai Mirror they must be pretty well known
Contacts to Ask, or Knowledge Skills to for letting things … well … pile up.
Use: Talismonger, Shinto Followers, Yakuza 2 3 The address there is private resi-
dence, probably someone’s home.
Contacts Matrix Search Information 3 — You’ve never heard of Tsun-
0 0 Need a new interior decorator? de-san? He’s a well-known hoard-
Strategic mirrors can make a er in the area, collects all sorts of
space seem larger. stuff. I hear his neighbors are glad
1 1 I’ve seen mirrors like that in some that he keeps things confined to
homes; I think it’s a religious his property. And the nearby mer-
thing. chants use him to get rid of their
2 3 Small mirrors are a common cen- junk that doesn’t sell.
ter-piece of a Shinto Kamidana or Note: A glitch at this level means
that the contact also tells them
family shrine. They are used as
that he has valuable magic items.
Shintai, which hold the kami/spir-
4 6 There was an article a while back
it of the shrine.
about a man that caused a bit of a
3 — (If shown the actual mirror) Those
ruckus dealing with an intruder on
markings along the stand seem
his property. He became quite agi-
unique.
tated when a solicitor accidentally
4 6 Shintai usually hold an important
damaged one of his belongings.
place in a family shrine, but they
Note: A glitch at this level con-
wouldn’t be worthwhile for any-
fuses the circumstances and in-
one else to take it. They aren’t
dicates that there was a strong
exactly worth very much.
magical response to the intrusion,
5 — I think that Shintai belongs to the
and police had to come to the aid
Kotaki family, they’re probably
of the solicitor.
going to want it back.
5 — There has been some speculation
that this Tsunde-san collects rare
Shingen Kotaki and unique magical goods, but it
is mostly just talk. He might have
Contacts to Ask, or Knowledge Skills to a few knick-knacks and magical
Use: Yakuza, Neo-Tokyo Political Figure trinkets, but probably nothing in-
credibly valuable.
Contacts Matrix Search Information
0 0 Gaming fan? I hear they have all
the best news. Jackie
1 1 Relatively well-off family, branch (Crew of Local Street Toughs)
family of a bigger family I think.
3 — They have connections to the Contacts to Ask, or Knowledge Skills to
Yakuza I think. Use: Locals, Grifters, Street Gangs
4 6 The family has affiliations with
the Mita-gumi Contacts Matrix Search Information
5 — The Mita-gumi have a highly 0 0 Are you calling to report a crime?
tiered hierarchy, the Kotaki family That’s what the police are for.
isn’t very high up the food chain, 1 1 Sounds like a small group of petty
but they fall in the pecking order criminals.
somewhere. 2 3 There hasn’t been any word on
shadowrun Missions//09.02 PAGE
finders 29
keepers
the street about any big jobs be-
ing pulled in the area. Must have Cast of Shadows
been a spur of the moment kind
of thing. Shadowrun, Fifth Edition
3 — A group like that probably needs
to keep one step ahead of the Ando Daisuke
police if they are going to get
away with some of the stuff they
(Human Male, Mita-gumi Kyodai)
do. They either don’t get caught Extremely loyal to the Mita-gumi and his
red-handed very often, or they shateigashira, Ando is a fervent traditionalist.
know somebody that can talk Underestimated by many due to his age and
their way out of trouble.
4 6 A group matching that descrip-
unwillingness to abandon the man he swore an
tion can be linked to a number of oath to serve, he is slated to take his master’s
crimes in the area. Mostly petty place when the old shateigashira retires with
theft, extortion, and the like. They the oyabun’s blessing. Operating out of Club
are a few cases of battery, mostly Forgotten, Ando is involved in prostitution
muggings, but they don’t seem to and human trafficking, but an incident with
have stepped up to murder. his own daughter has soured him to narcotics
5 — I think I’ve heard of this group. and BTLs. Consequently, he doesn’t allow his
Led by a guy that goes by Jackie.
That guy has a way with words,
kobun to sell narcotics.
and always seems to have a plan.
I wouldn’t be surprised if he found
ando daisuke
himself diving into the deep end
by accident someday. B A R S W L I C EDG ESS
5 2 3 3 6 6 5 4 3 3.6
Initiative: 9+2d6
Condition Monitor: 11
Limits: Physical 5, Mental 8, Social 6
Armor: 11 (Berwick Suit, bone lacing, orthoskin)
Skills: Automotive Mechanics 2, Blades 4, Con 6, Demolitions 2,
Etiquette 7, Forgery 3, Industrial Mechanic 1, Intimidation 3, Lead-
ership 5, Negotiation 7, Pilot: Aircraft 2, Pilot: Ground 5, Pilot Water-
craft 2, Pistols (Revolvers) 7 (+2), Running 2, Sneaking 4, Unarmed
Combat 2
Knowledge Skills: Administration 6, Business 4, Corporations 3,
Economics 9, Neo-Tokyo 5, Smuggler Routes 5, Smuggler Safehous-
es 5, Yakuza 7
Qualities: First Impression, Made Man, Aged
Augmentations: Bone lacing (aluminum, alphaware), datajack, or-
thoskin rating 3, Reakt (+2 to defense tests), synaptic acceleration
Gear: Fuchi Cyber X-7 commlink DR 7
Weapons:
Ruger Super Warhawk [Heavy Pistol, Acc 6, DV 9P, AP –6,
Modes: SS, RC 2, Ammo Capacity 6(cy), Custom Look,
Personalized Grip, Quick Draw Holster]
Shingen Kotaki
(Human Male, Mita-gumi Accountant)
Distant relative to the Mita-Gumi oyabun,
Shingen’s family has always had deep Yakuza
ties. This granted him great privilege but
shadowrun Missions//09.02 PAGE
finders 30
keepers
came with the constant pressures of giri, his Tetsuya Sakai
obligations to the family and keeping face.
(Oni Male, Inagawa-kai Kyodai)
Tradition contributed to his belief that he was
fated to serve the gumi, but the frightening A blue-skinned Oni with several cybernet-
events of the Mita-Watada war pushed him to ic limb replacements, Sakai is a boisterous
becoming a shingiinn, or Yakuza accountant. and kyodai in the Inagawa-Kai. Despite his
With the deaths of so many people he has affable demeanor, his temper can be quickly
known, Shingen has become guarded, some eroded, leading to violent outbursts that end
say paranoid. He prefers to meet through poorly for the source of his ire. Sakai mostly
proxies and his thinking has become more runs protection and is often out with his crew
self-centered; recent activities are meant to collecting insurance payments from the vari-
improve his life, rather than serve the interests ous businesses in his territory. The oni in his
of the gumi. Hawaiian shirt, cargo shorts, and beach shoes
is a common sight on the streets of Harajuku.
Shingen kotaki
tetsuya sakai
B A R S W L I C EDG ESS
2 2 3 2 4 6(8) 4 3 3 5.41 B A R S W L I C EDG ESS
7 6 3(5) 5 4 2 2 5 4 0.65
Initiative: 7 + 1d6
Condition Monitor: 9 / 10 Initiative: 5(7) + 3d6
Limits: Physical 3, Mental 11, Social 6 Condition Monitor: 14 / 10
Armor: 12 (Executive Suite) Limits: Physical 8, Mental 4, Social 6
Active Skills: Blades 3, Con 5, Etiquette 3, Forgery 5, Negotiation 3, Armor: 17 (Armor vest, ballistic mask, cyberware)
Palming 4, Perception 3, Pistols 3, Sneaking 4 Active Skills: Intimidation 4, Negotiation 4, Perception 3, Running
Knowledge Skills: Accounting 8 (Cooking Books +2), Business 7, 2, Sneaking 3, Unarmed Combat 6(7) (Subduing Combat +2)
Organized Crime 7 Knowledge Skills: Neo-Tokyo Sprawl 2 (Shinjuku +2), Pranks 4,
Languages: Chinese 3, English 5, Japanese (Native) Yakuza 4
Qualities: Analytical Mind, College Education, Innocuous, Made Languages: English 1, Japanese (Native)
Man, Master Debater, Disheveled, Paranoia, SINner: Japan Qualities: Agile Defender, Better to be Feared than Loved, Biocom-
Augmentations: Datajack (betaware), cerebral booster 2 (bet- patibility (Cyberware), Made Man, Alpha Junkie, Impassive, SINner
aware), mnemonic enhancer 3 (alphaware) (Japan), Striking Skin Pigmentation (Powder Blue)
Gear: Fuchi Cyber-X7 (device rating 7 commlink), Executive Suite, Augmentations: Cyberarm (obvious), left arm (main) with 3 cyber-
Cereprax (1 dose), Concealed Holster fingers (fingerlighter, glasscutter, finger pistol), Agility 10, Strength
Weapons: 8, Enhanced Armor +2; cyberarm (lower, Obvious), right arm (off)
Beretta 201T [Light Pistol, Acc 6, DV 6P, AP —, Modes: SA/BF, with Agility 6, Strength 5, Enhanced Armor +2; cyberleg (lower,
RC 3, Ammo capacity 21(c), w/ folding stock and 21 rounds of obvious), left leg with cyber shotgun: Cavalier Falchion, Agility 6,
regular ammo] Strength 5, Enhanced Armor +2; cyberskull, partial with Sensor rat-
Katana [Sword, Acc 7, Reach 1, DV 5P, AP –3] ing 4 (Ultrasound); cybereyes (rating 2 with flare compensation, im-
age link, low-light vision, smartlink, thermographic vision; damper)
wired reflexes 2
Note: Shingen is biased against non-hu- Gear: Pulse Wave commlink (DR6), armor vest (worn under his ha-
mans, foreigners, and characters that behave waiian shirt), ballistic mask, 2 doses of jazz
Weapons:
with non-conservative manners (GM discre- Finger oistol [Light Pistol, Acc 5, DV 8P, AP –1, SS, RC 4, 1 (m), w/
tion). internal smartgun system]
Fist [Unarmed Strike, Acc 8, Reach —, DV 8P, AP —]
Knee (Special) [Unarmed Strike, Acc 8, Reach 0, DV 13P, AP
–4, Ammo Capacity 8 (m), if Sakai has an opponent held
in a grapple, he may choose to attack with a knee strike,
triggering the cybershotgun (this is the only way he can use
this weapon), count the current net hits of the maintained
grapple as the net hits for the attack for the purposes of
determining damage.]
finders 31
keepers
Shadowrun, Tetsuya Sakai
Sixth World (Oni Male, Inagawa-kai Kyodai)
tetsuya sakai
Ando Daisuke B A R S W L I C EDG ESS
(Human Male, Mita-gumi Kyodai) 7 6 3 (5) 5 4 2 2 5 4 0.55
DR I/ID AC CM MOVE
ando daisuke 18 7/3 A1, I3 16 / 10 10/15/+1
B A R S W L I C EDG ESS
Skills: Athletics 2, Close Combat 4 (5) (Unarmed +2), Con 5, Influ-
5 2 3 3 6 6 5 4 3 3.55
ence 4, Perception 3, Stealth 3
Knowledge Skills: Neo-Tokyo Sprawl, Pranks, Shinjuku, Yakuza
DR I/ID AC CM MOVE
Languages: English, Japanese (Native)
12 9/2 A1, I3 11 / 11 10/15/+1 Qualities: Agile Defender, Built Tough 1 (ork trait), Biocompatibility
(cyberware), Low-light Vision (ork trait), Made Man / SINner (Japanese
Skills: Athletics 2, Close Combat 2 (Blades +2), Con 5, Electronics
Imperial State, Criminal), Striking Skin Pigmentation (powder blue)
2, Engineering 1 (Demolitions +2), Firearms 5 (Heavy Pistols +2),
Augmentations: Cybereyes [Rating 3 w/ flare compensation, image
Influence 5 (Negotiation +3, Etiquette +2), Perception 4, Stealth 4,
link, low light vision, smartlink, thermographic vision], damper, ob-
Piloting 2
vious cyberarm: left [Agility 10, Strength 8, biomonitor, enhanced
Knowledge Skills: Administration, Business, Corporations, Eco-
armor 2, fingerlighter cyberfinger, finger pistol cyberfinger, glass-
nomics, Neo-Tokyo, Smuggler Routes, Smuggler Safehouses, Yakuza
cutter cyberfinger, spurs] (alphaware), obvious cyberleg: left [Agili-
Languages: English (Expert), Japanese (Native)
ty 6, Strength 5, cyber shotgun (Cavalier Falchion), enhanced armor
Qualities: First Impression, Made Man / Aged, SINner (Japanese
2], obvious cyberarm: lower right [Agility 6, Strength 5, enhanced
Imperial State)
armor 2, internal air tank 1, snakefingers] (alphaware), obvious cy-
Augmentations: Aluminum bone lacing (alphaware), datajack / or-
berskull: partial [Pulse Wave implanted commlink [Device Rating 6,
thoskin 3 / Reakt (+2 to Defense Tests), synaptic acceleration
D/F 3/1], ultrasound sensor 4] (betaware), reflex recorder: Unarmed
Gear: Transys Avalon commlink [Device Rating 6, D/F 3/1], kimono
Combat (betaware), titanium bone lacing (alphaware), wired reflex-
(lined coat, +3)
es 2 (alphaware)
Weapons:
Gear: Armor vest (+3), ballistic mask, jazz (2 doses), open-toed san-
Ruger Super Warhawk [Heavy Pistols, DV 4P, SA, 6 (cy),
dals, wardrobe of Hawaiian shirts
8/11/8/—/—, w/ custom look]
Weapons:
Katana [Blades, DV 4P, 13/—/—/—/—]
Cavalier Falchion [See note, DV 6P, 8(m), 10/—/—/—/—]
Unarmed Strike [Close Combat, DV 4P, 8/—/—/—/—]
Finger pistol [Agility -1, DV 2P, SS, 1(m), 12/7/—/—/—]
Spurs [Unarmed, DV 3P, 12/—/—/—/—]
Unarmed strike [Unarmed Combat, DV 4P, 13/—/—/—/—]
Shingen Kotaki
(Human Male, Mita-gumi Accountant)
shingen kotaki
B A R S W L I C EDG ESS
2 2 3 2 4 6(8) 4 3 3 5.41
DR I/ID AC CM MOVE
4 7/1 A1, I1 9 / 10 10/15/+1
Earned:
Spent:
GM's Signature
Remaining: