DENVER:
RIPPING REALITY DENV DENVER ER LITE LITERA RALL LLY Y RIPP RIPPIN ING G AP APART ART . . . . . . 3
CREDITS Writing: Scott Schletz, R.J. Thomas
RIPPING REALITY. . . . . . . . . . . . . . . . . . . . . . . . 4 INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . 5 SCENE 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 SCENE 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 SCENE 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 SCENE 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 SCENE 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 SCENE 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 SCENE 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 PICKING UP THE PIECES . . . . . . . . . . . . . . . . 59 59 LOOSE ALLIANCES . . . . . . . . . . . . . . . . . . . . . 64 64
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CONTENTS & CREDITS
Line Developer: Jason M. Hardy Cover and Internal Layout: Matt “Headbanger Ball” Heerdt Art Direction: Brent Evans Cover Art: Alyssa Menold Internal Art: David Dotson, Jeff
Laubenstein, Chad Sergesketter Sergesketter
DENVER LITERALLY RIPPING APART PEOPLE DISAPPEARING TO WHO KNOWS K NOWS WHERE? WHER E? AUTHORITIES AUTHORITI ES SILENT, POWERLESS TO DO ANYTHING BY LENI GUNSEL, CHIEF EDITOR
over, over, ripping into my arms, legs, and neck. I turned around to see what was happening, and it was hands! All these hands! Nothing but hands! They rushed toward us, and they left me alone but they grabbed my husband! He tried to fight them off, but it was like he was trying to hit air. They pulled him back to where they came from, a large hole in the middle of the tree. He disappeared inside, and so did the hands. I ran to find him, but the tree was empty. The hands were gone. He was gone.” gone.” MONKEYS STOLE EVERYTHING I HAVE
Benjamin Corliss, UCAS sector resident, tells us: “I’m not The news from Denver Denver is not good, good, my friends. You You know wealthy or anything. I’ve got a few nice things, sure, but I’ve that little affair people are calling the Yellowstone Calamity, the big rumble that seems to have left a permanent tear in worked hard for everything I have. I’ve got a nice apartment the metaplanes? Well, compared to what I’m hearing about and I take care what I have. So you can imagine I get upset what’s going on in Denver, Denver, that’s just an appetizer. An open- when other people i n the building don’t take care of things like I do. I come home late one night after a long day of trying ing act. A calling card. The stuff I’m hearing about is so bad, it’s tough to get to convince sluggards to do their jobs, and the door next to any sort of top-down picture of it. The best I can say is that it my apartment is wide open, and the place inside is trashed. seems like the whole fabric of reality is tearing itself, leaving Lots of it seems to have been stripped bare, while the furniture was torn apart. I stuck my head in the apartment, didn’t gaping holes behind. And what do you get when you leave holes in reality? That’s right, my friend: unreality. The tap see anything moving, so I decided to mind my own busikeeps getting turned on, and bad craziness keeps flowing out. ness and go home. But pretty much the second I open my door, monkeys—at least they seemed like monkeys, and they It’s filling the streets, and it’s taking plenty of people with it. Why is it happening? How do you stop it? Those are the certainly howled like them—streamed out of the neighbor’s billion-nuyen questions, my friends, and the good news is place and grabbed everything I had. Everything! Even my there’s a certain pale dragon who’d lo love ve the answers to those brand-new Xiao 9000 Soy Squeezer! What do monkeys want was a total disaster!” disaster!” questions, and he happens to have a billion nuyen just sitting with a Soy Squeezer? It was around. Just be careful—the right answer could make you a fortune, but the wrong answer could make you lunch. When THE NI GHT CR EATUR ES HAVE CO ME! Pontifaxius of the Aurora Warrens tells me (verbatim): the stakes are this high, the patience of a dragon wears thin. “The night is not dark! Not dark! So many things are so much But Leni, you’re saying, all of this is so vague. You’re not telling me what’s really happening on the ground. Well, may- darker. Dark as their souls, dark as filth. They lurk everywhere, behind cars, behind homes, behind your eyes! They’re coming be I haven’t, yet, but I’m about to. Here are some of the stories out now! They tear up reality, they chew it up and spit it out, I’ve picked up. they feed on it, they feed on us, they feed ! You think you can stop them? You think anything can stop them? Nothing can A THO USAND HANDS stop them, because you can’t stop nothing!” GRABBED MY HUSBAND! Louise Costa, CAS sector resident, tells us: “My husband You You may not understand all of this—I sure as hell don’t— and I went for a nice night out at the Buckhorn Exchange but I know it’s my duty to share it. To warn everyone about in the Hub, and then for a nice walk in Lincoln Park. At the north end of the park, we pass an old tree and then hear a what I’m seeing. tremendous cracking blast. Splinters and wood chips flew all You You have have been warned.
CONTENTS & CREDITS
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DENVER:
RIPPING REALITY “Can’t wait for this to be done” The words words echoed echoed in Connor’s Connor’s mind mind for for a few moments moments afafter he muttered them. He was nervous, even a bit jumpy as he walked walked through through the drizzle drizzle towards towards Sam’s No. 3 diner. diner. It wasn’t wasn’t the Zone Defense Force armored vehicle parked nearby, solider in mil-spec armor scanning the area from the top turret. Nor was it the eerie quiet compared to the chaos happening elsewhere in the rest of the FRFZ. No, it was the damn job; weirdest one he’d ever had. Even though the block was practically abandoned, Sam’s was still open for business. business. Its bright lights and neon signs were like like a defiant light light in the darkness, darkness, proclaim proclaiming ing that they they weren’t weren’t going going anywher anywhere. e. Not that he cared. Connor was beyond done with this city. There were too many many complications complications coming, complications complications Connor wasn’t going to deal with. Moving on was nothing new. He did it once, he’d do it as many times as necessary. Still, five years was a good streak. It was easy to see Mr. Johnson sitting inside of Sam’s through the massive front windows. Connor hated that; it was too exposed, too easy to be seen. It didn’t make any sense. But then, nothing about this Mr. Johnson did. Connor swung the door open, welcoming the rush of warm air against the wet chill from outside. At one of the booths was Mr. Johnson. On his right sat a plate with the remnants of what he guessed was a massive burrito. To his left, a half-empty kaf mug near the table’s edge, the universal signal for “refill.” But what caught Connor’s attention as he approached were the cards laid out before before Mr. Johnson. Johnson. He knew a little about magic, mostly to avoid it, but recent street buzz made him wonder if … “No, my good sir, they are not what you think, trust me,” Mr. Johnson said, as if reading Connor’s mind. Connor hated that, too. Rather than show irritation, he simply plopped down across from Mr. Johnson. Instead of the tailored business suit he wore the last time they’d met, Mr. Johnson now sported a battered leather jacket adorned with pins, buttons, and other flare Connor didn’t recognize. “Can I order you something, Mr. Rhys? The kaf here is quite good, and an associate of mine highly recommended the stuffed burrito.” Mr. Johnson brushed a strand of errant hair
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over his pointed ears. Not bothering to look up from his cards, he laid another down and grimaced. Connor tilted his head back and exhaled in frustration. He learned at their first meeting not to question, just wait and follow Johnson’s lead. Fragging keeb. “Did you deliver the final message precisely as instructed?” Connor’s snapped his head back. “Yeah, exactly as you instructed. Pain in the hoop, but I got it done.” Mr. Johnson nodded, his gaze locked with Connor’s “And what exactly was Ms. Fairborne’s reaction? And please, no editorializing this time.” Connor began painstakingly recreating the scene—how he broke into the home of acting UCAS Representative Sharon Fairborne, and her reaction when he extended the “invitation,” right down to her body language. Sometimes having a photographic memory sucked. “… and she didn’t, or couldn’t, stop shaking. After approximately fifty-five seconds, she said she would accept, against her better judgment.” Mr. Johnson again nodded. “Thank you Mr. Rhys. And as agreed, here is the final installment of your payment.” Connor snatched the credstick from Johnson’s outstretched hand. Why did he have to do this dog-and-pony show instead of, oh, sending a written report or electronic transmission? Frag this Johnson, frag this city. “Will I be able to make use of your services in the future?” “Don’t bet on it,” Connor snipped as he slid from behind the booth and bee-lined out the door. The wind had picked up, and bits of trash and debris swirled about the street. Connor shuddered as he pulled his coat collar up—only to look down and see the targeting t argeting laser on his chest. He followed it back to the roof across the street. Looking up with a sneer, sneer, he extended extended his middle middle finger. finger. But instead of feeling a sharp pain in his chest, Connor saw rays of light from behind him. On reflex he turned to look, only to see a gaping maw, filled with razor-sharp serrated teeth dripping with viscous black fluid, coming at him. It was the most horrendous, nightmarish thing Connor Rhys had ever seen, the image seared into his mind for the rest re st of his life. All thirty seconds of it. Back in the diner, Mr. Johnson tilted his head and finished his kaf while watching the scene play out in the street. “Well. That’s new.” new.”
INTRODUCTION INTRODUCTION Ripping Reality is the third of the Denver Ad ventures series for Shadowrun, Fifth Edition. It gives players the opportunity to
MAIN SECTIONS This book is organized into sections to assist with running the adventure: • Preparing to Play: A plot synopsis, necessary background information, and other useful details and data. The adventure itself, broken down into inScenarios: • dividual scenarios/scenes • Picking Up the Pieces: Information about wrapping up the game. This includes and aftermath, money/Karma rewards, and information pertaining to legwork. • Cast of Shadows: Profiles of the primary NPCs with whom the player characters will interact during the adventure.
experience events transpiring in the Denver Front Range Free Zone. The city is on edge after the events mentioned in Storm Front (Lightning in Denver chapter) and the previous adventures, Serrated Edge and and False Flag. Ripping Reality is an adaptable adventure; gamemasters can adjust it to suit their player’s skills and/or team composition. The adventure centers on runners investigating reports of a great conspiracy amid a city that is scrambling to evacuate before an ominous deadline imposed by the great dragon Ghostwalker. All the while, reality seems to be liter ADVENTURE SCENARIOS ally tearing itself apart. Players should stop reading now. The rest of Ripping Re- The advent ure plays out over a ser ies of sequential scenes. ality is for gamemasters only. It lays out the plots, characEach scene contains the following subsections: ters, and secrets in the adventure. Reading beyond beyond this point • What’s Up, Chummer?: A brief summary of the would reveal reveal major spoilers. events in the scene. Tell It To Them Straight: A text selection that can be • read directly to the players or paraphrased when they PREPARING THE ADVENTURE reach specific points in the scene. Ripping Reality uses Shadowrun, Fifth Edition (SR5). How This section offers hints on mood for the sceHooks: • ever, many of the characters and gear presented are from nario. It also reminds the gamemaster of twists and additional core SR5 products, including (but not limited to): hidden information that the player characters may or Chrome Flesh, Data Trails, Rigger 5, Run 5, Run & Gun, Run Faster, and may not discover. Street Grimoire. Historical information concerning Denver • Behind the Scenes: The mechanics behind each can be found in the Shadowrun, Fourth Edition (SR4A) book scene, including NPC motivations, secrets, or speSpy Games, Sixth World Almanac, and the transition book cial instructions/information. Places of interest along Storm Front. with any grunt NPCs NPCs stats are also found here. • Pushing the Envelope: Suggestions on altering the scene to provide more of a challenge. ADVENTURE ADVENT URE STRUCTURE STR UCTURE • Debugging: Suggestions for dealing with any potenIn Ripping Reality, the players travel to and around Denver tial problems. to investigate specific locations and individuals. The gamemaster can run all objectives or choose only those objecNON-PLAYER CHARACTERS tives best suited to the group. They can also add additional Non-player characters (NPCs) are essential to any advenobjectives to expand this adventure into a full campaign. ture. NPCs include allies, enemies, and contacts with whom the player characters interact with. Relevant NPCs have pro-
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GAMEMASTERING THE ADVENTURE Listed below are suggestions that should help the adventure run more smoothly.
STEP ONE: READ THE ADVENTURE Read through the adventure before introducing it to your group. Being familiar with the adventure lets you see how everything connects. This helps you adapt when your players (inevitably) come up with something not in the adventure.
STEP TWO: ASSESS THE ADVENTURE Rarely does an adventure go exactly as it’s written. Some may want/ need more of a challenge while sometimes adjustments for specialized teams (such as all mages) may be needed. Others may switch NPCs for characters with whom the players are more familiar. Assessing the adventure lets you customize it to make it more enjoyable and fit your own gamemastering style.
STEP THREE: KNOW THE CHARACTERS You should have complete information on each of the player characters prior to the adventure so you can assess their individual (and group) skills, contacts, and abilities. For example, if a scene calls for them to fly a plane and no one has the Pilot Aircraft skill, you may need to tweak the scene. If a character is sidelined for parts of the story because of lack of abilities or skills, consider adding scenes that play to that character’s strengths.
STEP FOUR: TAKE NOTES Written notes keep things organized and make it easier to present the adventure smoothly and effectively. Taking notes during the adventure, including the things the players do and say, and the choices they make is useful in awarding Karma and handling contacts at the adventure’s conclusion. More importantly, the choices made in one game will affect the players’ options—and the consequences they face—in the next adventure. Players will sometimes make choices they’ll regret, and in the shadows that means there’ there’ss a good chance those decisions will come back to haunt them.
STEP FIVE: DON’T LET THE DICE RUN THE GAME Dice rolls are used to determine the outcomes of events in a roleplaying game. However, sometimes these rolls interfere with the story. As gamemaster, you have the authority—and the responsibility— to tweak the dice to enhance the story. As a rule of thumb, don’t fudge the die rolls to hurt player characters, but an occasional tweak might help them out (going from death to serious injury for example) or recover the story from a catastrophic catastrophic run of bad luck. luck.
STEP SIX: DON’T PANIC!!! You will make mistakes. Everyone makes mistakes. Forget a rule, misread a scene, or forget an important clue—don’t worry! You’re there is to have fun, which is more important than a flawless performance. When a mistake is made, do your best to straighten things out an d move forward.
files/stats in the Behind the Scenes section, while major NPCs who appear in multiple scenes are listed in the Cast of Shadows section at the end of this book. Gamemasters can tweak NPCs to make them more (or less) challenging opponents (see Prime Runners p. 385, SR5) as needed. NPCs groups benefit from Group Edge (p. 380, SR5), while indi vidual NPCs use t heir own Edge.
BACKGROUND On February 10, 2079, approximately three weeks prior to this adventure’s start, the great dragon Ghostwalker shocked the world when he announced that he was claiming sole jurisdiction over the Front Range Free Zone and kicking the governments of the CAS, PCC, Sioux Nation, and the UCAS out of Denver. He claimed they had failed to properly administer the FRFZ and protect its citizenry, and he also claimed they were all complicit, or at least negligent in preventing, an assassination attempt targeting him. The various governments were given one month to evacuate or face the consequences. In short, he got tired of their drek. But in reality, this was all part his design to get the governments out of his territory; he was simply enacting it ahead of the original schedule.
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Despite the vehement protests and military posturing by the CAS and UCAS governments, Ghostwalker has moved forward with his plans. Currently, there are eight days until the deadline, and the various nations are scrambling to get their assets and citizens out while the desperate look toward more, well, desperate means. And all the while the Zone Defense Force (loyal to Ghostwalker) is omnipresent. Chaos reigns supreme in the formerly free city of Denver. Denver. But there’s been a recent, odd development in Denver. Rumors and sketchy reports tell of so-called “rips in reality” that have been sighted all over the FRFZ. Some of these are minor and only last a short time, but there are reports of beings and spirits of varying types and intent coming through, while unlucky unlucky individuals individuals fall fall through through or are are sucked sucked into them. However, However, amid the chaos, these reports are either being denied or dismissed as some kind of scheme by Ghostwalker. If people only knew what the rips really meant …
RIPS IN REALITY: BACKGROUND AND RULES The rif ts that are appear ing all over Denver are the result of a narrowing of the connection between Denver’s location on the physical plane and its metaplanar counterpart. The
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exact reasons for this are explained later, but it’s basically THE MAW the result of Zebulon being pulled apart again. These rifts The Maw is a terr ible cre ature that is nothing but a massi ve create a bridge between Denver and its metaplane that almouth full of razor-sharp teeth and a pair of whiplike tentalows objects and creatures on both planes to switch spots. cles to lash out and pull things into said mouth. What this means for players is that any use of magic—be B A R S W L I C EDG ESS ED it a spell, summoning, enchanting, or adept power—has a 8 4 5 4 2 1 5 2 2 6 chance of opening a rift and bringing something over. Any time something is brought over, something from the physical 15/9 Condition Monitor plane shifts over to the metaplane as well. For story purposes, 6 Armor the items that shift over are usually objects or people in the Physical 7, Mental 3, Social 4 Limits vicinity of the rift. It won’t won’t be the player player characters until later. later. Physical Initiative 10 + 2D6 There are two ways ways to determine whether a rift opens. Perception 4, Sneaking 12, Unarmed Combat 5 Skills The first is an Edge test with a threshold of half the Force/ Enhanced Senses (Thermographic and Astral Critter Powers Rating/Level (rounded up) made by the magic wielder. For Vision), Natural Weapons (Bite and Whip Arms) adept powers without a rating or levels, use half the Power Bite [Unarmed Combat, DV 8P, AP –4] Weapons Point cost, rounded up. Yes, that means every time the adept Whip Arms [Unarmed Combat, Acc , DV 6P, AP –, Reach 3, Grab*] kicks on their Level 3 Improved Reflexes, they need to make * The Maw grabs any opponent it makes a successful attack against, even an Edge (2) Test. Even the simplest of power or spell use injust a grazing hit. When grabbed, the target can’t move away from the Maw volves an Edge Edge (1) Test. Test. Eventually they’re they’re going to miss one unless they use a Simple Action and succeed at a Strength [2] Test. If a target and, poof, they’re face to face with a pack of rabbids. stays grabbed, the Maw gets a +2 dice pool modifier on its next attack. The second way way is much simpler. The gamemaster gamemaster thinks to themselves, “I’m bored,” and poof, a pack of rabbids. DARK AMOEBAS Gamemater’s prerogative prerogative and all that. Possible critters to pop Dark amoebas are amorphous blobs of shadow that lash out through are listed on the table below. Creatures with dastard with black tentacles that are acidic to the touch. They vary ly intent are statted here; others, just described. Have fun! in size, but are relatively easy to destroy as long as you can get in one good hit. If not, they simpl y ooze around the hole and reform.
CREATURE TABLE 2D6
CREATURE
2
The Maw
3
Dr. Jekyll
4
Rabbids
5
Blips
6
Blinkers
7
Greed Monkeys
8
Fuzz-Spiders
9
Scratchers
10
Dark Amoebas
11
Shadow Claws
12
The Maw
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ESS
M
2
3
2
6
4
1
4
4
1
6
6
Condition Monitor Armor Limits Physical Initiative Skills
9/10
Qualities Critter Powers
High Pain Toleranc Tolerance e
Weapons
Shadow Slap [Unarmed Combat, Acc 6, Reach 2, DV 6S*, AP -2, *a successful hit does 6P acid damage even with a grazing hit]
Notes
The dark amoebas regenerate injuries quickly. If not killed in a single attack, they regenerate completely on their next Initiative Pass.
2 Physical 6, Mental 4, Social 6 6 + 2D6 Exotic Range Weapon (Venom Spit) 3, Perception 6, Sneaking 3, Unarmed Combat 5 Enhanced Senses (Thermographic and Astral Vision), Natural Weapons (Shadow Slap)
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RABBIDS Rabbids are adorable little bunnies that will rip your fragging throat out. Besides their seemingly elastic mouths full of needle-like teeth, they have venomous spurs on their back legs that they can use in a jumping attack. B
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2
8
7
1
2
1
6
2
8
6
6
Condition Monitor 9/9 1 Armor Limits Physical 4, Mental 4, Social 4 Physical Initiative 13 + 3D6 Gymnastics 8, Perception 6, Sneaking 3, Unarmed Skills Combat 6 Enhanced Senses (Thermographic and Astral Vision), Critter Powers Natural Weapons (Bite and Talon), Venom (Vector: Injection, Speed: Instant, Penetration: -4, Power: 12, Effect: Disorientation, Nausea, Physical damage) Bite [Unarmed Combat, DV 3P, AP –10] Weapons Jumping Talon [Unarmed Combat, DV 1P, AP –12, Reach 3] The foot of a rabbid is good luck. Cutting off and Notes taking the back left paw provides a single point of bonus Edge that can be used while in possession of the paw. Limit one.
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2
8
7
1
2
1
6
2
8
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6
Condition Monitor 10/10 0 Armor Limits Physical 5, Mental 4, Social 5 Physical Initiative 9 + 1D6 Skills Gymnastics 4, Perception 6, Unarmed Combat 5 Enhanced Senses (Thermographic and Astral Vision), Critter Powers Immunity (Pain), Natural Weapons (Claws), Venom (Vector: Injection, Contact, Speed: 1 Combat Round, Penetration: 0, Power: 12, Effect: Paralysis) Claws [Unarmed Combat, DV 4P, AP –2, Venom] Weapons
SHADOW CLAWS Shadow claws are vaguely humanoid shadow creatures that slash at their victims with pestilent talons, hitting their targets with a rapid-onset virus similar to VITAS. B
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4
9
8
2
2
1
8
1
1
6
6
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M
Condition Monitor 10/9 0 Armor Physical 6, Mental 4, Social 4 Limits Physical Initiative 17 + 4D6 Perception 8, Sneaking 12, Unarmed Combat 4 Skills Critter Powers Enhanced Senses (Thermographic and Astral Vision), Natural Weapons (Bite and Claws), Pestilence (Vector: Contact, Speed: 1 day, Penetration: -4, Power: 8, Effect: Stun damage, disorientation, nausea; each day the disease Power increases by 2 and the character must make another Toxin Resistance Test until the disease’s Power is reduced to 0.)
6
2
3
4
8
2
5
6
2
6
8
Weapons
BLINKERS Blinkers look like giant eyeballs with an eyelid and eyelashes. Their eye acts as a Decrease Reflexes spell that they use to slow enemies before charging them and impaling them on their eyelashes, which are more like steel spikes.
Condition Monitor Armor Limits Physical Initiative Skills
13/13
Qualities Critter Powers
Tough Toug h as Nails (Stun 1, P hysical 2)
Weapons
6 Physical 6, Mental 6, Social 9 8 + 1D6 Counterspelling 8, Perception 6, Spellcasting 9, Unarmed Combat 4 Enhanced Senses (Thermographic and Astral Vision), Innate Spell (Decrease Reflexes*), Natural Weapons (Eyelash spikes) Eyelash spikes [Unarmed Combat, DV 4P, AP –2(–6)**]
* The Decrease Reflexes spell is cast for free at a single target before the blinker attacks. The blinker suffers no drain from the spell and it can be cast at up to a Force of 16, but it is always cast at the minimum level needed to affect the target. ** If a blinker can get at least 4 meters to run, it increases the AP of the eyelash spikes.
SCRATCHERS Scratchers are those hideous white things you saw on the cover. They try to scratch their enemies with their venomous claws and then let them grow weak from the paralytic poison before eating them alive.
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Claws [Unarmed Combat, DV 2P, AP –4, Pestilence]
GREED MONKEYS Greed monkeys are adorable little big-eyed monkeys that scatter about and climb anything they can. Once at a safe height, they look down over everything below them and begin using their Compulsion power to make their target desire some specific object carried by someone nearby. B
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2
5
4
2
5
2
6
6
2
6
6
Condition Monitor 9/11 0 Armor Physical 4, Mental 5, Social 8 Limits Physical Initiative 10 + 2D6 Perception 6, Sneaking 4, Unarmed Combat 2 Skills Critter Powers Compulsion, Enhanced Senses (Astral Vision and Low-light) Bite [Unarmed Combat, DV 2P, AP —] Weapons Claws [Unarmed Combat, DV 1P, AP —]
DR. JEKYLL Dr. Jekyll is the name given to the human-ish residents of the Denver metaplane that get pulled through. They can come from anywhere on the metaplane. They’re named for
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the derangement that sets in quickly and their use of the Mutagen power that shifts their minds to muscles as they fill with inexpli cable rage. B
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4
4
4
4
6
6
6
6
2
6
6
Condition Monitor 10/11 0 Armor Limits Physical 6, Mental 8, Social 8 Physical Initiative 11 + 2D6 Perception 6, Unarmed Combat 6 Skills Lightning Reflexes Qualities Enhanced Senses (Astral Vision), Natural Weapons Critter Powers (Fists), Mutagen Fists [Unarmed Combat, DV 4S, AP —] Weapons
BLIPS A flood of glowing and flashing orbs, each about the same size as a soccer ball, falls from the rift, buzzing, bouncing, and floating all over the place. They fly at and around the runners, casting them in a rainbow of shades. If the runners touch an orb, their hand takes on the color of the orb they touched for an hour, or until they touch another orb.
FUZZ-SPIDERS Fuzzy black, brown, and red baseball-sized spheres with eight, thick, stick-like legs. They crawl and scatter from the rift, skittering in every direction. The natural fear of spiders makes them somewhat terrifying, but any close look reveals they don’t have fangs, stingers, or even a mouth or eyes. As they run they trail behind them thin strands of spider-silk, making everything sticky and possibly even tripping or binding a runner or bystander.
PLOT SYNOPSIS With Ghostwalker’s evacuation deadline just under a week away, the city of Denver is in a state of near-panic. Those who have a reasonable chance at evacuating are working on getting out or already gone; this includes a good chunk of the city’s shadowrunners, who want nothing to do with the white wyrm or his new kingdom. But biz still has to get done, so Johnsons are looking outside of Denver. A group of runners are asked to meet with Mr. Johnson, but while en route, they find out that original meet location has been compromised and are told to meet at the bar in a local luxury hotel. After negotiating for a long-term investigation job, everything seems fairly standard until reality seems to open itself up and puke out some technicolor nightmares who start eating the bar bar patrons. Great way to start out the job. Authors Note: The players are allowed to proceed to the following locations in whichever order they choose. The below descriptions are written with that in mind.
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In the UCAS Sector, the runners follow a lead pointing to ward the Aurora Warrens, where a larger than average average number of rifts have been occurring. The lead points them to an old house filled with a powerful enemy: the Black Lodge. The Black Lodge is playing a part in a larger ritual to try to bring down Ghostwalker, as well as pushing forward some other nefarious ends. Whether the runners defeat the residents or get tangled up in the ritual, i t’s a tough step on the road to the end of this story. Once the runners decide to head to the CAS Sector, they’ll first encounter an ex-CAS Marine and spook posing as a gun-store dealer. Unfortunately, they arrive just as he’s having a discussion with some associates about a job gone bad. Oh, and for good measure, he has his place wired to explode, and his finger is on the trigger. If the runners don’t end up vaporized, they’ll be able to act on intelligence about a mysterious CAS military post that’s supposed to be evacuating CAS citizens, but in reality they’re up to something else. As far as tips go, getting pointed towards Mile High Stadium in the PCC Sector isn’t the worst place to visit. A little investigation investigation and the revelation of another part of a massive ritual targeting Ghostwalker Ghostwalker brings the runners one step closer to the end, and i nto the crosshairs of a whole cadre of Aztechnology’s Blood Mages. The runners will head to the Sioux Sector to chase down some more leads. Their first stop is a dive bar in one of the worst parts of town. With most of the shadow-talent having vamoosed, only the dregs are left and the runners will have to deal with them in order to get their needed information. If successful, they get the name of a local rigger/smuggler who’s rumored to have been really busy bringing in a lot of very interesting items. But the runners don’t get much, because he’s found dead in his garage. However, he left behind records of his last few deliveries—the runners just need to find it. This data leads the runners to a local ranch, where they run into some Sioux shamans who’re preparing to do some mojo. major mojo.
FINALE SYNOPSIS A lot of steps, moving through the different sectors, lead to the same spot: A massive tear and a trip to Denver’s metaplane. The runners get a chance to explore and see a little bit of the wild side of metaplanar travel before they reach the top of the peak and the pinnacle of this adventure. The final scene places the runners at the side of great powers as decisions are made that will rattle North America and the entire Sixth World. Ghostwalker and Harlequin face off again, and the runners are caught in the middle, with a side to take, and a little fighting to make it turn out right.
DENVER: RIPPING REALITY
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SCENE 1:
OPPORTUNITY OR ARMAGEDDON? WHAT’S UP, CHUMMER? CHU MMER?
exceptional. So if you’re interested, I’ll send you the coordinates and time to meet with transportation there. Also, even if you don’t take the job, pack for the worst because even if you don’t take the job, getting out may not be that easy. So whaddaya whaddaya say? And And … why are are you laughing?” laughing?”
If they didn’t already know, the players will quickly find out how fragged up things are in the “Free” City of Denver. It seems that Mr. Johnson needs some snoop-work done in the Mile-High City. Unfortunately, most people are busy trying to get out before before Ghostwalker’s deadline, leaving Mr. IF THE PLAYERS PL AYERS ACCEPT ACC EPT Johnson to look outside of hi s normal runne r pools. THEIR FIXER’S FIX ER’S OFFER: OFF ER: Things get off to a rocky rocky start start when the playe players rs are re-routre-routed from their initial meet location. But it doesn’t stop there. Just Ten hours later you find yourself in the belly of a modifi ed Dassault tilt-rotor two kilometers outside Denver. Looking when the play players ers think their their meet with with Mr. Johnson Johnson is done, done, a out the windows, you see a massive amount of aircraft fi lling metaplanar rift opens up and pukes out a bunch of nastiness. the skies, most of them circling at various altitudes. Whoev TELL IT TO THEM STRAIGHT S TRAIGHT er’s working air-traffic control isn’t getting paid enough. As you approach, you see a helo make an aggressive ver You promised yourself you’d never, ever do this. If anyone tical maneuver out of the city only to collide with an incoming found out, you’d never hear the end of it. You’re a profescargo plane. Further away, it looks like a pair of T-birds are trying sional; you’re better than this. If anyone found out, who to get away from a flight of four jet fighters. It doesn’t take long knows how bad of a hit your rep would take. Still, circumfor the fighters to splash the T-birds with air-to-air missiles. stances have left you little choice. You’d You’d heard about Ghoswalker’s Ghoswalker’s deadline, but this is nuts. With a loud sigh, you reach up to touch the SEND button Over the intercom, the pilot says he’s just been re-routon the AR window floating before you. Less than a second ed by Denver control to an alternate landing site. Seems the later, you receive confirmation that your application has been original has been a bit compromised by some firefight. Insent. At the same time you receive the standard message that stead, you’ll be landing directly at the meet location. officially welcomes you as a member of Sixth World MatchFun. makers, the “ Most accurate, expansive, and successful dating site On approach, you see the streets are pac ked with vehicles. in the Sixth World! ™” Several are loaded to the breaking point with stuff and cl og the How the mighty have fallen. exits out of the city. Judging by the length of the lines, it looks Ten Ten seconds later, later, your your inbox inbox pings, alerting alerting you to seversever- like checkpoint security is taking their sweet time. Security al messages of “interest.” That was fast. As you scroll through forces are also making their presence known; armored vehiinvites and pictures, an incoming-message window pops up cles with ZDF markings can be seen patrolling the streets while over your already open AR window. But instead of scrolling armed aircraft and drones weave though the Denver skyline. right , you hit
. The resulting image of your fixer’s face Eventually, your your plane slows and you see a landing pad on accidentally superimposing over the body of a Speedo-clad top of the Brown Place hotel. It looks barely large enough to troll is quite a sight as the fixer goes into their normal spiel. handle this massive bird, but the pilot expertly touches down. “Hoi, there! Hope I didn’t catch you at a bad time, but I A message on your ’links directs you to the VIP bar on the got a job so hot it’s burning a hole in my metaphorical pocket. fifteenth floor, telling you to look for the human with a white And of course, after you so expertly handled the last one, I feather pin on his lapel. thought of you first. Now, before you say anything, let me finish. It’s a big one, all the way from Denver. Yeah, I know! WHEN THEY REACH Anyway, Mr. Johnson needs someone to do some poking THE FIFTEENTH FIFT EENTH FLOOR: FLO OR: around who’s fully capable of handling themselves should things go sideways. And trust me, that place is so sideways The bar is packed, mostly with suits. A prevailing feel ing of right now, it’s almost vertical. From what I hear, the payday is tension permeates the room as the suits deal with the cur-
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SCENE 1: OPPORTUNITY OR ARMAGEDDON?
rent situation through copious consumption of drinks while bodyguards stand nearby. It’s easy to see who the bosses are and who’s the help; the help is sober. Among the suits are individuals who definitely have that runner vibe about them. Guess Mr. Johnson wants to hide in plain sight. Speaking of, it doesn’t take long to find your Mr. Johnson. Sitting at a booth near the end of a small satellite bar, his pin is easy to find. As you approach he flashes you a million-nuyen smile of perfect teeth and activates a small area jammer for good measure. “Thank you for coming and my apologies for the abrupt change in plans. Things in this city are a bit fluid of late. One must adapt and improvise. Now to the matter at hand. I need specialists to handle some reconnaissance and investigation. If you do this this right, you you shouldn’t have have to fire a single shot. But I won’t won’t lie; the current current situat situation ion here is dang dangerou erous. s. That’s That’s why why I’m offering thirty thousand nuyen each for your efforts. Of course, you’ll you’ll want want to ask more more ques questions tions,, and I’ll say say that that I can’t can’t tell until you agree agree to to the job. So how how about about we just get get to the part where where we negotiat negotiate e the the price price you’ll you’ll need to take take the the job?” job?”
tron, also quite drunk, comments on “how cute” they are and reaches out to touch a florescent orange squirrel. The squirrel then reveals a series of serrated teeth and jumps toward toward the patron’s throat. The rest of the animals follow suit, attacking anyone nearby with a combination of razor-sharp teeth, claws, or talons. Bodyguards or anyone sufficiently armed opens fire.
ONCE THE RUNNERS HAVE FINISHED NEGOTIATIONS NEGOTIATIONS::
If the runners are from outside of Denver, they should already know what chaos is going on, so gamemasters should adjust the flavor text as needed.
“Excellent!” Mr. Johnson exclaims. “Now if you’ll allow me to send some data files to your comms. These files contain all the information I have regarding your assignment. Most of what you’ll be investigating are persons, or places, of interest. Do them in whatever order you desire. No detail is too small so learn whatever you can about them and report back to me. A contact number is also included. And before you ask, they come from a former associate who, wait … ?” what’s that ?” Mr. Johnson jabs a manicured finger towards the bar as a jerking line of white white light forms under under an unsuspecting patron who’s completely unaware, unaware, likely because of the five shots of whiskey he’s already downed. The line surges with energy and what can only be described as a tear opens up. The bar patron and his stool are quickly swallowed with a muffled scream as unearthly light shines in from the tear. Five seconds later, several small things come rushing out. Looking like cute cartoon animals from an ancient 2-D film but dipped in various swirls of neon paint. They hop, flutter, or waddle near the edge of the hole as another pa-
HOOKS The meet itself is a fairly typical. Runners meet Mr. Johnson, haggle over price, try to get more paydata on the job, the usual stuff. What this scene is meant to convey is the utter chaos that is Denver as people attempt to evacuate before Ghostwalker’s deadline. That should be sufficient to get players’ interest, but then a tear to a metaplane opens up and the petting zoo from hell comes out. This forces the runners to defend themselves and Mr. Johnson.
BEHIND THE SCENES
SIDE BUSINESSES There are at least two other Johnsons conducting business at the bar, also employing area jammers (Rating 4). The first Johnson is Sara Holder, an agent for S-K who’s in Denver looking into leads on the possible location of a specific Sixth World Tarot Tarot card (The Dragon). She is hiring an occult investigator and two street samurai to assist her and provide escort. The second is William Foxworthy (not his real name), a stranded elf from Tír Tairngire who’s trying to get out of the city. Four days ago his cover as a spy was blown and the ZDF is looking for him. So he’s here negotiating for transport out of the city with a rigger known as Osprey. Osprey. Other than these specific Johnsons, the rest are suits/VIPs who are just trying to get drunk while their bodyguards try and keep them safe.
SCENE 1: OPPORTUNITY OR ARMAGEDDON?
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RIPPING REALITY <<
Either way, what the runners don’t, or shouldn’t know, is that Mr. Johnson is one of many used by one Nicholas Whitebird, who’s acting on behalf of his master, Ghostwalker, to investigate rumors of a conspiracy to enact a large-scale magical ritual within city limits. But with the chaos of his expulsion deadline looming, most runners are either trying to leave or make a killing as coyotes or smugglers. Either way it’s seriously thinned the local runner pool. The arrival should be fairly uneventful, and the meeting with Mr. Johnson should be smooth—Mr. Johnson wants the deal to happen, happen, so he’ll be accomaccommodating. The room is pretty secure—there are at least twenty suits/VIPs in the bar with twice as many bodyguards. If the runners wish to negotiate their compensation for this job, have them make the standard Negotiation + Charisma [Social] Opposed Test against Mr. Johnson. Give Mr. Johnson a dice pool of 14 14 and limit of 8 for this test. For every net hit they get, the runners receive an additional two thousand nuyen, up to ten thousand, for a maximum total of forty thousand nuyen. If the gamemaster is feeling especially generous (or to sweeten the deal), an additional ten-thousand nuyen “operations expense fund” can be authorized. Whatever the players don’t use from this fund, they can keep. Things will pretty much proceed as expected until Mr. Johnson Johnson notices the rift and the critters come out. Roll 6D6 for the number of critters that exit the rift. Eventually, Eventually, these creatures go berserk and swarm attack those nearest to them. They’ll continue this until they are destroyed or banished. Initially, they’ll swarm the closest person to them, but the critters are attracted to anyone with a Magic rating. The higher, the more drawn they are. Active foci sweeten the flavor for them increasing the likelihood of becoming their primary t argets. Those not in combat will attempt to flee. At the end of combat, four ZDF troops will start to make their way way into the bar bar to secure the the scene (along with with people). The players can choose to engage the troops, or try to sneak their way out in the rush of the crowd/ critter swarm. If the players can sufficiently distract the troops, they will be able to escape along with Mr. Johnson.
PUSHING THE ENVELOPE If the original swarm of metaplanar critters isn’t enough for the players, then another rift/tear opens up and a second wave descends on the bar. Don’t forget about the random rifts that open from magic use as well! Another possible complication in this scene is that a rival Johnson or Fixer is running their own job trying to get data on what the player’s Johnson is doing. The players could notice a patron of the bar attempting
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SCENE 1: OPPORTUNITY OR ARMAGEDDON?
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to ease drop through technological means, or find a bug that the team’s hacker can trace to a van across the street from the hotel.
DEBUGGING The meet is meant to be standard, but the critter attack isn’t. It’s not every day that metaplanar rifts happen. But despite the danger the critters represent, they’re meant to be more of a shock than an actual threat in this instance. The spirit-critters can do damage if they swarm, but they are easily dispatched. They should be used as a scare tactic at most. Of course, if the players ask Mr. Johnson for hazard pay, he’ll grant them an additional five thousand nuyen for their efforts in the bar.
GRUNTS AND MOVING TARGETS
RIPPING REALITY <<
BODYGUARDS B
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4
4
5(6)
4
4
3
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3
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4.3
Condition Monitor
10/10
Armor Limits Physical Initiative Skills
12
Augmentations Gear Weapons
Smartlink, wired reflexes 1
Physical 6, Mental 5, Social 6 10(11) + 2D6 Automatics 6, Blades 5, Gymnastics 3, Perception 6, Pistols 6, Unarmed Combat 4 Armor jacket (business blazer) [12] Ares Crusader II [Machine Pistol, Acc 5(7), DV 7P, AP —, SA/BF, RC – 2, 40 (c), w/ 80 rounds regular ammo, 1 spare clip] Combat knife [Blade, Acc 6, DV 6P, AP –3]
ZDF TROOPS
TECHNICOLOR TECHNICOLO R CRITTERS B
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7
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1
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Condition Monitor 9/9 2 Armor Limits Physical 6, Mental 3, Social 4 Physical Initiative 13 + 2D6 Exotic Range Weapon (Venom Spit) 3, Perception 6, Skills Sneaking 3, Unarmed Combat 5 High Pain Tolerance Qualities Enhanced Senses (Thermographic and Astral Vision), Critter Powers Natural Weapons (Bite and Claws) Bite [Unarmed Combat, DV 5P, AP –1] Weapons Claws [Unarmed Combat, DV 6P, AP –2]
B
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4
4
4
4
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3
3
3
3
4.8
Condition Monitor Armor
10/10
Limits Physical Initiative Skills
Physical 6, Mental 5, Social 6
Augmentations Gear Weapons
Boosted reflexes, smartlink
18 7 + 2D6 Automatics 6, Blades 5, Gymnastics 3, Longarms 6, Perception 5, Pistols 6, Thrown Weapons 4, Unarmed Combat 4 Security Armor (light) [15], Helmet [3] Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –1, SA, RC —, 15 (c), w/ 45 rounds regular ammo, 2 spare clips] FN HAR [Assault Rifle, Acc 7, DV 11P, AP –3, SA/ BF/FA, RC 6, 35 (c), w/ 70 explosive rounds, foregrip, smartgun system (external), sling, spare clip] Combat knife [Blade, Acc 6, DV 6P, AP –3]
SCENE 1: OPPORTUNITY OR ARMAGEDDON?
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SCENE 2:
HOUSE IN THE ‘BURBS WHAT’S UP, CHUMMER! CHU MMER! The runners head to an area of the Aurora Warrens in the UCAS Sector that has reportedly been a hotspot for rifting activity. The Warrens have a bad reputation, but this small neighborhood is even worse. A few pointed questions asked of the few sane locals able to answer them, points the finger at a creepy old house with a lot of bad juju. And the Black Lodge inside.
TELL IT TO THEM STRAIGHT S TRAIGHT While most of t he Warrens have been abuzz with all the activity in Denver, the neighborhood you’ve been directed to does not share that quality. In fact, its level of quiet is quite eerie after all the action. Rundown suburban homes line the curvy streets of what was once an upper-class utopia. While eerie eeri e and quiet, it is not empty. Brief Brie f glimpse s of residents huddled inside the shadows of homes and shanties built from sheds, along with small tent clusters on several properties show that life still clings to this quiet suburban refuge.
AT THE BLACK BL ACK LODGE HOUSE: The rundown Victorian style home seems to both blend with its neighbors while at the same time standing out. The entire neighborhood consists of large homes of various styles, Victorian encompassing this and at least two others you can see, allowing the large manor to blend among the other suburban mansions. It’s the grounds that seem off. The other homes lacked fences or build them where the home could still be ogled by those who passed. The manor you’ve been pointed toward toward is surrounded by a two-meter stone wall tipped with wrought-iron spikes. A narrow hedge grows wild on the outside, while beyond you can see the grasses and bushes of the lawn have overgrown the space between. Two heavy metal gates offer entry. The smaller sits slightly bent but still closed, though the path be yond is completely completely overgrow overgrown, n, giving the image image of the house house rising from among the tall grasses. The larger gate, built for vehicles, was rolled a quarter of the way open before whatever tragedy took the last residents of this place. Beyond this gate, you can seen a half-grown-over half-grown-over drive leading to a large
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four-car garage designed to emulate the look of the house but lacking any chance of matching the age. This row row of the the neighborhood neighborhood backs up up to the steep slope of a man-made mount overgrown with weeds, bushes, and small trees clinging to their angular roots. The pile of dirt and rock obviously intended to create the feel of a mountain home while offering the intended residents, likely the richest of the local rich, more privacy.
BEHIND THE SCENES Activity in the UCAS Sector is directly related to the ritual that Aztlan is trying to perform. If you’ve played or read Serrated Edge, the first of the Denver Adventures, you’ll have seen the depths to which the Human Nation sank in the Aurora Warrens, the barrens section of the UCAS Sector. Their efforts were not limited to the sterilization of the local metahumans. The retrovirus used was provided by members of the Human Nation, who were themselves being manipulated by another secret organization, the Black Lodge. The retrovirus has insinuated a DNA strand as part of the sterilization that will activate under the magic of this ritual, killing, or driving to madness, thousands of metahumans and fueling the magic of the ritual. Evidence of this connection is difficult to find, but the rifts that have sparked into existence here have also been tickling that magically connected chunk of DNA code, causing weakness, sickness, and in some cases death. The specific area the runners are directed to has quickly become known as a place of death and sickness that everyone should stay away from. Metahumans living in the area are all sick, both physically and mentally, while the humans seem fine other than the fact they’re Warrens dwellers. At the heart of this sickness is a house that locals have been avoiding for even longer than the sickness has been burning through them. Hidden within the house is a Black Lodge chantry where the ritual to funnel mana to the main ritual and activate the gene is being prepared. A chemical component for the process is also being stored on site. It is fully prepared and ready for delivery via drones when the time comes. The number of members on site will vary based on how close to Ghost walker’s deadline the runners arr ive. Investigations here will reveal the connection between the ritual and Ghostwalker’s deadline through notes and the drone’s pre-programmed
SCENE 2: HOUSE IN THE 'BURBS
flight time, which is 2000 hours on March 10, two hours before Ghostwalker’s Countdown expires. The surrounding area is full of rundown suburban suburban homes. They’ve all been left to the squatters, but even the squatters have moved on lately. A few of the maddened metahumans are still stirring in the nearby homes, as well as a few humans who have taken to looting the squats abandoned by those driven away. away. It is a place of desperation. Getting pointed toward the chantry house can occur in one of two ways: asking around or analyzing rifts. The runners can ask around and have some interesting roleplaying encounters with the crazy locals, who all blame that house for all the troubles, despite never seeing anyone or anything strange go on there. They can also engage with the local sick metahumans, playing up a need for protection from illness with a few Body rolls to freak them out. They can’t get sick—the current malady is in their genes—but the runners shouldn’t know that. The team can also check the local Matrix info and get reports on the locations of sightings. By passing a Logic + Intuition [Mental] (3) Test, Test, they get enough information to triangulate an epicenter for the events. That house lies right in the middle of all the activity. The approach to the house is the tricky part. The Black Lodge members use an old mining tunnel below the house that starts over a kilometer away in order to get in and out. No one uses the grounds. The few external elements of the security system are maintained through the use of spirits loaned out to the techs. Most of the work is just dusting off camera lenses and moving blown leaves out of the way. That doesn’t mean the doors and windows don’t work—in fact they do, and their locks are not ver y sophisticated as described below. The real challenge is getting in and dealing with the people and things on site. As this i s a Black Lodge hidden chantry, they don’t advertise to anyone or anything local that t hey are here, and they prefer to deal with issues that arise on site. The Debugging section below offers a suggestion in case the runners need a little extra help, but this is only in an emergency for occasions when they dig too deep a hole and need help out. The opposition numbers on site depends on GhostwalkGhostwalker’s countdown. The ritual requires thirteen hours to per form, and the Black Lodge wants the ritual to culminate five min-
utes after the countdown ends, striking down Ghostwalker as he takes control of Denver. The basic presence in the home is the Keeper, Keeper, the two security staff, two Black Lodge Initiates, and the two “dogs.” If the runners come here and check out this site prior to the fourth day of the countdown, this is all they’ll find. Not a meek set of opponents, especially when considering their spiritual support, but easier to deal with than the forces at later times. Two Two days days before before the ritual, three more Initiates Initiates arrive midmidday and take up residence in the guest quarters. They are aware of the plan and will defend the house just as fervently as the basic residents. The day day before the ritual starts, in the evening, evening, three Masters and the last four Initiates arrive. The Masters each have a personal bodyguard tagging along who provides additional security during the ritual while the mages are busy. The ritual begins at 0905 on March 10, 10, 2079, 2079, and and the plan is for it to end thir teen hours later, just after the countdown is complete. The ritual occupies all of the Initiates, Masters, and the Keeper, leaving security in the house to the staff, bodyguards, and the dogs. Only the air spirits and watchers will be available to help while the ritual is going on. Every member of the security staff, as well as the Black Lodge members, are under strict orders to subdue intr uders. Non-lethal methods will be used, followed by the use of laés, and the runners will be dumped off-site, elsewhere in the Warrens. If this happens, the Black Lodge brings in a large physical security force to secure the area around the house and prevent another visit. This force of twenty Black Lodge Operators take up residence in two man teams in the homes around the chantry as well as the overgrowth in the front and back. They won’t have non-lethal requirements and will draw the attention of Lone Star when a fight star ts. After the ritual is complete, if the chantry house has been compromised, everyone everyone will leave via the tunnels and detonate a series of incendiary bombs to destroy and burn down the house.
BLACK LODGE CHANTRY HOUSE From the outside it looks like a rundown two-story Victorian style home covered in overgrown vines and surrounded by out-of-control overgrowth on the property, with a stone wall topped with wrought-i ron spikes and a pair of gates
SCENE 2: HOUSE IN THE 'BURBS
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RIPPING REALITY <<
at the edge, and backed against a man-made bluff to offer privacy. Inside, it’s luxurious, with several decadent living spaces for Lodge members making an extended stay. It’s a large enough place to house the Keeper, the guard dogs, the two security staff, a large hermetic library and circle, two other full-time resident Lodge members, and ten guests. This means that thirteen potential ritual participants can stay in the building. The site also has a large garage structure where the drones and chemicals are stored. No members ever set foot on the surface of the grounds, though; they all travel to the house and over to the garage via t he tun nels b elow the proper ty. Even though no one comes through the front door, the home itself has a small entryway with an armoire for coats. Next to the armoire stands a Renraku Manservant-3 drone that takes coats when people come up the stairs from the basement. It is also programmed to provide simple directions in the house. When the security setting is active, the drone also scans guests for authorized RFID tags. Unauthorized guests are shot with a taser. Near this entry is the door from the basement, which is the location where the tunnel lets out and provides access to the home. The tunnel is discussed below, as it will be more likely to be used as a route out, rather than a route in. From the entryway, entryway, there are stairs leading up to the second floor along with the door and stairs to the basement. Off the entryway there is an open doorframe into a parlor, a hallway back to the kitchen, and a second doorframe that leads into living room, which also connects to the kitchen. Off the kitchen i s a pair of double bunk guest bedrooms and a bathroom. Upstairs is the master bedroom with bathroom, six bedrooms, and a loft sitting area that looks over the stairs. There are also two washrooms washrooms and and a small office. The basement has two sections, a finished portion with two bedrooms for onsite security staff, another washroom, a small office that contains the Lodge’s electronic hermetic library, and a large area that they use for rituals, though it’s not the spot they will use for what they are currently cooking up. That location is on the other other side of the wall behind a hidden hidden door that leads to a hidden cavern and the tunnels. The rough-hewn rough-hewn rock cavern cavern was was once part of a mine. The The center of the cavern is cleared, and preparations are being made for the ritual. To the east is a tunnel, two meters wide and two meters tall, that leads to the garage. To the north is another tunnel, two meters wide and three meters tall, that leads to the hidden entrance at the edge of the Warrens. The walls of this cavern cavern are the reason the the Black Lodge laid claim back in the early ’60s. The arrival of Halley’s Comet brought deep veins of orichalcum that, rather than mine, the Black Lodge left in the earth to fuel their ritual site.
SECURITY External doors, front and rear, are locked with simple Rating 3 tumblers. The garage door doesn’t open—it’s sealed shut and the door is rusted closed—but the roof access hatch has a Rating 5 maglock with an RFID scan and AR alphanumeric keypad. Entry requires the correct RFID code to activate
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the keypad and then the correct passcode. Windows on the house and garage don’t have sophisticated locks—only simple sash locks. The windows and walls, both external and internal, are reinforced (Walls: Structure 12, Armor 8; Windows: Structure 8, Armor 4). Most of the security is inside or simply provided by the hidden nature of the facility. Inside the garage there are no vehicles. A set of massive drone racks with 100 Microskimmers line the walls. The center of the room with filled with ten 190-liter drums. The drums contain a chemical compound that will be loaded into the drones for dispersion one hour before ritual completion. A hole in the corner with a ladder and a small lift offer access to the tunnel. A series of minicams are hidden in the holes and knots of the wood on the walls and offer a 360-degree view of the grounds. The cameras are equipped with low-light and thermographic settings. They They are wired to the inside of the house and do not transmit externally. Inside the front door is a small foyer with an armoire that is never used. Next to the armoire is a Renraku Manservant-3 with RFID scanner and Defiance EX Shocker t aser. Another Manservant-3 with the same stats is located near the rear door. Anyone Anyone not broadcasting the correct frequency will be attacked, and the home system will be alerted of the unauthorized intruder. All the open door frames in the house contain MAD scanners (Rating 6) that tr igger a silent alarm. There are two full-time security staff on site, a security spider, and a security guard. They live in the basement bedrooms. They work 24/7, and security personnel switch off weekly. These These two also have two bound bound Force 6 spirits of air that they have been given control over by the Keeper. The spirits owe four services each, and the guards have orders to use their non-lethal powers so they can later question intruders. In the attic of the house, the spider has two non-lethally armed MCT-Nissan rotodrones. A ruthenium polymer covered blimp floats 300 meters above the house. The roto-drones and the blimp are for perimeter security. Astral security is provided by the spirits of air and two watcher watcher spirits. spirits. When When anyone anyone with an unknown unknown aura is detectdetected inside the house, the watchers or air spiri t warns the security staff downstairs. The basement and master bedroom are protected by Force 8 charged wards (pg. 127, Street Grimoire ). ). Any disturbance to the ward sends the air spirit or watcher spirit to warn the guards downstairs. Astral snooping is hindered by the growth of vines over the entire exterior of the home. The outside outside of of the house has wireless-negating wireless-negating paint (Rating 6). The security spider uses a dedicated laser transmitter to communicate with the blimp drone. The Lodge house has a home comm system that controls all the standard items: electronics, lighting, cleaning drones, etc. This home system is separate from the security system that controls the locks, internal cameras, and links to the security drones in both the house and garage. The house system also holds a data backup of all of the Lodge’s hermetic library and their personal files including data on the ritual, the work with the Human Nation, and their timeline of events leading up to GhostwalkGhostwalker’s deadline.
SCENE 2: HOUSE IN THE 'BURBS
>>
The pride of this Lodge’s Lodge’s security system system are the dogs. dogs. At birth, these Rottweilers were genetic marvels. Custom-bred for an ability to accept bioware, they suffered minimal Essence loss when implanted with a few enhancements. This minimal loss made the second half of their security training go much smoother, as the Lodge possessed them with bound spirits. Their cybernetic systems make them excellent mobile detection devices, while the spirit possession makes them formidable both astrally and physically. These beasts are an unpleasant surprise for anyone who enters the basement, and they make a great example of the reach and scope of the Black Lodge’s influence in both the magical and technological realm.
PUSHING THE ENVELOPE If the team really needs a challenge, the security staff can make sure to get the alarm out to the local Lone Star precinct, where the head is affiliated with the Lodge. This means the team has a time limit before the cops show up, and they can’t just hang out after they take out the small security detail. When the police arrive, they are ready for action. They They know whose house this is and the kind of pull the owners have in the department. First response will be a pair of six-man SWAT SWAT teams (use Elite Corporate Security, p. 384, SR5). Four squad cars of standard officers (use Police Patrols, Patrols, p. 383, SR5) stay back and block the streets that lead out of the neighborhood while they wait wait for SWAT SWAT to deal with the trouble. trouble. Don’t forget, any powerful magic used near these astral weak spots tears open ri fts. Fights that occur here could get crazy if either side starts slinging mojo like mad men.
DEBUGGING The first fi rst time around, t he r unners could get overwhel med, but this should either lead the m to look elsewhere and know that something more is going on there, or head on back and get into a knockdown, drag-out fight in order to find the truth. If they die the second time, oh well, this is the shadows. Runners die. Make another team that gets hired to pick up where this one left off.
GRUNTS AND MOVING TARGETS SYLVESTER BLACK, SYSTEM SPIDER At the ripe young age of eleven, Sylvester Black—or SyBl, as he was known on the Matrix—hacked his way into a private database at Paladin Hospital in Manhattan. He downloaded as much personal paydata as he could on the rich corporate clients that frequented the hospital and then fried the entire system. Skilled at hacking but not quite as good at covering his tracks, he was quickly identified. His identity went out to local police agencies, and he was quickly arrested. Well-connected individuals within the hospital wanted him silenced, but SyBl had caught the eye of someone else.
RIPPING REALITY <<
Samantha Payne, the current Keeper, wanted a young and moldable individual to head her Matrix security while she was still just just an initiate in the Black Lodge working to keep keep her affiliations quiet from all prying eyes. This eleven-year-old kid seemed like a great investment. She made contact with the boy and made sure he understood how dire his situation was. Then Then she made made a deal with with him. As long as he agreed to work for her for no less less than ten years years after he completed completed his schooling, she would give him a new life. Sylvester Black, the hacker known as SyBl, died in a New York County Jail riot. At the same time, Sylvester Black, the orphan with the mysterious benefactor, benefactor, appeared at a private school in upstate New York. York. He happily completed his schooling by age age sixteen and has worked for Payne for twenty years already. Unlike many hackers who feel most at home in the digital realm, Black enjoys the real world as well. He is an avid urban brawl fan and plays rugby in his spare time. He has found his rigging skills to be quite useful with the security of the chantry. Sylvester is a little on the lean side and has light brown hair, blue eyes, and fair skin. His icon is a black-clad brawler that has a constant stream of urban brawl highlights playing on the back of his jacket like an advertisement. B
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EDG ED
ESS
4
4
4
3
4
5
5
3
3
5.1
Initiative Matrix Initiative Condition Monitor Limits
9 + 1D6
Armor Active Skills
12
Qualities Augmentations
Overclocker,, Spike R esistance 20 Overclocker
Gear
Armor jacket (12), commlink (Device Rating 6, w/ Browse, Edit, Encryption), Triox UberMensch (D: 8, F: 8; Armor, Signal Scrub, Encryption)
Weapons
HK-227X [SMG, Acc 5(7), DV 7S, AP —, Modes: SA/BF/FA, RC 3, ammo 28(c), w/ gas-vent 2, smartgun system, and gel ammo] Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP -2, Modes: SA, RC 0, Ammo 14(c), w/ explosive rounds, smartgun system] Unarmed [Unarmed, Acc 5, Reach —, DV 2S, AP —]
13 + 4D6 10/10 Physical 5, Mental 7, Social 6 Athletics skill group 3, Automatics 3, Electronics skill group 5, Cracking skill group 8, Perception 2, Pilot Aircraft 8, Pilot Ground Craft 7, Pistols 3, Unarmed Combat 2 Cybereyes (Rating 3 w/ flare compensation, lowlight vision, smartlink), Implanted Cyber-6 (Device rating 6; A: 10 S: 6 D: 7 F: 10; Armor, Biofeedback Biofeedback Filter, Browse, Decryption, Encryption, Fork, Virtual Machine)
DAN AGONLYE, HOUSE GUARD Dan Agonlye has been a soldier almost all his life. He picked up his first AK-97 from the floor next to his dead father’s body when he was just five years old. He killed the cackling man who had shot his father and was laughing at the “boy with the big gun.” When the conquering tribal leader found the son of his enemy standing over the body of
SCENE 2: HOUSE IN THE 'BURBS
17
>>
RIPPING REALITY <<
his best warrior, he took the boy in. He raised him as his THE KEEPER KEEPE R own until Dan was seventeen, when he learned the truth of The figure in the black hood is all most ever ever see of the Keephis real father and his adopted father. His reaction was not er, masking the true identity of this Lodge Master. The posigentle—he killed his adopted father and his entire tribe. He tion is both an honor and an exile for those members of the sold everything he had for a ticket to South Africa, where Lodge who can no longer exist in the spotlight. The current he joined MET2000. After almost a decade of mercenary Keeper was once UCAS House Majority Leader Samantha work, he came to the att ention of the Black Lodge during a Payne. Now she works to keep the Lodge in Denver hidden visit to Egypt, where MET2000 was contracted as additional in hopes that this effort against Ghostwalker will go a long security. He’s been working for the Black Lodge as a security way to getting getting her a new life back out in t he world. specialist ever since. He’s now in his late thirties and showing a little of his age B A R S W L I C EDG ESS M and rough life through a few wrinkles and numerous scars, 3 4 2 1 6 5 5 6 5 6 13 13 but his deep, rich brown skin and dark eyes still make him an imposing figure. His normal demeanor is very calm and 15 + 5D6 Initiative quiet, but when the fighting starts he becomes ferocious and Condition Monitor 10/11 uses a deadly combination of fighting styles. Physical 3, Mental 7, Social 7 Limits B
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S
W
L
I
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EDG ED
ESS
5 (+2)
5(8)
4(6)
5(8)
4
3
4
3
4
0.89
Initiative
10 + 3D6
Condition Monitor Limits
16/11
Armor Active Skills
18
10(18)
Qualities
Aptitude (Banishing), Focused Concentration (4), Magician
Initiate Grade Metamagics
8
Gear
Armor clothing (10), commlink w/cellular biometric lock (Device Rating 6, w/ 6 Basic programs), sustaining focus (Force 8, Increase Reflexes, 8 hits), sustaining focus (Force 8, Armor, 8 hits)
Spells
Acid Stream, Agony, Alter Memory, Analyze Device, Analyze Magic, Analyze Truth, Armor, Astral Window, Ball Lightning, Camouflage, Death Touch, Detect Enemies, Detect Life, Detect Magic, Glue, Fireball, Heal, Hot Potato, Increase Reflexes, Mana Barrier, One Less Elf, Slay Elf, Slaughter Elf, Slay Human, Slaughter Human, Stim, Vehicle Mask
Bound Spirits
Guardian (Force 9; Concealment, Elemental Attack (Lightning), Psychokinesis); Beasts (Force 6; Animal Control, Natural Weapon); Man (Force 6; Fear, Movement)
Weapons
Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP –2, SA, RC —, Ammo 14(c), w/ explosive rounds, smartgun system]
Notes
Payne’s personal tradition uses Willpower + Charisma for drain and summons Guardian (Health), Beasts (Combat), Man (Manipulation), Earth (Detection), and Water (Illusion), +2 dice to resist drain
Physical 7(9), Mental 5, Social 4 Athletics skill group 3, Blades 5, Demolitions 3, Firearms skill group 7, Heavy Weapons 3, Perception 4, Stealth skill group 3, Unarmed Combat 7 (Martial Arts: Boxing - Brawler +2)
Qualities
High Pain Tolerance 15, Martial Arts 15 (Boxing Brawler), Tough as Nails 20
Augmentations
(All betaware) Bone density augmentation 2, cybereyes (Rating 4, w/ flare compensation, low-light vision, smartlink, thermographic vision, vision enhancement 3, vision magnification), cyberlegs (Agi: 8, Str: 8, holster, shockfoot), muscle augmentation 3, muscle toner 3, wired reflexes 2
Gear
Light security armor w/ helmet [18, w/ bi omonitor, chemical seal, commlink (Device Rating 6), nonconductivity 6)
Maneuvers
Clinch, Full Offense, Haymaker Haymaker,, Opposing Force (Block), Stagger, Thunderstrike
Weapons
HK-227X [SMG, Acc 5(7), DV 7S, AP —, SA/BF/ FA, RC 3, ammo 28(c), w/ gas-vent 2 system, smartgun system, and gel ammo] Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP –2, SA, RC —, ammo 14(c), w/ explosive rounds, smartgun system] Unarmed [Unarmed, Acc 9, Reach —, DV 9P, AP —] Shockfoot [Unarmed, [Unarmed, Acc 9, Reach —, DV 8S(e), AP –5]
18
Armor Active Skills
SCENE 2: HOUSE IN THE 'BURBS
Arcana 6, Assensing 7 (Aura Reading +2), Astral Combat 10, Banishing 13 (Earth spirits +2), Binding 6 (Guardian +2), Con 4, Counterspelling 8 (Manipulation +2), Intimidation 4, Leadership 6 (Persuasion +2), Longarms 2 (Hunting Rifles +2), Perception 7, Pistols 3 (Revolver +2), Ritual Spellcasting 9 (Black Lodge rituals +2), Spellcasting 10 (Health spells +2), Summoning 8 (Guardian spirits +2), Unarmed Combat 2
Anchoring, Enhanced Masking, Flexible Signature, Masking, Quickening, Shielding
>>
RIPPING REALITY <<
BLACK LODGE INITIATE
BLACK LODGE MASTER
(PROFESSIONAL RATING 3)
(PROFESSIONAL RATING 6)
These are the less experie nced members of the Black Lodge, though they will still put most runners to shame. They have have access to magical libraries that street runn ers and even corporate wagemages couldn’t even dream about. They aren’t keen on dying and most will summon a nasty spirit pal to cover a retreat. B
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W
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ESS
M
4
3
3
2
5
5
4
4
6
8
Initiative Condition Monitor Limits
12 + 2D6
Armor Skills
8
11 Physical 4, Mental 7, Social 8 Arcana 6, Assensing 5, Astral Combat 5, Banishing 7, Binding 8, Blades 3 (Knives +2), Counterspelling 6, Perception 6, Ritual Spellcasting 4, Spellcasting 7, Summoning 6, Unarmed Combat 3
Initiate Grade
5
Metamagics
Anchoring, Invoking, Quickening (25 Karma available), Shielding, Reflection
Gear
Armor clothing (8), commlink (Device Rating 5), Force 4 sustaining focus (Force 4, sustaining Combat Sense w/ 3 hits), sustaining focus (Force 4, sustaining Increase Reflexes w/ 3 hits),
Spells
Armor, Acid Stream, Combat Sense, Control Emotions, Detect Enemies, Detox, Extended, Eyes of the Pack, Foreboding, Heal, Improved Invisibility, Increase Reflexes, Influence, Mana Barrier, Manabolt, Mass Agony, Silence, Slay Elf, Stunball, Wreck Guns
Bound Spirits Notes
Force 6 Spirit of air (Force 6, w/ 4 services) +2 dice for Perception and Assensing Tests, +2 dice for spirits of man, +3 dice for Surprise tests, +3 dice defending against ranged attacks
These are some of the top spellcaster s and summoners within the ranks of the Black Lodge. They aren’t cannon fodder and should be frightening as opponents. They will all be involved in the ritual, and smart runners will want them to stay that way. If they are forced to fight, their foci and anchored spells should protect them from the initial volley, after which they will summon assistance while seeking to complete the ritual if possible, or exfiltrate if need be. B
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W
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ESS
M
3
3
4
2
6
5
5
5
6
10 10
Initiative Condition Monitor
13 + 3D6
Limits Armor Skills
Physical 4, Mental 7, Social 8
Initiate Grade Metamagics
5
Gear
Armor clothing (8), commlink (Device Rating 5), sustaining focus (Force 4, sustaining Combat Sense w/ 4 hits), sustaining focus (Force 4, sustaining Deflection w/ 4 hits), sustaining focus (Force 4, sustaining Increase Reflexes w/ 4 hits), sustaining focus (Force 4, sustaining Mana Barrier w/ 4 hits), sustaining focus (Force 4, sustaining Mana Static w/ 4 hits)
Spells
Armor, Acid Stream, Alter Memory, Combat Sense, Control Emotions, Control Thoughts, Deflection, Detect Enemies, Extended, Detox, Dream, Eyes of the Pack, Foreboding, Heal, Hibernate, Improved Invisibility, Increase Reflexes, Influence, Mana Barrier, Mana Static, Mana Window, Manabolt, Mass Agony, Mind Probe, Mob Mood, Silence, Slay Elf, Stunball, Wreck Guns
Bound Spirits Notes
Spirit of man (Force 8, w/ 4 services)
11 8 Arcana 7 (Divining +2), Assensing 6, Astral Combat 6, Banishing 7, Binding 8 (Invoking +2), Blades 4 (Knives +2), Con 3 (Fast Talk +2), Counterspelling 7, Leadership 4 (Persuasion +2), Perception 6, Ritual Spellcasting 6, Spellcasting 8, Summoning 8, Unarmed Combat 3 Anchoring, Divining, Invoking, Quickening (25 Karma available), Shielding
+2 dice for Perception and Assensing Tests, +2 dice for spirits of man, –1 die to resist Physical damage, +4 dice for Surprise tests, +8 dice defending against ranged attacks
SCENE 2: HOUSE IN THE 'BURBS
19
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RIPPING REALITY <<
BLACK LODGE OPERATOR (PROFESSIONAL RATING 3)
This group looks like whatever fits for the gamemaster. They They can be off-duty or on-duty security or police, and they can also look like regular everyday citizens, other shadowrunners, gang members, or members of organized crime. The secondary goal of this group is to personify the reach possessed by the Black Lodge. Use the Contact Metatype chart (p. 179, Run Fa ster ) to add diversity to the operators as desired, but no elves will be in the group. B
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W
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ESS
5 (+2)
5
5(9)
4
4
3
4
2
1.03
Initiative Condition Monitor
13 + 3D6
Limits Armor Skills
Physical 6(8), Mental 5, Social 4
14/11
HAND
SPEED
ACCEL
BODY
ARM
PILOT
SENS
3
2G
1
2
0
3
3
Upgrades
2 Mechanical Arms, Walker Mode, Weapon mount (Internal [arm], Tas Taser) er)
Programs
Clearsight 3 autosoft, Targeting 3 autosoft
Weapons
Defiance EX-Shocker [taser, Acc 5, DV 8S(e), AP –5, SS, RC —, 4(m)]
MCT-NISSAN ROTO-DRONE The Roto-Drone i s a simple, no-n onsense rotor-wing drone design that is easy to customize and integrate weapons systems into. HAND
SPEED
ACCEL
BODY
ARM
PILOT
SENS
4
4
2
4
4
3
3
Upgrades
Improved Takeoff and Landing 2, Weapon Mount (external, remote-controlled turret)
Programs
Clearsight 3 autosoft, Targeting 3 autosoft
Weapons
Ingram White Knight [LMG, Acc 5(6), DV 9S, AP –1, BF/FA, RC —, 100(b), w/ gel ammo]
12 Athletics skill group 4, Automatics 7, Clubs 6 (Pistol Whip +2), Perception 6, Pistols 5 (SemiAutomatics +2), Intimidation 6 (Physical +2), Stealth skill group 5, Throwing Weapons 6, Unarmed Combat 8 (Subdual Combat +2)
Qualities
Tough as Nails (Physical 3, Stun 1)
Augmentations
Dermal plating 2, reaction enhancers 2, wired reflexes 2
Gear
Armored jacket (12, w/non-conductivity 6), commlink (Device Rating 4), contacts (capacity 3, w/ smartlink, low-light vision, thermographic vision)
Weapons
Colt M-23 [Assault Rifle, Acc 4(6), DV 11P, AP –3, SA/BF/FA, RC 5, ammo 40(c), w/ smartgun system, EX-explosive, gas-vent 3] Colt Manhunter [Heavy Pistol, Acc 5(7), DV 10P, AP –2, SA, RC —, Ammo 16(c), w/ smartgun system, EX-explosive, melee hardening] Melee Hardened Manhunter [Club, Acc 8, Reach 0, DV 5P, AP —]
LONE STAR OFFICERS (use Police Patrols, p. 383, SR5)
LONE STAR SWAT
STEEL LYNX DRONE A hardened ground-combat machine, the Steel Lynx possesses four wheeled legs and a turret weapon mount (capable of mounting a LMG or smaller guns). HAND
SPEED
ACCEL
BODY
ARM
PILOT
SENS
5
4
2
6
12
3
3
Weapon Mount (external, remote-controlled turret)
Upgrades Programs Weapons
Defense 3 autosoft, Targeting 3 autosoft Ingram White Knight [LMG, Acc 5(6), DV 9S, AP –2, BF/FA, RC —,100(b), w/ gel ammo]
BLIMP DRONE (RENRAKU STORMCLOUD) This solar-powered mini-blimp can stay in the air for days high above its surveillance target. Commonly used as an eye-in-the-sky for site security as well as various air-traffic-control functions.
(use Elite Corporate Security , p. 384, SR5)
RENRAKU MANSERVANT-3 The Manservant is a humanoid walker drone that’s slightly smaller than the average human and displays a humble posture. It is limited to a slow walking speed by design, so that any ambulatory person can outrace it. Its upper body is at the lower end of average human levels, but it can lock its arms and lift with its legs to obtain a greater lif ting capability than a human. This design option limits any chance of using its upper body limbs offensively. It is also unable to use its leg strength offensively, as its hip joints are designed to pre vent kicking motions.
20
HAND
SPEED
ACCEL
BODY
ARM
PILOT
SENS
5
1
1
3
2
3
6
Upgrades
Lighter than Air, Weapon Mount (external, remotecontrolled turret, Sniper Rifle)
Programs Weapons
Clearsight 3 autosoft, Targeting 3 autosoft
SCENE 2: HOUSE IN THE 'BURBS
Cavalier Arms Crockett EBR [Longarm, Acc 6, DV 12S, AP –2, SA/BF, RC —,100(b), w/ gel ammo]
>>
RIPPING REALITY <<
‘DOGS’ BIO-ENHANCED ROTTWEILERS POSSESSED BY FORCE 6 GUARDIAN SPIRITS B
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C
EDG ED
ESS
M
3
4
2
1
6
5
5
6
5
6
13 13
Initiative Movement Condition Monitor Limits
23 + 4D6
Armor Skills
12
Augmentations
Bone density augmentation 4, muscle augmentation 4, muscle toner 4, synaptic booster 3
Powers
Animal Control, Astral Form, Concealment, Energy Drain (Essence), Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Movement, Natural Weapon (DV 15P, 15P, AP —), Possession, Sapience
Weapons Notes
Bite [Unarmed, Acc 18, Reach —, DV 15P, AP —]
15/40/+4m 14 Physical 14(17), Mental 10, Social 9 Assensing 6, Astral Combat 6, Intimidation 6, Perception 6, Tracking 6, Unarmed Combat 6
+4 dice Damage Resistance Tests
HOST: HOME NODE RATING
ATTACK
SLEAZE
DATA PROC.
FIREWALL
5
6
5
7
8
Installed IC
Patrol, Probe, Blaster Blaster,, Acid, Binder, Jammer, Marker, Marker, Track (if an IC is defeated from an earlier track it will be relaunched on the next pass instead of moving up the line.
Slaved Devices
All the home functions (cleaning drones, food ordering, appliances, lighting, etc.) as well as security systems including maglocks, scanners, drones, and alarm system.
Spiders
1 Security Spider (Sylvester Black) on duty at all times
Sculpting
The node appears to be an approximate repli ca of the home without furniture or decorations.
Security Procedures
Launch IC, Alert Spider
Pay Data
Hermetic Library (Rating 10)
SCENE 2: HOUSE IN THE 'BURBS
21
SCENE 3:
SOUTHERN HOSPITALITY? WHAT’S UP, CHUMMER! CHU MMER! According to the data p rovided by Mr. Johnson, one “person of interest” is Charles J. “Charlie” Blalock, a CAS expatriate who operates a militar y surplus store in t he CAS sector. Unfortunately for the runners, they have the bad luck of visiting Charlie while another runner team is having an extremely intense conversation with him over what is assuredly nothing more than an honest misunderstanding. Yeah, Yeah, right. This situation is literally a powder keg because the store is filled to the brim with multiple items that can make a very big BOOM if someone does something stupid—or desperate. And Charlie is about two seconds from lighting the match. If the runners can handle the situation without vaporizing themselves, they’ll uncover leads about an emergency CAS base that may be doing more than evacuating CAS citizens. To get answers, the runners will have to infiltrate and investigate the facility. If they play their cards right, the runners will discover discover that this “emergency “emergency evacuation evacuation staging area” area” is nothing more than a front and command center for multiple CAS black operations designed to 1) secure items and persons of interest (i.e., looting and kidnapping) before Ghost walker’s evacuation evacuation deadline; 2) give old pale-scales a good old southern middle finger for hosing them over; and 3) function as a minor par t of a larger operation in cooperation with other Denver nations. And to top it all off, unidentified t-birds will att ack the CAS base. Fun times.
TELL IT TO THEM STRAIGHT S TRAIGHT
WHEN THE PLAYERS ARRIVE AT DOORKICKERS DOORKICK ERS At first glance, everything seems normal. Well, normal for a city that’s only a few days from either becoming a dragon fiefdom or war zone, or possibly both. Traffic is light, and most everyone in the neighborhood is already gone or in the process of packin g up. A few holdouts remain with signs and graffiti publicly announcing their intentions and rage. The messages range from the defiant (“No wyr m is gonna drive US out!), to the accepting (“Ghostwalker is the only protection we need!”), and the surreal (“The only constant is change. We are flotsam and jetsam on life’s currents?”). Those staying look like they’re preparing for a siege; bars and sheets of scrap metal are being installed over windows, barb- and razor-wire fences are being put into place, and several families are carrying large quantities of weaponry into their homes. As you get closer, people look out doors and windows. You also notice a few weapons are not exactly pointed right at you, you, but in your general direction. Their message is clear. A place like Doorkickers must be doing gangbusters in sales. Except that the store is closed. From the street, Doorkickers looks like a simple one-story, nondescript, rectangular grey slab of a building covered in vines and some some mosses, making it look look like something out of a war trid. The front physical sign is painted with an old-fashioned olive drab camo-pattern with the shop’s name emblazoned in large military-style white stencil lettering. An AR overlay keeps the stenciled-letter motif intact, but the camo behind them moves as if caught in a breeze. Additional AR signs next to the main door advertise business hours (which, again, indicate that the shop should be open) and the current sales (“Buy one survival pack; get a case of ration bars free!”).
Among the files provided by Mr. Johnson is a dossier on Charles J. Blalock who’s listed as a “person of interest” in regards to the current investigation. Blalock is a former CAS Marine Gunnery Sergeant and current expatriate. There’s WHEN THE PLAYERS also a high probability he’s a spy and handler for the CAS’ GO AROUND BACK Department of Strategic Intelligence, using his shop, DoorAround back you see a large black hole where the locking kickers, as a cover. The files also indicate that one of Mr. Johnson’s agents was planning on paying Mr. Blalock a nice mechanism on the back door used to be. The door itself is closed but unsecured. When you enter, it’s eerily quiet as friendly visit but went MIA. The job here is to finish what that agent started. Might as CAS classic rack can be faintly heard from overhead speak well get get to it. ers; something home Alabama …
22
SCENE 3: SOUTHERN HOSPITALITY?
DOORKICKERS Opened four years ago, Doorkickers quickly became the place to get military surplus and (legal) tactical supplies. Preferred customers can shop from the store’s quasi-legal section, provided they have proper references and can keep their mouths shut. Simply flashing cred or being obnoxious is the fastest way to get kicked out, often with a bullet in one’ one’ss backside. The building itself is a simple affair, a ten-by-thirty-meter rectangle with a utilitarian design. The walls have a Structure Rating of 30 and an Armor Rating of 20 with Rating 6 maglocks on all doors. Only specially coded fobs or Charlie’s commlink can open the doors or or access the security systems. Main entrances/exits entrances/exits are the front door and back door. door. To To keep snooping magicians magicians away, away, the outer walls are artfully decorated with various vines and mosses. The main office is located in the northwest corner of the building, with the main counter in front of it. From the office, one can access the basement/storage area. In the basement is a secret door that leads to the “Party Room,” the main storage area for all restricted and illegal items—including, but not limited to, plastic explosives, grenades, a few rockets, and cases of mil-spec weaponry. The building’ss main cyberterminal is also located here, connected to the building’ office by an old-fashioned hardline through the floor. Charlie has a special command programmed into his commlink that will initiate a data-purge in the terminal. Only Blalock has access to this area. The store’ store’ss node is nothing more than a glorified Matrix catalogue; all records are kept on a
Behind the counter is a burly ork wearing an ill-fitting olive-drab vest with “Doorkickers” emblazoned over the left breast, and the name “Charlie” on the right. His face looks like he just finished sucking on a rotten lemon. The instant you enter, enter, he he growls growls “How “How the … Didn’t you you read the fragging sign? We’re closed !” !” Yep, Yep, customer service is alive and well in the CAS sector. sector.
WHEN THE PLAYERS P LAYERS MAKE THEIR WAY DOWNSTAIRS After finding the stairs leading into the basement, you find another small room on the far side that looks like a basic
standalone system that will not connect to the Matrix unless the main alarm is activated. The building’s security is designed to keep people out, but it doesn’t do much if people actually get in, until they get into the basement. Charlie considers everything in the aboveground store expendable. The Party Room is roughly ten by twenty meters. The entrance is hidden behind an old CAS Marine Corps flag and backed up by a retinal scanner. If unauthorized entrance is made, a pair of AutoAssault 16 shotguns on sentry mounts will immediately engage the intruders (Dice Pool 12, limit 7 for the guns). As one final “frag you,” Charlie has placed four shaped charges in the corners. From his commlink, he can implode the shop if needed. A Demolitions + Logic [Mental] (3) Test disarms a single shape charge.
MATRIX HOST/CYBERTERMINAL STATS Rating: 6 (Looks like a copy of the office with multiple file cabinets) Array: Attack 6, Sleaze 7, Data Processing 9, Firewall 8 IC: Black, Blaster, Marker, Patrol, Probe, Tar Baby, Track. All IC looks like a CAS infantry trooper. Weapons: Sentry Guns (treat as fixed location drone): AutoAssault 16 [Shotgun, Acc 4(6), DV 15P, AP +3, SA/BF/FA, RC –10, 32(d), w/ flechette ammo, internal smartgun system, pilot rating 3, targeting autosoft 4]
storage area … except that the normally hidden maglock on the normally hidden door is a bit less than intact than what manufacturers recommend. And said door is wide open and multiple voices can be heard. Judging by their tone, high decibels, and overall use of rapid-fire profanity, the conversation is less than cordial.
WHEN THE PLAYERS MAKE MA KE THEIR WAY TO THE CAS CA S BASE Point Celebration isn’t hard to find. Long lines of evacuees jostle, jockey, and sometimes fight their way toward the designated CAS evacuation station. All of the major
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RIPPING REALITY <<
roads within a kilometer are choked with vehicle traffic. Even the skies are thick with aircraft moving about. Helos and VTOLs come and go in what seem to be endless streams, engines and turbines whining above. CAS troopers supported by Knight Errant officers do their best to keep things moving while preventing as much violence as possible, all under the watchful eyes of Zone Defense Force observers. The only thing really moving moving on the ground are CAS military vehicles, and even then only barely. This, of course, leads to more than a few scuffles, which are quickly dealt with by either the CAS troops or KE. Thankfully, blood hasn’t been shed, but it’s only a matter of time before someone does something stupid. At this rate, getting close to Point Celebration is going to take some doing, let alone finding General Hardcastle.
Meanwhile, Point Celebration is a giant mystery. Sure, it looks like a place where the CAS is evacuating their citizens, but there’s just something about it that doesn’t seem quite right.
BEHIND THE SCENES This scene i s meant to be a cla ssic investigation and i nfiltration scenario where the runners don’t have to shoot their way in or out. There are three main plot points in t his scene. The first involves the players venturing to Doorkickers to deal with that particular situation. The second part calls for the players to infiltrate Point Celebration and do a little snoop-action and reconnaissance. The third involves them (hopefully) uncovering the existence of a CAS black operation known as Operation: Takeback and culminating with an inconveniently timed raid by an outside force. It’s not really a shadowrun unless it all goes to hell.
HOOKS
CAN WE JUST RELAX A large back room filled with mil-spec explosives, a group AND NOT K ILL EACH of runners angrily trying to interrogate the shop’s ownOTHER? (DOORKICKERS) er, and said owner almost ready to say, “Frag it” while he’s Another group of runners (called Rivals from here on out) holding a detonator? Yeah, nothing could go wrong here! is already paying Charlie a visit when the players get there. This has the makings of a classic Aztla n standoff and should Seems Charlie hired them to do a little snatch-and-grab acbe played off as such: tense and on edge. Charlie Blalock is tion in the UCAS sector a few days ago, and things went literally backed into a corner and won’t be taken alive, if it comes to that. a little sideways. The team’s rigger, Skid Marx, the decker,
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SCENE 3: SOUTHERN HOSPITALITY?
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Codebreaker, and face, Joan Smith, got a severe case of dead. Of course, they blame Charlie and want to get their half-kilo of flesh. And ransacking his store for gear—especially the stuff not found on the front shelves—isn’t bad for compensation either. When the players arrive, they’ll they’ll find the front doors locked locked with a Rating 6 maglock, but the AR sign still says says “Open.” “Open.” Of course, the backdoor is completely open, the Rivals having already made a mostly stealthy entry a short time ago. Once the players make their way inside, they meet Charlie, or someone with his vest on. In actuality, it’s one of the Rivals, an ork mercenary named Jack Hammer. He tries to pass himself off as Charlie and is somewhat aggressive with the players when they enter, telling them to leave. If they persist and engage him socially, socially, Jack tries to play it off as nerves saying that “Some damn fraggers just tried to break into the shop,” but he was able to scare them away. A standard Judge Intentions (Charisma + Intuition vs. Willpower + Charisma) Opposed Test Test will inform the players that he’s lying. The gamemasters gamemasters may also opt to have players make a Memory Test (Logic + Willpower [3]) to see if the players remember that Charlie is actually human, not an ork, so this is an impostor. Jack acts like he’s slotted because he’s got to replace the door while the whole city is going to drek. He again tries to get the players to leave. Jack plays it cool, engaging in a little banter, while trying to get the runners out. If the players don’t get the hint, Jack will either 1) screw up; 2) be interrupted by sounds of yelling and commotion from downstairs, alerting the players to trouble; or 3) decide to hose them. He doesn’t want to shoot, but he also won’t hesitate to act when it’s go-time. Once combat begins, Jack Seizes the Initiative and uses the MMG stashed behind the counter to lay down suppressive fire, using the counter as an impromptu brace (three points of recoil compensation). If the players hit the deck, they’ll have an additional +3 situational modifier for defense tests because the shelves and tables provide partial cover. cover. If they can’t subdue or eliminate Jack on the first initiative pass, Jack employs employs flash-bang grenades. Once Jack is neutralized, the players hear voices from downstairs. The Rivals have have Charlie cornered in the Party Room. Room. Their leader, a mage named Mistress of Mana, is attempting to convince Charlie that he’s got nowhere to go and he needs to give up. Her teammates have their AKs up and ready. Being a Marine, Charlie tells them to “go frag themselves” and threatens to bury everyone if if they don’t back off. With his finger on the detonation trigger (built into his commlink) and two remote sentry guns backing him up, Charlie figures he’s got about fifty-fifty odds. It’s a standoff. Charlie is in the Party Room’s far right corner, behind a crate of rockets that provide full cover. The sentry guns are in the left and right corners, aimed at the doorway. For good measure, various crates filled with ammo, explosives, and rockets, have been purposely opened, making the c hance of the ordnance being hit that much greater. He’ll also be yell-
RIPPING REALITY <<
ing that he’s got a “dead-man’s switch” on hi s commlink linked to four shaped charges in the basement. Not only is he serious about detonating, he’s stalling so his cyberterminal upstairs has a chance to delete his incriminating files. The Rivals have have taken up positions to the right and left of the doorway; Mistress and Point Blank on the left, Big Eddie on the right. All three are considered to have Sliced the Pie (p. 102, Run & Gun) with a + 2 on their defense tests. Neither Charlie nor the Rivals want to die, but Charlie won’t let himself be taken. And by now, the Rivals are too invested to back off. Charlie will only detonate the charges if someone rushes the Party Room and gets past the sentry guns. The players can handle this situation however however they see fit. If they rush into the basement, the sentry guns will target them and let loose with suppressive fire on wide spread/ choke (p. (p . 181 181 , SR5), targeting both players and Rivals. If the players use force, they’ll have to deal with both Charlie and the Rivals. One option is for any socially skilled individuals to talk both parties down. If the runners try to side with either Charlie or Rivals, an Etiquette/Con + Charisma [Social] Opposed Test will be needed to convince either to side with them. If one of the runners attempts to convince everyone to to stand down, they will need to succeed at an Etiquette + Charisma [Mental] (6) Test. But then, what next? The Rivals will still want their half-kilo of flesh. Players are encouraged encouraged to come up with creative ways to deal with everyone’s demands. Once the situation is under control, Charlie, while grateful for saving his hoop (assuming he’s still alive at this point), gives as little information as possible to the players while claiming to be just a simple shop owner. Of course, he’s lying. If the players succeed at an Intimidation + Charisma [Social]Opposed cial] Opposed Test (Interrogation (Interrogation specialization is appropriate), app ropriate), Charlie (grudgingly using Edge) reveals that he’s a fixer who’s been hiring shadowrunners for a General Brett Hardcastle. If the players get more than three net hits on the intimidation or interrogation check, Charlie also reveals something called Point Celebration Celebration located near Lowry Airport. If the players get more than four net hits, Blalock also mentions something he overheard called “Takeback.” But that’s all he knows. If Charlie is killed or the r unners decide to check the terminal upstairs, all the information from above above can be obtained/ corroborated after a Software + Logic [Mental] (8) Extended Test. Test. Unfortunately for the runners, Charlie had already ini-
NEW TOYS? Doorkickers has any firearm, melee weapon, accessory, thrown grenade, or ammo ammo type listed in the SR5 core rulebook rulebook with the exception of cannons, launchers, and exotic melee weapons (except for a single grapple gun). However, there are only a few grenades left. Any related equipment such as medkits, survival kits, armorer kits, holsters, weapon accessories, and so on are also available. The gamemasters has full discretion to tailor the exact inventory makeup per the runner’s needs.
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WON’T WON ’T YOU BE MY NEI NEIGHBO GHBOR? R? As the players make their way through the CAS sector on their way to Point Celebration, Celebration, there’s there’s a chance they’ll they’ll run into several interesting NPCs, especially if they sneak their way through abandoned abandoned buildings and side streets. streets. Adam Willis is a hermetic mage in hiding who refuses to leave the magic lodge he’s painstakingly crafted over the past ten years in his townhouse, despite the current laws against spirit summoning. He’s suspicious of everyone at first but might warm to any magicians or Awakened individuals. If anyone tries to break into or damage his house, he’ll set off a fireball in the sky, alerting any nearby patrols. If the players engage the ZDF, ZDF, he may help. If stats are needed, use Mistress of Mana (p. 30). If there ever was a perfect example of the “crazy cat lady,” Anita Farnsworth is it. A dwarf busybody and gossip, she’s dead set against anyone kicking her out of her small basement apartment. Anyone gets near her place, she’ll scream bloody murder,, alerting any nearby patrols. murder Suzie is a seven-year-old ork girl living in an abandoned Stuffer Shack three blocks from Point Celebration. Her parents disappeared two months ago, and she’s been living on her own ever since. Resourceful, she’s already hoarded a decent amount of supplies and intends to “wait until the bad guys go away.” She’ll be initially distrustful of anyone not an ork. If the players are being chased by “bad guys,” she’ll hide them. Officer Dan Miller, KE Security Services is bone-tired and wants to go back to Detroit. Not a fan of either the ZDF or the CAS, he’s a working Joe simply trying to get by. If the players offer him either cred or something valuable (he’d kill for a hot cup of kaf or a shot of whiskey), he’ll look the other way. If the players need someone to help them through this mess, Curtis Z is the elf for the job. A street hustler and BTL/ drug dealer, dealer, he’s got no love or any law and is laying low until things shake out. But for a one-time price price of only five hundred nuyen, he’ll provide a map with “the fastest back-alley routes through the CAS sector.” If the players go for it, grant them a temporary + 3 situational bonus for for all Sneaking and Navigation checks until they get to Point Celebration.
tiated the data purge, but it’s incomplete. If successful, the players learn the information mentioned above from file fragments. The players also discover some GPS coordinates to something labeled as “Point Celebration” and another name, “Operation: Takeback.”
WHAT’S THE PRICE OF ADMISSION? (POINT CELEBRATION, PART ONE) GPS coordinates indicate that Point Celebration is located at a children’s amusement park called Lollipop Park. Finding
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Point Celebration isn’t hard, but getting close is. CAS citizens desperate to be air-lifted are traveling there. Massive traffic jams on most main roads and streets cause fraying tempers and occasional fights. CAS troops backed up by Knight Errant officers are doing their best to keep the peace, but they are shorthanded because of ZDF defections. Only the threat of serious physical harm or being abandoned in Denver is keeping things from getting too out of hand; that and ZDF patrols. While not assisting, the ZDF troops are observing the CAS military. Several CAS troops defected to the ZDF when Ghostwalker made his proclamation, so it’s no surprise that the CAS troops consider their former comrades traitors and would like nothing more than to settle the score. Calling the situation a powder keg isn’t hyperbole. However, the CAS’ Denver Theater commander, General Brett Hardcastle has issued strict orders putting civilian evacuation as their highest priority. At least that’s the story. Martial law is in effect, and a curfew for 1900 1900 hours is being enforced. Only those with CAS SINs are being allowed in or through the CAS sector. Some are evacuating on their own via choked highways, but most are heading to Point Celebration to be airlifted out because getting through the UCAS sector border and the PCC is not going to be easy. Anyone caught out past curfew or committing a violent crime is likely to be shot. The CAS wants to protect its citizens, the ZDF wants to make sure that the CAS doesn’t engage in any reprisals against anyone not leaving, and KE (still under contract) is doing their best to keep the peace. To reach Point Celebration, the players will have to find alternate routes through the city, which has CAS, KE, and ZDF patrols looking for any reason to vent their frustrations. Despite a significant presence, they can’t be everywhere at once. This gives gives the players various opportunities to make their way way to Point Celebration. Many homes, shops, and buildings have been abandoned. They can attempt to completely evade the patrols by whatever means they have at their disposal, either magical or technological. With the massive amount of people moving, the patrols will rely more on their own senses, with only minimal drone assistance and even less magical assets. Should the runners be discovered by the patrols, they have a few options. They can try to quietly subdue subdue or eliminate the patrol. This This is risky, because the first thing a patrol will do when attacked is call for backup. KE will do their duty, the ZDF will respond with prejudice, as will the CAS. But if the runners happen to take out a ZDF patrol and a CAS patrol happens by, the CAS may be inclined to look the other way or, if the players succeed in an opposed Etiquette or Con + Charisma [Mental] Test, Test, they may actually get some assistance from the CAS troops. They can also tr y to bluff thei r way through. A con, bluff, or cover story could help speed things along, especially if the players think to impersonate real CAS citizens/agents and or badmouth the ZDF and/or Ghostwalker. Give any player a +2 situational dice pool modifier to all social rolls if
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they actually have the SINner (CAS) quality. As long as they aren’t committing (or look like they’re about to commit) a crime, or packing obvious heavy weaponry, the runners can try to bluff their way past any KE or CAS troops. KE is simply too tired to deal with this drek, and the CAS is looking to stick it to the ZDF. The ZDF, by contrast, contrast, will be more zealous in their duties because of rumors that they’ll end up as dragon-chow if they frag up. Or the players can come up with whatever crazy plan they want, as long as it doesn’t doesn’t involve involve a frontal assault assault or going going in guns blazing. That would be a very bad idea.
THIS PARK IS ANYTHING ANYTHIN G BUT AMUSING (POINT CELEBRATION, PART TWO) When the players arrive arr ive at Point Celebra tion, they see an ad-hoc military installation buzzing with activity. Troops and civilian workers hurry about while ground vehicles constantly move between modular buildings and old-fashioned tents. Above, the steady thrum of incoming and outgoing rotary-wing and vector-thrust aircraft can be heard. CAS troops in impromptu watchtowers located (two hundred meters away) on the top of former park rides, attempt to monitor the perimeter, which is surrounded by a standard chainlink fence (Structure 6; Armor 8) topped with
RIPPING REALITY <<
razor wire (DV 12P, AP –3). The CAS didn’t have time to install sensors and instead relies on the tower guards and roaming patrols for security. Magical security is non-existent. The first line of defense and detection here are the numerous drones roaming the perimeter and monitored from the command center. If the drones detect intruders, their instructions are to alert the guards. In emergencies, the command center can take control, although without weapons, the drones’ utility is limited. The runners are free to use whatever methods they want to bypass security. If intruders are detected, the tower guards will engage while emergency responders are dispatched. All incoming vehicles are sent to a processing area near the parking lot. From there, evacuees are taken to a staging/ holding area for vetting before being bussed to Lowry Airfield for final evacuation. All civilian vehicles are abandoned in the parking lot, which is already near capacity. Opposite the processing area are several staging areas where loaded military and conscripted civilian vehicles are depositing large numbers of cargo containers. Inside the large tents, soldiers and civilian workers sift through and re-distribute items from said containers. CAS junior officers supervise, catalogue, and every so often order a particularly interesting item to be quickly secured and moved to a secure holding area inside the command center.
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Note that if the players need a way to move freely about, have them make a Perception + Intuition [Mental] (3) Test to notice that the civilian workers (and a few roaming types that look like runners) have special ID lanyards that broadcast an ID code allowing them to move freely on base. Players can attempt to steal some of these, and a hacker can use the Edit File action or a Software + Logic [Mental] (4) Test to change the ID information.
THE CAS LIST OF NEW TOYS As part of Operation: Takeback, Takeback, the CAS, through handlers and operatives like Charlie Blalock, is attempting to obtain items from a highly classified DSI “wish list” (individuals for extraction are another matter entirely) before Ghostwalker shuts the place down. It’s unknown why the DSI wants them. Below is a list of possible items the players may discover if they manage to search the sorting area or get their hands on one of the junior officers’ commlinks that contain a current manifest. Gamemasters are also encouraged to add in their own items as they see fit. • Tarot Card, #006, The Avatars. • Small Case, 10 x 8 cm long, containing what appears to be a “small metal device with no seams, 5.5 cm long x 3.5 cm wide.” • “Golden dragon egg,” approximately 24 cm long. • Civil War War cavalry-style saber with black-metal blade. • Iron sword, supposedly from Qin Dynasty • Original first edition of The Great Gatsby circa 1925. • Wooden box containing clay tablet of unknown origin with unknown writing. • Computer CPU, circa 2029 marked “Maj. D. Gavilan, USAF” • Three Hindu/Indian statues. One is green and shaped like a tree; another is red and shaped like a lion; the third is black and shaped like an emaciated human figure.
POINT CELEBRATION HOST AND DRONE PATROLS Rating: 7 (Looks like a Military Office with IC looking like various staff members) Array: Attack 7, Sleaze 8, Data Processing 10, Firewall 9 IC: Black, Blaster, Marker, Patrol, Probe, Tar Baby, Track Drones: MCT-Nissan Roto-Drone (x6) [Handling, 4, Speed 4, Accel 2, Body 4, Armor 4, Pilot 3, Sensor 3, w/ clearsight 5, evasion 3] Lockheed Optic-X2 (x10) [Handling, 4, Speed 4, Accel 3, Body 2, Armor 2, Pilot 3, Sensor 3, w/ clearsight 5, evasion 3]
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The rest of Point Point Celebration Celebration has the the typical military structures: a small barracks, armory, motor pool, and so on. A large communications array sits atop the park’s administration office. An Electronic Warfare + Logic [Mental] (4) Test reveals a lot of in- and out-going comm traffic. All communications are heavily encrypted should the team’s hacker want to try to gain access to the system from the outside. Once inside the node, a Matrix Perception (4) Test Test reveals that an outside source is in control of the communication systems. The command center/office is two stories tall, with only two soldiers guarding the main entrance; all other entrances have been sealed. Being an ad hoc installation, there’re few external security devices except some cheap security cameras (DR 2). Any items deemed “special” are secured in a maintenance room on the first floor, protected by a single Rating 4 maglock w/ keypad. A single CAS trooper guards the door at all times, or normally would but… Once the players gain access, they’ll find something is very wrong. As déjà vu sets in, the players realize that someone has already infiltrated the command center. All of the techs, NCOs, and junior junior officer officerss there are dead dead or incapa incapacita citated ted at their their stations. stations. Assensing the area reveals the aftereffects of combat magic on most. The rest have fatal lacerations on their bodies. A device that looks like a modified cyberdeck is plugged into the main communications terminal. If the runners try and remove it, a Hardware + Logic [Mental] (5) Test is required. The players only get one shot. If they fail, an anti-tamper system bricks the device. After discovering the bodies and deck, sounds of gunfire from the other side of the building (in the temporary office of General Brett Hardcastle) are heard. If the players respond, they’ll see the good general defending himself from a female elven mage. Even though Hardcastle is literally holding his guts in, he still cranks off a few shots from his service weapon, which completely miss. When the players get close, the mage casts Physical Barrier while a Force 8 spirit of beasts in the form of a jaguar covers her escape though a shattered window. She’ll also cast and sustain Physical Barrier, Chaotic World, or any appropriate combat spell at Force 7 as needed. Her objective at this point is escape and won’t fight unless cornered. During combat, she’ll Seize the Initiative. If cornered or rendered unconscious, an auto injector around her neck will inject a lethal neurotoxin. Hardcastle isn’t doing much better. He’ll live long enough to say “We didn’t want anything to do with them. We’re playing along. Don’t let the two-kilometer-high two-kilometer-high circle be completed.” His office is a mess, hardware wrecked, and it looks like his personal commlink was shot; likely to allow information from falling into enemy hands. At that point, the sound of whining turbines will be heard streaking overhead followed by large explosions.
SOMEONE’S ALWAYS GOT TO CRASH THE PARTY (POINT CELEBRATION, PART THREE) There comes a time in every run where it’s simply time to go. When three t-birds with accompanying drones come streaking in and begin strafing everything, that time is now.
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Two Two EVO EVO Krime Wings Wings attack aircraft while a third deploys drones and targets CAS military vehicles and personnel. The CAS will open up with everything they have, but the scene will be utter chaos. Outside of the base, the ZDF is apathetic to events, while KE officers also do what they can to get civilians out of the way. The runners can use the chaos to escape; no one on the ground will try to stop them. For good measure, one of the t-birds or a roto-drone (or two) will make a few strafing passes, but otherwise it will be all about the chaos of battle. And just when the players think things couldn’t get worse, multiple rips open up and dozens of scratchers (described in the Rips in Reality: Background and Rules section, p. 6) attack everyone in range.
AFTERMATH: SO, DID WE HAVE A GOOD TIME?
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GRUNTS AND MOVING TARGETS CHARLES “CHARLIE” BLALOCK B
A
R
S
W
L
I
C
EDG ED
ESS
6
5
5
5(6)
3
3
4
4
3
4.1
Condition Monitor Armor Limits Physical Initiative Skills
11/10
Augmentations Gear
Boosted reflexes, muscle replacement 1, smartlink
12 Physical 7(9), Mental 5, Social 6 9 + 2D6 Blades 4, Computer 4, Demolitions 5, Firearms skill group 7, Gymnastics 4, Heavy Weapons 5, Intimidation 7, Negotiation 6, Perception 5, Unarmed Combat 5 Armor jacket [12], Erika Elite commlink, quick-draw holster
Once the players are out of the line of fire, they can contact Mr. Ares Predator V [Heavy Pistol, Acc 5(7) DV 8P, AP –5, Weapons SA, RC —, 15(c), w/ APDS ammo, 2 spare clips] Johnson Johnson to report their findings. If they recovered recovered any items, equipment, or individuals, Mr. Johnson will instruct them to meet one of his representatives at a bar called The Triple-X, RIVAL RUNNER TEAM five kilometers away. There they’ll (hopefully) hand over any ORK MERCS, “JACK HAMMER” recovered items before continuing with their original job. If the cyber-device was successfully recovered, a Hard- AND “POINT BLANK” ware + Logic [Mental] (3) Test Test and a Software + Logic [Men- (PROFESSIONAL RATING 3) tal] (3) Test reveals that the device was acting as a decoy B A R S W L I C EDG ESS ED broadcaster, allowing someone off site to make it seem like 6 4(5) 5(7) 5(6) 3 3 2 3 3 4.4 the command center was still in operation. It contains no oth11/10 Condition Monitor er information. Attempts to back-trace the signal will be fuArmor 14 tile. Whoever was on the other end has gone silent.
PUSHING THE ENVELOPE What else can can be thrown at the players?!
DEBUGGING Should the players take too long at Doorkickers, eventually the neighbors, or a Knight Errant patrol, will come by to check on a “noise complain t.” Should the players get greedy and try to make off with a whole slew of weapons or ammo, use the neighbors to keep them honest; use Charlie’s stats for them. A few choice items or supplies are fine, but whole crates aren’t. And can the players even haul away lots of stuff? If the players still don’t get the hint, have the ZDF arrive instead of KE. Stealth and discretion are vital at Point Celebration. If the runners charge in, there’s no shortage of frustrated military and para-military types with itchy trigger-fingers. Another problem here is the chaos of battle. Once the mage and jaguar are dealt with, it’s recommended the players get out as quickly as possible or risk getting caught up in a massive battle with troops, aircraft, and tentacles (ick). Their job is recon and investigation, investigation, not open open warfare.
Limits Physical Initiative
Physical 7(9), Mental 5, Social 4
Skills
Blades 4, Firearms Group 5, Gymnastics 4, Heavy Weapons 5, Perception 5, Unarmed Combat 5
Augmentations Gear
Muscle replacement 1, reaction enhancers 2
Weapons
AK-97 (Point Blank) [Assault Rifle, Acc 5 (7), DV 10P, AP –2, SA/BF/FA, RC—, 38 (c), w/ foregrip, 120 rounds of regular ammo, smartgun system (external), 3 spare clips] Ares Predator V [Heavy Pistol, Acc 5(7) DV 8P, AP –1, SA, RC —, 15(c), w/ 60 rounds regular ammo, 3 spare clips] Ares-Stoner M202 (Jack Hammer) [MMG, Acc 5 (7), DV 10P, AP-3, FA, RC 3, 50 (c), w/ 50 rounds regular ammo, smartgun system (external)] Flash-bang grenade x 2 [Grenade, Acc 10, DV 10S, AP –4, 10m]
9/11+1D6
Helmet [+2], Erika Elite commlink, headphones, monocle [Rating 1 w/ smartlink], quick-draw holster, subvocal microphone, Wild Hunt armor [Rating 12]
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MILITARY TROOPS
“BIG EDDIE” HUMAN STREET SAMURAI
(PROFESSIONAL RATING 4)
B
A
R
S
W
L
I
C
EDG ED
ESS
4
5
6(8)
4
3
3
2
2
3
1.9
Condition Monitor Armor Limits Physical Initiative Skills
10/10
Augmentations
Cybereyes [Rating 2 w/ flare compensation, image link, low-light vision, smartlink, vision magnification], dermal plating 1, spurs, wired reflexes 2
Gear Weapons
13 Physical 6(7), Mental 4, Social 3 8(10) + 3D6 Firearms skill group 5, Gymnastics 4, Perception 3, Throwing Weapons 4, Unarmed Combat 5
AK-97 [Assault Rifle, Acc 5 (7), DV 10P, AP –2, SA/ BF/FA, RC —, 38 (c), w/ foregrip, 120 rounds of regular ammo, smartgun system (external), 3 x spare clips] Ares Predator V [Heavy Pistol, Acc 5(7) DV 8P, AP –1, SA, RC —, 15(c), w/ 60 rounds regular ammo, 3 spare clips] Spurs [Unarmed Combat, Acc 7, DV 7P, AP –2]
A
R
S
W
L
I
C
EDG ED
ESS
4
4
4
4
4
3
4
5
5
4.8
Condition Monitor
10/10
Armor Limits Physical Initiative
9
Skills
Automatics 6, Blades 5, Etiquette 5, Gymnastics 3, Intimidation 5, Leadership 6, Longarms 6, Negotiation 6, Perception 6, Pistols 6, Thrown Weapons 4, Unarmed Combat 5
Augmentations
Boosted reflexes, smartlink
Gear
Armored clothing (BDUs) [9], mil-spec commlink (DR 7)
Weapons
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –1, SA, RC —, 15 (c), w/ 45 rounds regular ammo, smartgun system (external), 2 spare clips]
Physical 6, Mental 5, Social 7 8 + 2D6
CAS/ZDF SOLIDER (PROFESSIONAL RATING 3)
ELF MAGE
B
A
R
S
W
L
I
C
EDG ED
ESS
M
3
4
4
3
5
3
3
4
6
3
5
Condition Monitor 10/11 12 Armor Limits Physical 5, Mental 5, Social 7, Astral 7 Physical Initiative 7 + 1D6 7 + 3D6 Astral Initiative Assensing 4, Astral Combat 4, Conjuring skill group 4, Gymnastics 3, Perception 3, Pistols 4, Sorcery skill group 6
Spells
Agony, Confusion, Flamethrower, Heal, Increase Reflexes, Physical Barrier, Stunball, Stunbolt
Gear
Armor Jacket [12], Renraku Sensei commlink, Smartglasses (Rating 1 w/ Smartlink), Spirit of Air [Force 5 w/ three services]
Weapons
Ares Predator V [Heavy Pistol, Acc 5(7) DV 8P, AP –1, SA, RC —, 15(c), w/ 3 spare clips regular ammo]
30
B
Armor jacket [12]
“MISTRESS OF MANA”
Skills
GENERAL BRETT HARDCASTLE, CAS ARMY
B
A
R
S
W
L
I
C
ESS
4
4
4
4
4
3
3
3
4.8
Condition Monitor Armor Limits Physical Initiative Skills
10
Augmentations
Boosted reflexes, smartlink
Gear Weapons
Security Armor (light) [15], Helmet [3]
SCENE 3: SOUTHERN HOSPITALITY?
18 Physical 6, Mental 5, Social 6 7 + 2D6 Automatics 6, Blades 5, Gymnastics 3, Longarms 6, Perception 5, Pistols 6, Thrown Weapons 4, Unarmed Combat 4
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –1, SA, RC —, 15 (c), w/ 45 rounds regular ammo, 2 spare clips] FN HAR [Assault Rifle, Acc 7, DV 11P, AP –3, SA/ BF/FA, RC 6, 35 (c), w/ 70 explosive rounds, foregrip, smartgun system (external), sling, spare clip] Cavalier Arms Crockett EBR (CAS Tower Guards) [Sniper Rifle, Acc 6, DV 12P, AP –3, SA/BF, RC 2, 20(c), w/ regular ammo, bipod, detachable scope (Rating 4, w/ external smartgun system, low-light vision, thermographic vision), laser rangefinder] High-explosive grenade x2 [Grenade, Acc, DV 16P, AP –2, –2/m] Combat Knife [Blade, Acc 6, DV 6P, AP –3]
>>
RIPPING REALITY <<
KE OFFICERS
ENEMY T-BIRD RIGGERS
(PROFESSIONAL RATING 3)
(PROFESSIONAL RATING 4)
B
A
R
S
W
L
I
C
ESS
B
A
R
S
W
L
I
C
ESS
4
4
4(6)
4
4
3
3
3
5.2
5
5
5
7
4
5
4
3
2.4
10
Condition Monitor Armor Limits Physical Initiative Skills
12 Physical 5(6), Mental 5, Social 6 7(9) + 1D6 Clubs 5, Gymnastics 4, Longarms 6, Perception 4, Pistols 6, Unarmed Combat 3
Condition Monitor Armor Limits Physical Initiative Matrix Initiative
10
Skills
Electronic Warfare 6, Electronics skill group 4, Gunnery 6, Gymnastics 2, Perception 5, Pilot Aircraft 7
RCC
Maser Industrial Electronics [DR 5, data processing 5, firewall 5, noise reduction 3, w/ armor, biofeedback filter]
Vehicles
Evo-Krime Wing (modified) [Handling 5, Speed 7, Accel 6, Body 22, Armor 20, Pilot 6, Sensors 8, Seats 7(6), w/ ammo bin, 3 drone racks (medium, landing), ECM 5, gun ports (left, right, rear), missile defense system, PPS (Rating 5), rigger cocoon, rigger interface, signature mask 6, weapon mount (heavy, turret, concealed, remote control)
Reaction enhancers 2, smartlink
Augmentations Gear
Armor jacket [12], containment manacles, Hermes Ikon commlink, magemask, metal restraints, micro-transceiver, mystic restraints (cuffs, Rating 3), 10 plastic restraints Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –1, SA, RC 3, 15 (c), w/ 45 rounds regular ammo, gun cam, 2 spare clips] Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP –5, SS, 4 (m), w/ 10 taser darts] Franchi SPAS-24 [Shotgun, Acc 6, DV 12P, AP –1, SA/BF, RC 5, 10 (c), w/ 20 rounds regular ammo, shock pad, sling] Extendable baton [Club, Reach 1, Acc 5, DV 6P, AP —]
Weapons
AZTLAN JAGUAR JA GUAR GUARD MAGE A
R
S
W
L
I
C
ESS
M
3
3
3
3
6
5
5
4
6
7
Condition Monitor
11
Armor Limits Physical Initiative
12
Astral Initiative Skills
9 + 3D6
Spells
Agony, Blast, Confusion, Lightning Bolt, Improved Invisibility, Manna Ball, Mass Agony, Mass Confusion, Mindprobe, Mindlink, Physical Barrier
Gear
Armor jacket [12], Transys Avalon commlink, concealed quick-draw holster, sustaining focus [Rating 2, illusion spells]
9 + 1D6 10 + 3D6
Ruhrmetall SF-20
(turret: dorsal) [HMG, Acc 5 (7), DV 12P, 12P, AP –4, FA, RC –24, 200 (bin), w/ anti-vehicle rounds, smartgun system]
3 Ruhrmetall SF-20
(gun ports) [HMG, Acc 5 (7), DV 12P, 12P, AP –8, FA, RC –24, 100 (belt), w/ anti-vehicle rounds, smartgun system]
Drones
C-D Dalmation (x3) [Handling, 5, Speed 5, Accel 3, Body 5, Armor 3, Pilot 3, Sensor 3, w/ clearsight 5, evasion 3, Targeting: SMG 4], Krime Spree [SMG, Acc 7, DV 7P, AP –, FA, RC 8, 32 (c), w/ regular ammo, smartgun system (internal)]
Gear
Maser Industrial Electronics RCC (w/ Armor, Biofeedback Filter)
Physical 4, Mental 7, Social 7, Astral 7 9 + 1D6 Astral Combat 4, Close Combat skill group 2, Con 3, Conjuring skill group 4, Firearms skill group 3, Gymnastics 3, Intimidation 4, Perception 6, Sneaking 5, Sorcery skill group 4
Physical 8, Mental 6, Social 5
EVO-KRIME WING
(PROFESSIONAL RATING 5)
B
15
SCENE 3: SOUTHERN HOSPITALITY?
31
SCENE 4:
THOSE AREN’T TH BRONCOS PLAYERS SCAN THIS The runners come to the Mile High Sports Complex because Mr. Johnson said it has been a hot spot for rifting events. After contending with those who are gathered outside hoping to experience a rift, they hear about deliveries still being made to the stadium despite its closed status and the runners must sneak in to take a look around and see if anything is going on. Inside they find some light security and the field’s protective layer in place—and some activity going on under the protective stage. Below they may find a group of mages meticulously laying out materials in a massive pattern on the field or, even more worrisome, mages performing a ritual.
TELL IT TO THEM STRAIGHT S TRAIGHT OUTSIDE MILE HIGH STADIUM Those gat hered o utside are not the t ypical ypica l Sund ay tailgat e crowd. Matrix recording equipment, trid recording setups folded and ready for quick movement, and every other kind of recording apparatus is poised and ready while the gathered talk and scan the lot and complex campus for erupting rifts. They don’t look violent—maybe violent—maybe a little lacking in social skills, but not violent, and most look like they’ve been here for a while, including a few RVs fully set up for camping. They might know something about what’s going on. Maybe a few questions for the locals isn’t a terrible idea.
INSIDE MILE MIL E HIGH STADIUM STA DIUM The cavernous halls beneath the stadium bleachers seem massive when devoid of the normal press of guests attending one event or another. Vendor booths are closed up behind barred gates, mobile stalls are covered in black tarps locked at the bottom, and every step you take feels like it echoes through the emptiness. A view of the field reveals a small surprise, as the expected Mountain logo isn’t painted on the turf and instead appears as a jumble on the lifted stage they use for protecting the field and for stage performances in the stadium. It must have been hastily put in place when the stadium ceased hosting events. Though the stadium’s massive banks of lights are
32
not on, emergency lighting casts red-and-white pools of light around the stadium, giving the whole place an eerie glow. glow. Dim light flashes beneath the edge of the raised stage floor. Something is going on underneath there. Time to see if curiosity does the same to the runner as it does to the cat.
BEHIND THE SCENES While t his takes place i n the PCC Sec tor, it isn’t actually the PCC playing an active role in the ritual—it’s more along the lines of passive support. Certain individuals within their government who felt the plan had merit and agreed Ghost walker needed to be dealt with agreed to allow access to an abandoned yet well-known facility within the Sector: Mile High Stadium! The runners are drawn here because the area around around Mile High Stadium has been seeing rifts pop up with increasing frequency for the past month. Luckily the stadium has sat unused after the PCC canceled all events scheduled there after a major rift opened four weeks ago. Now the massive lot sits mostly empty, even on weekends, with the exceptions of the thrill-seekers who come in hopes of experiencing a rift. The real action is going on inside, but it’s well-hidden thanks to some smart moves by the PCC and the Aztlaner blood mages working on the site.
MILE HIGH STADIUM, PCC SECTOR, FRFZ
The Mile High Stadium Complex has been around for forty-five years, and the same-named forefathers it replaced have occupied the site since the early 1900s. Its current incarnation is a massive domed complex (much to the chagr in of many diehards) and currently acts as the primary field for a dozen Free Zone-area sports teams. When the city was split, the stadium landed smack-dab on the border between the Hub and the PCC Sector on the PCC side. Downtown wanted the stadium, but the PCC made a deal that if the stadium (and its revenue) stayed in the PCC, they would allow the stadium to be home to teams from all over the zone. It was por trayed as a gesture of pe ace that just happened to work out in favor of th e PCC’s bottom line . The Hub stil l got the rest of Denver’s major sports stadiums, but Mile High has been the most profitable by far. This is attributed to the
SCENE 4: THOSE AREN'T BRONCOS PLAYERS
PCC’s advertising focus on major rivalries, the simultaneous virtuac ast of every event, and the unrivaled efficienc y and massive size of the Mile High Stadium complex. The central stadium boasts seating for for 89,1 89,126 fans during football, American and international, and rugby, as well as special events that require the whole field such as drum corps and marching band competitions; 95,345 for stickball with additional seating at ground level; and allows allows occupancy up to 125,003 for concerts with standing room being sold on the field around a stage. The stadium normally has a large team of riggers and drones to change over the seating between events. The switch can be made fast enough to host a graduation ceremony on the field at noon, a stickball match at 1500, and a soccer game at 1900 and events are often scheduled that close together. The PCC runs Mile High with their legendary efficiency. At least they did until February 10, 2079, the day Ghost walker said “Get out!” The dangers left the PCC with no choice but to temporarily cease operations at the site. They laid down the protective stage that is used for rougher events and to protect the field when not in use. This stage sits 2.5 meters above the field and has plenty of room to move around underneath it, which i s what’s going on here. The location staff, including the riggers, tech, security, and even grounds maintenance are all off. To the north, the PCC has built a small small arcology that houses most of the stadium staff, several hundred PCC government staff and a small contingent of PCC security. It is also the location of a small nuclear power plant that supplies all the power needs of the arcology and the stadium. To the southeast is a smaller field, this one open to the elements, where many of the teams practice in order to be ready for more natural environs. This is also the field used for court ball, the famed Aztlan bloodsport. The structures were considered “too difficult” to integrate into the main stadium. The northwest and southwest side of the stadium complex are massive parking lots kept for tailgating and other customary activities. Beyond those lots is the real parking complex, a three-story parking garage operated by GridGuide. Inside the main stadium, the Aztlan group is setting up a massive ritual site and a huge lodge by creating an intricate design below the raised stage inside the stadium. The stage
covers the entirety of the football field and the design covers the center of the field, from twenty-five-yard line to twentyfive-yard line and both sidelines. The stage extends twenty yards beyond each sideline and the end zones. These areas are being used to store large buckets of powders, dusts, dirt, and other materials being used for the ritual lodge. The lodge is Rating 12 and encompasses the entire under-stage area providing a barrier against astral snooping. Prior to the evening of the countdown’s end, there are a half-dozen mages on site preparing the complex ritual diagram on the field underneath the protective stage, a pair of Force 6 guardian spirits monitor the astral, and a dozen guards stationed in pairs around the stadium seating watch the physical realm. The guards are sitting in the areas by the two end zones and both sides near the twenty-five-yard lines, evenly spreading them around the stadium. In the light of day, they can see each other but at night they can’t make out the other guards from the dark background at a distance (–10 on Perception Tests for lighting, shifting down a category for low-light or thermographic). They aren’t robots and one may need to use the bathroom at some point. They will then head down into the halls below and use a washroom, giving runners a possible opening. Gunfire or flashy spells will be visible across the distance. The guards check in every every five minutes, and their commlinks are cur rently slaved to their decker’s cyberdeck for extra protection. On the evening of the end of the countdown, there are twelve blood mages on site, each with their own Force 6 blood spirit, the internal security bumps to eighteen members, and a special security team is stationed a short distance away, inside and on top of the parking garage, ready to roll in at a moment’s notice (they fast rope in through breaches in the dome two minutes after they are called). The blood mages are there to perform their own ritual that will focus all the energies being provided by other rituals. Beneath the stage the mages setting up the ritual site are using lamps and flashlights. The lighting available should be based on the time of day the runners come. During the day, the dome lets in a small amount of light, meaning Partial Light above the stage in the stadium area. At night in the stadium area and all the time in the complex, the areas not currently in use are either Total Darkness or Dim Light on the Environmental Modifiers table.
SCENE 4: THOSE AREN'T BRONCOS PLAYERS
33
>>
RIPPING REALITY <<
The electronics here here are all running on minimal power power,, including their security systems. They are also unmonitored by the normal PCC security and are currently not being as c losely monitored by GOD (Overwatch Score of 60 to be noticed). There is still IC loaded onto the node along with a hacker, working for Aztlan, also hanging hanging out in the node watching watching for for any other visitors. The hacker calls in two additional electronics specialists if they think the runner’s hacker is skilled. Discovering the purpose of the ritual requires an Arcana + Logic [Mental] (16, 1 hour) Test. To perform the test, the runners need time to investigate the materials, designs, and auras of the site. They don’t need to have the place empty, just be able to sneak around and get a good look at all t he work being done. While sneaking around, make a single Perception Test for the guards versus the lowest Sneaking Test among the runners—but don’t forget those Environmental Modifiers.
HOST: MILE HIGH STADIUM RATING
ATTACK
SLEAZE
DATA PROC.
FIREWALL
10
6
6
12
12
Installed IC Slaved Devices
Binder, Killer, Patrol, Probe, Tar Baby, Track, Track, Security cameras, camera drones, lighting, doors, PA system
Spiders
None; Aztechnology Matrix Specialist lurking, two m ore on call
Sculpting
The host appears to be a massive replica of the actual stadium.
Security Procedures
Patrol IC running at all times. Once alarmed, the host launches IC in this order: Probe, Binder, Tar Baby, Track, and Killer. If one of its IC gets bricked, the host uses the next Combat Turn to reboot that IC rather than moving on to the next next one.
DEBUGGING Once the runners start to engage— if they engage—the blood mages and the security team responds to them, and security from the ZDF is going to notice action at Mile High. They’ve kept it under the dome so far, but as soon as some-
34
SCENE 4: THOSE AREN'T BRONCOS PLAYERS
>>
thing obvious happens to the dome, they’ll be on their way. This means the r unners have some bac kup if they can hold out that long, or they can bail and let the ZDF get into it with the stadium full of blood mages and their blood spir its! They at least have a chance to get away. If the runners go in before the ritual, they have less opposition, but there is no security force coming to breach the dome and bail them out. In that case it would be wise to suggest an overwhelmed team retreat and leave knowing that they can report something big is going on inside the stadium that may be causing the rifts.
GRUNTS AND MOVING TARGETS
SETUP MAGES (PROFESSIONAL RATING 3)
Still trained in the ar ts of Sacrifice magic, these blood mages mages just aren’t as skill ed as their counterpar ts and get to do the grunt work before the ritual. B
A
R
S
W
L
I
C
ESS
M
3
4
3
3
6
4
4
5
6
6
Physical Initiative
7 + 1D6
Astral Initiative Condition Monitor
8 + 3D6
Limits Armor Skills
Physical 4, Mental 6, Social 8, Astral 7
10(11) 0 Arcana 6, Assensing 4, Astral Combat 5, Close Combat skill group 4, Conjuring skill group 5, Firearms skill group 5, Perception 4, Sneaking 3, Sorcery skill group 4
AZTLAN SECURITY SEC URITY GUARDS GUAR DS (PROFESSIONAL RATING 3)
RIPPING REALITY <<
A
R
S
W
L
I
C
ESS
Initiate Grade Metamagics
1
B 4
4
4
4
4
3
3
3
4.8
Gear
Micrótronica Cielo commlink (DR 4), sustaining focus (Manipulation spells, Rating 4)
Spells
Agony, Armor, Bind, Combat Sense, Death Touch, Detect Life, Improved Invisibility, Levitate, Napalm Wall, Physical Barrier, Powerball, Powerbolt, Shadow
Rituals Bound Spirits Weapons
Blood Rite
Initiative Condition Monitor
7 + 2D6
Limits Armor Skills
Physical 6, Mental 5, Social 5
10
Centering
15(18) Automatics 6, Clubs 5, Gymnastics 3, Longarms 6, Perception 5, Pistols 6, Thrown Weapons 4, Unarmed Combat 4
Augmentations
Boosted reflexes, smartlink
Gear
Security Armor (light) [15], security helmet [3], Micrótronica Cielo commlink (DR 4)
Weapons
Armamentos Murreta Culebra [Heavy Pistol, Acc 6(8), DV 7P, AP –1, SA, RC —, 15(c), w/ smartlink (internal), silencer, and 45 explosive rounds, 2 spare clips] Armamentos Murreta Malo [Assault Rifle, Acc 7(9), DV 10P, AP –5, SA/BF/FA, RC 5, 30(c), w/internal smartlink and 90 APDS rounds, 2 spare clips] Flash-bang grenade [Grenade, Acc 6, DV 10S, AP –4, 10m] High-explosive grenade [Grenade, Acc 6, DV 16P, AP –2, –2/m] Combat knife [Blade, Acc 6, Reach —, DV 6P, AP –3]
Blood spirit (Force 6) Armamentos Murreta Culebra [Heavy Pistol, Acc 6(8), DV 7P, AP –1, SA, RC —, 15(c), w/ smartlink (internal), silencer, and 45 explosive rounds, 2 spare clips] Combat knife [Blade, Acc 6, Reach —, DV 5P, AP –3]
RITUAL MAGES (PROFESSIONAL RATING 4)
B
A
R
S
W
L
I
C
ESS
M
3
4
3
3
6
5
5
5
6
8
Physical Initiative Astral Initiative Condition Monitor
8 + 1D6
Limits Armor
Physical 4, Mental 7, Social 8, Astral 8
Skills
Arcana 6, Assensing 8, Astral Combat 9, Close Combat skill group 5, Conjuring skill group 9, Firearms skill group 4, Perception 5, Sneaking 3, Sorcery skill group 8
Initiate Grade Metamagics
5
Gear
Armor jacket [12] (w/ fire resistance 4, nonconductivity 4), athame (Rating 6, full), ballistic mask [2], Micrótronica Cielo commlink (DR 4), sustaining focus (Manipulation spells, Force 6)
Spells
Agony, Armor, Armor, Bind, Combat Sense, Death To Touch, uch, Detect Life, Improved Invisibility, Levitate, Napalm Wall, Physical Barrier, Powerball, Powerbolt, Shadow
Rituals
Blood Rite
Bound Spirits Weapons
Blood spirit (Force 8)
10 + 3D6 11 14
Anchoring, Centering, Invocation, Sacrifice, Shielding
Armamentos Murreta Culebra [Heavy Pistol, Acc 6(8), DV 7P, AP –1, SA, RC —, 15(c), w/ smartlink (internal), silencer, and 45 explosive rounds, 2 spare clips] Cougar Fineblade knife [Blade, Acc 7, Reach —, SCENE 4: THOSE AREN'T BRONCOS PLAYERS DV 6P, AP –1]
35
>>
RIPPING REALITY <<
GUARDIAN SPIRITS
AZTLAN ELECTRONIC EL ECTRONIC SPECIALISTS
(FORCE 6)
B
A
R
S
W
L
I
C
EDG ED
ESS
M
7
8
9
8
6
6
6
6
3
6
6
Physical Initiative Astral Initiative Condition Monitor Limits Armor
12 + 2D6
Skills
Powers
(PROFESSIONAL RATING 2)
B
A
R
S
W
L
I
C
ESS
3
3
3
3
4
6(7)
5
5
5
12 + 3D6
Physical Initiative
8 + 1D6
12/11
Matrix Initiative
12 + 4D6
Physical 11, Mental 8, Social 8
Condition Monitor
10/10
12
Limits
Physical 4, Mental 7(8), Social 7
Assensing, Astral Combat, Blades, Clubs, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed Combat
Armor
9
Skills
Cracking skill group 7, Electronics skill group 5, Perception 4, Pistols 3, Unarmed Combat 3
Astral Form, Concealment, Elemental Attack (Electricity), Fear, Guard, Magical Guard, Materialization, Movement, Sapience
Augmentations
Attention co-processor, cerebral booster 1, cybereyes [Rating 2, w/ image link, lowlight, smartlink, vision enhancement 1, vision magnification], datajack
Gear
Armor vest [9], Microtronica Athame cyberdeck [Device Rating 6, Atts 6, 8, 9, 7, Programs 5 (Baby monitor, Biofeedback Filter, Exploit, Hammer, Lockdown, Nuke-from-Orbit, Smoke-and-Mirrors, Stealth, Toolbox, Wrapper), sim module (modified for hot-sim)]
Weapons
Armamentos Murreta Culebra [Heavy Pistol, Acc 6(8), DV 7P, AP –1, SA, RC —, 15(c), w/ smartlink (internal), silencer, silencer, and 45 explosive rounds, 2 spare clips] Cougar Fineblade knife [Blade, Acc 7, Reach —, DV 6P,, AP –1] 6P
BLOOD SPIRITS (FORCE 8)
B
A
R
S
W
L
I
C
ESS
M
10
10
8
10
8
7
8
8
8
8
Physical Initiative Astral Initiative
16 + 2D6
Condition Monitor Limits
13/12
Armor Skills
16
Powers
Astral Form, Binding, Concealment, Energy Drain (Essence, Touch, Physical Damage), Fear, Materialization, Natural Weapon
16 + 3D6 Physical 13, Mental 10, Social 10 Assensing, Astral Combat , Perception, Running, Unarmed Combat
Weaknesses Weapons
36
Essence Loss (1 point per day) Natural Weapon [Unarmed, Acc 10 (13), Reach —, DV 6(8)P, AP —]
SPECIAL SECURITY GUNNER (PROFESSIONAL RATING 4)
B
A
R
S
W
L
I
C
ESS
5
6(8)
5(7)
4(6)
5
3
5
2
2
Initiative Condition Monitor: Limits
10(12) + 1(3)D6
Armor Skills
18
Qualities
Toughness
Augmentations
Cyberears [Rating 2, w/ audio enhancement 2, damper, select sound filter 3, spatial recognizer, sound link], cybereyes [Rating 2, w/ flare compensation, image link, smartlink, thermographic vision, vision enhancement 2], implanted commlink (Renraku Sensei, Device Rating 3), muscle replacement 2 (alphaware), wired reflexes 2 (alphaware)
Gear
Biomonitor, stim patch (x4), light security armor [15] Biomonitor, (w/ helmet +3)
Weapons
Armamentos Murreta Culebra [Heavy Pistol, Acc 6(8), DV 7P, AP –1, SA, RC —, 15(c), w/ smartlink (internal), silencer, silencer, and 45 explosive rounds, 2 spare clips] Armamentos Murreta Malo [Assault Rifle, Acc 7(9), DV 10P, AP –5, SA/BF/FA, RC 5, 30(c), w/internal smartlink and 90 APDS rounds, 2 spare clips] Flash-bang grenade [Grenade, Acc 6, DV 10S, AP –4, 10m] High-Explosive grenade [Grenade, Acc 6, DV 16P 16P,, AP –2, –2/m] Combat knife [Blade, Acc 6, Reach —, DV 6P, AP –3]
11 Physical 6(8), Mental 6, Social 4 Blades 4, Firearms skill group 7, Intimidation 5, Perception 5, Running 2, Sneaking 4, Unarmed Combat 4, Throwing Weapons 4
SCENE 4: THOSE AREN'T BRONCOS PLAYERS
>>
RIPPING REALITY <<
SPECIAL SECURITY MAGE
SPECIAL SECURITY RIGGER
(PROFESSIONAL RATING 4)
(PROFESSIONAL RATING 3)
B
A
R
S
W
L
I
C
ESS
M
B
A
R
S
W
L
I
C
ESS
5
4
5 (6)
4
5
6 (8)
4
4
5.1
5
4
3
6
4
3
4(5)
4
2
2.4
Initiative Condition Monitor Limits Armor Skills
10 + 2D6 11 Physical 6(7), Mental 7(9), Social 7 18 (22) Assensing 5, Astral Combat 4, Automatics 4, Blades 4 (Knives +2), Conjuring 5, Perception 5, Sneaking 4, Sorcery skill group 6, Unarmed Combat 6
Physical Initiative Matrix Initiative Condition Monitor Limits Armor
10 + 1D10
Skills
Automatics 2, Electronic Warfare 5, Gunnery 6, Hardware 3, Heavy Weapons 2, Longarms 2, Perception 5, Pilot Aircraft 4, Pilot Ground Craft 5, Pistols 4, Unarmed Combat 3
9 + 3D6 10 Physical 6, Mental 5(6), Social 4 14
Qualities Augmentations
Focused Concentration 4 (Armor, 4 hits)
Gear
AR Gloves, commlink (Device Rating 5), earbuds [w/ audio enhancement 2, select sound filter 1], goggles [w/ flare compensation, image link, lowlight vision, smartlink, thermographic], Spellcasting focus (Combat, Force 4), subvocal microphone
Augmentations
Cerebral booster 1, control rig 3, damage compensators 2, smartlink
RCC
Maser Industrial Electronics [DR 5, Data Processing 5, Firewall 5, Noise reduction 3, w/ armor, biofeedback filter]
Spells
Armor, Fireball, Flamethrower, Levitate, Mist, Shadow
Drones
10 Condor LDSD-23, 2 Steel Lynx
Gear
Bound Spirits
2 x Force 6 spirits of fire (Optional Powers: one has Fear, Guard; the second, Fear, Noxious Breath)
Weapons
Armamentos Murreta Culebra [Heavy pistol, Acc 6(8), DV 8P, AP –2, SA, RC —, 15(c), w/ smartlink (internal), silencer, and 45 EX-explosive rounds, 2 spare clips] Armamentos Murreta Malo [Assault rifle, Acc 7(9), DV 10P, AP –5, Modes: SA/BF/FA, RC 5, 30(c), w/ internal smartlink and 90 APDS rounds, 2 spare clips] 4 x Flash-bang grenades [Grenade, Acc 6, DV 10S, AP –4, 10m] 4 x High-explosive grenade [Grenade, Acc 6, DV 16P, AP –2, –2/m] Combat knife [Blade, Acc 6, Reach —, DV 6P, AP –3]
Armor jacket (12), Maser Industrial Electronics RCC (w/ Armor, Biofeedback Filter), medkit (rating 5), satellite link, sim module (modified for hot sim), Transys Avalon commlink
Weapons
Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP –2, SA, RC —,14(c), w/ 42 explosive rounds, smartgun system (internal), 2 spare clips]
Cerebral booster 2, synaptic booster 1
CONDOR LDSD-23 (10) HAND
SPEED
ACCEL
BODY
ARM
PILOT
SENS
SEATS
2
1R
1
1
2
2
4
0
Upgrades
Drop winch*
clearsight 3, evasion 4, stealth 5 Programs * The drop winch is a specially designed winch designed to drop and insert troops and equipment.
STEEL LYNX (2) HAND
SPEED
ACCEL
BODY
ARM
PILOT
SENS
SEATS
5
4
2
6
12
3
3
0
Programs
Clearsight 3, Evasion 3, Maneuvering 4, Targeting (LMG) 4
Weapons
Ingram White Knight [LMG, Acc 5(6), DV 10P 10P,, AP –4, BF/ FA, RC —,100(b), w/ EX-EX ammo]
SCENE 4: THOSE AREN'T BRONCOS PLAYERS
37
SCENE 5:
TO PREVENT THE FLOOD WHAT’S UP, CHUMMER! CHU MMER! Continuing with their job for Mr. Johnson, the players travel to the Sioux Sector to conduct some old-fashioned investigating. Their main objective is to obtain data regarding something known as the “Drum Circle.” To accomplish this, they’ll have to check out some of the sector’s seedier locations and make some local contacts , all while try ing to avoid any local complications. If they make the right connections at a local dive bar, they’ll get the name of a local smuggler who’s been bringing in items of a very mystical bent. If they find the right clues, the players discover that the Drum Circle is located at one of the many retreats on the Horse Trot Ranch. There, they’ll discover a group of five Sioux shamans constructing a massive magical, or drum, circle to, in their words, “help prevent the end of the world.”
TELL IT TO THEM STRAIGHT S TRAIGHT
stand watch next to the bikes and eye you with thousand-yard thousand-yard stares once you approach. Inside, Hardpan looks slightly better than one would expect; smells slightly better, too. The air hums with the sound of O2 scrubbers working overtime take the edge off the encroaching aroma from outside, but they seem to do little for the omnipresent smell of cheap booze, stale beer, and the usual multitude of body odors. A long bar dominates the back, and a lone human female in a worn leather vest festooned with various tribal pins and insignia cleans dirty mugs. To the left is a small cove of booths, all currently occupied by lounging street-types nursing shots and beer bottles. To the right are a few rundown electronic dart boards with knife-holes in them and a rickety pool table that’s seen better decades. Two Two more street-types occupy tables in between and are busy drooling and snoring. As soon as you enter, (almost) everyone looks in your direction. “Can I get you something?” says the bartender, one hand reaching underneath the bar.
According to Mr. Johnson’s data files, reports indicate that “an unusual amount of illegal shipments of magical-related materials have been routed into the Sioux Sector; purONCE THE PLAYERS pose unknown.” Supplemental notes list a local mechanic/ smuggler and known coyote Danny Winger “as a person of ARRIVE AT WINGER’S GARAGE interest for information regarding local talismongering shipIt’s definitely a garage. Looking like a converted used-car ments. There is a high probability of Winger’s direct involvelot, dozens of stripped and rusting vehicle hulks surround ment or knowledge of said shipments.” And while his exact the office/service station combination, all contained within base of operations is unknown, Winger is known to frequent a large fence topped with rusting razor-wire. Is it possible to the bar known as Hardpan in the Sioux Sector and has sevget tetanus by proximity? eral contacts there. While the building looks like it hasn’t seen any any renovations renovations Sounds like as good a place as any to start. since the t wentieth-century, the garage garage doors look fairly new and well-used. There’s no AR sign, or any indications that the place is in service. Of course, that’s par for the course for a ONCE THE PLAYERS shadow-professional. The main gate leading into the lot is ARRIVE AT HARDPAN closed, but unlocked. A few lights are on in the garage, but Calling this place a dive bar is an insult to dive bars. Despite other than that, there’s no indication anyone’s anyone’s home. the Sioux sector’s reputation as the cleanest and greenest in The phrase phrase “it’s quiet … too quiet” quiet” may may be cliché, but it fits. Denver, the surrounding area looks (and smells) like it’s one step from being a toxic dump. But then being in close prox WHEN THE PLAYERS imity to algae tanks, a sewer-treatment plant, and a ceme ARRIVE AT THE OUTSKIRTS OUTSK IRTS tery doesn’t exactly give off the most welcoming vibes. OF HORSE TROT RANCH Hardpan has no AR, only a scarred and faded sign. Several battle-worn bikes and patched-up cars occupy the side At twenty-five city blocks, Horse Trot Ranch is a nice chunk parking lot. A rough-looking ork and human in biker leathers of real estate in Denver. Through the security fences, you
38
SCENE 5: TO PREVENT THE FLOOD
can easily see the pristine rolling hills, perfectly situated ranch houses and barns, and farther in, large swaths of manicured trees giving the impression of serene forest groves. And that’s just the outskirts. Despite the sense of anxiety and urgency surrounding Ghostwalker’s deadline, Horse Trot stands apart from the chaos. Light breezes move the grass and tree branches in an almost-hypnotic almost-hypnotic rhythm. The fence itself looks unremarkable, but this is supposed to be an exclusive piece of property, so chances are security is present but discreet. But so far, the only security you’ve seen is that bored-looking ork in the guard shack at the ranch’s main entrance. But if it looks easy, it’s probably lethal. Still, you’ve got a job to do.
once the runners reach Horse Trot Ranch, would be extremely detrimental and counter-productive to this scene, which could result in a complete failure for the players. Once (or if) the players reach Horse Ranch and meet the Drum Circle shamans, the general mood should shift from one of chaos and crisis to one of more calmness and resolve, outlined with a small amount of sadness on the shamans part. They know what their nation is asking of them, and they are willing to make the ultimate sacrifice. One of the things to remember about this scene, as already stated, is that it i s possible for the runners to completely fail at this part, but still be able to complete the job overall. Sometimes, people just frag up.
BEHIND THE SCENES HOOKS In this scene, the emphasis is on investigation, possi bly making contacts, and legwork. Aside from possible skirmishes and dust-ups, the runners should be able to complete this part of their mission without engaging in any heavy combat. At least that’s the theor y. The objective here is discovery, not necessarily violence (although intimidation is a valid investigative tactic). Causing or engaging in any major combat in this sector, especially
This scene scene involves involves the runners runners investig investigating ating three three main localocations: the dive-bar Hardpan, Daniel Winger’s garage, and finally the house operated by the shamans of Drum Circle. Each of these locations are interconnected to each other in some way, as they represent parts of or links to an emergency contingency plan recently enacted by the Sioux Council of Elders. This plan, designated “Drum Circle,” was originally created soon after the Sioux Nation was formed and meant to be enacted should another Ghost Dance be deemed necessary.
SCENE 5: TO PREVENT THE FLOOD
39
>>
RIPPING REALITY <<
Yeah, Yeah, that’s right, another another fragging Ghost Ghost Dance. The plan was later modified by the Office of Military Intelligence (OMI) after the Yellowstone Incident as a contingency to prevent a major catastrophic event. This modification called for the designated members of the Drum Circle to channel mana and mana-surges away from the Yellowstone mana-lines, thereby (hopefully) preventing a potential catastrophe from occurring in the event of a “magical-related event,” event,” whether natural or metahuman in origin. There’s one catch however. In order for such a ritual to have any chance at being successful, the participants will have to sacrifice themselves to power it. Yeah, Yeah, that’s right. When Aztlan approached the Sioux representatives about their plan to eliminate Ghostwalker Ghostwalker and asked for their assistance, the Sioux Council of Chiefs vehemently objected and refused to participate, knowing how destructive such a plan would be. But they quickly realized that Aztlan was going to proceed with or without them, so it was better to become in volved on on a limited basis basis to try to mitigate mitigate the damage. damage. Over the past few weeks, amidst the chaos of Ghostwalker’s proclamation, the Sioux has smuggled in the necessary materials and individuals to enact Drum Circle. With all the materials in place and the circle constructed, five of the most powerful shamans of the Sioux Nation have embedded themselves in Denver and are awaiting the signal to sacrifice themselves in order to save the planet.
HOW NOT TO SLOT OFF THE LOCALS Sioux xenophobia against “Anglos,” which in their own definition is pretty much anyone not an Amerindian, or more importantly Sioux, is well known. But the Sioux in Denver aren’t quite as xenophobic as they’re made out to be. Still, why waste a good stereotype they benefit from? The Sioux aren’t stupid enough to reject Anglos out of hand, especially when business needs to be conducted. But this doesn’t mean that the Sioux will make it easy. On a local level, the Sioux sector is known as being rough. Being Being able to show that one can handle themse themselves lves is param paramount ount to not getting shunned at best, or have their face smashed in at worse. So it’s not uncommon for non-locals to be tested from time to time. Insults or having their person challenged in some way is not uncommon. The idea is to show that a person has enough fortitude to handle themselves and not back down. This could range from trading insults to having to physically prove themselves. The idea isn’t necessarily to win, especially in a physical altercation; it’s to stand their ground. In fact, using excessive force will often backfire and is considered the same as showing indecision or cowardice.
40
HARDPAN BAR Located in a very unpleasant part of the Sioux sector, Hardpan is one of those places people go to get a reading on the local shadows. It’s also the place in the Sioux sector to go if one is an out-of-towner or a newbie looking for their first local job. As such, it’s not unusual to see new faces there. Still, don’t expect Hardpan’s patrons to make it easy. The owner and proprietor of Hardpan is Raquel R aquel “Sandy” Sands. When the players enter Hardpan, she’s the one behind the bar. She’s also reaching for the handle of a SPAS-24 mounted under the bar, pointed directly at the entrance. The past couple of weeks have been a bit stressful, so Sandy isn’t taking any chances with new faces. A Perception + Intuition [Mental] (4) Test will reveal a small hidden port under the bar for Sandy’s shotgun. If the players stay frosty, frosty, so will she. Inside Hardpan is a group of regulars who’ve decided to stick around and see what happens after Ghostwalker’s Ghostwalker’s deadline expires. Holding a “command meeting” in the booths are three human street samurai known as DRT, Sonic Boom, and Bob. Together, they’re known by their collective nickname The Ruffians. As soon as the runners enter, hands will go on weapons, following following Sandy’s lead. The other two in the bar— an ork face known as Bill Briggs and Quigley, a burned-out mage—are too drunk to do anything other than mumble in their sleep and drool on their tables. If the players pull weapons at this point, Sandy Seizes the Initiative and fires the SPAS, with flechette rounds and wide choke. The Ruffians then follow follow suit and draw down down on the runners. If the runners play it chill, Sandy lets them in. Gamemasters are free at this point to let the players use any skill or ability to charm or endear themselves to Sandy and or the Ruffians, although simple role play can also help. After the players confirm their non-threat status, Sandy motions them to the bar and asks what they’re drinking. The booze here is cheap, and there’s a lot of it. At this point, the players are free to chat Sandy up. At first she’ll ask the basic questions of who are they, why they’re here, and so on. If the runners decide to outright lie (slight bull-drekking is to be expected) Sandy will make a Judge Intentions test. If she realizes that the runners are maliciously lying or tr ying to con her, she’ll smile and continue like nothing happened, but the players will be at a situational penalty equal to the net hits Sandy got on the test for all further social encounters until they come clean. Sandy doesn’t need to know all of the details; but the players might want to be honest out of professional courtesy. If the runners succeed, Sandy will be fairly open about information, as long as the players keep buying drinks or make a down payment on what she can tell them—a hundred nuyen is a nice start. But as soon as the players start on their drinks, the Ruffians become obnoxious. Randomly tossing coasters or peanuts at the players, telling inappropriate jokes insulting one or more of the players, even flicking boogers are all (in)appropriate actions. If any of the players approach the Ruffians before or during a conversation with Sandy, the Ruffians will start any social interaction by insulting them, be it about clothing,
SCENE 5: TO PREVENT THE FLOOD
>>
hair style, or disparaging any visible weaponry, or mocking them for being too cowardly to openly carry. They’ll say or do anything to get a rise out of the players. If the players fight fire with fire and go insult for insult, the Ruffians will all start laughing; especially if the players come up with really good, juicy replies or succeed at at an opposed Intimidation Intimidation + Charisma [Social] Test. If the players become timid or fail the test, the Ruffians become belligerent and threaten physical violence. Should the players stand up for themselves, the Ruffians smile and back down, maybe even offer to buy a round. The Ruffians Ruffians may may also challenge challenge one or more more of the players players to an arm-wrestling, knife throwing, or other such contest. Point is, the Ruffians will tr y to test the players in some way. If the players stand their ground, they’ll get respect. Even if things do come to blows, the Ruffians will respect anyone who isn’t afraid to mix it up and don’t take things into the lethal/ physical area. If any of the runners cross the line into brawling (or shooting), the Ruffians and Sandy will respond in kind. Once all the chest-thumping and posturing is over, Sandy will give the players players one on the house and answer answer any questions they may have about the state of Denver’s shadows or Danny Winger. If the players either give Sandy an especially good bar tab or down payment (500+ nuyen) or succeed in an opposed Negotiation + Charisma [Social] Test, Sandy will tell the players that Danny hasn’t been around lately and rumor is he’d gotten some really big scores of late. But she can give them directions to his garage.
RIPPING REALITY <<
This is the point where gamemasters can have fun with the players, making them jump through all kinds of hoops. The sensors are active and broadcasting, but all they seem to be doing is broadcasting in passive mode, but nothing is receiving. Even if the players do something that would normally trip the sensors, nothing happens. Likewise, the Rating 6 maglocks on the office/garage doors are all disengaged. disengaged. If the players have already been to the CAS sector, this should be serious déjà vu for them. Play this up for dramatic effect, especially if the players don’t don’t realize that the grenades have already been disabled. When the players finally make entry, they’ll see that the place has been seriously ransacked. Holes from small arms fire and splatters of blood are everywhere, vehicles and drones are smashed beyond repair. Most prominent are the remains of a Steel Lynx combat drone—its top turret looks like a massive … something … bashed it in. Anything that couldn’t be taken, like the security system, was completely trashed. Danny Winger is likewise dead, his body sprawled out in the middle of the garage with his tongue cut out, eyes removed, removed, and head scalped. The agents took everything everything they thought could could be traced back to Drum Circle. They also took anything of value to make it look like a robbery or a business deal gone bad. But they failed to find a datachip containing Danny’s recent manifests and drop-offs inside the old sales office. The chip is still inside the model of a WWII B-17 B-17 bomber named “Wing and a Prayer” and can be accessed through the
WINGER’S GARAGE Just a scant three kilometers from Hardpan, Hardpan, in the heart of the more industrial area of the Sioux sector, Winger’s Garage Garage sits on a two-acre plot of urbanized land; there’s literally nothing natural growing within a kilometer of it, not even crab grass. Unbeknownst Unbeknownst to the players, Danny made his last drop-off at Horse Trot Ranch with the last of Drum Circle’s order two days ago. When he returned to his shop, three OMI agents were waiting for him. Their mission was to tie up all loose ends. There was a brief firefight, but Danny, being a rigger not a fighter, still managed to activate one of his combat drones (a Steel Lynx), but eventually hev was killed. The building itself was was once a used car lot, complete with decades old derelicts slowly rusting away in their neat little rows. The office itself is a pretty standard affair, a small office structure attached to a four-car garage. A four-meter high fence, topped with rusty razor-wire, razor-wire, encloses the place. The front gate gate is suspiciously suspiciously unlocked, but not open. open. A visual Perception + Intuition [Mental] (4) or a Matrix Perception (3) Test reveals several several hidden sensors (Rating 5 w/ pressure, ultrasound) and cameras along the fence and at each corner of the office/garage and on various derelict cars. At five hits on the same test, two hidden fragmentation grenades on both sides of the office and garage doors are discovered. The sensors are all active and transmitting into the office. If the players happen to think about it, they can roll a Small Unit Tactics Tactics + Logic [Mental] (3) Test Test to realize that the derelict vehicles aren’t haphazardly placed—rather, they’re creating choke points (for the Steel Lynx).
OF EAGLES AND SPOOKS During their time in the Sioux Sector, Sector, the players may come into conflict with two distinct groups: Eagle Security and Office of Military Intelligence. Like Knight Errant in the CAS Sector or Lone Star in the UCAS Sector, Eagle Security has the law enforcement contract and is continuing to uphold it until the bitter end. Unlike most security companies, Eagle is still being proactive. This means that the players could become “persons of interest” for no other reason than being non-Sioux; although Sioux players receive a +3 bonus to all social interaction tests. Also, if the players become particularly destructive, Eagle has no problems responding in kind. Another possible complication is a team of OMI agents who’ve been tasked with protecting the integrity of Drum Circle at all costs. As soon as the players left Hardpan, Sandy dropped a message to a fixer contact who in turn contacted OMI, alerting them of the player’s interest in Danny Winger. The gamemaster is free to us Eagle Security or the OMI team however they wish once the players leave Hardpan; either as spoilers, red herrings, or a direct threat at any time during this scene.
SCENE 5: TO PREVENT THE FLOOD
41
>>
RIPPING REALITY <<
model’s bomb-bay doors. It and several other WWII aircraft models can be seen hanging from the ceiling. If the players are having difficulty, have them make a Perception + Intuition [Mental] (5) Test or other investigation-related knowledge skill to notice that unlike the rest of the models, there are clean spots on Wing and a Prayer, Prayer, indicating that it had been handled recently. The manifests are in code, but a simple Navigation Navigation + Logic [Mental] (1) Test reveals his last drop-off was at a place place called Horse Trot Trot Ranch. If the players have no investigation-type skills, one of Danny’s vehicles, a modified GMC Bulldog, is trashed, but with a Hardware or Software + Logic [Mental] (3) Test, they can access the last set of coordinates in the GPS system.
HORSE TROT RANCH By the time the players reach Horse Trot, the Drum Circle shamans have already completed their preparations. They are now on stand-by waiting for the go order. At twenty-five city blocks, Horse Trot is billed as being an oasis of pristine nature within Denver. Denver. The lack of Matrix signal coupled with distance make it a great place for people to have private meetings or as the brochures say “get away from the stress of the modern world.” Vehicles are also restricted to specific roads and paths. There are only three entrances, along the north, east, and south fences. Each gate is normally manned by a security officer and there is at least one patrolling unit on duty. Normally … As part of the plan, OMI replaced Horse Trot security with fifteen OMI agents. Instead of relying on electronic or physical security, the Drum Circle shamans have tasked multiple spirits to be the first line of defense by patrolling the grounds both physically and astrally with OMI agents as backup. However, for the ritual to work, the area must remain pure and free from additional or chaotic energies. This means that if intruders are discovered, they cannot be killed because their deaths will taint the area. Instead, the spirits are under orders to subdue or render unconscious, or cause them to leave. Subdued individuals are taken to a farmhouse and administered Narcoject drugs, restrained, and kept in the basement until the ritual is over. over. Those who flee will be permitted to get off Horse Trot grounds. OMI agents on the perimeter will then engage with sniper rifles. All agents on ranch property are restricted to less-than-lethal ammunition or weapons. OMI hunter teams are subsequently dispatched to eliminate anyone who escapes. When the players players arrive, they’ll see physical physical and AR signs indicating Horse Trot Trot Ranch is “closed until fur ther notice. Lethal force is authorized against all trespassers.” The last part is a bluff, of course. A uniformed security guard sits in the guard shack, gate closed and secured, dutifully watching all activity in the area. But it’s as if the guards are being a bit too diligent in their work. The average wage-slave sec-guard usually isn’t this dedicated. From the large three-meter iron-rod fence (Structure 8; Armor 12) the players can’t easily see into the ranch, their view obstructed by a few few random random buildings, some rolling hills,
42
and several clusters of trees. They cannot directly view Drum Circle’s house or ritual site from the fence line. The players are free to use any methods at their disposal to make entry or recon the ranch, but they’ll have to avoid the patrolling spirits. Spirit types include: spirits of air, beasts, earth, and man; all at Force 7. The gamemster is free to determine the exact spirit composition and optional powers. Two Two spirits are assigned to patrol the ranch’s quadrants with an additional two two in the center proximal proximal to the ritual circle. Two more patrol the astral. An additional two spirits of air are specifically tasked with transporting OMI agents to trouble spots as needed. It should be noted that should any spirit be banished or otherwise forced back into the astral plane, the drum shamans will know. Yet, strangely, they won’t do anything about it. If the players capture one of the OMI agents, they can attempt to interrogate them (opposed Intimidation or Interrogation + Charisma [Mental]) to learn what i s going on. However, the OMI agent will have a +3 situational bonus because of their fanaticism. They will also ingest a narcoject capsule from a special wrist pouch at their first opportunity. If the players penetrate the ranch and avoid or otherwise deal with the patrols, they’ll have the option of investigating investigating the various buildings on the ranch proper. Aside from the farmhouse, all staff buildings, cabins, and so on are abandoned, and nothing of real value is found. Any players able to perceive the astral will also notice that the manasphere seems to be somewhat stronger than normal. What this means is that rips are less likely to happen (drop the Edge Test Test threshold by by 2 here, minimum minimum 1). Once the players reach the outskirts of the farmhouse property (approximately 100 meters around it), the players will start to feel a sense of calm calm and serenity. serenity. Also, any any modifiers from any sustained wounds (but not the wounds themselves) fade away. Any pursuit and or tracking by spirits or OMI agents is likewise terminated. But one thing that players also realize is that every color, every scent, every touch—in short, every sense—is magnified. They’ll also feel a kind of urge, like an idea in their minds or a voice on the wind gently urging them to come toward the circle. Of course, the players can choose not to listen—this is not mind control. But they will be reassured that they will not be harmed. The sounds of faint chants can also be heard. In the distance, the players can see the circle’s edge, and the ward (even those who are not Awakened). An Arcana + Magic [Mental] (3) reveals that the twenty-five meter in diameter circle before them is a massive ritual circle. Anyone who tr ies an Assensing As sensing test will have to resist DV 6S damage. Exact visuals are difficult, as a powerful illusion spells obfuscates it. If the players listen and head toward the circle, or decide to say “frag this” and try something else, eventually five figures will seem to materialize out of nowhere—as if another powerful illusion or invisibility spell was dropped—to confront the players. The five figures stand about five meters apart in a semi-circle and are more or less human in their proportions.
SCENE 5: TO PREVENT THE FLOOD
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But what is most striking about them is not the luminescent light that bathes their forms and the power that radiates from them, but the shamanic masks that hide their faces. The faces of Bear, Eagle, Raven, Snake, and Wolf stare back at the players. While Wolf bares his teeth in a snarl, the rest look at the players with a mix of curiosity and suspicion, but no malice. Okay, maybe a bit of malice from Wolf. Those players players who have have any of the above above as mentor spirits feel like they are talking to the actual spirits. Any action they may try to take against them will be at a –6 penalty. The players should realize at this point that they’re dealing with magical beings, or some extremely powerful shamans. If the players make it this far, they’re at the scene’s pivotal point. If they feel it necessary to try and fight, the shamans (who all have Improved Reflexes quickened) will respond by 1) Seizing the initiative, 2) Using powerful spells at no less than Force 9 (Stunbolt, Stunball, or any Illusion or mind-affecting spells), and 3) if necessary, calling on their spirits. If the players lose this encounter, they’ll eventually wake up in a random basement several days later. Should the players actually play it smart and try and talk to the shamans, each will take turns telling the players that: “they are not a threat to Denver, no matter what its master may think. They are here to prevent a great tragedy from claiming the planet. They did not want to be put into this situation, but the ignorance of others forced their hand. Soon a choice will have to be made. But we are ready to make the ultimate sacrifice.” As that last statement is made, each of the shamans, even Wolf, seems seems to become … saddened, but resolved. resolved. If the players continue to ask questions, the shamans will give them cryptic answers about the changing nature of magic, elude to future tragedies and catastrophes that others will have to deal with. Eventually, Eagle will ask the players what their intensions intensions are. If the players try to lie, they’ll eveneventually wake up in a random basement several days later. If the players are truthful, Eagle will simply nod and say “Good. Please tell your master of what is happening here. Perhaps it is not too late for both sides to stop this insanity, before it’s too late.” And with that, the players wake up two hours later at Winger’s Garage, Garage, unharmed. unharmed.
PUSHING THE ENVELOPE This is meant meant to be a low-combat scene, allowing the players to catch their breath and not have to break out the heavy artillery, which can be a refreshing change of pace compared to other scenes in this adventure. While combat is de-emphasized, there’s nothing wrong with a few skirmishes, especially at Hardpan or en route to other locati ons. Also, having random locals challenge the runners per local customs can add to the social and role-playing elements (see above sidebar). But, if the players are bound and determined to cause trouble, Eagle Security or OMI is more than happy to make life difficult for them.
RIPPING REALITY <<
DEBUGGING Because this scene is designed for player characters of a more social bent, the gamemaster may end up in a situation where the players are ill-equipped to handle it. This could frustrate players and bring game-play to a screeching halt. To offset this, it’s recommended that the gamemaster emphasize role-playing over dice rolling to gather information. If the players come up with some crackpot or crazy idea, encourage them to run with it and have NPCs respond accordingly. An idea isn’t stupid if it works. As already stated, the central objective in this scene is to gain the needed information about the Drum Circle. The same goes for when (if) they are able to locate the Circle’s lodge at Horse Trot. Trot. The worst thing the players could do in this scene is to break out weapons or engage in any gratuitous destruction of local property. Not only would Eagle Security pounce on them, but they would give OMI a reason to take them out. The one thing thing that the the players players may may have have a problem problem with is their encounter with the Drum Circle Shamans. The gamemaster should impress upon them that the players are way out of their league with them and violence is not the answer here. Sometimes, the best thing is to simply shut up and do nothing.
GRUNTS AND MOVING TARGETS RAQUEL “SANDY” SANDS B
A
R
S
W
L
I
C
EDG ED
ESS
4
4
4
4
4
4
4
5
4
5.8
Condition Monitor Armor Limits
10/10
Physical Initiative Skills
7(9) + 1D6
Augmentations Gear
Smartlink
Weapons
Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP –5, SS, 4 (m), w/ 10 taser darts] Franchi SPAS-24 [Shotgun, Acc 6, DV 14P(f), AP +4, SA/BF, RC 5, 10 (c), w/ 10 rounds flechette ammo]
12 Physical 6, Mental 6, Social 7 Con 6, Etiquette 6, Gymnastics 4, Longarms 6, Perception 6, Pistols 6, Unarmed Combat 4 Armor jacket [12], Hermes Ikon commlink
RUFFIANS (PROFESSIONAL RATING 2)
B
A
R
S
W
L
I
C
ESS
5
5
6 (8)
4
3
3
2
4
1.9
Condition Monitor Armor Limits
11
Physical Initiative Skills
8 (10) + 3D6
Augmentations
Cybereyes [Rating 2 w/ flare compensation, image link, low-light vision, smartlink, vision magnification], dermal plating 1, spurs, wired reflexes 2
Gear Weapons
Armor jacket [12], quick-draw holster
13 Physical 5 (6), Mental 4, Social 3 Blades 4, Firearms skill group 5, Etiquette 4, Gymnastics 4, Intimidation 5, Perception 3, Throwing Weapons 4, Unarmed Combat 5
Ares Predator V [Heavy Pistol, Acc 5(7) DV 8P, AP –1, SA, RC —, 15(c), w/ 60 rounds regular SCENE 5: TO PREVENTammo, THE FLOOD 3 spare clips] Spurs [Blades, Acc 7, DV 7P, AP –2]
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RIPPING REALITY <<
EAGLE SECURITY OFFICER
DRUM CIRCLE SHAMANS
(PROFESSIONAL RATING 3)
(PROFESSIONAL RATING 5)
B
A
R
S
W
L
I
C
ESS
4
4
4 (6)
4
4
3
3
3
5.2
All stats and skills listed below are for gamemaster convenience, if needed, and may not reflect the total skill and power of the drum shamans. The shamans have access to any reasonable spell and have the bonuses and disad vantages granted to them by their respect ive mentor spirits. Note:
Condition Monitor Armor Limits Physical Initiative Skills
10
Augmentations Gear
Reaction enhancers 2, smartlink
Condition Monitor
11
Armor jacket [12], containment manacles, Hermes Ikon commlink, magemask, metal restraints, micro-transceiver, mystic restraints (cuffs, Rating 3), 10 plastic restraints
Armor Limits Physical Initiative
6
Astral Initiative Initiate Grade
9 + 3D6
Metamagics
Centering, cleansing, efficient ritual, greater ritual, masking, penetrating spell, quickening, shielding
Skills
Arcana 10, Astral Combat 10, Close Combat skill group 5, Con 7, Conjuring skill group 11, Gymnastics 3, Intimidation 6, Perception 8, Sorcery skill group 11
Spells Gear
Multiple
12 Physical 6, Mental 5, Social 6 7(9) + 1D6 Clubs 5, Gymnastics 4, Longarms 6, Perception 5, Pistols 6, Unarmed Combat 4
Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP –1, SA, RC 3, 14 (c), w/ 28 rounds regular ammo, gun cam, 2 spare clips] Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP –5, SS, 4 (m), w/ 10 taser darts] Franchi SPAS-24 [Shotgun, Acc 6, DV 12P, AP –1, SA/BF, RC 5, 10 (c), w/ 20 rounds regular ammo, shock pad, sling] Extendable Baton [Club, Reach 1, Acc 5, DV 6P, AP —]
Weapons
B
A
R
S
W
L
I
C
ESS
M
4
3
4
3
6
5
5
6
6
14 14
OMI AGENTS (PROFESSIONAL RATING 3)
B
A
R
S
W
L
I
C
ESS
M
4
4
4
4
4
3
3
3
6
6
Condition Monitor
10
Armor Limits Physical Initiative
15(17)
Skills
Automatics 6(7), Blades 5, Gymnastics 3, Longarms 6, Perception 5, Pistols 6, Thrown Weapons 4, Unarmed Combat 4
Adept Powers
Astral Perception, Combat Sense 2, Improved Ability (Automatics) 1, Improved Reflexes 1, Mystic Armor 2, Traceles Tracelesss Walk
Gear
Armor jacket [12], goggles (Rating 2 w/ low-li ght vision, smartlink), helmet [3]
Weapons
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8S, AP —, SA, RC —, 15 (c), w/ 45 gel rounds, 2 spare clips] FN HAR [Assault Rifle, Acc 7, DV 8S(e), AP –7, SA/ BF/FA, RC 6, 35 (c), w/ 70 Stick-n-Shock rounds, foregrip, smartgun system (external), sling, spare clip] Ares Desert Strike [Sniper Rifle, Acc 7, DV 13P, AP –4, SA, RC 2, 14(c), w/ regular ammo, bipod, detachable scope (Rating 4, w/ external smartgun system, low-light vision, thermograph ic vision), laser rang efinder, suppressor/silencer]
44
Physical 6, Mental 5, Social 6 7 + 2D6
SCENE 5: TO PREVENT THE FLOOD
Physical 5, Mental 7, Social 8, Astral 8 9 + 1D6 8
Armor clothing [6], sustaining focus [Rating 6]
SCENE 6:
MOTHER WA W ARNED ME... SCAN THIS
thing about them is off. Your ears pick up the startled breathing of those with you, a slight rustling-slurp that seems to be coming from the leaves or something within the trees, and a distant vibration that seems to be getting louder.
It’s time for a little metaplanar exploration. The runners are shifted to this metaplane after they reach the last of their search locations. They will need to navigate the plane, which is relatively easy because it’s a spiral mountain, and THE BLACK CANYON EVENT EVE NT view all the interesting aspects of this Denver metaplane, The rumbling grows louder, but remains indistinct, while with Zebulon at it s heart. the rustling-slurps gain more slurp and less rustle. The inky TELL IT TO THEM STRAIGHT S TRAIGHT blackness within the trees looks to be writhing when that darkness suddenly rolls and flows out towards you. An inky AT THE FINAL FI NAL LOCATION LOCAT ION arm launches forward, slapping the ground in front out you and filling the air with a sharp scent of chlorine. As it retracts BEFORE THE SHIFTS the ground where it hit sizzles and froths. You’re blinded by the sudden eruption of arcane light coverAcid. And darkness. ing every color in the spectrum, including a few you didn’t Not these things again! realize you could see. As your vision recovers, the lights swirl together, forming the largest rift you’ve seen so far. SHATTE RED LANDS You steady yourselves and get ready for whatever manne r THE SHATTERED of insanity is about to break through but nothing comes. In- The dark forest slowly gains light the further you travel. A stead, the lights begin to lash out like whips. Everyt hing they wood-and-iron fence comes into sight in the distance and touch is pulled into the rift. Some hold there ground, others arrives with a full dawn and a stopping train. turn to run, and most stand in awe and shock, but the whip The landscape landscape beyond beyond the rusted fence shifts drastically drastically ping lights lash out and hit each of you, one by one, until it from the dark trees of the black canyon. Dark dirt and grey flashes in one final burst and cascades out through the walls rocks stand out in sharp contrast under a blue-grey sky that and ceiling in a dome-shaped wave of arcane metaplanar offers a perpetual drizzle. The railroad and footpath are gone, transportation. replaced by a winding path marked by shallow ruts. Vegetation is sparse, but patches of evergreen varieties dot the landsc ape. Finally out of the darkness you can see the sky and the ARRIVAL AT THE BLACK BLAC K CANYON journey ahead. The conical peak of a small mountain rises Your previous surroundings disappeared in a flash of light. within the spiral you have been following. following. Tiny details show One moment you were dealing with trouble in a place that that this grey landscape is not the end of the road but just one was new but at least somewhat familiar. As sight returns step in a long journey ahead. Speed may be of the essence you’re barel y able abl e to tell. You’re not bl ind but the darkness as you can’t be sure how time r uns in this place. Denver could around you is so deep it almost feels like it. Low-light strugbe getting ripped apart, or mere seconds could have passed. gles to make out the people around you as you prepare to Near the gateway, tied off to a hitching post, are a motley defend yourself. Thermographic shows the familiar shapes collection of steeds. These are not just a variety of horses, but of your fellow runners, trees ten meters away in both direcinstead a collection of strange and exotic mounts. Looks like the tions, and a highly reflective pair of metallic lines running train is being replaced by horse- … err … something-back something-back riding. along the ground at the center of the trees. In one direction it disappears around a bend, but you can’t gauge the dis THE SHATTERED SHATTE RED LANDS EVENT tance, the other, it disappears into a blackness. The air smells clean, cleaner than any air you are used to, While your mounts bury their fac es in t he trough and drink, but also musty and damp. Like you’re inside a cave, but looksuck, slurp, or vacuum water into their mouths, you stop ing upwards you can see small dots, maybe stars, but someinto the building marked tavern to get out of the drizzle and
SCENE 6: MOTHER WARNED ME...
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RIPPING REALITY <<
maybe get a drink of your own, though drinking on a metastrate your skills! Step over if you have what it takes, and if plane is a risky business. While you relax you see the street you don’t, step over anyway anyway,, because everybody’s a loser outside lighten and locals move out of the nearby buildings, that never plays the game!” including yours, to the center of town. The large gathering of people encircle a quartet of oddballs, their colorful cloth- WHEN THE RUNNERS ing making them stand out against the drab western wear REACH THE CITY OF STEEL of the locals. A fifth person, this one a local in a pure white dress, lies You can see what’s coming next from a kilometer away. Literally. While rolling through the Denver version of Smugprone on a stone tablet between the quartet. Thanks to years gler’s Run, you kept looking left and could see the towers of of great PR, you easily recognize the clothing style of the glass, steel, and concrete, buildings that have had the first quartet as being from Aztlan, though more authentic to their real look of civilization since you first popped up in the forAztec ancestry. Between that and the woman in white you’re est of blackness. Now that you’re this close, though, civilipretty sure a sacrifice ritual is going on in the center of this zation is looking a lot more like a prison as eight meters of little town. concrete, reinforced with steel, and topped with razor-wire The question is, are you going going to do anything anything about it? block your passage at the entry. Beyond the gate is a tangled block of urban detritus not WHEN THE RUNNERS R UNNERS unlike the barrens you are so used to. Another gate sits imREACH THE IRON HORSE NATION mediately to your right, “No Admittance” written across the The desolation of these lands hal ts abruptly at what is obvistylized sun on the three-part horizontal gate. Unlike the othously the next transitionary point of this metaplane. A fourer sectors that had limited life near the gate, this place is almeter-high metal wall, towers breaking up its dented and ready hopping and trying to sell you something as hawkers scratched surface every five hundred meters or so, and a offer taxis to the next gate, yelling over each other as they massive pair of ten-meter-wide gates mark the border. On stand near their motley collection of motorized transports. approach, your mounts begin to buck and grow skittish, forcing you to dismount and leave them behind. WHEN THE RUNNERS BEGIN BEG IN Despite its massive size, the gate rolls smoothly back THE CITY OF O F STEEL EVENT into the wall sections beside it, revealing the next region. A cracked and pot-holed road runs from the gate and off to- This pl ace has been a grand tour of crazy and probably the most overwhelming yet. The latest sector has finally felt wards a steel shanty town that looks to be about a kilomemore like home, with glass and steel offering a canyon to ter away. The lands here are a mix of modernity and nature pass through and tiny alleys for the local squatters and beg with the road running through trees and shrubs along with gars to live and work. metal and concrete construction in the distance. The sky is a As you approach a short wall that blocks the street, you haze of brown smoke, the obvious source source sitting only a score are reminded of the checkpoints in Denver and wonder of meters from the open gate. What could pass for a pair of if there was a coyote hiding somewhere in this plane who VTOL’s VTOL’s and a cluster c luster of motorcycles, motorcycles, sit idling and churning could have just helped you slip through. The wall is a strange dark smoke into the air. addition and instantly reminds you of the hastily built walls What you you assume assume to to be the drivers drivers of each craft craft are standstandbetween the UCAS and CAS sectors, created for the image of ing nearby, looking in your direction. Their attempts at appearseparation between peoples whose most significant differing disinterested, given away by their overly frequent glances. ence was the funny way they talked. After several hours riding, it would be nice to ride in On approach to the wall you notice the alleys disappear something a bit less bouncy. Then again, looking at the craft, as the buildings are built tightly together to prevent anyone you might might not have have that opportunity. opportunity. from slipping around the towers to get past this obstruction. A pair of simultaneous flashes from balconies on the tow WHEN THE RUNNERS R UNNERS BEGIN BEG IN ers on the opposite side of the wall are the only warnings, as THE IRON HORSE H ORSE NATION EVENT bullets travel faster than sound, but not light. Sucks to stop, but you’re pretty sure these rides measure their fuel consumption in liters per kilometer rather than WHEN THE RUNNERS the other way around. The good thing is the fueling stations REACH THE BROKEN HEART in this place are buzzing hubs of activity. Locals bicker and You are are thoroughly thoroughly done with the craziness craziness of this other plane banter about who’s the best, while eying up any newcomers You and you know you’re close to the heart, especially since the to see if they might have a new challenge on their hands. of this last last section are actually built with opposing heart heart “Feel free. Fueling takes a bit,” your guide says, seeing you walls of designs. Beyond an iron gate you can see the flat walls of eying the excitement. “Nothing to lose but a little face!” tower rising up at the peak The nearby speakers vibrate to life, dust falling gently to what appears to be an octagonal tower of this mountain. The path goes straight from the iron gate the ground while pounding audio assaults you. “Whether you pound pedals, faces, triggers, or mana, it’s times to demonto the massive doors, and it’s time to finally find out what is
46
SCENE 6: MOTHER WARNED ME...
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at the center of this wonderland, and hopefully get back to Denver with a way way to stop the rifts and the rituals.
BEHIND THE SCENES The runners wil l arrive at t he base of the Mile High Realm, a metaplane for Denver. The metaplane and its parts, as well as the various encounters, are all included in this scene. It’s a bit bulky but it’s linear. Denver is well-known for railroads, so here’s a little metaplanar railroading for your runners.
METAPLANE: THE MILE HIGH REALM The sha dow reflect ion of Denver in miniature is a bea utiful setting for extraplanar shadowruns that we will introduce here but explain only in brief. It plays only a small part as a backdrop for a few troubling encounters, a final confrontation, and a devastating decision that will save Denver from destruction through an unthinkable sacrifice. While Zebulon has always always been the Spirit of Denver, she started that way long ago, and as she and her connection to the city grew in power, and the city itself grew. That was accompanied by the growth of the city’s metaplanar reflection. This is the place that Ghostwalk Ghostwalker er gathered the pieces of of Zebulon to repair his love. Shadow Denver Denver is a spiral around a mountain whose peak sits 1609 meters above the lowest point of the Black Canyon, where the the metaplane metaplane “begins.” “begins.” This start appears to be a cave cave mouth that travels into a black nothingness where no light works and and movement movement gets gets you you to a point where the entrance is a light in the distance before the point seems to stagnate in space. This cave mouth is also 1609 meters from the centermost point of the metaplane. The distances are keen indicators of just how much influence the mile has had on Denver, even in the metric world of the 2070s.
THE BASIC TOPOGRAPHY The metaplane spirals up across five “sectors,” though they are not the familiar ones of Denver, and each is reached in sequence as the heights rise. Each sector is approximately four hundred meters wide, with the exception of the fifth, which is only about eighty meters across. Each sector also rises approximately four hundred meters from entrance to exit, again with the exception of the fifth. As the circles narrow, the sectors become smaller and smaller. The paths through through each sector are are clear and veering from them leads to trouble while gaining no advantage on distance as the cliffs between spirals are unclimbable. Though the cliff faces look to be solid rock, when an attempt to climb them is made they crumble like sand, offering no support for a climbing attempt. The heights of each cliff face vary between the different sectors and are described with the sector.
THE BLACK CANYON The entrance entrance to the metaplan metaplane e is located located at the the base of the sector known as the Black Canyon. This area is a dark, eerie place,
RIPPING REALITY <<
where where the light light barely barely reach reaches es but but the trees trees grow grow thick, thick, jagg jagged, ed, and nightmarish. Fear hides in the darkness of the trees and untold numbers of creatures live within the canyon, protecting the metaplane from unwanted visitors. The depths where it begins are nearly pitch black, a.k.a. Total Darkness, though light sources work. work. After After the first first loop (ten kilom kilomete eters) rs) the the lighting lighting incre increases ases to Dim Light, and the highest rung is only Partial Light. There are two paths through this sector. sector. One is the rocky footpath that walks near the center of the canyons, directly alongside the other path, which is a rail line. The line supports several trains. They pass by about once every half hour, moving slow enough that a moderate jog and a little jump can get anyone on board. They don’t stop for anything, and the engineer’s compartment is a solid block. There is no one operating the trains and no one on board when the runners climb on. Traveling by train avoids all encounters but the first in this region and speeds up travel. Once on the train, the trip to the gate for the Shattered Lands is only one hour. The first encounter encounter is a pair of dark amoebas for for each runner. They aren’t the toughest foes, but as they are defeated the runners will notice more in the woods. They need to either start moving along the footpath or hop on the train as it arrives in a most timely manner as the last of the dark amoebas is vanquished. Traveling Traveling by by foot is a long journey, journey, as the path does three three full loops before reaching the gate that transitions to the Shattered Lands. It is over thirty kilometers long. While walking the path, for each kilometer they travel, the runner with the lowest Edge must make an Edge (2) Test. Failure means an encounter—use the Rips in Reality section (p. 6) for handling these. Anyone veering from the footpath must make an immediate Edge (2) Test, with failure meaning an encounter. At the end of the train line and the path, the train turns off into a dark tunnel similar to the one at the star t. It stops briefly to announce their arrival at their final terminus, and there is a small old-fashioned train depot where the characters can disembark. If they choose to stay on board, the train enters the dark tunnel and appears back at the star t of the Black Canyon. The Black Canyon Canyon is the metaphysical metaphysical representation of the isolationist mentality of Denverites. The city has always thought of itself as a strong, independent city, and the isolation of the Treaty Treaty of Denver and building of walls and sectors simply made the separations physical. B
A
R
S
W
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EDG
ESS
M
2
3
2
6
4
1
4
4
1
6
6
Initiative Condition Monitor Limits Armor
6 + 2D6
Skills Weapons
Perception 4, Sneaking 12, Unarmed Combat 5
Notes
Dark amoebas regenerate injuries quickly. If not killed in a single Combat Turn, they regenerate completely on their next Initiative Pass.
10 Physical 6, Mental 4, Social 6 2 Shadow Slap [Unarmed Combat, Acc 6, Reach 2, DV 6S*, AP –2, *a successful hit does 6P acid damage even with a glancing blow]
SCENE 6: MOTHER WARNED ME...
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THE SHATTERED SHATTE RED LANDS
to interrupt. The metaplane will create tears if too powerful of magic is used, resulting in pulling in trouble from the Black Canyon. If the runners are successful in disrupting the ritual, the locals will start to boo them and throw rocks, yelling about ruining their ritual and dishonoring their heritage. If the runners attack, so do the locals. They go wild and attack with rocks and fists. Luckily the event occurs right about when the horses are ready to go again, so they can high-tail it out of the trouble they’ve just started. If they interrupt the ritual and stop the sacrifice, the skies go grey again and the rain returns. If t he ritual is successful, the skies stay sunny for the rest of their time in the Shattered Lands.
The border of this sector looks like an old-fas hioned , brobr oken-down iron-and-wood fence, covered in thorny brambles. A crumbling and rusted ranch gate allows access. The gate arch has two symbols. The first, a pair of letter s, A and U, are hanging sideways, deeply rusted, with wires twisting around it as they dangle and twist in the wind. The second is a rusted sun symbol with several rays that look to have snapped off and are now stuck in the wood. These lan ds are a desolat e landsc ape of grey dusty roc k with inter mitten t communitie s interspe rsed over the length of the road. The road here makes only two spirals. This means a shorter walk, only fifteen kilometers, though other options are available early on the path. This also means PRIE STS wider expans es between b etween the drop-of f and a nd the t he cliff clif f face fa ce of AZTEC PRIESTS the next level. The communities here represent pieces of (PROFESSIONAL RATING 2) Denver’s past clinging to life in this broken land. Possible Decked out in the latest Aztec fashions of the 1400s, these communities to run across include mining towns from the priests are in the midst of a sacrificial ritual. They aren’t gold rush and silver booms, the red-brick social center of magic users and will attack with blades or their atlatls, not Denver in the late 1800s, the tunnel and new Zephyr train magic. that revolutionized train travel, Native American internment camps, traditional Ute villages, modernized Aztec B A R S W L I C ESS neighborhoods with sacrifices a part a regular life, or any 5 4 5 4 3 3 5 6 6 other moment in the history of the region. This is a place to 10 + 1D6 Initiative show the runners the rich history of the area and the past 11 Condition Monitor from which it rose. Physical 6, Mental 5, Social 7 Limits The fast -travel met hod her e is horseb ack, b ut not regular horses. The horses hitched to the rails a short distance 4 Armor from the gate are a motley lot. There is a mechanical horse, Skills Blades 4 (Knives +2), Perception 4, Sneaking 4, Throwing Weapons 6 (Atlatl +2), Unarmed a horse that looks skeletal and near death, a bulky ClydesCombat 5 dale, a four-legged drone mule, a thick-armor plated rhi Weapons Atlatl [Throwing Weapons, Acc 6, DV 7P, AP –2, noceros-like horse, or any other creation that might seem SS, RC —, 4 spears] appropriate to the group’s view of Denver’s strange past Obsidian knife [Blades, Acc 6, Reach 0, DV 4P, or a twisted metaplane. On horseback, the runners can AP —] make it to the next sector in an hour. A gamemaster desiring more interactions here can feel free to describe dif- AZTEC GUARDS GUAR DS ficult-to-pass scenes that t he runners may want to interact (PROFESSIONAL RATING 3) with for some more game oppor tunities. tunit ies. t he pr iests but wear a The Shatte red Lands obviousl y repres ent eleme nts of They have the same br ight colors as the better suit of armor. The guards are much better trained and the past for Denver. Gold mines from their distant past, the they don’t hold back when they come at the runners. These bits of their history over time, the Ute and Aztlan Sectors guys are genuinely dangerous. of the city from more recent damage. This is the metaphor for all the discarded but still present piece s of Denver’s hisB A R S W L I C ESS tory. It is heavily influenced by by the Aztlan sector, as this area has risen and fallen more than once in recent memor y. 6 6 6 6 4 3 6 4 6 Event: Halfway through the trek, the horses need to 13 + 2D6 Initiative be watered and rested for a spell (especially ones hauling Condition Monitor 14 trolls). While stopped in a classic Western town with only Physical 8, Mental 6, Social 6 Limits four buildings—hotel/bar, livery, barber, and general store— 6 Armor the runners find a large gathering of locals there to witness Skills Blades 8 (Sword +2), Perception 6, S neaking some kind of public event. The locals are weari ng era-appro4, Throwing Weapons 10 (Atlatl +2), Unarmed priate clothe s to the late 1800s, except for the folks they are Combat 8 gathered around, who are wearing clothes from the 1400s. Lightning Reflexes, Tough as Nails 3, Tou Toughness ghness Qualities They also aren’t Denver natives, but rather seem to be from Atlatl [Throwing Weapons, Acc 6, DV 9P, AP –2, Weapons a spot about 2700 kilometers south of Denver. There’s an SS, RC —, 6 spears] Obsidian Sword [Blades, Acc 6, Reach —, DV Aztec sacrificial ritual going on right in the center of town. 8P, AP –2] There are two priests and two guards, if the runners want
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LOCALS (PROFESSIONAL RATING 0)
Just the local townsfolk, except they are crazy into the r itual and they keep fighting until t hey are knocked out. Killing any of them feeds their rage. B
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2
2
2
2
3
2
2
2
6
Initiative Condition Monitor
5 + 1d6
Limits Armor
Physical 3, Mental 3, Social 5
Skills Weapons
Clubs 1, Throwing Weapons 1, Unarmed Combat 1
9 0 Rock [Throwing Weapons or Club, Acc 3, DV 2P, AP —] Fist [Unarmed Combat, Acc 3, Reach 0, DV 2S, AP —]
THE IRON HORSE H ORSE NATION This border is the first that has anything resembling secur ity. The gate i s a pair of ten-meter-wide metal walls on rol ling wheels that slip back into the four-meter-high metal wall. There are metal towers every five hundred meters as the wall rings the en tire outer led ge of the Iron Horse Nation. The Iron Horse Nation is the wild-west attitude of Denver matched up with its modern tech. Guns, cars, motorcycles, and even t-birds grace the wilds of this untamed frontier. The rings—four of them in all—are dotted with camps and fueling stations controlled by the various gangs and groups. The entire zone, from the moment they enter to the moment they exit, is a fight for dominance. The gangs of this nation battle it out in bike races, car races, street fights, gun fights, mana wars, and gambling dens, to see who deserves to be the closest to the City of Steel. Just insi de the gates , the runn ers meet th ree smuggl ers; Mato, a dwarf offering a low-slung VTOL train; Teton, a human Sioux offering a blocky t-bird with a definite steampunk vibe; and Dakota Joe, an ork offering a group of motorcycles with sidecars for those who can’t ride. No matter which method they choose, they are going to get in a little bit of trouble. Whether it’s an ambush on a fueling station while the bikes, strange train, or t-bi rd are refueling, or biting off more than they can chew in the competitions, something will happen to make sure no one gets through unscathed. All the vehicles churn out black smoke while chugging gallons of fuel. No vehicles in this place can manage more than two loops before they need to refuel. Many cannot even make one and often carry additional fuel jugs and tanks in order to refuel on the road when a fueling station isn’t available, whether because it is an unfriendly station or it’s too far away. All the vehicles are rusted and dusty, but just about all of them run fine until they are shot up or smashed.
RIPPING REALITY <<
The Iron Horse Nation represen ts the S ioux and t he cultural power of smuggling and smugglers in the Front Range Free Zone. This is a part of the modern Denver—whether the city is split or unified, it remains a central point on the route between North American nations, all of whom have different views on what’s le gal and what’s not, and who’s allowed in and who’s not. Event: When the runners stop at a refueling station, the locals are running challenges, and they offer the outsiders a chance to compete. There’s a bike or car race for the team’s rigger and decker, a cage fight for their martially minded mates, a shooting contest for gunners, and a banishing duel for mages. Other events can be made to fit the particular skills of team members. The events cost nothing but time, and winning earns nothing but respect. Each contest can be run in the same Initiative sets, with the racers battling for position and attacking each other’s vehicles in the “Matrix” while the fighters and mage go after each other in real time. Stats for the primary opposition for each are provided here, but others can be added if the gamemaster wants to spice things up. For the race, a runner is given their own “Reckoner,” a truly mean machine. The race consists of a competition between a runner and two other vehicles using the rules on p. 173, Rigger 5.0 . To win, the drivers need to disable their opponent’s vehicles or escape. The deckers join this fight and ride as copilots, attacking the other drivers, with their deckers, decks, and the vehicles involved. Each other driver has a decker who rides with and joins in on the racing fun. The brawl is just that , a c age match between two brawlers and one of the runners. Only one winner is allowed, so the brawlers will team up, but not necessarily against the runner, depending on how they acted before the fight. Extra attitude brings them extra attention from the other fighters. The shooting shooting contest is a speed game between the runner and two other shooters, firing at a series of targets that pop up and move. The targets roll 15 + 5D6 for their initiative. They have no Reaction or Intuition, but their small size and movement give them 10 dice to roll against an attack. Two targets pop up on each Initiative Pass. This game lasts for three Combat Rounds. The shooter with the most hits after the three rounds, wins. Interfering with, though not directly shooting at, other competitors is part of the competition The ba nishing competition is also a race of sor ts. There are five different spirits, one of each basic type. Each has a different force and a different number of services owed. The runner is up against one other mage. The goal is to banish the most spirits. As the spirits are not officially banished until they can shift back to their home plane, the battle can involve trying to regain control of a spirit once all of its ser vices a re removed in a Banishing te st. This gi ves both side s some strategy and options while battling it out. Gaining ser vices owed does not all ow the mage to simply release the spirit once they have control. Instead they need to perform their own banishing, but they gain a +2 dice pool modifier. No spells are allowed during the event.
SCENE 6: MOTHER WARNED ME...
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RACER
GUNNER
(PROFESSIONAL RATING 3)
(PROFESSIONAL RATING 4)
B
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ESS
B
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3
4
6
4
4
3
6
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6
4
6
6(9)
3
5
4
6
3
6
6
Initiative Condition Monitor Limits Armor Skills
13 + 2D6
15 + 4D6
Gunnery 7, Perception 4, Pilot Ground Craft 8
Initiative Condition Monitor Limits Armor Skills
Qualities Gear
Lightning Reflexes
Adept Powers
Attribute Boost 2, Improved Pistols 4, Improved Reflexes 3
Weapons
Cyclone Revolver [Heavy Pistol, Acc 6, DV 10P, AP –2, SS, RC 1, 6(cy)]
10 Physical 6, Mental 6, Social 6 0
The Reckoner (vehicle)
THE RECKONER RECKON ER HAND
SPEED
ACCEL
BODY
ARM
PILOT
SENS
SEATS
5/3
8
4
12
8
0
0
2
Standard weapon mount (fixed, forward, LMG), oil slick sprayer,, smoke projector, road strip ejector sprayer
Standard Equipment Weapons Notes
Physical 6(7), Mental 7, Social 6 10 Pistols 10 (14) (Revolvers +2)
MAGE (PROFESSIONAL RATING 3)
B
A
R
S
W
L
I
C
ESS
M
2
4
5
3
6
5
6
8
6
8
Ingram White Knight [LMG, Acc 5(6), DV 10P, AP –4, BF/ FA, RC —,100(b), w/ EX-explosive ammo]
Initiative
11 + 1D6
The equipment loaded on this vehicle is explained on p. 161 in Rigger 5.0 .
Condition Monitor Limits
11
Skills Qualities
Banishing 7 (Beasts +2), Summoning 8 (Fire +2)
Initiate Grade
2
DECKER (PROFESSIONAL RATING 3)
B
A
R
S
W
L
I
C
ESS
2
3
5
2
5
6
5
5
6
Matrix Initiative Matrix Condition Monitor Matrix Attributes Programs
11 + 4D6
Skills
Computer 6, Cybercombat 8, Electronic Warfare 6, Hacking 6
11 Attack 8, Sleaze 5, Data Processing 6, Firewall 6 Armor, Bootstrap, Crash, Decryption, Fork, Virtual Machine
BRAWLER (PROFESSIONAL RATING 2)
B
A
R
S
W
L
I
C
ESS
6 (+3)
6
9
10
2
2
5
2
1.7
Initiative Condition Monitor Limits Armor Skills Qualities
14 + 3D6
Augmentations
Chest plates, hydraulic arms, piston legs, firewires
Weapons
Fists [Unarmed, Reach —, DV —, AP —]
50
11
18 Physical 12, Mental 4, Social 3 10 Unarmed Combat 8 Tough As Nails 3, Toughness
Physical 5, Mental 8, Social 10, Astral 10 Mentor Spirit (Thunderbird: +1 summoning spirits of air), Spirit Affinity (Earth)
CITY OF STEEL Much like the Iron Horse Nation, the City of Steel is bordered by a wall that runs along the edge of the outer cliffs. This one is eight meters of concrete with steel reinforcement every two meters, topped with a two-meter-wide walkway and electrified razorwire. The wall not only rings the outer cliffs but also cuts this ring into seven separate sectors, with gated walls separating areas as they rise closer and closer to the central region. The gate to enter this ring is a pair of eight-meter-high, three-meter-wide concrete doors that swing inward. The first zone of the City of Steel, just inside the gates, is what the denizens call the Mish-Mosh. This is the place where everything from the other zones mixes. Construction ranges from shanty-tents to glass-and-steel towers with a mix of classic and gothic architecture blended in for fun, but all of it is a crazy mix-and-match mess. Every era of Denver’s history has buildings here. This first zone acts as a market of sorts, where locals come out to trade goods and services. Many things they trade are not apparently useful, and ser vices will be something like talking to them for a few hours. It’s a metaplanar economy—things get a little weird. Immediately inside the gates is another wall and another gate. This gate consists of the three two-meter sections of the wall that slide upward. The outside of this gate is covered in warnings and graffiti; the largest is a “No Admittance” banner in red across the top section of gate that doesn’t move. Beyond this gate is the Sun Sector, an exiled section of the City of Steel that obviously represents Aztlan’s sector of the
SCENE 6: MOTHER WARNED ME...
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city. It fills much of the outer ring. A small section of the outer ring is the home of the Fallen, a small sector that still remembers the Ute. The path toward the center of the City of Steel passes through the tech sector, Brokenville, and finally the Ring of Order, representing the PCC, UCAS/CAS, and Sioux respectively. The Sun Sector is rundown rundown and dark, with with life living in the shadows shadows of this exiled domain. Every structure, even the simplest home, has a stepped-pyramid look, and while the buildings are dingy, dirty, and dark, the pastel shades of pink, blue, and green peek through the grime. Many of the pyramids are taller than the wall itself, but that is common throughout throughout the City of Steel. Aztec iconography is everywhere, along with traditional styles of dress and modern styles with Aztec accents. Though the dress is traditional, this area is still a place of exile and struggle, and most people’s clothes are ragged or well-worn. Only the most powerful of the area’s Sunlords do not live in squalor. The Fallen live in a narrow wedge between Mish-Mosh and Sun Sector. Their domain is a strange place of transition. The buildings would would fit in any traditional traditional suburb across across North America, but everything is accented with traditional Ute pieces. Art on the walls of homes and buildings, decorative designs in windows, wind chimes with abundant beadwork— everything here has touch of the Ute, but only the Lodge, as the locals refer to it, is completely traditional. It is a massive angled tepee with three floors inside. The most honored families live in the Lodge, and ceremonies of the Ute are performed in its central atr ium. The oddest thing about the Fallen and this sector is the people. They are all Native Americans and real members of the Ute tr ibe. Most disappeared during the collapse of the Ute Nation and were offered asylum here. No metaplanar natives live in this sector of town. The Tech Tech Sector is split between between residential towers towers on the outer edge, a park that lines the center, and commercial office buildings on the inner edge. The residential structures are four stories, with the lowest two appearing to be made of adobe and the upper two consisting of interlocking triangular glass windows. The offices are ten-story towers of dark glass with black metal seams. The location of one’s office is determined by authority, with those who have the most looking out at the Broken Heart. Looking out over the rest of the metaplane is next-highest, and just a view of the residential structures is right above staring out your window directly into a cliff wall. The residents tend to dress in a business casual style with traditional Pueblo, Hopi, Zuni, and Ute accents. The primary activity here is “programming. “programming.”” Workers Workers head to their offices and hit the keyboards to write code. What the code is for, everyone claims to understand, but no one can or will explain it. It’s a metaplanar reflection of the corporate nature of this nation. Brokenville Brokenville is split at the center by a shorter wall built out from buildings to cut across the central road. It is obviously an odd addition to this sector. The atmosphere of Brokenville is one of despair hidden behind the façade of confidence. The whole sector consists consists of steel, glass, glass, and concrete, along with with the occasional bit of plastic and canvas, all tangled together
RIPPING REALITY <<
to create an unending cityscape. Narrow alleys slip between buildings but never travel far. All the buildings are connected overhead, with skywalks over the crowded streets. The sectors both have two parts, uptown and downtown, with uptown being on the road closer to the heart and downtown being the side closer to the outer wall. Uptown is filled with the up-and-up businesses, while downtown is filled with seedy establishments and rundown squats. The wall at the center is only four meters tall where it runs across the two streets, but it’s connected to the buildings on either side. Sliding gates are operated by guards flanking them. This sector represents both the UCAS and CAS. The people of the sector reflect the variety of both these nations in style of dress, and various accents, drawls, and twangs of the represented nations are on display. The Ring of Order is a drastic change from the previous sector. Structures here are three stories or less, all made of reddish stone and black glass, and very boxy. The citizens dress in a military-ish uniform with accents of Sioux culture like feathers, paints, and beads. All are armed, most with pistols, but some carry bows of both traditional and modern design. They don’t stand in formations and march around or even stand guard but these are the guardians of the final ring. They’re seen in pairs, trios, and quartets, talking and appearing to socialize, but they are always always watching. Denver has for decades been all about politics and back-alleys deals made in corporate boardrooms. It’s a lab yrinth of cultures full of all sorts of minotaurs. These stealthy stealthy interconnections are not left behind within the City of Steel. All the sectors have dark alleys, and the rising spiral form it takes means that the first floor of one place may lead to the basement, sub-basement, or even lead into secret complexes deep in the mountain that are not a part of this adventure but could easily play a par t in other metaplanar explorations. If the runners want to move through these places quickly, they need to pick up a taxi at each gate. The taxies are completely automated. automated. They are small cars suited for the narrow streets of this sector. The problem is they only seat four adults uncomfortably, with most orks taking up two spots. Trolls Trolls need their own own taxi. : Another party has followed the runners and Event doesn’t want them to make it to the Broken Heart. They know they only have one shot, and this is it. They’ve brought along some lackeys to do the dirty work because they aren’t as powerful on this metaplane as they are at home and they’re saving themselves for a possible scuffle later with the master of the realm. When the runners reach the wall at the center of Broken ville, they are ambushed. The att ackers have good positions and should get the jump on the runners, but a Surprise test should still be made. The ambushers have two snipers located on balconies on the far side of the wall. They are two hundred fifty meters out and attack when the runners are one hundred meters from the wall. They have a wide-open field of fire for fifty meters, with only narrow doorways doorways to hide in. Windows and doors along this narrow strip are reinforced and cannot be broken through or shot out (an aspect of the metaplane
SCENE 6: MOTHER WARNED ME...
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working against being broken). broken). The angle angle of attack loses sight THE BROKEN BROKE N HEART of the runners inside fifty meters of the wall, which is when This is the cen ter of the metapl ane—the heart, so to speak. the skirmishing squad comes through the gates to attack. This is where the formula and true name of Zebulon are There There are three skirmishers skirmishers for each member member of the team. team. kept, and in point of fact, the structure itself is that arcane They They also move move in groups groups of three, three, with the the leader holding holding an artifact. But as the runners quickly see, she is cracking. extra-wide riot shield and the others tucked close in back. They A wall of stone hearts, many cracked and broken, surmove forward quickly, firing their weapons as they move before rounds the entire central section of the City of Steel. This is breaking out and going into melee, which is their specialty. the wall around the Broken Heart, the central temple of this metaplane. The wall does much the same thing as the cliffs SNIPERS when anyone tries to scale it, with a slight variation. The hearts bleed when they are touched, making the wall too (PROFESSIONAL RATING 3) slick to climb. Shooting from up high, when they die their bodies fall to the Through the central gate, a massive metal a rch, the path pavement below where the runners can eventually see that leads straight into the central structure, an octagonal buildthey are elves, have a red diamond around their right eye, ing, four stories tall, with massive black pillars at the corand are dressed in long brown trench coats. ners and walls made of white marble and silver glass. The architecture has a Corinthian feel, with ornate and intricate B A R S W L I C EDG designs highlighting the upper portions of the columns as 4 6 5 3 5 4 6 5 6 well as the cor nice that overhangs the top. Closer examin a12 + 2D6 Initiative tion shows the designs to be dragons surrounded by elec14 Condition Monitor tricity and fire. The main doorway faces the main gate and Limits Physical 5, Mental 7, Social 7 spans three and a half of the four stories. It is a huge black12 Armor and-white marble door that slides back into the walls when Longarms 7 (Sniper Rifle +2), Perception 6 Skills opening. Lightning Reflexes, Tough as Nails 3, Toughness Qualities Inside, the Broken Heart temple has an open atrium that fills the middle and is obviously where Ghostwalker Ghostwalker resides in DeathCasterr Rifle [Sniper Rifle, Acc 8, DV DeathCaste Weapons 9P, AP –4, SA, RC 2, 8(c), w/ scope (vision his natural form when he is here. The three floors that ring the magnification)] structure above look like a massive dollhouse for the dragon. Stairwells for each floor are on the outer wall. The first is SKIRMISHER opposite the doorway, meaning anyone wishing to go to the other floors must cross the atrium, an awe-inspiring feature (PROFESSIONAL RATING 2) of the building. The stairwell from two to three is located to Beetle-like body armor covers thin elven frames. They all the right of the entr y way, way, while the one connecting three to fight with a similar style, and all of them brandish ornate rapifour is to the left. Visitors move around a lot on the floors in ers as they attack. Under the armor, they all wear white face order to get up to the top floor, which grants access to the paint with a red diamond around their left eyes. As a note to roof from a stairwell above the entryway. the gamemaster they didn’t all look like this when they came The ground floor is an octagonal expanse, eighty meters but their affiliation with a cer tain elf forced this look on them. across parallel rows of smooth black-and-white marble. The surface now has several large cracks and fissures running B A R S W L I C EDG across it. Quick puffs of steam and smoke erupt from some 4 6 5 3 5 4 6 5 6 of the breaks at random intervals. At each corner of the wall 12 + 2D6 Initiative is a sconce with a white-flamed torch burning. 14 Condition Monitor The first first balcony balcony level level represents represents the first first two of the the pieces Physical 6, Mental 6, Social 7 Limits that Ghostwalker brought back together, the spirits known as Armor 15 (21) Smoke and Night. There are two small chambers on this level. The first is a sitting room with a small library of books in a Automatics 6, Blades 7 (Sword +2), Perception 5, Skills Unarmed Combat 9 language none of the runners has ever seen. On the reading Qualities Lightning Reflexes, Tough as Nail s 3, Toughness chair is a small grey cat that approaches anyone who enters Armor jacket (12), helmet (+3), triple-width Gear and spirals around their leg. The cat is harmless, just a leftover ballistic shield (+6 at the center, Good Cover for remnant and aspect the spirit took during its time being bro the sides) ken. The second room is a black blac k parlor, where no one possessBarker SMG [SMG, Acc 5, DV 7P, AP –2, SA/BF/ Weapons es a shadow, no matter what they use for lights. On the wall is FA, RC 4, 24(c)] an old poster that says “Unity: In unity their is purity,” as Night Sliverblade [Blades, Reach 1, DV 7P, AP –4] played a part in the old Unity group that once worked to bring Movement while behind the shields is limited Notes a racial bloodbath to the Front Range Free Zone. to 10 meters, but the ski rmishers ca n move out of the cover to gain the remainder of their The second second balcony balcony level level represen represents ts two two more more of the piecpiecmovement. es brought together to reform Zebulon, Rojo and Goldy. The
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room for Rojo looks like another sitting room, but this time the library is full of books on government and politics. A map of Denver, from a time of unity, is attached to the wall. The second room, dedicated to the Goldy spirit fragment, looks like a miniature 1800s saloon, with mining implements hanging on and leaning against the walls in a decorative fashion. The third balcony balcony level was constructed constructed from the last two two spirit fragments of Zebulon, Seeker and Grey Sky. The chamber for Seeker is a museum of weapons. It looks li ke a historical armory of weapons used by the Sioux people, from their earliest days all the way to the modern weapon of choice for the Sioux Wildcats, their individually customized Yamaha Raiden assault rifle. All of the weapons are sealed behind unbreakable glass. Grey Sky’s chamber looks like a traditional Pueblo home. The walls are decorated with traditional art of the Pueblo tribes, including a few ornamental weapons, which upon close close inspection have have blood on the the blades. The roof roof is where the the action is going to occur occur and thus will be described in the next chapter. This central structure has has no residents, and when when the runners arrive there is no one present. They will have a few minutes to study and explore this massive place before others will begin to arrive for what what will be the final scene of this mystical roller coaster.
PUSHING THE ENVELOPE Feel free to add in a few more guards and another priest, bump up the stats on the competitors, and increase the number of skirmishers to four per runner. There are a lot of encounters here and no time to rest in between, so even a little increase could mean a big difference.
DEBUGGING There is a lot going on, and the r unners could easi ly get lost in the forest of activity. If they seem too keen on exploring the entire realm, feel free to remind them of the ticking clock back home with some ominous rumbles and maybe some smoke billowing up from the top of the mountain. There are also a lot of places where where the runners could get get seriously injured, and that’s okay. okay. The metaplane can provide a doctor (era-specific by region) to help out with patching them up and getting them moving along to their final destination. They can make ominous comments about a “date with destiny” destiny” or them “being here for a reason.” reason.”
SCENE 6: MOTHER WARNED ME...
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THE HARD CHOICE SCAN THIS The runners have reached the end of the line. On top of the central tower they stand with several notable figures and learn some difficult truths. They’ll have a chance to play a part in this epic final decision and play a role in events that will alter the landscape of t he Sixth World.
TELL IT TO THEM STRAIGHT S TRAIGHT
around the rooftop, piercing blue eyes locating everyone around as he walks confidently to the central obelisk. “Join me. We have much to discuss.” His human form speaks with an accent you can’t quite place, but there is little question of whether you should obey. Ghostwalker is not one who is used to disobedience. Gathering near the central obelisk you spot another figure move up from the stairwell. The orkish face of Nicholas Whitebird, the dragon’s dragon’s Voice, Voice, is instantly recognizable. recognizable. He is trailed by another figure, this one a woman, her hair as stark white at Ghostwalker’s. Ghostwalker’s. The pair take notice of you you but make no acknowledgement of your existence as they join Ghost walker at at the center of the roof. roof. A tender kiss leaves little doubt that the woman is Zebulon, the Spirit of Denver and the lover of Ghostwalker. “Thank you for your work. When you return to our home metaplane, you’ll be compensated as agreed. We know the way,” way,” Whitebird Whitebird says with a politician’s smoothness. smoothness.
The sky beyond beyond the rectangula rectangularr passagewa passageway y that leads to the roof is an ebony sea of sparkling dots. The sky above, a familiar one. It is the sky of Denver on the clearest of late-winter nights. As you clear the lip, you can see the entirety of this world around you. Below, the metaplane spreads out, even the highest towers of the broken city do not reach the heights of this tower. The gradual descent between zones ends with the blackness of the forest that matches the sky above, minus the sparkly bits. The octagonal octagonal roof around around you is lit, but not from any WHEN THE RUNNERS source you can see. It reminds you of a trid of someone walk ARE READY FOR ing in the dark, where you know it’s dark but they have to have GHOSTWALKER’S EXPLANATION light in order to film. Despite the grand scenes below, the roof “My need for you is not over,” Ghostwalker starts. “This place is far plainer than you expected. Scanning it from the outer is damaged. The rifts between here and the physical plane are edge, which falls directly off with no lip or wall to speak of, in a result of that damage. I need more assistance in discovering towards the center, you find a series of obelisks, diminishing in the cause and locating a solution.” For what you would guess number from eight, a meter in from the edge, down to four in a is the first time ever, you can hear genuine pain and a hint of square three meters further, than a pair af ter another three mepanic in the voice of a great dragon. ters, and a single obelisk at the center of the rings. Even from a “The tower is breaking. This tower was built from the shatdistance you can tell the obelisks are barren of detail. Each is a tered pieces of the Spirit of Denver. Your journey here passed slightly shiny black spire, the only variation vari ation among them being through her home metaplane, at least the home I rebuilt in orthe series of cracks that mars each surfaces perfection. der to save her. This place must be fixed and the tears sewn up A flash in that inky blackness at the end of the metaplane in order for her to be whole once again.” catches your eye, followed by a growing white dot flying toA laughter that makes nails on a chalkboard sound like a wards wards you. you. The The dot dot gains gains detail details, s, like like flappin flapping g wings wings,, and and then then a grand symphony pierces the conversation. It’s end is marked lizard-like shape, before it becomes fully apparent it’s a dragon. by a condescending slow clap. “Such a terrible waste of time, And it’s flying straight at you. I’d say. You You know the truth. You just don’t have the heart to face it. I’d be happy to help you move this along so we can all get WHEN THE DRAGON D RAGON ARRIVES: ARRI VES: back to a Denver without random incursions of monsters from The massive form of Ghostwalker plants his claws on the another metaplane.” The source of the voice slowly rises from edge of the tower’s roof and then suddenly shifts, mothe stairwell, accompanied by a handful of familiar foes. An elf, mentum carrying his metahuman form forward gracefully auburn hair tied back in a ponytail over the smarmy look on his as flying turns to walking in a seamless transition. He looks face, long brown duster with pins on the lapel, and a pair of
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jeans that that have seen seen better better days, days, stops at the the top of the stairs stairs her from several angles when the rooftop suddenly collapses. while his lackeys lackeys fan out out around around him. him. Her hands clutch and climb the central obelisk as gravity takes “You’re “You’re not welcome at this meeting,” Ghostwalker says, a control. The obelisk falls below her, and you watch in what hint of growl in his voice. feels like slow motion as she tumbles and turns, her back to the “But I am necessary. And, I’m here. Might as well make the obelisk, her face to your staring eyes. You watch as the obelisk best of it.” The elf’s flippant tone not what one would expect reaches the bottom, and Zebulon is impaled at its peak. when hearing someone someone speak speak to a great dragon. dragon. Her energy explodes, shattering the base of the tower Then it dawns dawns on you. you. This This is no normal elf. This This is the nutnutcompletely and sending everyone still on the rooftop into bag that went toe to talon with Ghostwalker on the streets of freefall. Denver a few years back. This is Harlequin. As endings go, it’s pretty awesome. awesome. After looking around at those present, the elf continues, “It seems you have nothing but yes-men around, and you have a AFTER THE TOWER hard choice to make. I’m here to help.” IS DESTROYED DESTROY ED “I need none of your help,” Ghostwalker replies dismissively. Whether funky gravity or arcane trickery, it wasn’t the fall or “Come now. You know what’s causing this, and you know the sudden stop at the bottom that killed you. In fact, you find what you have have to do,” Harlequin Harlequin says says with a wink aimed at yourself quite whole and standing at the gate of what was Zebulon. “But why don’t we play this out a little further? Hear once, the center point of this realm, but now sits as a pile of from the peanut gallery and see if any of them are willing to rubble surrounding a single black obelisk c overed in fractures. save Denver.” To To the side, Ghostwalk Ghostwalker er hunches, hunches, massive massive chest heaving heaving with seething seething anger. anger. Approach Approaching ing him him woul would d likely likely be be your your last last DURING THE DESTRUCTION mistake. Seated against the wall at his side is a wounded NichOF THE TOWER olas Whitebird, a gash on his forehead painting half his face in Sprinting from the fight Ghostwalker leaps from the edge of the deep crimson. You wonder where the elf has gone when a slow tower and transforms, his massive draconic form dwarfing evclap begins to come from the other side of the once tower. erything as it drops out of sight. Bursts of light and exploding “A terrible choice, Pale Scale, but I guess it was better than stone shake the tower, making keeping your feet a struggle. letting me off the slitch,” Harlequin’s voice is flippant at first, Zebulon runs for the center of the rooftop, attacks chasing then sliding to scathing with ease.
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“Be gone, elf. You played played no part in this except to interfere in our last moments,” Whitebird says as he rises to his feet, the words obviously those of Ghostwalker. Ghostwalker. “Which at least he had,” he adds at the end, his own commentary to match the biting tone of Harlequin. Ghostwalker’s heaving stutters for a moment, almost a chuckle, and his snout shifts to what you assume is a smile. Harlequin’s face is not so pleasant, the comment striking deep, but he recovers quickly to resume his normal jovial demeanor. “Well, my condolences on your loss, and congratulations on your new realm. Enjoy it while it lasts. Farewell.” His final word is punctuated by the flash of an all-too-familiar rift that envelopes his form and disappears. “You are no longer needed here. The gateway behind you will return you to Denver. You You will receive compensation for your efforts in two days’ days’ time. You are welcome to stay at the residence in which you arrive or return to your lives. Your Your services were appreciated.” You You can tell the last words were those of Whitebird himself—Ghostwalker himself—Ghostwalker would never deign to offer a thanks to mere metahumans. Behind you is a swirling gateway within the iron gate of the courtyard. Time to go home.
BEHIND THE SCENES Ghostwalker is about to find an impossible decision on his plate. The rifting events that have been occurring are a direct result of the reunification and reconstruction of Zebulon within the splintered Denver, along with Ghostwalker’s current move to make Denver his own personal fiefdom. The rifts began began to occur around around the the time time Ghostw Ghostwalker alker started strongly pushing the end of the Treaty of Denver and the removal of all foreign claims to the city. Rifts were reported as far back as 2062 when Aztlan was forced out and Ghostwalker took control, and another uptick occurred in 2067 when the Ute collapsed into the PCC. They were all small, very minor events. In 2074 all reports of rifts stopped. Until February 10, 2079, when Ghostwalker declared Denver to be independent and unified, giving the nations a month to beat feet. Since then, rifts have been opening at an alarming rate. The rifts are metaplanar tears erupting from another shift within Denver. Zebulon Zebulon was once split and splintered by the division of Denver. Ghostwalker brought her back together while he controlled Denver, but the city was still splintered and thus her reconstruction was tied to this state. Now that he is once again changing the landscape of the city by exiling all of the governments, Zebulon is ripping again. She is too strongly bound to mentally rip, and instead, the connection between the metaplane where Ghostwalker reconstructed her is overlapping as it’s pulled closer in order to keep her together. Spikes in magic use caused the rifts but the final declaration that removes the governments resulted in a city that is no longer the Denver from which she was rebuilt. Here’s the decision that’s at stake: To save Denver, Zebulon must be sacrificed. Or vice versa. Ghostwalker might lean one way on this decision, while Harlequin prefers the other. The runners will play play a key role in pushing the decision ahead. Harlequin figured all this out at about the same time as
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Ghostwalker, Ghostwalker, and he came to this metaplane to settle an old score. He blames Ghostwalker for the death of his love, and now wants to be the one to kill Ghostwalker’s love, Zebulon, in order to “save Denver,” though they both know his true motivation for this act. After the opening moments, the runners have a chance to converse with these great powers and see if they can save some lives—including their own. Each of the powers involved in this discussion has their own view of the situation and what is necessary, and both have their own beliefs about what loss of life is acceptable. Harlequin believes that the destruction of Zebulon would result in stopping the rifts, and that her continued existence will eventually lead to massive rifts opening permanently in Denver. He wants to kill her to save the city; hurting Ghost walker is the icing on on the cake. Or maybe maybe the cake. His priorpriorities are uncertain. Ghostwalker knows that Zebulon and Denver cannot both survive. He sent Nicholas Whitebird to this plane to find a solution, and Whitebird has already reported that there is no other choice. Still, he knows there are other cities on the globe to dominate, and he might be willing to write off Den ver and start anew. anew. The runners might need to push him to save the city—assuming that’s what they want to do. When the final battle ensues, there are several parts that could be played. Ghostwalker Ghostwalker needs the runners to help hold Harlequin’s forces at bay so that he can save Zebulon—or, if he can be convinced to save Denver, Denver, then he can be the one to destroy the tower himself. He will reach out into the runners’ minds as the fighting progresses, attempting to sway them to his side. He offers property and citizenship within whatever domain he he decides to rule, along with employment employment in his new government. He’ll need skilled operatives, after all. Zebulon knows her fate and is torn. Like any living being, she has a survival instinct, and part of her would be willing to let Denver be pulled apart if it means saving her life. But she also knows the tremendous toll that would take in terms of human life and herself—what would a spirit of Denver be without Denver? Increasingly, she is becoming resigned to her fate, but she does not know whether it would be better to die by the hand of her love, or by his greatest nemesis, fueling Ghostwalker’s Ghostwalker’s pain and rage and perhaps preser ving a portion of herself in that emotional storm. She needs to be protected as Harlequin’s forces go after her form to keep her distracted and unable to protect her tower from Harlequin’s attack. Her plea comes to any Awakened members of the team as an astral message asking them to protect her. Once her tower is destroyed, she’ll take care of her own fate but needs help preventing the interference of others. On the other side, the runners don’t need to side with Ghostwalker. Harlequin wants them to attack Whitebird and Zebulon to keep them from hindering Harlequin as he attacks the tower to destroy Zebulon and get revenge on Ghostwalker. Ghostwalker. The battle battle that plays out gives gives the the runners a chance chance to participate and swing the battle one way or the other—though there are elements at play that could lead to endings neither Harlequin nor Ghostwalker fully expects.
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The most likely likely outcome of the scenario is that Zebulon’s Zebulon’s tower is destroyed, and thus she is destroyed as well. With the amount of life at stake, runners will likely opt to save Den ver. The fact that both Zebulon and Harlequin might reward their efforts should play a substantial role in pushing them in this direction. The way this scenario will most likely play out is that the forces advancing on the tower will make gains, leading to Ghostwalker destroying the tower, and thus Zebulon. Harlequin wins because he played a large role in making the rifts a major concern in Denver and pushed Ghostwalker to do the deed to prevent Harlequin from getting his revenge. The twisted machinations of a mad elf and a lovestruck dragon. It’s possible that the r unners will destroy the tower themselves. In this instance, the effect is very much as if Ghost walker himself did it. Harlequin is denied his revenge, revenge, and Denver is saved. The main difference here is that Ghostwalker, Ghostwalker, while understanding the need for the tower tower to be destroyed, destroyed, cannot entirely forgive the runners for their actions. He will not go into devour mode, but rather will find special ways to make the runners’ lives more complicated in the future, sending disruptive spirits at inopportune times and other such activities. At some future date, he may call in a marker that he believes the players owe him. A third possibility is that the runners interfere to a degree that Harlequin, not Ghostwalker, destroys the tower. While the result for the world is the same—Denver is saved, Zebulon is not—the personal result for the runners is quite different. Harlequin is exultant, Ghostwalker is incensed. Harlequin protects them from immediate retribution, but his protection cannot be total. All runners receive the Hung Out to Dry quality (p. 155, Run Faster ), ), with the reason for their abrupt pariah status being Ghostwalker’s Ghostwalker’s wrath. They do not receive any bonus Karma when gaining this quality in this way. way. If they want life to get back to normal, they’re going to have to appease a dragon. Luckily for them, dragons play a long game, and there are things they can do besides be eaten that might pacify Ghostwalker. He is looking to extend his realm, and he’s decided to tr y more surreptitious means than he used in his assault on Denver. The runners will become his on-the-ground forces in performing a series of runs to help Ghostwalker become deeply integrated into the fabric of a new city, until he is essentially ruling it from behind the scenes. Ghostwalker has heard good things about a burgeoning dwarf-centric tech university in Biloxi, and a base in the CAS would help him continue to piss off Aztlan, which is even more important to him than punishing the players. If the players play their cards right, they could emerge as important shadow forces in Biloxi, gaining status in this boomtown and growing closer to Ghostwalker—who needs them close, in case he decides to eat them after all. The most radical decision the players could make is to try to save Zebulon. This should be challenging for a number of reasons—at this point, both Ghostwalker and Zebulon are understanding what must happen, so the runners will have convince them to act against their growing conviction. On top of that, they’ll have to convince Ghostwalker and Zebu-
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lon quickly enough to defeat Harlequin’s forces, which will be no simple task. And of course, while runners are not al ways ways renowned for for their strong consciences, saving saving Zebulon means dooming Denver. Denver. Millions of lives will be lost, possibly including people close to the runners. It will be a difficult and monstrous action, but we’re well aware of what runners can accomplish when they put their minds to it, and we hate to completely cut off possible actions (even though this particular one might create challenges integrating games with canon material going forward, as Denver will continue to exist in canon). So the possibility exists that Zebulon may be saved while Denver Denver is doomed. Ghostwalker may have been leaning to sacrificing Zebulon to save Denver, but once the runners do the reverse, he and his mate will be very grateful. He will carry forward his plan to gain influence in Biloxi, only accelerating it because he needs a new realm, and he is willing to involve runners in that effort. He will act more as ally than coercive master, so the runners will have a better time of it than they would had Zebulon died. Which is good, because they will have plenty of other problems coming their way. Harlequin is going to make dead certain that the runners pay for their interference, and his cause is somewhat justified by the fact that the runners allowed, and even participated in, a horrible atrocity. All of the characters receive the Wanted quality (p. 159, 159, Run Faster ) without receiving bonus Karma for it, and they they are now now wantwanted in the PCC, UCAS, CAS, and Sioux Nation (Aztlan is more forgiving due to the blow Ghostwalker has suffered). Work in any of these nations will be very difficult for the PCs, especially if they use any identity they used before this adventure. If they get new identities, Harlequin will be active behind the scenes to expose them and make their lives a livi ng hell. Additionally, all characters receive the Big Regret quality (p. 153, Run Faster ) without receiving any bonus Karma. To sum up: If If they work work hard, the players might might be able to save Zebulon, but they probably shouldn’t.
DEBUGGING This is a place where the runners could easily be outgunned, but also where they can be dwarfed. Don’t let them feel like they are pushed off to the side—find specific parts of the battle (defeating a side force deployed to defend one part of the tower, breaking down a specific part of someone’s defenses, etc.) where they can have a strong influence. Additionally, both Ghostwalker and Harlequin are interested in anything that might sway the battle in their direction, so they will reach out to the runners in an attempt to bring them to their side. While the runners clearly will not be the most powerful forces in this fight, they should feel important, and their choices should matter in the final outcome. If the runners are on the verge of being overwhelmed in the battle, you can always let them deal with the consequences of their actions, or you can have some part of the forces of Ghostwalker Ghostwalker or Harlequin inter vene to save their bacon. And in the end, if they get “killed,” it might not be that bad, as they might just be ejected to the material plane in time to see the results of Zebulon and her tower being destroyed. destroyed.
SCENE 7: THE HARD CHOICE
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GRUNTS AND MOVING TARGETS
HARLEQUIN
NICHOLAS WHITEBIRD Whitebird is an ork Eagle shaman of Ute des cent, and he is the Voice of Ghostwalker. While his very pre sence can be intimidating, Whitebird’s demeanor is calm and business-like. He never raises his voice and never threatens. Then again, as Voice to a great dragon, he hardly needs threats to get his work done.
The male elf with t he face painted with di amonds over the eyes is well known in the Shadowrun universe. On this metaplane, he has been forced into a specific look, part of the magic of the place and to prevent him from coming here and influencing things on the sly. Even his minions are marked in a similar way, and any illusion he uses to disguise himself or his followers automatically fails. Again, Again, no stats; while he’s weakened, he’s out of the runner’s league.
B
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EDG ED
ESS
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HARLEQUIN’S MINIONS
5
4
3
6
6
5
5
5
4
6
8
(PROFESSIONAL RATING 5)
Physical Initiative 8 + 1D6 10 + 3D6 Astral Initiative Condition Monitor 11/11 Physical 7, Mental 7, Social 8, Astral 8 Limits 12 Armor Arcana 6, Assensing 6, Astral Combat 7, Close Combat skill group 5, Conjuring skill group 6, Firearms skill group 4, Perception 5, Sneaking 3, Sorcery skill group 6
Skills
Initiate Grade Metamagics
2
Spells
Agony, Armor, Bind, Combat Sense, Death Touch, Detect Life, Heal, Improved Invisibility, Levitate, Napalm Wall, Physical Barrier, Powerball, Powerbolt, Shadow, Eagle Form
Centering, Shielding
Armor jacket [12] (w/fire resistance 4, nonconductivity 4), sustaining focus (Manipulation spells, Rating 4)
Gear
Weapons
Armamentos Murreta Culebra [Heavy pistol, Acc 6(8), DV 7P, AP –1, SA, RC —, 15(c), w/ smartlink (internal), silencer, and 45 explosive rounds, 2 spare clips] Cougar Fineblade knife [Blade, Acc 7, Reach —, DV 6P, AP –1]
GHOSTWALKER One of the largest of the great dragons, his white and blue hide glows with energy here. This plane has much of him in it and he is immensely powerful here. Attacks against him dissipate against his defensive magics, ricochet off his armored scales, explode to reveal him unscathed, and so on an so forth. It ain’t his day to die.
ZEBULON Her form here is the same form she takes on the physical plane, a human woman of immense grace and beauty. She plays a role here, but that role is her death. We don’t offer any stats because she will eventually fall to her death in the heart of her own realm, there is little anyone else can do to her.
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SCENE 7: THE HARD CHOICE
Similar to the skirmishers the runners ran into, these ones are wearing comical yet armored harlequin masks and similar longcoats to their master. B
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ESS
6
7
5
5
5
3
5
5
6
Physical Initiative Condition Monitor
11 + 2D6
Limits Armor Skills
Physical 7, Mental 6, Social 7
Qualities
Lightning Reflexes, Tough As Nails 3
Gear
Armor jacket [12] (w/fire resistance 4, nonconductivity 4), Ballistic Mask [2]
Weapons
Biter Carbine [Automatics, Acc 6, DV 8P, AP –3, SA/BF/FA, RC 4, 30(c)] Sliverblade [Blades, Acc 7, Reach 1, DV 8P, AP –4]
14 14 Close Combat skill group 7, Firearms skill group 7, Perception 6, Sneaking 6
In addition to these individuals, feel free to throw in spirits and metaplanar creatures from Howling Shadows (p. 115) to act in the battle as the different leaders summon forces to help their cause.
PICKING UP TH T HE PIECES IT’S A WRAP! AFTERMATH AND CURRENT CURREN T STATE OF THE FRFZ Note that this assumes Denver still exists. If the runners worked to make the unthinkable happen, use material from the previous section to get the runners started with life on the run.
Only a few brief hours after the incident in the metaplanes, Ghostwalker’s deadline passes. Per orders, the ZDF locks down the city as best they can, roadblocking all of Den ver’s major entrances and exits. Those still inside are sent back and inbound aircraft are turned away. One, Shin-Delta Flight 401, 401, is shot down for entering restricted airspace. This event event almost sparks a full-scale war between between the ZDF ZDF and the amassed UCAS and CAS forces along the border. The UCAS task force commander ordered all forces to attack, but the CAS forces held fast. After a brief aerial skirmish that claimed sixteen UCAS and a four ZDF aircraft, Ghostwalker himself made a battlefield appearance. Conjuring up a spell that witnesses described as “a massive wall of white hot fire” between Denver and the combined forces, Ghostwalker made the following decree: “This is once again my domain, whole and complete. Everything and everyone within it belongs to me. Those who wanted to leave had their chance. Consider this my final warning: do not attempt to return, for if you do, you will only find death. For now, leave with your lives while you still have them.”
And for once, the UCAS and CAS military forces did the smart thing and pulled back, much to the dismay of their respective governments. More than a few generals and staff officers lost their jobs over that. But their troops lived to fight another day. As for Denver itself, Ghostwalker initiated a Matr ix blackout, isolating the Denver Grid from the public and megacorporate grids. He is allowing bits and pieces of information to get out at irregular intervals courtesy of the Nexus, but the stories that have come out indicate he is not censoring them to improve his image. Or that he is not interested in presenting the type of image most leaders prefer. The stories describe a city where the ZDF is moving through and cleaning up house. Some have been arrested, some executed. But those numbers have been relatively small—so far Mostly, ZDF personnel have been dealing with several
threats still within the FRFZ, if it can still be called “free” anymore. Sketchy Sketchy reports indicate the ZDF dealing with reported “metaplanar monsters” and a supposed “colony of shedim.” One report indicates an all-out battle between Ghostwalker and the shedim, forcing them out of Denver. Some reports have them heading toward the UCAS, much to the Sioux Nation’s chagrin. But they have been dealing with their own issues, as the Yellowstone Caldera refuses to calm down and continues to threaten an eruption that would ruin the Americas and much of the world. As for the PCC, it seems to be taking this whole thing in stride. Reports from inside indicate a few key personnel that had public meeting with Ghostwalker’s teeth, but nothing much after that. They seem to be playing nice with their new neighbor. Surprisingly quiet is Aztlan. While they don’t seem the types to ever give up the grudge against Ghostwalker, they have done nothing against this New Denver since Ghostwalker took over. Maybe they are just waiting for it to implode, or they are working very quietly. Everyone knows, though, that what seems like silence from the Big A is just movement happening out of sight. Sooner or later, the effects of those efforts will make themselves known. known.
AW AWARDING MONEY Per the terms given by Mr. Johnson at the beginning of the adventure, the players are given the agreed monetary payment, depending on the results of their negotiations and game play. If the players managed to obtain or secure any valuable items, especially in Scene Three, they can fence them per normal rules.
AW AWARDING KARMA Karma represents the universe’s reward for hard work and a job well done. At the end of a Shadowrun adventure, Karma is awarded to each player character for the part they played. Just surviv ing deserves some Karma, and accomplishing specific goals earns more. It’s rare for any player character to earn every point of Karma available. Karma can also be lost as well. Notes the gamemaster makes during the adventure on player characters’ performance are the best resource for assuring Karma points are awarded awarded accurately and fairly.
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DOING LEGWORK
Gamemasters do not need to share any Karma requirements with their players. Playing the adventure as presented, without informing the players of what actions will result AWARDING CONTACTS CONT ACTS in a Karma award or deduction, keeps the players from sec- AWARDING ond-guessing themselves (and the gamemaster) during the Many of the contacts that are presented in Ripping Reality are game. This makes for a more enjoyable adventure experience . specific to the Denver region. However, if the players and the Generally, Generally, Karma is awarded awarded at the end of the adventure. gamemaster gamemaster like the setting and wish to set their campaign in Don’t be afraid to award Notoriety points—which can follow Denver, the contacts they have made will prove helpful and the player characters back home from Denver. Notoriety can be used in the future. During the course of the advenpoints are earned through things such as causing excessive ture, the players may come into contact with other NPCs who damage and or fatalities (1-3), failing to honor a debt (1), be- were not part of the published adventure. Gamemasters are traying/abusing traying/abusing a trusted contact (1), betraying Mr. Johnson encouraged to use and grant as contacts to the players any (1), getting caught reselling data pertaining to the run (1) or NPCs they see fit. Possible Contacts listed below: failing to do precisely what Mr. Johnson requested (1). • Raquel “Sandy” Sands (Connection 3, Loyalty 1)
TEAM KARMA K ARMA
• Dealing with the situation while meeting with Mr. • • • • • • • • • • • • • • • • • • • • • • •
Johnson: Johnson: 1 Discovering the location of the Black Lodge house: 1 Investigating the Black Lodge house: 1 Trying to stop stop the progress progress of the ritual: ritual: 1 Neutralizing Jack Hammer as a threat at Doorkickers: 1 Defusing the Situation in The Party Room without violence: 2 Neutralizing the Rivals: 1 Getting the information about Point Celebration: 1 Successfully penetrating Point Celebration: 1 Recovering the spoofing cyberdeck intact: 1 Defeating or surviving the encounter with the Aztlan Mage: 1 Surviving the attack at Point Celebration: 1 Getting info from the ‘tailgaters’ at Mile High: 1 Investigating the ritual site inside the stadium, but not discovering its purpose: 1 Investigating the ritual site inside the stadium and discovering its purpose: 2 Not causing a fight at Hardpan: 1 Making friends with the Ruffians: 1 Locating the data chip at Winger’s Garage: 1 Penetrating the Horse Trot Ranch without being detected by guards or spirits: 1 Surviving Survivi ng or not being subdued at Horse Trot Ranch: 1 Each successfully engaged in Event on the Denver metaplane: 1 Actually trying to work on a solution with Ghostwalker: Ghostwalker: 1 Siding with Ghostwalker in the final fight: 1 Siding with Harlequin in the final fight: 2
INDIVIDUAL INDIVID UAL KARMA KARM A • • • •
Situation Award: 1 Surviving: 3 Guts/Bravery: Guts/Bravery: 1 Pushing the storyline along: 1
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• • • • •
The Ruffians (Connection (Connection 2, Loyalty Loyalty 1) Adam Willis (Connection 2, Loyalty 1) “Suzie” (Connection 1, Loyalty 2) Officer Dan Miller (Connection 3, Loyalty 1) Curtis Z (Connection 4, Loyalty 1)
LEGWORK As the runners go through the adventure, they’ll have numerous opportunities for research. This section gives some results for legwork the runners may attempt. Research can involve the Matrix, checking with contacts, or any other method the runner team devises. Gamemasters are free to disseminate this information however they see fit.
CONTACTS The shadowrunners (if not local), and by extension their regular contacts, may not be familiar with the FRFZ. Apply a +2 threshold modifier for any rolls that a regular contact makes in regards to information that is not within their field of expertise. A fixer in Seattle, for example, may have trouble finding information on the House of Leisure; a local contact, particularly a face, businessman, or joy boy/girl, might be more appropriate. If the players are seeking information from a contact with the relevant Knowledge skill, roll for the contact; the number of hits determines the amount of information the contact knows. Of course, a contact may choose not to share everything they know with the player character—depending on how much nuyen the runners are willing to invest. Alternatively, a contact may ask around on the player characters’ behalf. To do this, roll the contact’s Connection Rating + Charisma [Social]. Treat this as an Extended Test with one- hour inter vals. Add up the cumula tive hit s to determine how much relevant/useful information he or she is able to obtain from these secondary contacts. Once you have determined the net hits achieved for any contact, refer to the Contacts Table below.
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SEARCHING THE MATRIX Player characters may elect to search for information themselves by scouring the various data havens and informational dumpsites throughout the Matrix. In this case, have the player character perform a Computer + Logic [Mental ] Extended Test. The player player will only only be able to roll 6 tests tests total. After this, this, any data not uncovered is simply too obscure or well-hidden in the Matrix for that player to find. Not everything is available on the Matrix. Gamemasters may decide what data is reasonably available on the Matrix, what data can only be found in secured nodes, and what data simply isn’t available at all.
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two operational Lone Star precincts. Nasty fraggers get sent there to take their bad attitudes out out on the locals. 4
6
Just find those spots the squatters don’t want to hang out. That means something is going on there other folks don’t want anyone knowing about.
5
—
Those rifts are said to pop like wildfire out there. No loss to lose some Warrens rats but hate it if those things coming through through overrun the place.
THE RIFTS Contacts to Ask: Any magic-related contacts
Contacts Matrix Search 0 0
1 2
1 3
Information Classic RPG. Love my mechavampire-mage-psychic-gorillajuggernaut! That stuff is scary. I hear crazy stuff pops through. It’s It’s a metaplanar tear of some kind. I don’t know where it goes because the things that come through are like nothing I’ve ever heard of or seen. This isn’t the first time though. They’ve happened before in the ’60s and early ’70s.
BLACK LODGE HOUSE Contacts to Ask: Neighborhood squatters, Denver conspiracy theorists
Contacts Matrix Search 0 —
Information That’s That’s where the President lives. Hail to the Chief!
1
—
We don’t go near there. Things come out and kill people who go near there.
2
—
I’ve seen lights inside but only on the darkest of nights.
3
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Seek the unseen guardian angel [blimp drone]! It watches over the house of God!
3
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Rumor mill swears it’s related to Ghostwalker and his ban ban on summoning because the things that come through can be banished.
4
6
Unlike most of the other property around, this place has a registered owner, John Smith. It’s a fake name, but it’s something.
4
6
Several Denver thaumaturgical scholars claim that several of the described creatures are natives of the metaplane related related to Denver. Denver.
5
—
5
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Ghostwalker is supposedly looking into it because it has something to do with Zebulon.
Major mojo there. Some real pro type runners asked about about it and went after the place. Never made it out. Hey, you wanna leave anything with me for safe-keeping?
AURORA WARRENS
CHARLES “CHARLIE” BLALOCK Contacts to Ask: Shadowrunners, Armorers, Mercenaries, anyone who needs a gun.
Contacts to Ask: Denverites, Taxi drivers, smugglers, coyotes
Contacts Matrix Search 0 0
Information Classic flatvid! I love Disney princesses.
1
1
UCAS sector drekhole. Dregs get dumped there so no one has to deal with them.
2
3
Classic Z-zone. Corps run tons of black sites out there.
3
—
No GridGuide, wrecked junk everywhere, the place only has like
Contacts Matrix Search 0 0
Information Sounds like a bad drink.
1
1
Owner/operator of Doorkickers, a tactical shop in the CAS Sector
2
3
Rumor has it he was a former CAS Marine
3
Made it to gunnery sergeant, and rumor says he was kicked out for punching his former CO, a green 2nd Lieutenant who almost got their squad killed with his arrogance.
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4
6
There’s There’s talk Charlie was actually CAS Special Forces and he may be a fixer for the shadows on the side.
4
6
Hardcastle is rumored to have gotten additional orders from the DMI.
5
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He’s been asking a lot of favors from various runner and shadow-types in the past week or so.
5
—
—
MILE HIGH STADIUM COMPLEX Contacts to Ask: Denverites, bloggers, news reporters, “tailgaters”
DOORKICKERS Contacts to Ask: Armorers, shadowrunners, anyone who needs to buy a gun
Contacts Matrix Search 0 0
Information Get the hell outta Denver, Denver, you ignorant heathen!
Contacts Matrix Search 0 0
Information Saw that on the trid, great show!
1
1
A military-surplus and tactical shop in Denver’s CAS Sector. Easy to find on the ’trix.
Out in the PCC where all the big games are played. It’s huge, more than just the stadium.
2
3
I got a few news reports after the big rift event that shut it down. They said there were a lot of rifts there. Big boys hushed it up, though.
3
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There’s There’s a bunch of “tailgaters” there waiting to see a rift. They hang out in the main lot.
4
6
The shutdown was after a major rifting event. PCC is losing buckets of nuyen, but the risk of another rift must be worse than the loss of cash. Rumors say there’s still activity there. Possibly an underground underground fight club.
5
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The place is still getting occasional deliveries even though there hasn’t been an event there in weeks.
1
1
2
3
If you come with the right referrals and attitude, you can get access to the good stuff.
3
—
The place is a favorite of professionals who need more than your basic bangbang. But Charlie doesn’t offer the best stuff to just anyone. He keeps things things on on the the down-l down-low ow..
4
6
Rumors suggest he’s he’s got enough firepower somewhere in the shop to start small war.
5
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Rumors suggest the place is a front for Charlie’s fixer/spy activities.
GENERAL BRETT HARDCASTLE, CAS ARMY Contacts to Ask: Politicians, Reporters, Mercenaries, CAS Soldiers, Civil Servants
Contacts Matrix Search 0 0
Information Ain’t he some old comic book character?
1
1
Military advisor to Council of Denver’s Denver’s CAS representative Johann Castle (no relation)
2
3
Was assigned, not appointed to his position by CAS President McMulkin, against the Castle’s Castle’s objections. The two hate each other.
3
—
62
There’re rumors Hardcastle’s Hardcastle’s primary mission is to assess and monitor the military situation in and around Denver for the CAS’s Department of Military Intelligence. When Ghostwalker’s edict came down, he was put in charge of civilian protection and evacuation.
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HARDPAN Contacts to Ask: Shadowrunners, dive bar patrons, fixers, bartenders
Contacts Matrix Search 0 0
Information Cookware?
1
1
A dive-bar in the Sioux Sector, Sector, ran by Raquel “Sandy” Sands, and known for being in an area of interesting aromas.
2
3
A lot of rough-and-tumble rough-and-tumble types like to hang here because no one else will.
3
—
Not a runner hangout per say, biz is frequently conducted there and it’s known for newbie runners or outof-towners to get their feet wet in Denver there.
4
6
The bar is almost dead because most of the regulars have gotten
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the hell out of Denver, Denver, fearing Ghostwalker’s decree. 5
—
Sandy is known for being an opportunist who isn’t afraid to make a few comm-calls for the right amount of nuyen.
HORSE TROT RANCH Contacts to Ask: Fixers, Local Businesspersons, Corporate-types, Security Specialists
Contacts Matrix Search 0 0 1
A known corporate retreat, known for its pristine surroundings and “back to nature” charm. Very private and secluded.
2
3
Known to be frequented by business and government types for their “getaways”.
3
—
The owner, owner, Jaron Flacone, is a former shadowrunner who sometimes let some data slip about specific meetings, provided that he’s he’s given deniability.
4
6
Flacone was recently bought out by an unknown buyer. buyer. This has not gone public, and with Ghostwalker’s edict, no one would really care.
5
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The purchaser is a holding company tied to Wind River Corp, Corp, a known Sioux Nation corporation with supposed ties to the Council of Chiefs.
Contacts to Ask: Smugglers, Coyotes, Black Marketers, Riggers, Mechanics, Shadowrunners
Information Classic band!
1
1
A mechanic who does some occasional shadow-work on the side.
2
3
A highly skilled rigger who supposedly has a lot of contacts in the smuggler game.
3
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Winger is a very skilled smuggler known for being able to get past any borders. Known mostly for being a courier of highly sensitive and or valuable items.
4
6
He has a very wide network and while preferring to do small, highly valuable runs, will smuggle anything for the right price.
5
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Rumor says that in the past two weeks, he’s he’s established an intricate network with other smugglers and begun to move a lot of high-value materials.
Information Sounds like a bad brothel.
1
DANNY WINGER
Contacts Matrix Search 0 0
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RIPPING REALITY <<
LOOSE ALLIANCES “You “You fragged us!” Alphonse Guerrara yelled at the seated elf as soon as he stepped off the elevator into the private meeting area. He had been holding it in for the past day, waiting for this meeting. “Buenas noches to you too, Señor Guerrara,” the elf responded glibly. The verbal violence seemed to have no effect on him whatsoever. “I’ve got no time for your drek. Your plan did nothing. Nada! The rituals came together perfectly, and then, and then … nothing,” nothing,” Guerrara stopped yelling, but he was still spitting venom with every word. “It kept certain parties occupied,” the elf said with a smile. “That’s all I really needed.” “What !” !” Guerrara screamed. He continued his tirade, but a wave of the elf’s hand took the audio out of his verbal explosion. It continued for a few seconds as he tried to yell through the spell. The elf sat patiently, watching with a smile as Guerrara yelled himself red in the face before before finally stopping, exhausted. “All done? Tantrum over?” The elf paused briefly, but any response would be lost to his spell. “Your efforts were intended to keep the dragon’s agents looking one way. You succeeded. Don’t be so upset.” The elf didn’t lift the spell, but but he could read Guerrara’s reply on his lips—“That lips—“That wasn’t our our plan”—and responded. responded. “How much did you pay for that ritual?” the elf asked as he dropped the spell. “That’s not the point. You gave us the ritual to bring down Ghostwalker, not help solidify his hold on Denver. Everyone is out now. And it’s all your fault.” The elf’s smile threatened threatened to split his face. It was hard to form a reply with his grin so wide. “You “You give me too much credit.” credit.” “Dios, you are infuriating.” “Many others would agree. I personally just think that I take things in stride, while others stress. That, and I got what I wanted from this while you did not. That seems a decent reason to be upset.” “What are you going to do about this?” “I’m not sure I understand,” the elf said with a f urrowing of his brow and a slight smirk. “How are you going to fix this?” “Oh, I’m sorry, you thought I meant I didn’t understand the question. I’m saying I don’t understand why you’re asking the question. You must realize I see nothing to change, nothing to ‘do about this.’ I got what I wanted. Denver now belongs to Ghostwalker, Ghostwalker, but he paid a price far dearer than all the treasure in his hoard. I can now oppose him without the pesky interference of nations that should have never never had a place here.” “We will not stand for this.” Guerrara stepped forward, physically imposing himself within the elf’s space as he sat on his leather couch. The smile disappeared disappeared in a flash. The The elf’s eyes narrowed narrowed at the man man hovering over him. him. “No, you you will not,” not,” he said quietly. quietly. With the most basic application of the martial forms he had studied for millennia the elf transposed their positions. His booted foot hooked hooked Guerrara’s ankle while his middle finger, finger, bent slightly to match the length of his index, lashed out and hit his opponent squarely in the chest. The paired movements combined to knock Guerrara to his hoop, while the elf glided up to his feet. It all took less than a blink. “No. You’ll sit, or lay, or crawl, but you will not stand. Your corporation and nation have been useful to me, but I’m done letting you think you have any power here. So roll over and crawl out of here. Go back to your masters and tell them that they are no longer welcome here. The Front Range Free Zone is free of them.” The elf rose to his full height, a tower looming over Guerrara on the floor. “Tell them that Denver shuns them.”
64
PICKING UP THE PIECES
The Denver sprawl has always been a battleground, but battleground, but lately it seems to be at war with reality. People are disappearing from the streets, stre ets, never ne ver to be b e seen again. Strange creatures are materializing out of nowhere, and sometimes they bring entire landscapes with them. Something has gone desperately wrong, and the stakes are so high that two enemies who had been locked in combat are setting aside their fight to find out what is happening and why. If investigations into bizarre occurrences need to happen, then there are shadowruns to be do ne. The right team te am will have the th e chance to bring in an impressive payday, but they’ll have h ave to naviga navigate te their way past pa st old grudges, tainted magic, and creatures of pu re destructive power waiting to be turned loose on the sprawl. Building on plot strands from the previous Denver adventures, Serrated Edge and and False Flag , Ripping Reality sends players on a wild ride through a sprawl that seems to be tearing itself apart, giving them a chance to try to keep it together. Ripping Reality is is for use with Shadowrun, Fifth Edition .
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