Shadowrun Missions Rising Sin - Shadowrun RPG - FanPro

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INTRODUCTION. 3PREPARING THE ADVENTURE . 3ADVENTURE STRUCTURE . 3RUNNING THE ADVENTURE . 3GENERAL ADVENTURE RULES . 4NON-PLAYER CHARACTERS . 4TABLE RATING . 4A NOTE ON COMMLINKS . 4CROSSING BORDERS . 4CONTACTS . 5TRACKING FACTION . 5PAPERWORK . 5ADVENTURE BACKGROUND . 6SHADOWRUN MISSIONS COORDINATORJohn DunnPROOFREADERSRene Hess, Aaron Pavao,Jon Upchurch, Bruce FordARTCharacter and Interior ArtPatrick Sullivansquinkyproductions@yahoo.comCover Design and Missions LogoAndy Coen and Cullen Erbacherhttp://www.broomstickfighters.comPLOT SYNOPSIS . 6FIRST CONTACT . 7MapsStephen McQuillan, Olivier GagnonMEMOIRS OF A GEISHA . 8TWO FACES OF A COIN . 9MADAM KIKUYA . 9YOSHIRO- SAN . 10DOLL FACE. 12VIVA LAS DENVER. 13SUNSHINE ON A CLOUDY DAY . 15THE SERVER ROOM . 16RETURNING THE GOODS. 17PICKING UP THE PIECES . 18Copyright 2006byWizKids,Inc.Shadowrun and WK Games are trademarksand/or registered trademarks of WizKids,Inc. in the United States and/or othercountries.ShadowrunMissionsandtournament details are part of the campaignsetting sponsored by FanPro LLC. All RightsReserved.This adventure is for sanctioned tournamentuse only and may not be reproduced,repackaged, or redistributed without priorapproval of FanPro LLC.LEGWORK. 18THE YAKUZA PARLOR . 19CAST OF SHADOWS. 22MAYURI (GEISHA) . 22MADAM KIKUYA . 23YOSHIRO- SAN (YAKUZA LIEUTENANT) . 23JERRY (COMPUTER TECHNICIAN) . 24SUNSHINE . 24KATSUO SAWARUMA . 25YAKUZA GUARDS . 25RISING SIN CREDITSWRITEROlivier GagnonSHADOWRUN LINE DEVELOPERRob BoyleShadowrun MissionsPublished by: FanPro LLC · 1608 N.Milwaukee · Suite 1005 · Chicago, IL 60647.Printed in the USA.Find us online:info@shadowrunrpg.com(Shadowrun questions)http://www.shadowrunrpg.com(official Shadowrun website)http://www.fanpro.com(FanPro website)http://www.commandohq.com(FanPro Commando website)http://www.wizkidsgames.com(WizKids website)Rising Sin 2

INTRODUCTIONRising Sin is a Shadowrun Missionscampaign adventure. This is only theadventure portion of Rising Sin – the maps,player handouts, sample characters, andother playing aids are included in SRM0211B, Rising Sin, Playing Aids.Preparing the AdventureRising Sin is intended for use withShadowrun, Fourth Edition, and all characterand rules information refers to the fourthedition of the Shadowrun rules.Adventure StructureRising Sin consists of several scenes.These scenes form the basis of theadventure, which should be completed inapproximately four hours. If you are runningshort on time, you should streamline eachand be a little more generous with clues,target numbers, and other requirements toaid in guiding the players through theadventure.Each scene outlines the most likelysequence of events, as well as how tohandle unexpected twists and turns thatinevitably crop up. Each one contains thefollowingsubsections,providinggamemasters with all the informationnecessary to run it.What’s up, chummer? provides a quicksynopsis of the scene’s action, allowing youto get a feel for the encounter at a glance.Tell it to them straight is written to beread aloud to the players, describing whattheir characters experience upon enteringthe scene. You should feel free to modify thenarrative as much as desired to suit thegroup and the situation, since the charactersmay arrive at the scene by different meansor under different circumstances than thetext assumes.Behind the scenes covers the bulk ofthe scene, describing what’s happening,what the non-player characters are doing,how they will react to the player characters’actions and so forth. It also covers thesetting of the encounter, going overenvironmentalconditionsandotherproperties of the location as well asproviding any descriptions of importantitems.Shadowrun MissionsPushing the envelope looks at ways tomake the encounter more challenging forexperienced or powerful characters andother ways you can add some “extra spice”to the scene.Debugging offers solutions to potentialproblems that may crop up during theencounter. While it’s impossible to foreseeeverything that a group of player charactersmight do, this section tries to anticipatecommon problems and offer suggestions fordealing with them.Running the AdventureGamemastering is more of an art than ascience, and every gamemaster does thingsa bit differently. Use your own style when itcomes to preparing and running theadventure and do whatever you feel is bestto provide the best Shadowrun game youcan for your players. Shadowrun Missionsadventures are designed to run in astandard four hour convention time slot.Please keep this in mind when runningthe adventure. You should leave at least 1520 minutes at the end of the time slot tocomplete any necessary paperwork andpass out the players’ Debriefing Logs.(Make sure that you have enough copiesof the Debriefing Log for this adventureto give one copy to each player afterrunning the adventure.) This section offerssome guidelines you may find useful inpreparing to run Rising Sin (or anyShadowrun Missions adventure).Step 1: Read The AdventureCarefully read the adventure frombeginning to end. Get a feel for the overallplot and what happens in each scene. Thatway, if something different happens, youwon’t be caught off guard and you can adaptthings smoothly.Step 2: Take NotesTake notes for yourself while readingthrough the adventure that you can refer tolater on. Possible things to note include:major plot points (so you can see them all ata glance), the names of various non-playercharacters, possible problems you notice,situations where you think a particularcharacter can shine and other things you’llwant to keep in mind while running theadventure.Rising Sin 3

Step 3: Know The CharactersPrior to the start of the adventure,examine the PCs’ record sheets andDebriefing Logs for your reference and havebasic information about their importantabilities handy so you can refer to it duringplay. Also go over the characters and keeptheir previous events listed on the DebriefingLogs in mind when determining non-playercharacter actions in various scenes if such adynamic has been included.Step 4: Don’t Panic!Gamemastering involves juggling a lotof different things. Sometimes you drop theball and forget something or you just make amistake. It happens, don’t worry about it.Nobody is perfect all of the time andeverybody makes mistakes. Just pick upfrom there and move on. Your players willunderstand and forget about it once you getback into the action.General Adventure RulesShadowrun Missions adventures usethe rules presented in Shadowrun, FourthEdition (SR4). Standard rules such assuccess tests, the Rules of One and Six,and other common mechanics are describedin SR4 and are not repeated in thisadventure.Please keep in mind when preparing forthe adventure, that the PCs will notnecessarily comprise a “balanced” party. It’sentirely possible that the party will be madeup entirely of Technomancers or back-tonature Shamans. If the characters run into abrick wall because of such complications,show flexibility and use your best judgmentin how you lead them back to the plot.Non-Player CharactersNon-player characters (NPCs) areessential to any adventure. They are theallies,antagonistsandbackgroundcharacters in the adventure that interact withthe player characters. NPCs in thisadventure have already been created andcan be found in the Cast of Shadowssection.The NPCs in this adventure shouldgenerally stand up to the average playercharacter, but may need some adjustment tosuit a particular group of characters,Shadowrun Missionsespecially a more experienced and powerfulgroup. The scenes and NPC descriptionsoffer tips on adjusting the NPCs to suit theabilities of the characters in your group. Toadjust the power level of an NPC, refer tothePrimeRunnerCreationandAdvancement Table (SR4 p.277). Take theplayer characters’ abilities into considerationwhen assessing the NPCs in this adventureand modify them accordingly.Table RatingTable Rating (TR) is used to adjust thedifficulty of an adventure so that it isappropriate to the characters playing it. TheTR value can be used to increase thenumber or abilities of opponents, and thedevice ratings of equipment in theadventure. Add up the Career Good Karmaof all PCs and divide by the number of PCs.Once that average is determined, consultthe chart below to determine the class of thetable.Table nElitePrimeKarma Range0-1920-5960-99100-159160-249250 A Note on CommlinksWith the change to SR4, commlinkshave become a universal appliance.Because just about every NPC is going tohave one, they won't always be statted outin the adventure text. For NPCs who do nothave a statted commlink, assume it has allnecessary ratings at (TR/2) 1 (round-up).These commlinks will not contain anyvaluable paydata.Crossing BordersAs a city of 4 nations, getting aroundDenver can be tricky business. Sometimes acoyote contact can help the team across aborder. Other times a border crossing maybe an integral part of the adventure. Often,however, crossing the border is just a minorstep in completing the run and part ofanother "day in the life."To quickly simulate a border crossing,have all characters make a quick test ofRising Sin 4

Fake SIN Rating Charisma Etiquette.Threshold on the test is TR/2 (round-up).On a failure, the PC will need to pay a 300 bribe to get across safely. If the PC glitches,the passage ends up taking longer thanintended, and the character needs to spend300 on a bribe. On a critical glitch, the PCloses one piece of forbidden or restrictedgear, and must spend 500 on a bribe.If the whole party is attempting to crossas a group, use a Teamwork test (SR4 p59)for the border crossing. In the event of aglitch or critical glitch, all players will sufferthe previously mentioned consequences.ContactsSome campaign specific contacts mayrequire an availability test. For the purposesof those tests, glitch and/or critical glitchresults will have no special effects. In theevent that multiple PCs at the table have thesame contact, they may each independentlyattempt the availability test. Please see thelegwork section for more information oncontacts.Tracking FactionA special feature, in ShadowrunMissions, is Faction.As PCs proceedthrough the adventures in Denver, they maydevelop good or bad standing with many ofthe underworld organizations.Thesestandings will affect their ability to interactwith those groups.Because of this, when calculatingcharacter awards at the end of the session,make sure to also mark off the factionchanges that were earned in the adventure.(As noted in Picking up the Pieces.)Shadowrun MissionsIn game play, characters will gain bonusdice or suffer dice pool penalties for eachtick of faction they have for socialinteractions dealing with NPCs belonging tothose groups.For example, whenattempting to negotiate with a Mr. Johnsonaffiliated with the Casquilho Mafia,characters who have two ticks towards Allywill have an extra two dice for anynegotiation attempt. Characters can onlygain or lose standing through gameplay.PaperworkAfter running a Shadowrun Missionsadventure, there are several importantpieces of paperwork that need to be filledout.The first is to make certain to distributea copy of the adventure’s Debriefing Log toeach player. As the GM, please makecertain to fill this out and sign off on it foreach character. In the interests of time, youmay have each player fill out the sections,with appropriate values that you give them.Please consider the PCs actions in thescenariowhenprovidingReputationmodifiers, per those rules (SR4 pp257-8).The second is to make sure that allplayers have updated their character’scalendar. PCs are allowed to go on one runper week. The calendar is used to track thecharacter’s monthly lifestyle expenses,adventures, and their downtime exploits.Finally, please fill out the EventSummary report and e-mail it to thecampaigncoordinatoratmissions@shadowrunrpg.com or use /missions.Futureadventures will reflect the outcome of thisone.Without GM feedback, the PCs’exploits will be unable to affect thecampaign.Rising Sin 5

Adventure BackgroundPlot SynopsisThe runners are hired by Tabby to raid aYakuza parlor. The 3-story building issituated in the UCAS sector. It’s an old butwell maintained beige brick building in aquiet part of town. The Yakuza discreetly runan illegal brothel and casino from there.The first floor serves as a poshwelcoming lobby and lounge. Prostitutesand geishas not serving anyone loungearound and are on display for incomingclients. A kitchen also prepares small mealsand snacks for customers, whethergamblers or those enjoying the services ofthe prostitutes. The back rooms serve assecurity HQ for the operation. Yakuzasoldiers monitor camera feeds and othersecurity measures, as well as standing-by incase of trouble.The 2 stories above ground are simplyhotel-like rooms where customers enjoy theservices of the prostitutes. There are abouta half a dozen rooms per floor, so a dozen intotal. Yakuza security is discreet here.Nothing much of interest for the runners.The building also has a basement, wherethe casino is. The usual attractions can befound, ranging from cards to roulette to mahjong. The setting continues to be posh, butsecurity here is more obvious and wellarmed, reminding customers that cheating isa very bad idea, as well as protectingvaluables. There are also a number ofcustomers, employees and waitresses.The runners’ target is a small roomconnected to this casino. It is protected byadditional security measures, and it holdsimportant offline data. The runner team willhave to access this server to obtain thepaydata they are after. The mainframe willbe hackable, especially for a team with acompetent hacker or technomancer. Analternate method would be to force acaptured Yakuza technician to give themaccess codes.The runners are hired to retrieve datafrom a Yakuza server. The Johnson,although aware of the existence of the data,does not know where it is located. He knowswho does, though. A Yakuza geisha iswilling to betray her employers and help therunners acquire the data. The Johnsonprovides a location where she can be met.The geisha is unhappy with heremployer. She has fallen in love with acustomer and wants to elope. She is willingto tell the runners where the database is inexchange for their help. The runners willhave to convince her employers to let hergo. The geisha provides two options to therunners, convince her direct handler, thehead geisha, or go over her head andconvince the Yakuza sub-boss in charge ofthe house to order the head geisha to let hergo.Once that’s done, the geisha honors herpart of the agreement and spills the beans.The server is located in a Yakuzaestablishment, serving as a gambling andprostitution parlor. The runners will have toinfiltrate the site and access the serverlocated in a room next to the casino, in thebasement of the building. Once they haveacquired the data, they return to theJohnson and receive payment.Shadowrun MissionsRising Sin 6

First ContactWhat’s up Chummer?The runners are offered a job by Tabby,the changeling fixer. She’s looking for ateam to help her with a special job for an oldfriend. As per usual, Tabby will present therunners with her offer and details on the job.Tell it to them straightAnother night, another job. This time,you’ve received word of work waiting for youfrom your old friend, Tabby. Looks like thechangeling woman needs your skills again.The meet is set at Marcel’s. You alwayschuckle a little when you go in that place,although you’re not sure if it’s from the overthe-top body modifications the staff sports orthe corp yuppie clientele gawking at them.At least the ribs are good, though.Tabby is easy for you to spot, althoughthat other cat-like changeling caught youreye for a second there. Joining her table,she gives you a polite smile as she picks atthe plate of chicken wings in front of her.“I have a job for you – a little datasteal,with a spin. Should I go on?” she addsinnocently.After the runner have agreed to workfor her:“Good, I knew I could count on you.Here’s the skinny. I have a friend in need.Her name is Mayuri. She’s a geisha workingfor the Yakuza.” She surveys the table andadds, “That doesn’t mean she’s a whore, bythe way. Geishas are high-end escorts.They’re trained from a young age to serveas entertainers for upscale men. They makepolite and witty conversation, play music,serve tea, that sort of stuff. They’re realpopular with Japanacorp bigwigs. Anyway,this geisha gig, it’s for life, a sort of slaverdeal. My friend Mayuri wants out. I want youto meet with her and see what you can do.”Tabby finishes her wings, and pushesthe plate away, while looking you directly inthe eyes. “However, this is just a prelude tothe real job. What I really need you to do isto recover some paydata. The catch is onlyMayuri knows where that data is kept, andshe won’t tell until we, meaning you, helpher. When you get the info from her, I wantyou to get me my file.”Shadowrun MissionsBehind the ScenesTabby is shrewdly working two angles forthis mission. On one hand, she’s helping outan old friend who needs help. Mayuri has alow opinion of changelings and, well, anyonenot purebred Japanese.However, sheknew Tabby before her change and makesan exception for her. The two haveremained on good terms. And Tabby beingTabby, she always helps out old friends.However, there is still profit in for her.The information Mayuri knows is quitevaluable. This hidden Yakuza database isworth a small fortune to the right people.Once she obtains it from the runners, shecan sell it for major nuyen.Tabby will never tell the details of whatkind of information, exactly, the runners areafter, and may chastise them for askingunprofessional questions. She will howeverreassure them that it won’t cause theYakuza to go after them for revenge. Oncethe information is out, the damage will bedone and it won’t matter. She willelectronically transfer to the runners a filename and description including theestimated size and encryption format. Thisshould be enough to locate the correct fileonce they’re in the correct system.Tabby offers 2000 (TRx500 ), perrunner, for this job, half up front. Standardnegotiations apply. Each net success getsthe runners 10% more, up to a max of 50%.DebuggingIf the runners offer to bypass Mayuri bysearching for the location of the serverthemselves through their contacts, Tabbywill refuse, stating that she owes Mayuri afavor and so wants them to help her out.Further, the location of the server is a wellguarded secret, so it’s doubtful they wouldsucceed in a timely manner.Rising Sin 7

Memoirs of a GeishaWhat’s up Chummer?Mayuri is a geisha working for a housecontrolled by the Yakuza. A geisha is neversupposed to fall in love, but she has, andwants to leave the strict life of a geisha andstart a new one with her lover.Unfortunately, this is not so simple. She hasa lifelong contract with her masters. A life ofbeing hunted does not interest her, so shehas accepted a deal in which she will tradeinformation in exchange for help. In thiscase a team of runners to convince heremployers to let her go.Tell it to them straightThe address the Johnson provided leadsyou to a place called “Aikiwa” in the CherryCreek neighborhood of the CAS. It’s ateahouse built to resemble the traditionalstyle found in old Japan: paper walls and all.The outside walls merely look the part, beingin reality made of far more sturdy modernmaterials. But once inside, you certainly feelas if you’re in Japan. Authentic cherryblossom wood, delicate tissue walls andflowing soft Japanese music, as well as thelingering aroma of various teas create a veryrelaxing atmosphere. Asking a kimono-cladJapanese waitress for your reservationsresults in you being pointed to the back ofthe house, to a private booth.Behind the ScenesUpon entering Aikiwa, all charactersshould immediately notice that their wirelessconnections drop. The building has WiFiinhibiting wallpaper (Rating 4) and nointernal network.Once all members of the team havearrived, the door to the booth opens and anhonest-to-Ghost geisha, kimono, make-up,complex hair and all, walks in. She politelygestures for everyone to kneel around thecentral table, and introduces herself asMayuri.Mayuri was raised to uphold the oldest ofJapanese traditions in proper geishafashion. Unfortunately, this also means shehas a strong racist side. Mayuri will reactbetter to someone of Japanese ancestry.However, Mayuri is in a tight spot, and soShadowrun Missionswon’t refuse the help of even an all trollteam. Treat Mayuri as being Prejudiced(SR4 p.122) against metahumans andSuspiciousofnon-Japanese(thesemodifiers do not stack; use the highestmodifier). She will only address the runnerthat she likes the most, even answeringquestions from others as if this runner hadasked them.Once Mayuri has spotted the runner shewill talk to, she will begin telling her story ina soft, flowing voice. She will tell the runnersthat, although she owes a great deal to herhouseandMadamKikuya,theheadmistress, she no longer wishes to be ageisha so she can begin a new life. She willmake sure the runners understand that shewishes to obtain the authorization to leave,and not just run away without permission. Inreturn for their help, Mayuri is willing to tellthem where they can find the paydata Tabbyhas sent them to obtain.Once the runners agree to help her, shewill give them names: Madam Kikuya andYoshiro-San. Madam Kikuya is, as she hasalready said, the headmistress of Mayuri’sgeisha house, while Yoshiro-san is theYakuza man in charge of supervisingoperations. If the runners can convinceeither one of these to let Mayuri go, they willhave accomplished their task. It is notnecessary to convince both. Mayuri will tellthe runners Madam Kikuya can be found atthe house, while Yoshiro can be found at asmall bar called Lucky Eight’s, providingaddresses for both.If asked if she has a preference orparting advice, Mayuri will pause to think,and tell the runners that she does not thinkMadam Kikuya likes her very much, whileshe finds Yoshiro to be a distasteful man.The runners can take that as they like.Mayuri will do her best not to revealanything about her personal life. She will tellthe runners that she will reveal the locationof the server if they manage to free her. Ifasked how she knows this information, shewill hint that geishas are privy to manysecrets. If asked why she’s willing to betraythe Yakuza, she will simply state that herreasons are her own. If a runner hasdiscovered through legwork her love-interestand confronts her with this, she will remainsilent. If asked why she cannot simply leave,she will explain that her position as a geishais a lifelong obligation. The runners mayRising Sin 8

have discovered Mayuri’s lover is a Yakuzaman. If they bring this up, she will takeoffence at their snooping into her private life,but will admit this is why she must leave withthe Yakuza’s permission, so that thesyndicate does not hunt her and her loverdown. If the runners want clarifications as towhat “convince” means, she will explain thata peaceful resolution is best, but that sheexpects “people of their reputation” to getthe job done in the end.Mayuri will never speak ill of anyone norget visibly angry. She will always remainpolite and patient, even if the runners arenot.Mayuri does not carry a Commlink.Two Faces of a CoinWhat’s up Chummer?The runners must now try to convinceeither Madam Kikuya or Yoshiro-san torelease Mayuri from her obligations. Therunners only have to convince one of thetwo, though they can try their luck with one,and if that fails try the other. If the runnersfail to convince either, the mission is notover yet as Mayuri will still help them. Sortof.Madam KikuyaTell it to them straightDebuggingIf the runners do something silly likeattacking Mayuri or otherwise causingnoteworthy trouble at the teahouse, thepolice will be alerted by PANICBUTTON andMayuri will try to escape. If the GM feelsgenerous, such players, after having offeredtheir deepest apologies to both Mayuri andTabby, can set up a new meeting, assumingthey have not been arrested first.You arrive at the geisha house, which isin fact an old but well maintained smallmanor. After making your way to the frontdoor and ringing the doorbell, a teenageAsian girl whose eyes widen as sheobserves you greets you. You hear gigglingbehind her and notice a pack of similar girlsapparently bemused at her reaction. Just asyou are wondering if you have the addressto a geisha house or a high-schooldormitory, a slightly older Japanese womanin a kimono shoos the girls away and greetsyou. “Ah, you are here to see Madam-san”,she exclaims, looking you over as youexplain your presence here. “Follow me”.Your guide leads you through the house.Teenage girls giggle at your passage, whileyou notice very tough looking Yakuza menin suits eye you, implicitly warning you tobehave while here. Finally, you reach a doorin the east wing of the house.Your guide knocks softly on the woodendoor, and then opens it for you.A wrinkly-faced Asian woman, who is atleast in her seventies, observes you sternfaced. “Yes?” she croaks.Behind the ScenesMadam Kikuya is a stern old woman whowas once upon a time a geisha in Japan.She is now a faded beauty, retired from hergeisha duties, and damn bitter about it.Mayuri has already pleaded with the old hagto release her from her service, but MadamKikuya has refused, jealous of the youngwoman’s fresh love.Indeed, many years ago Madam was in avery similar position, a young woman in loveShadowrun MissionsRising Sin 9

wishing to throw away her duties and livehappily ever after with her lover. But shewas denied it, and now her vengefulbitterness clouds her compassion. Knowingthe old woman’s state of mind may greatlyhelp the runners in their argumentation. TheGamemaster should feel free to drop hintson successful Judge Intention, Psychologyor Assensing tests.The runners should not be allowed tosimply roll a series of Social tests and getaway with it. Make them role-play theirarguments. Attempts to bribe Madam Kikuyawill get the characters nowhere. As a retiredgeisha, money is not an issue for her.Reminding the old woman that she alsoonce was a young woman in love who wasdenied it, and that stopping Mayuri fromeloping out of bitterness is wrong will greatlyhelp, however. Successful threats andIntimidation may also work, though thechance of these backfiring makes themrisky. If the characters use outright physicalviolence to force her to release Mayuri, it willwork, but the runners will have to deal withthe Yakuza guards if they are not careful intheir methods.Depending on the arguments taken, theGamemaster may then call for a regularopposed test of: Negotiation (they gave her logicalreasons why it’s a good idea),Shadowrun Missions A Con test (mostly provided emotionalreasons for her to do so)An Intimidation test (they said nastythings would happen if she didn’tcomply)Apply appropriate Social Modifiers (SR4p.122), considering Madam Kikuya is Hostileto the runners and the results are Annoyingto her. Additionally, bringing up MadamKikuya’s past love (as above) merits a 3modifier to the runners’ Negotiation or Con(it won’t help with Intimidation).Glitching on an Intimidation test will resultin Madam Kikuya calling in her Yakuzaprotectors to escort the runners out the doorimmediately. One Yakuza man will bepresent for each runner present. Use thestats for the Yakuza Guards provided inCast of Shadows. Similarly, if the runnersuse violence, Madam Kikuya will alert theguards as soon as she can. Any loud noise(such as a gunshot) will also alert theguards.An Etiquette test may help the runners asper normal rules.DebuggingThe runners may decide to kill MadamKikuya. That won’t make Mayuri free, but itwill greatly piss off the Yakuza, earning thema new enemy. The runners can still try theirluck with Yoshiro, though he will initially beat Enemy towards the runners, making itmuch harder for them to convince him.Rising Sin 10

Yoshiro-sanTell it to them straightLucky Eight’s is a dirty hole in the wallwith a disreputable clientele. Why anyonewould want to hang out here is a mysteryeven to a shadowrunner. The bar is locatedin the basement of a cheap electronics storeaccessible via cold cement stairs outside.The two small windows framing the bar’sdoor are barred up and blackened. Theinside is even uglier, barely illuminated withcheap neon and decorated with cheap, dirtyfelt carpeting. A bar, a series of booth tablesand a single pool table are all that distractfrom the ugly patrons.You find Yoshiro-san sitting alone in abooth, a cigarette slowly burning itself out inhis mouth, fiddling with a commlink. Helooks up as you near him.Behind the ScenesYoshiro-san is Yakuza, and the geishahouse is an opera

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