SRM02-01A Parliament of Thieves

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    Shadowrun Missions Parliament of Thieves 2

    INTRODUCTION ........................................ 3 PREPARING THE ADVENTURE ..................... 3 ADVENTURE STRUCTURE ........................... 3 R UNNING THE ADVENTURE ........................ 3 GENERAL ADVENTURE R ULES ................... 4

    NON

    -PLAYER

    CHARACTERS

    ....................... 4 TABLE R ATING ............................................ 4 A N OTE ON COMMLINKS ............................ 4 CROSSING BORDERS ................................... 4 CONTACTS ................................................... 5 TRACKING FACTION ................................... 5 PAPERWORK ................................................ 5

    PLOT SYNOPSIS ........................................ 6 ADVENTURE BACKGROUND ............... 6 THE HOOK .................................................. 6 THE PICK UP .............................................. 7

    SOMEWHERE, ACROSS THE C........ 9 TWO FAR EAST ................................... 10 ANOTHER BORE-DER....................... 12 MEDDLE IN THE AFFAIRS .............. 13 AR YOU THERE? ..................................... 14 THE DROP OFF........................................ 15 PICKING UP THE PIECES .................... 17 LEGWORK ................................................ 18 CAST OF SHADOWS............................... 19

    MARK LONGFEATHER (K OSHARI CHIEF ) 19 STALKER (CAS:P UEBLO COYOTE ) .......... 19 PEACHES (UCAS:CAS C OYOTE ) ............ 20 A N PENG (T RIAD HUNG K WAN ) .............. 20 JONNY O NO (Y AKUZA WAKAGASHIRA -

    HOSA ) .............................................................. 21 DEAN COSTELLO (C ASQUILHO HACKER ) 21 SOTTOCAPO OMAR CHAVEZ .................... 22

    PARLIAMENT OF THIEVES CREDITSWRITERJohn Dunn

    SHADOWRUN LINE DEVELOPERRob Boyle

    PROOFREADERSStephen McQuillanRene Hess

    ART Art DirectionRob Boyle

    Character ArtPatrick [email protected]

    Cover Design and Missions Logo Andy Coen and Cullen Erbacher http://www.broomstickfighters.com

    Maps Andy CoenStephen McQuillan

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

    All Rights Reserved.

    This adventure may not be reproduced,repackaged, or redistributed without priorapproval of Catalyst Game Labs.

    Published by: Catalyst Game LabsPMB 202303 91st Ave NE, G-701Lake Stevens, WA 98258

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

    http://www.shadowrunrpg.com (official Shadowrun website)

    http://www.catalystgamelabs.com (Catalyst Game Labs website)

    http://www.catalystdemos.com (Demo Team website)

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

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    INTRODUCTIONParliament of Thieves is a Shadowrun

    Missions campaign adventure. This is onlythe adventure portion of Parliament ofThieves the maps, player handouts,sample characters, and other playing aidsare included in SRM02-01B, Parliament ofThieves Playing Aids .

    Preparing the AdventureParliament of Thieves is intended for

    use with Shadowrun, Fourth Edition , and allcharacter and rules information refers to thefourth edition of the Shadowrun rules.

    Adventure StructureParliament of Thieves consists of

    several scenes. These scenes form thebasis of the adventure, which should becompleted in approximately four hours. Ifyou are running short on time, you shouldstreamline each and be a little moregenerous with clues, target numbers, andother requirements to aid in guiding theplayers through the adventure.

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

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

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

    Behind the scenes covers the bulk ofthe scene, describing whats happening,what the non-player characters are doing,how they will react to the player charactersactions and so forth. It also covers thesetting of the encounter, going overenvironmental conditions and otherproperties of the location as well asproviding any descriptions of importantitems.

    Pushing the envelope looks at ways tomake the encounter more challenging forexperienced or powerful characters andother ways you can add some extra spiceto the scene.

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

    Running the AdventureGamemastering is more of an art than a

    science, 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 Missions adventures are designed to run in astandard four hour convention time slot.

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

    Step 1: Read The AdventureCarefully read the adventure from

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

    Step 2: Take Notes

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

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    Step 3: Know The CharactersPrior to the start of the adventure,

    examine the PCs record sheets andDebriefing Logs for your reference and havebasic information about their important

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

    Step 4: Dont Panic!Gamemastering involves juggling a lot

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

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

    General Adventure RulesShadowrun Missions adventures use

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

    Non-Player CharactersNon-player characters (NPCs) are

    essential to any adventure. They are theallies, antagonists and backgroundcharacters in the adventure that interact withthe player characters. NPCs in thisadventure have already been created andcan be found in the Cast of Shadows section.

    The NPCs in this adventure shouldgenerally stand up to the average playercharacter, but may need some adjustment to

    suit a particular group of characters,especially 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 tothe Prime Runner Creation and

    Advancement 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 the

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

    TableRating

    Class KarmaRange

    1 Green 0-192 Streetwise 20-593 Professional 60-994 Veteran 100-1595 Elite 160-2496 Prime 250+

    A Note on CommlinksWith the change to SR4, commlinks

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

    Crossing Borders As a city of 4 nations, getting around

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

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    To quickly simulate a border crossing,have all characters make a quick test ofFake SIN Rating + Charisma + Etiquette.Threshold on the test is TR/2 (round-up).On a failure, the PC will need to pay a 300bribe to get across safely. If the PC glitches,the passage ends up taking longer thanintended, and the character needs to spend300 on a bribe. On a critical glitch, the PCloses one piece of forbidden or restrictedgear, and must spend 500 on a bribe.

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

    ContactsSome campaign specific contacts may

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

    Tracking Faction A special feature, in Shadowrun

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

    Because of this, when calculatingcharacter awards at the end of the session,make sure to also mark off the factionchanges that were earned in the adventure.(As noted in Picking up the Pieces .)

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

    Paperwork After running a Shadowrun Missions

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

    The first is to make certain to distribute

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

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

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

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    Plot SynopsisWhen youre working the Denver

    shadows, its not just a matter of keeping thenames and the faces straight. You need toremember which faction each person isworking for. Parliament of Thievesintroduces the runners to Denver, andexposes them to a number of the differentfactions of the citys underworld.

    The adventure focuses on a short runfrom one sector (Pueblo) of Denver toanother (UCAS). The characters aresneaking a hardcopy treaty letter from theKoshari to the sottocapo of the ChavezMafia family. It already bears the signatureof the Koshari council, and simply requiresthe sottocapos signature. The charactersdont have to worry about returning it. They

    were hired because both sides wanted thetransport handled by a neutral third party.Other elements of the Denver undergroundwill encounter the team, because they wantto know the terms of the treaty.

    Adventure BackgroundLakeside Amusement Park was turned

    into a Mafia-run Casino back in the early2050s. When the Koshari society startedmuscling into Denver, they werent happyabout their competitors outpost here. But,biz is biz. It doesnt do anyone any good toupset the clientele.

    The Casino has been treated as aneutral zone between the two organizationsfor more than ten years. Its time for thetreaty renewal, which has traditionally beendone with hardcopy and signatures. Therunner team has been selected as a neutralparty to transport the document.

    Of course, none of the other syndicatesin town are particularly happy that theKoshari and the Mafia have any sort ofworking relationship. They want to find outthe terms of that treaty, so that they canwork to exploit and disrupt it.

    The ZDF, as the only law enforcementactive in all sectors, doesnt like the idea ofthe crime syndicates from different sectorsworking together either. Theyd love to get agood look at the documents as well.

    Denvers underworld runs like a fine-tuned machine. The runners just have toavoid getting caught in the gears.

    The Hook

    Whats Up, Chummer? As relative newcomers to the Denver

    shadows, the runners are contacted andinvited to a meet with one of the FRFZspremiere organizations.

    Tell it to Them StraightGetting used to life in The City of

    Shadows hasnt been an easy process. Asif the interplay of factions in the Shadowcommunity werent tricky enough, theaddition of four different countries and abloody great dragon have kept you on theedge of your seat. Theres also that matterof adjusting to the thin air up here. Its madeyour unplanned transition a little rocky, butthings are starting to settle down. Youvesecured a place, and youve sent out a fewfeelers concerning your line of work.

    This afternoon, it looks like those feelershave started to pay off. A few minutes ago,you received a call from somebody whos onthe fast track to being your best buddy ever.He called about a job. The meeting is at4:30 at Denim, a nightclub in the PCCsector. There was an offhand mention thatthe Johnson was looking for shiny newfaces who might act as neutral parties.

    Behind the ScenesIf the players ask which of their contacts

    made the call, select one from their sheet atrandom. Its not critical. If playing in anenvironment where time is less of an issue,consider role-playing out the initial call witheach player. If the players ask what theyknow about Denim, refer to Legwork .

    This scene begins when the players areindependently contacted at roughly 2:00PM.The meeting is scheduled for 4:30PM. Thatleaves them with 2.5 hours to grab theirgear, check the word on the street, andhead to the club. Their contact suggestedthat they come ready to run. If playersdecide that they need to buy a last minutepiece of gear, they should have enough timeto do that now.

    Denim is located at 10151 W. 26 th Ave, inthe Edgewater neighborhood of the Pueblosector. When the PCs are ready to headthere, proceed to The Pick Up .

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    DebuggingIf any of the players dont allow their

    characters to be persuaded to come to themeet, theyre pretty much done. This is therun thats available.

    Ask the players what gear theyre

    bringing with them. If anyone mentions apiece of gear thats difficult to conceal andforbidden, mention that getting that througha border crossing could be challenging.

    The Pick Up

    Whats Up, Chummer?The runners meet a Koshari Johnson at

    Denim. They are given a small package totransport from Pueblo to the Montbellodistrict of the UCAS sector.

    Tell it to Them StraightThe trip into Edgewater was a fairly quiet

    one. The neighborhoods mostly residential,so you drive through a few quiet streets,away from the lights and noise of the casinoat Lakeside Amusement Park. Coming toWest 26 th , you spot the neon sign of Denim,and make your way into the parking lot.This early in the day, the parking lot is fairlyempty, and the tribal beats that reverberatewhen you open the door are turned downfrom eardrum shattering to merely loud.

    Inside you see a few wageslaves seatedaround the bar, trying to relax after the daysgrind. The bartender, a tired and wornlooking middle aged human woman dressedin traditional Hopi garb, gives you a glare asyou walk in.

    Behind the Scenes As the PCs enter the bar, give the

    players an opportunity to describe theircharacters. They may choose to introducethemselves to each other upon entering, orwhen they assemble in the meeting room.

    The bar has synthetic dark woodpaneling, and the walls are covered in Hopiartwork and memorabilia. A small stage anddance floor are set off to one side of the bar.Several trids are showing a varioussportscasts and local news. One of thenewscasts is showing live footage fromoutside a corporate building bearing a largeLuCom logo.

    When the runners speak with thebartender, shell ask them what theyredrinking and then direct them to a backroom. The drinks are on Mr. Johnson, butshe wont refuse a tip. If the runners askher any questions about the meeting, shedoesnt know anything beyond that she wasto direct any runner looking types that camein to the back room for a meeting.

    The back room is set up like a medicinelodge. The floor is covered in what appearto be authentic skins. Several cushionssurround a firepit in the center of the room,where a small brazier currently burns. Theatmosphere is aromatic and smoky, but ametal chimney above the brazier seems tobe pulling most of the smoke out of theroom. The warm smoke also obstructsthermographic vision (-2 dice).

    Directly across from the door, behind thebrazier, a man dressed in a grey businesssuit, but wearing a traditional Hopi mask(emblazoned with a stylized Raven) sits. Hesilently gestures for the runners to enter andtake a seat. Any magically active runnerswho assense the man, will immediatelyidentify that he is magically active. Further,theyll be able to tell that his mask appearsto be a fairly potent power focus.

    He will sit, in complete silence, untileveryone has arrived. At that point he willintroduce himself as Mr. Johnson. (SeeMark Longfeather in Cast of Shadows ) He

    will thank the team for coming, and thenquickly get down to business.

    The run is a short and hopefully easycourier job. Mr. Johnson will explain that hisfellows have a small package that needs tobe delivered to a friend. The package mustbe delivered in strict confidence. He hasevery reason to believe that some peoplewould not like to see the package arrivesafely. Because of that, suitableprecautions will need to be taken. Thedelivery is in the FRFZ, but the runners willneed to cross over into the UCAS, which

    means at least two border crossings. Firstcrossing from Pueblo into the CAS and thenfrom there into the UCAS.

    The package must arrive no later than7:00 tonight. Please take care to track timeclosely. Remember, the briefing started at4:30 P.M. This gives the team 2.5 hoursfrom the start of the meeting to deliver thepackage.

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    Compensation will be provided half nowand half by the recipient. The job pays(2,500 + 500 * TR) per runner. He asksfor all of the runners to agree beforecontinuing. Each net hit on a negotiationtest will increase the payment by (100 *TR).

    Once they have agreed, Mr. Johnson willexplain that the package is a hardcopy letterfrom the Koshari leadership council. It is tobe delivered to 4923 Billings St. in theMontbello District of the UCAS. Hell thenhand them a letter sized manila envelope.The envelope is marked CONFIDENTIAL inlarge red letters. The seal, is readilyrecognizable as one intended to be tamperproof.

    If asked about expected opposition, Mr.Johnson will mention that severalorganizations, both governmental andprivate concerns, might object to thecontents of the package. He will not,however, reveal what it contains.

    If asked why they were contacted, Mr.Johnson will explain that both hisorganization and the intended recipientsagreed to use neutral parties for thistransaction. The PCs were identified asacceptable couriers by both parties becausethey are relative unknowns in the DenverShadows.

    Mr. Johnson will mention that rush hourtraffic should start momentarily. Because of

    that, carrying the package through bordersecurity might not be as bad as it would beunder normal conditions. Alternatively, hewill offer to give them names and contactinformation for two coyotes Stalker whospecializes in crossing the Pueblo-CASborder and Peaches who handles CAS-UCAS crossings. If they indicate that theyintend to use those contacts, he will providea note addressed to each of them. Hellexplain that the notes should indicate tothose people that their expenses for thecrossing will be covered by the Koshari.

    GMs note: The package contains arenewal of the truce with the Chavez familyfor Lakeside Casino. The treaty documentis several pages long, and hand written onvellum in English. The gist of the agreementis that the Koshari receive 10% ofLakesides net profits. It bears thesignatures of 5 members of the Kosharileadership council. All 5 of these signaturesare the names of animals. (Bear, Coyote,

    Rabbit, Raven, Snake) The remainingspace for a signature is marked for OmarChavez (see Cast of Shadows andLegwork ). If the PCs choose to open theenvelope, resealing it in such a way that itappears to have never been opened willrequire a Forgery+Agility(10, 30 minutes).Make sure to apply appropriate workingconditions modifiers. (SR4 p125)

    Pushing the EnvelopeIf it seems appropriate, have a boorish

    drunk in the bar pick a fight with one of therunners as theyre leaving the meeting.Hell be angry about something completelyunrelated to the team, but willing to take itout on anyone, and the PC was the firsttarget he saw in his alcohol-induced stupor.If the PCs are unable to defuse the scene

    quietly, PuebSec will be called in. (Use LoneStar Police SR4 p.275, 1 + TR).

    DebuggingThe biggest concerns are if the PCs

    choose to open the envelope or if none ofthe members have their own transportation.Opening the envelope will create theconundrum that they may have a very hardtime resealing it and still delivering it withinthe allotted time frame. If the runners donot have enough vehicles for the entiregroup, then Mr. Johnson has a delivery van

    that he will loan them for the duration of therun.

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    Somewhere, Across the C

    Whats Up, Chummer?The runners need to smuggle the

    package across the Pueblo CAS border.They can either interact with a coyote NPCor attempt it on their own.

    Tell it to Them StraightThe good news is that trying to cross the

    Pueblo-CAS border during rush hour meansthat you can expect a more cursoryinspection than at a quieter time. The badnews is that this means one extra look atyour fake SIN and licenses than you wereplanning on going through today. It alsomeans getting your working gear through asecurity scanner. So, decision time tryand go through on your own, or try andcontact Stalker, and put your life in thehands of a coyote youve never met.

    Behind the ScenesGMs note Coyote is the Denver slang

    for a small time fixer who specializes inborder crossings. Most coyotes onlyspecialize in crossing a single border,usually by one specific route. Rates for theirservices are proportionate to the risk of thecontraband being transported and the speed

    with which the transport needs to beperformed.

    Borders The boundary between the Pueblo and

    CAS sectors (about 20 minutes from Denim)is a 50 meter no-mans-land, bordered byfences on either side, with security from therespective nations patrolling regularly justinside of their respective fences. The CASside uses a 10 meter chain linked fence(Barrier Rating 6/7) or concrete wall (BarrierRating 16/13), depending upon location.The Pueblo side uses a 6 meter concretewall (Barrier Rating 16/13) topped byrazorwire (TR 1-2) or monowire (TR 3+).CAS patrols (every 10 minutes), consist of 3security guards (use Corporate Security UnitSR4 p275) accompanied by two attack dogs(SR4 p291). Patrols on the Pueblo side areLockheed Optic-X stealth drones (SR4pp341-2). If the runners are noticed by thedrone, a ground team of 4 guards(Corporate

    Security Unit SR4 p275) in an AresCitymaster (SR4 pp341-2) will arrive in 7-TRminutes. For purposes of this scenario,neither border will be employing any magicalsecurity.

    If the runners attempt to pass through acheckpoint, theyll need to deal with SIN andlicense checks at both borders, along withroutine questions about their reasons for thecrossing and declaration of goods. This willrequire a scan of their SINs against a rating2+TR scanner. Have any players speakingdirectly with the guards make an Etiquette +Charisma (2) test. A failure indicates thatthe vehicle will be pulled aside, and thecharacters will be subject to a scan with arating 4 MAD. (SR4 p255) Any restricteditems may assume to be licensed as part oftheir SIN. Any forbidden items noticed willprompt a private interview with the guards(Corporate Security Unit SR4 p275).

    Assume that there are 6+TR guards on eachborder. In the event of a combat, backupground teams (as above) will arrive in 7-TRminutes. Because the runners will beattempting to cross through the checkpointat the peak of rush hour, getting through theline of traffic will take at least 35 minutes oftheir 2.5 hour time limit.

    StalkerIf the runners decide that going through

    Stalker would be a better option, he is

    readily available for contact. (see Cast ofShadows ) After they call him, Stalker willagree to meet the runners at Sloan LakePark. (About a 15 minute drive fromDenim.) He wont be happy when he seesthe letter from Mr. Johnson, but hell justshake his head and cooperate. From thepark, he will lead them on a route through aseries of underground tunnels, which willexit at Cheesman Park in the CAS district.The total trip will take about 20 minutes, andit will be possible to bring a small van alongon the trip.

    In many parts of the tunnels, there will beobvious Aztec style artwork inscribed on thewalls. Stalker will explain that the Aztlansector government built these tunnels. Hespretty sure that the Aztlaners still have someholdouts living in them. Spend a fewminutes here building some tension.Describe the dripping caverns, the dimlighting and the musty aromas.

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    Once the mood is set, toss a few dicebehind the screen, study them, and flip afew pages of the adventure and pretend tostudy it. Then, have everyone make anIntuition + Perception test. Ignore theresults. Have Stalker stop the car and getout, explaining that he thought he heardsomething. Again, describe the eerieatmosphere. After a moment, Stalker willsay that it must have been nothing andreturn to the car.

    Pushing the EnvelopeInstead of a seemingly random tension

    building scene, there could be some Aztechnology special forces holed up in thetunnels (use Red Samurai Detachment SR4p276). Alternatively, upon exiting thetunnels, the team might have an encounter

    of a more mystical bent. Cheesman park ishaunted. Use the stats for a Force 2 (+TR)Spirit of Man as a ghost encounter.

    DebuggingKeep guard response proportionate to

    TR. Newer players may not realize the risktheyre taking by trying to cross the borderwith some of their cyberware. So, try torelate to the players just how big of a risktheyre taking. At the same time, even if thePCs are green, make sure the opposition isappropriate if they try and blast their way

    through the border.If the PCs decide to run through Siouxrather than CAS, punt and use the sameinformation here for the other border. Whilethe detailed borders are intended to give thefeel of the CAS:Pueblo boundary, pleasemake do with whats available.

    Try to keep the party together for thecrossing. It could be very awkward if part ofthe group were in the midst of a combat atthe checkpoint while the remaining playerstook a smoother route.

    Two Far East

    Whats Up, Chummer?The team is intercepted by a Triad group

    and a Yakuza group who both want to seethe packages contents, and then stop itstransport.

    Tell it to Them Straight After making your way into the CAS, you

    decided your best bet was a bee-line to theUCAS border. But, somehow, youvemanaged to hit another traffic snarl.Impatiently glancing at a clock, you grabyour commlink and start checking thegridmap for a less congested route to theborder. Thats when you notice a jet blackNightsky slide in behind you. The doorsopen and four obviously Asian men, in treschic suits pile out of the back. The fourbegin walking directly towards your vehicle.

    As they approach, you suddenly noticethe door of a Mexican restaurant across thestreet open. Another four Asians a humanwoman, an ork woman, a male troll, and ahuman male sporting a long goatee alsobegin walking directly towards you. Seemsthese may be interesting times.

    Behind the Scenes

    The men from the car are three Yakuzatoughs (use Triad SR4 p276), led by JonnyOno (see Cast of Shadows ). The fourcoming from the restaurant are three Triadtoughs (use Triad SR4 p276), led by AnPeng (see Cast of Shadows ). Both groupshave heard that the runners are couriers forthe Koshari, making a delivery to the Mafia.Both groups want to stop the delivery. Thefact that both arrived simultaneously ismerely lousy luck for all involved.

    As the groups approach, the runnersmay notice (Perception + Intuition (2)) thatthe different groups seem to be focusing asmuch on each other as they are on therunners. The two groups will converge onthe runners within seconds of each other.The runners vehicles are fairly solidly boxedin by surrounding traffic. Theyll need topass a Pilot Ground Craft + Reaction (3) toget anything bigger than a small motorcycleout of traffic without badly damaging it.Unless the runners have a vehicle designed

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    for driving over other vehicles, theyreimmobilized if they cannot pass the test.

    When the two groups arrive, (assumingthe PCs dont shoot first, ask questionslater) Jonny and An will bump shoulders abit, and glare at each other, then, theyllfocus on the PCs. Theyll explain that theyknow the team is transporting a packagefrom the Koshari to the Mafia. (Wordspreads fast in the shadows.) They wantthe original package, neither side will acceptanything they can identify as a copy. Thegroups are willing to compensate therunners for it. Theyll each provide an initialoffer of 3000 + (500 * TR). If the PCsmanage an opposed Negotiation test, theymay be able to turn things into a biddingwar. The maximum bid offer will be 5000+(500 * TR). If one side wins this, the otherside will then draw down on them.

    If a firefight erupts, traffic will start toclear a bit, as some vehicles swerve ontosidewalks or down alleys to get out of theway. This might be an opportunity for therunners to make a break for it. The twogroups may, depending upon how thediscussion went, choose to attack eachother while the team makes their escape.

    If the PCs attempt a doublecross substituting a fake package or agreeing toterms, then running a chase scene willensue. Neither side knows the exactcontents of the package. However, they

    both know that its something important thatthey need to retrieve for their organization.

    Selling the package to one of the groupswill earn the PCs a contact. (See Pickingup the Pieces .) However, itll also meanthat the PCs need to explain to Mr. Johnsonwhy the mission was a failure.

    Pushing the EnvelopeIf dealing with an exceptionally high TR

    group, feel free to increase the number ofYakuza and/or Triad members present.

    Alternatively, if a firefight breaks out, a

    Knight Errant team might show up andtarget the PCs, rather than their attackers.

    DebuggingIf things go disastrously here, a team of

    Knight Errant (use Lone Star SR4 p275) willshow up to break up the firefight. Theylltarget the Yakuza and Triads first, giving thePCs a chance to make a break for it. Traffic

    will have cleared enough for them tomaneuver away in response to the lightsand sirens.

    If the team agrees to sell the package,they may choose to end the mission at thispoint. If so, proceed to Picking up thePieces . Take care to note the faction hitswith the Mafia and Koshari and the notorietygain.

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    Another Bore-der

    Whats Up, Chummer?One more crossing, and theyre home

    free. This time, its the CAS-UCAS border. Again, the team may either interact with acoyote or attempt it on their own.

    Tell it to Them StraightWell, things have gone swimmingly so

    far. Now you just have to manage one moreborder crossing, then deliver your package apparently to a Mafia higher up. Since thelast crossing went so painlessly, surely thisone wont be any worse, right? Its still rushhour, so it looks like you have to make thesame decision again. Cross legally, run theborder, or use the other name you weregiven. Decisions, decisions.

    Behind the ScenesThe no mans land and the actual

    checkpoint security are identical to thesecurity measures described inSomewhere, Across the C . Traffic at thischeckpoint isnt quite as bad. Itll take theteam just over 10 minutes to get through,assuming they manage to avoid a detailedinspection.

    This is the second border the PCs have

    tried to cross, so be a little more vindictive ifthey try to obviously transport forbiddenequipment across it. They should be quicklygetting the hang of how this sort of thingworks.

    The CAS side of the border is identical totheir border with Pueblo.

    The UCAS side uses a 6 meter concretewall (Barrier Rating 16/13) topped byrazorwire (TR 1-2) or monowire (TR 3+). Inaddition, the UCAS side has acomprehensive sensor suite. PressureMesh (SR4 pp253-4) is in use along thebase of the wall. Movement sensors andsound detectors (SR4 p254) are also in use.If the runners are noticed by the sensors, aground team of 4 guards(Corporate SecurityUnit SR4 p275) in an Ares Citymaster (SR4pp341-2) will arrive in 7-TR minutes. Allsensors have Firewall 4, Analyze 4. If theyset off a system alert, it will trigger the sameguard response. For purposes of this

    scenario, neither border will be employingany magical security.

    PeachesIf the runners decide that going through

    Peaches would be a better option, she isreadily available for contact. (see Cast ofShadows ) Peaches will agree to meet themat the corner of Havana and 6 th Ave. Whenthe team arrives, theyll find the corneroccupied by a dilapidated parking garage.Peaches will wave them down, and grab alift with them to the lowest level of thegarage.

    Once there, shell open up a rustedchain link fence, which barricades off whatappears to be a maintenance area. Anyvehicle up to the size of a small van will beable to drive through the opening andaround some antiquated plumbing systems.From there, a ramp leads down into a seriesof tunnels.

    Peaches will explain that these tunnelsare a mix of a sewer expansion project,abandoned parts of a sewer expansionproject, and its rumored that they mighteven have been emergency sheltersconstructed during the height of the coldwar, back in the 20 th century.

    The route through the tunnels will takeabout 15 minutes. The tunnels will generallysmell musty. The only lighting is what therunners brought with them. The walls are

    decorated with occasional patches of graffiti.Occasionally, the team may see squattersliving lives of quiet misery along the way.

    At one point along the route, the teamwill pass by an open door, with the sound ofcountry-western music and lights emanating.Peaches will explain that its the Five byFive, a smuggler hang out. Shell mentionthat its a decent place to find a quiet drinkand hire transportation.

    Pushing the EnvelopeIf the players are itching for some

    trouble, or if the adventures running a bitshort, the team can run into a pack ofghouls. Theyll be menacing a coweringsquatter when the team approaches. Theywill, however, turn on the much larger meal(the PCs) when they see them. Use a groupof 4+TR ghouls. (SR4 p292). At high tableratings, make one of the ghouls a mage with

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    Magic 5, Sorcery 4 and the Stunball andChaotic World spells.

    As in the previous border crossing,please try to keep the players together.

    Debugging

    If the PCs havent managed to figure outhow to work a border crossing or to contacta coyote, then they really deserve thetrouble theyve gotten themselves into. Atthe same time, if one or two disruptiveplayers are causing massive trouble for therest of the group, have a Go-Gang comethrough and draw the border guardsattention away from the runners. Thisshould at least give them a chance to run forit.

    Meddle in the Affairs

    Whats Up, Chummer?In this optional scene, the team may

    bump into either the Fronts or the ZoneDefense Force. Either encounter isessentially an obligatory fight to satisfy agroup who has managed to avoid those inthe mission so far. The scene can beplaced at pretty much at any point in theadventure. However, its recommended thatit be run after crossing into the UCAS. Thisis because, up to this point, there is alwaysthe opportunity for another running gunbattle.

    Tell it to Them Straight Alright, you made it past the last border,

    and youve just crossed into the Montbellodistrict. Youve noticed the mansions setwell back from the road, and youve smelledthe fresh, clean air. The Rocky Mountain

    Arsenal National Wildlife Refuge is just afew miles away, and for some reason thisarea just seems to share some of the naturaltranquility.

    Well, at least it did. Now, you hear a bitof a dull rumbling sound. Glancing overyour shoulder, you see that youre beingfollowed, and it looks like trouble.

    Behind the ScenesThere are two possible encounters here.

    For TR 1 or 2, the PCs are being tailed by 6members of the Fronts gang, all on HarleyScorpions. (Use Halloweeners SR4 p275).For TR3, add in a gang lieutenant. Thegangers are conducting an initiation, andthey need to run at least one of the PCsvehicles off the road to pass it. If theysucceed, theyll happily leave after doing so.If two or more gangers are taken down, therest will turn and run for it.

    For TR 4 or higher, the PCs are beingtrailed by the Zone Defense Force. TheZDF troops are following up on a tip that thePCs are involved in inter-sector criminalactivity. (Use Lone Star Police Squad SR4p275 4 troopers and 2 lieutenants.) Thesquad is in an Ares Citymaster, whichmounts an Ingram White Knight in the turret.

    All of the ZDF members have been issuedFull Body Armor and Helmets. Their

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    objective is to obtain the package and arrestthe runners.

    If the runners are successfully arrestedby the ZDF, then theyll face appropriateconsequences for their crimes. At the veryleast, the mission is an immediate failureand all of their restricted and forbidden gearis confiscated by the ZDF. If a ZDF officerwas injured in the fight, the PC will bespending 6 months in prison (but wont beincurring lifestyle costs!). If a ZDF officerwas killed, the PCs are removed from thecampaign and will be executed as cop-killers. Any character arrested will also earna Criminal SIN (SR4 p83).

    DebuggingIf the teams are already pretty beat up,

    then this encounter may not be a good one

    to run. At the same time, if the PCs aregetting mauled here (unexpectedly) havesomething go disastrously wrong for theopposition. Since this is an optional scene,it really shouldnt result in any PC deaths.

    AR you there?

    Whats Up, Chummer?If your table has one or more

    hackers/technomancers feel free to add thisoptional scene. Its basically here to addsome Matrix action for those teams thatneed it. This scene can be inserted at prettymuch any point.

    Tell it to Them StraightCrap. For no apparent reason the

    engine just died. And it wont restart. Atleast you werent in the middle of high-speedtraffic. Glancing to the corner, you noticetheres a wine bar, named Cava de Vin withpatio seating out front. When you take acloser look, you notice that one of thepatrons, a sharply dressed young man,seems to be staring at you very intently.Suddenly you get an AR pop up with hisface as the icon, and the message, Comeon over for a quick drink. We need to talk.

    Behind the ScenesIf the team has multiple vehicles, the one

    that stalled out will be the one thatstransporting the package. (Funny how blindluck works, huh?)

    The character in question is Dean

    Costello (see Cast of Shadows ). If theplayers try to cut and run, Dean will engagetheir commlinks in cybercombat. His goal isto shut down appropriate pieces of gear sothat they cannot make a run for it.

    If the PCs cooperate, and come over totalk, hell invite them to take a seat at histable. Hell then offer them each a glass ofwine. (Its a very nice Shiraz.) He hadenough glasses, chairs, and bottles waitingso that each of them can sit and have aglass. While they sip, hell explain that hesa representative of the Casquilho family. Heknows that theyre transporting to theChavez, and while its not strictly theirbusiness, theyre a bit curious.

    Hell offer the PCs 50 each if theyll lethim quickly run an electronic scanner overthe package. Hell be quite insistent aboutthis. Hell also say that it should leave noevidence of any tampering. (It actually wontleave any evidence. However, it also wontgarner him any useful information.)

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    Hell explain that the sottocapo is expectingthem, but hes currently involved with ameeting downstairs in the shooting range.Hed appreciate it if theyd join him there.The group of four then escort the runnersinto the mansion. Michael is recognizableas the man who answered the buzzer at thegate.

    The brief look they get, reveals that themansion is luxuriously appointed. Theyllpass through a formal sitting room, andaround a grand staircase, beforedescending to the basement. Anyone withappropriate appraisal skills, can estimatethat the knickknacks in the sitting roomalone were worth several hundred thousandnuyen. Anyone with security systems skillscan also make a quick test to realize thatbreaking in here would be a daunting task atbest.

    When they descend to the basement,theyll be escorted down a short hallway andthen through a soundproofed door into anindoor shooting range. Michael will warn thePCs to only speak when spoken to, and towait patiently for the sottocapo to addressthem. Again, if the PCs breach etiquette,the sottocapo will deduct (another) 10%from his portion of their payment.

    Omar Chavez (see Cast of Shadows ) isstanding at the range counter with a pistol,examining a target, and leaning heavily onhis cane. A skinny, cringing elf, stands

    hunched over next to him sweating heavilywearing a badly ripped white shirt. As thePCs enter, Chavez will hand a target to theelf, and instruct him to walk down the rangeand hang the target. As he walks, Chavezwill momentarily ignore the PCs as he drawsa bead on the back of the elfs head.

    Once the target is hung, the elf will stepto the side, and Chavez will unload the clipinto the target. (While the elf shudders infear with every round fired.) Only when thisvery loud ritual is complete, will Chavezacknowledge the PCs.

    At that point, hell ask for, and accept thepackage politely. Then, after thoroughlyinspecting it, hell pay the runners theremainder of their fee. At this point, hellthank them for their time, and Michael andcompany will escort them back out.

    If the runners express compassiontowards the elf, Omar will let out a dry raspychuckle. Hell explain that the shadows canbe a dangerous place. Hell fix them with a

    cold hearted stare and suggest that perhapsthey dont belong in the shadows.

    DebuggingIf the PCs are late, Omar will express his

    deep disappointment in them. Hell also cut

    their remaining payment in half. Anopposed Negotiation test may enable thePCs to salvage 100 of their payment pernet hit.

    If Omar is able to tell that the packagehas been opened or damaged or a forgery,hell refuse to pay them. Hell then warnthem that theyve made an enemy in thistown, and that they should get out of townwhile the getting is good.

    If the runners lose all good sense anddecide to pick a fight with a Mafia boss in hishome, well, they deserve whatever you do to

    them.

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    Picking up the Pieces

    MoneyIf completed successfully, the each

    character earns 2,500 + (500 * TR). Alate delivery, cuts that to 1,750 + (375 *TR). All totals were subject to negotiationtests.

    Karma2 Delivering the package safely and intactto Sottocapo Chavez1 Never attracting the attention of thepolice or border patrol (n.b. The ZDF attackin Meddle in the Affairs does not countagainst this.)

    An additional 1-3 points of Karma may beawarded for good role-playing, a good senseof humor, or a particularly insightful action.

    The maximum adventure award for SRMcharacters who played this adventure is 6karma.

    ReputationFailure to complete the run will earn all

    characters 1 point of notoriety. If thepackage was delivered to either the Yakuzaor the Triad, they will gain an additional point

    of notoriety. Refer to SR4 p 258 foradditional possible ways the characters mayhave earned additional notoriety.

    FactionDelivering the package safely will earn 1

    point of faction with both the Koshari and theChavez mafia. Failing to deliver it safely willlose 1 point of faction with both groups.Picking a fight with either Mr. Johnson or theChavez mafia will lose 1 point of faction withthe appropriate group.

    If the PCs chose to sell the package to

    either the Triad or the Yakuza, they will gainone point of faction with the group it wassold to. If they killed any members of eitherfaction, they will lose one point of factionwith the group whose members they killed.

    The PCs may gain or lose faction withthe Fronts based on the outcome of Meddlein the Affairs If the PCs just rolled overand took a beating, there will be no change.However, if they earned their respect

    (defeating them without excessive killing),they will earn 1 point of faction. If theyinstead killed most or all of the members ofthe Fronts, they will suffer 1 point of factionloss.

    ContactsIf the players did an exceptional job onthe run, they have the opportunity to earnMark Longfeather as a Loyalty 1 contact.(Word travels fast on the streets.)

    If they sold the package to either AnPeng or Jonny Ono, they will earn the buyeras a Loyalty 1 contact.

    If they used either Stalker or Peaches tocross the borders, they may earn the coyotethey used as a Loyalty 1 contact, dependingupon how the role-play interactions went.

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    LegworkWhen a PC gets in touch with a contact,

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

    If the PCs have worked all of theircontacts, and are still missing important

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

    Denim0. Yeah, I just got a new jacket too.1. Its a night club in the Edgewater district

    of Pueblo.2. The place can get pretty hopping, some

    great Tribal Rock bands play there fromall over the NAN.

    3. It can be a decent place to do biz. Itsnot uncommon for Johnsons to havemeets in the back room.

    4. Notice theres a strong Hopi theme tothe dcor? Thats cuz the Koshari ownthe place.

    Koshari0. Thats a Sushi bar, right? In the Hub?1. Theyre a sect of the traditional Zuni and

    Hopi Kachina society, they tend tospecialize in less than legal dealings.

    2. The Kachina society controls most ofthe chip and narcotic sales in the Pueblosector.

    3. The Denver subgroup is run by a tribalcouncil, all of whom go by totemicnames.

    4. Mark Longfeather is a raven shamanwhos rumored to be on the council.

    Chavez Family0. Dont they own the car dealership in

    Lakewood?1. The Chavez family is one of the two

    Mafia families actively operating inDenver.

    2. They answer to Don Miguel CaesarChavez, who is based in Dallas-Ft.Worth.

    3. While theyve got some agreements withthe Casquilho, its not terriblyuncommon for them to step on eachothers toes.

    4. Omar Chavez is the sottocapo inDenver.

    5. Theyre the ones that run Lakeside Amusement Park. Rumor has it theyvegot some sort of agreement with theKoshari about it.

    Lakeside Amusement Park0. Sure, Ive been out there. Theyre

    putting in a new coaster this year!1. Lakesides really a Mafia run casino.

    You can place bets on just aboutanything there.

    2. While the slots and sports bets are fun,the the backroom gladiatorial duels arethe best. You havent lived til youveseen their Street Samurai vs Squatterfights every Friday.

    3. The Chavez family are the ones who run

    the place, its kind of funny that theyreable to have enough leverage to run itopenly in a NAN sector.

    4. Word on the street is that they actuallyhave an agreement with the Koshari tokeep it running. As long as that placehas been running, though, I wonder howmuch longer that deal will last.

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    Cast of Shadows

    Mark Longfeather (Koshari Chief)Human Male; Connection Rating 4

    B A R S C I L W M E ESS INIT IP CM3 3 3 3 5 5 4 5 5 2 6 8 1 10Active Skills : Conjuring: 4; Sorcery: 4;Etiquette: 4; Leadership: 2; Negotiation: 4Knowledge Skills : Underworld Politics: 4;Drugrunning: 5; Magical Theory: 3Spells : Stunbolt; Analyze Truth; MindProbe; Mass ConfusionAdvantages : Magician; Mentor Spirit(Raven)Gear : Power Focus (2) Mask; ActioneerBusiness Clothes

    Mark, the Mr. Johnson for Parliament of

    Thieves is a member of the Koshari councilof elders. When conducting Kosharibusiness, he wears a Raven Mask (hispower focus) and traditional garb. When notwearing the mask, his Hopi heritage isimmediately recognizable. Physically, he isshort and skinny. His short hair has turnedgrey, and a best estimate would place him at65-70 years old.

    Mark has a wicked sense of humor, andwont hesitate to make wisecracks at theexpense of his contacts or his hirelings. Themocking aspect of Raven shines through in

    his personality. He speaks slowly andmethodically, with a slight southwesterntwang.

    Stalker (CAS:Pueblo Coyote)Human Male; Connection Rating 2

    B A R S C I L W ESS INIT IP CM3 3(5) 3(4) 3(5) 3 5 3 3 1.8 8(9) 2 10Active Skills :Blades: 3; Dodge: 3; Firearms:4; Etiquette: 2; Negotiate: 2Knowledge Skills : Denver Gangs: 3;CAS:Pueblo border: 5Gear : Muscle Replacement 2; Cybereyesw/Smartgunlink and LowlightWired Reflexes 1; Katana; Ares Predator IV;Lined Coat

    Stalker is a coyote who works theCAS:Pueblo border. Stalker stands at 1.9Mand masses about 130kg. Based on hiscyberware, katana, and receding hairline, itspretty obvious that hes a retired street

    samurai. He looks to be early middle-aged.Stalker isnt thrilled with his work, and hereally isnt happy to be saddled withsmuggling a bunch of no-nothing punksacross the border again. Hell have a non-stop patter of back in my day stories. Hellalso refer to the PCs as kids.

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    Peaches (UCAS:CAS Coyote)Ork Female; Connection Rating 2

    B A R S C I L W ESS INIT IP CM6 3 3 5 3 3 3 3 5.7 6 1 11Active Skills :Gymnastics: 3; Pistols: 4;

    Shadowing: 4Knowledge Skills : BTL Trafficking: 4;Smuggler Hideouts: 3; UCAS:CAS border: 4Gear : Enhanced Articulation; Colt AmericaL36; Chameleon Suit

    Peaches is a coyote specializing incrossing the UCAS:CAS border. Herchameleon suit makes it a bit difficult to geta good look at her figure, but with the hooddown, it really makes her flamingly brightorange hair stand out. (Its worn in a curly

    jumbled ponytail.) Judging from her face,shes just past middle-age.

    Peaches speaks with a thick southernaccent, and acts the part of the stereotypicalSouthern Belle. Shell be excruciatinglypolite, and never talk about money. (Thatsfor the lower class.) However, if thesituation becomes tense, her accent willcompletely disappear.

    An Peng (Triad Hung Kwan)Troll Male; Connection Rating 3

    B A R S C I L W M ESS INIT IP CM7 3 3 7 3 4 4 5 3 6 7 1 12Active Skills : Banishing: 3; Dodge: 2;

    Etiquette: 3; Intimidation: 4; Negotiation: 3;Sorcery: 4; Unarmed Combat: 3Knowledge Skills : Triad History: 3;Narcotics: 4; ZDF Procedures: 3Advantages : Magician (Wuxing)Spells : Flamethrower; Knockout; PhantasmGear : Lined Coat

    An is the Hung Kwan for the GoldenTriangle Triad. He stands at 2.5 m tall andweighs in at about 305 kg. He dresses in alined coat, which is heavily embroidered withWuxing symbolism. His single horn jutsfrom the right side of head, and from theway it glistens, its clearly been waxedrecently and well maintained. Its prettymuch impossible to estimate Ans age.

    An is a native of the Denver area, sospeaks with no noticeable accent. He isextremely direct, and does his best tointimidate with his physical presence. For amaster of Eastern mysticism, he is ratherimpatient and has a surprisingly short fuse.

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    Sottocapo Omar ChavezHuman Male; Connection Rating 4

    B A R S C I L W E ESS INIT IP CM2 4 2 2 5 5 4 6 5 6 7 1 9Active Skills : Con: 4; Etiquette: 4;

    Intimidation: 4; Leadership: 4; Negotiation:4; Pistols: 2Knowledge Skills : Mafia Procedures: 4;Casino Operation: 4; Smuggling: 3Gear : Ruger Super Warhawk

    Omar Chavez is the sottocapo for theChavez Mafia family in Denver. He reportsdirectly to the head of the Chavez family inDallas-Ft.Worth. (Don Miguel CaesarChavez) He is an elderly man, who needs acane to stand. He is skinny to the point ofnear frailty, and he stands with a slightstoop. Of course, his frailty and his caneonly serve to make the Ruger SuperWarhawk he carries look even moreenormous in his hands and in its shoulderholster.

    The sottocapo is extremely direct. Henever minces words, but rather gets directlyto the point. If people take too long torespond to his questions, or try to beataround the bush, hell say, Ya see thesewrinkles? I aint got that much time left. Getto the point! Somehow, in spite of hisfrailty, his presence still seems to fill up aroom.