SRM04-08 Brothers United

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  • 7/26/2019 SRM04-08 Brothers United

    1/29SHADOWRUN MISSION 04

    Writing

    Cullen Erbacher

    ArtKat Hardy, Melanie Maier, Andreas

    AAS Schroth

    ProofingA.A. Salati, Jean-Marc Comeau,

    Jeremy Weyand

    MapsPatrick Sullivan

    Shadowrun Missions LogoBrent Evans, Matt Heerdt

    Layout & Design

    Matt Heerdt

    Art Director

    Brent Evans

    Shadowrun Missions CoordinatorSteven Bull Ratkovich

    Shadowrun Line Developer

    Jason M. Hardy

    CREDITS

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    The Topps Company, Inc., in the United States and/o

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    2/292

    Get out!

    He woke with a start, blinked in the darkness,

    and looked around. The room was silent save for

    the soft breathing of his roommates. He waited

    for a moment, then decided it had just been a

    dream. He stood up and headed downstairsto the common kitchen area to grab a glass of

    soymilk before going back to sleep.

    He shook his head as he walked. Get out!

    He could still hear it ringing in his head, a firm,

    commanding voice. Stern, hard as iron. But

    beautiful as well. He knew he wasnt imagining it.

    He couldnt have. That voice was more real than

    anything else around him right now.

    Clay was happy, happier than hed been in a

    long time. His family life had been troubled, his

    father an abusive, drunken, corporate factory drone for Fuchi, his

    mother a worthless, wilting flower who wouldnt stand up for him. When

    he discovered his magic just a few short years ago, he thought hed found the

    answer. But he could never get it to work right. Even the simplest spells bought and bartered for

    from street vendors and back alley dealers wouldnt work for him. The most hed been able to do

    was to set the curtains on fire one night when his father had come home from the bar and tried to

    beat him again. He had run after that, away from home and away from his family.

    Then he had found them. His new family. The Universal Brotherhood. He had spent weeks on

    the street trying to find work, just trying to survive. Then hed ended up in a shelter run by the

    Brotherhood. Theyd fed him, gave him new clothes, and made him feel welcome. Then hed met

    Brother Michael. Michael told him he was special. Told Clay that he understood him, that he knew

    what was going on. And hed brought him here, to the Redmond Chapterhouse, which served as a

    boarding house for members who needed it.

    Clay downed his milk, then went into the bathroom. He wouldnt be able to sleep, not now.

    Get out! still reverberated through his brain. He didnt want to get out, didnt want to leave his

    friends, his new family. He had found a place where he belonged. But that voice was insistent, and

    the echo seemed to get louder and louder as it crashed around inside his skull.

    He turned on the hot water in the sink and leaned down, soaking in the steam. He tried to clear

    his head. He straightened up, wiped steam off the mirror, and stumbled back. The face in the mirror

    wasnt his own. It was alien. It was horrible and beautiful, breathtaking and terrifying. Glossy black

    and shiny and multifaceted and perfect. He stared at the face he saw in the mirror, and the voice

    roared through his head once more like a thunderbolt. Get out!

    And this time images accompanied the words. He saw fire, and he saw death. Could hear

    scream and gunfire. He smelled blood and charred flesh. He saw a city that wasnt Seattle, and

    saw a mushroom cloud hanging over it. And behind it all he saw a black and green stone, pulsatingwith power. And he knew. The magic tingled at his fingers, and he understood. He knew what he

    was destined to do. It started with Get out! But it wouldnt end there.

    Clay silently changed clothes and walked out of the Redmond Chapterhouse, once more

    starting down a new path.

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    3/293INTRODUCTION

    INTRODUCTIONSRM04-08: Brothers United is a Shadowrun Missions campaign

    adventure. Full inormation on the Shadowrun Missions campaignis available at shadowrun4.com/missionsand includes a guide

    to creating Missions characters and a regularly updated FAQ. Allmaps, player handouts, and other playing aids are ound at the endo this document.

    PREPARING THE ADVENTURESRM04-08: Brothers United is intended or use with Shadowrun,

    Fourth Edition, and all character and rules inormation reers to theourth edition o the Shadowrun rules.

    Adventure Structure

    SRM04-08: Brothers United consists o several scenes. Tesescenes orm the basis o the adventure, which should be completed

    in approximately our hours. I you are running short on time, youshould streamline each and be a little more generous with clues, targetnumbers, and other requirements to guide the players through theadventure.

    Each scene outlines the most likely sequence o events, as well ashow to handle unexpected twists and turns that inevitably crop up.Each one contains the ollowing subsections, providing gamemasterswith all the inormation necessary to run it.

    Scan Tisprovides a quick synopsis o the scenes action, allowingyou to get a eel or the encounter at a glance.

    ell It to Tem Straightis written to be read aloud to the players,

    describing what their characters experience upon entering thescene. You should eel ree to modiy the narrative as muchas desired to suit the group and the situation, since the char-acters may arrive at the scene by different means or underdifferent circumstances than the text assumes.

    Behind the Scenescovers the bulk o the scene, describing whatshappening, what the non-player characters are doing, howthey will react to the player characters actions, and so orth.It also covers the setting o the encounter, going over environ-mental conditions and other properties o the location as wellas providing any descriptions o important items.

    Pushing the Envelopelooks at ways to make the encounter morechallenging or experienced or powerul characters and otherways you can add some extra spice to the scene. Tis subsec-tion should usually only be used or home games, or gameswhere time is not a actor. At most convention and Open Playevents, gamemasters should omit this inormation. It adds tothe scene but does not contain important inormation.

    Debugging offers solutions to potential problems that may cropup during the encounter. While its impossible to oreseeeverything that a group o player characters might do, thissection tries to anticipate common problems and other sug-gestions or dealing with them.

    RUNNING THE ADVENTUREGamemastering is more o an art than a science, and every

    gamemaster does things a bit differently. Use your own style whenit comes to preparing and running the adventure and do whateveryou eel is best to provide the best Shadowrun game you can or yourplayers. Shadowrun Missions adventures are designed to run in astandard our-hour convention time slot.

    Please keep this in mind when running the adventure. Youshould leave at least 1520 minutes at the end o the time slotto complete any necessary paperwork and pass out the playersDebriefing Logs. (Make sure that you have enough copies o theDebriefing Log or this adventure to give one copy to each playerafer running the adventure.) Tis section offers some guidelines youmay find useul in preparing to run SRM04-08: Brothers United (orany Shadowrun Missions adventure).

    Step 1: Read The Adventure

    Careully read the adventure rom beginning to end. Get a eel orthe overall plot and what happens in each scene. Tat way, i somethingdifferent happens, you wont be caught off guard and you can adaptthings smoothly.

    Step 2: Take Notes

    ake notes or yoursel while reading through the adventure thatyou can reer to later on. Possible things to note include: major plotpoints (so you can see them all at a glance), the names o various non-player characters, possible problems you notice, situations where youthink a particular character can shine, and other things youll want to

    keep in mind while running the adventure.

    Step 3: Know The Characters

    Prior to the start o the adventure, examine the PCs record sheetsand Debriefing Logs or your reerence and have basic inormationabout their important abilities handy so you can reer to it during play.Also go over the characters and keep their previous events listed onthe Debriefing Logs in mind when determining non-player characteractions in various scenes i such a dynamic has been included.

    Step 4: Dont Panic!

    Gamemastering involves juggling a lot o dierent things.

    Sometimes you drop the ball and orget something or you just make amistake. It happens, dont worry about it. Nobody is perect all o thetime and everybody makes mistakes. Just pick up rom there and moveon. Your players will understand and orget about it once you get backinto the action.

    GENERAL ADVENTURE RULESShadowrun Missions adventures use the rules presented in

    Shadowrun, Twentieth Anniversary Edition (SR4A). Standard rulessuch as success tests, the Rules o One and Six, and other commonmechanics are described in SR4A and are not repeated in thisadventure.

    http://www.shadowrun4.com/missionshttp://www.shadowrun4.com/missions
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    4/294 INTRODUCTION

    Please keep in mind when preparing or the adventure, that thePCs will not necessarily comprise a balanced party. Its entirely possiblethat the party will be made up entirely o technomancers or back-to-nature shamans. I the characters run into a brick wall because o suchcomplications, show flexibility and use your best judgment in how youlead them back to the plot.

    Non-Player Characters

    Non-player characters (NPCs) are essential to any adventure. Teyare the allies, antagonists, and background characters in the adventurethat interact with the player characters. NPCs in this adventure havealready been created and can be ound throughout the adventure.

    Minor NPCs are ound in the individual scene that they appear,and they generally have a brie write up, noting only their importantskills and the gear they are carrying. Note that their dice pools are pre-calculated to save the gamemaster time.

    Major NPCs can be ound in the Cast of Shadowsat the end othe adventure; they have more detailed write-ups and include most othe skills and the gear they have access to.

    Te NPCs in this adventure should generally stand up to theaverage player character but may need some adjustment to suit aparticular group o characters, especially a more experienced andpowerul group. he scenes and NPC descriptions oer tips onadjusting the NPCs to suit the abilities o the characters in yourgroup. o adjust the power level o an NPC, reer to the Prime RunnerCreation and Advancement able (p. 285, SR4A). ake the playercharacters abilities into consideration when assessing the NPCs inthis adventure and modiy them accordingly.

    Mission Difficulty

    Gamemasters are encouraged to use their own judgment and toadjust the difficulty o the encounter to take into account the abilitieso the players. I the players have no magical support, replace magical

    deenses with mundane ones. I the players are weak on combat, reducethe number o enemies by one or two. Conversely, i theyre steam-rolling the opposition, add one or two enemies to the fight. Missionsshould be a challenge to the party but should never be insurmountableor a team playing it smart.

    Choosing Sides

    During the course o a scenario, the PCs will be presented withoptions to choose sides between several Factions in the adventure.

    Seattle is a city ull o conflict and opposing Factions who butt headsconstantly. Characters can try and remain neutral, but ofen anydecision they make will avor one Faction over another. Tese choiceswill earn the character positive or negative Faction Reputation. PositiveFaction Rep doesnt mean that a runner has become a member o thatFaction, but rather just notes that the Faction looks upon the characteravorably, and is more inclined to deal with the runner. High enoughFaction Rep will earn the character a avor rom that Faction at the end

    o the adventure (see Picking Up Te Piecesor more inormation). Iyour Faction Rep drops low enough, contacts that are members o thatFaction may not deal with you at all.

    Each Faction keeps tabs on its opposite, and every organization isull o spies, so any time a character deals with one Faction, the otherside inevitably finds out about it. Tis is tracked on an individual basis,so even i one teammate sells out inormation to NewsNet, another cansell out to KSAF and still earn KSAF Faction Rep.

    A Note on Commlinks

    By 2070, commlinks have become a universal appliance. Becausejust about every NPC is going to have one, they wont a lways bestatted out in the adventure text. For NPCs who do not have a stattedcommlink, assume it has all necessary ratings at 3. Tese commlinkswill not contain any valuable paydata.

    Paperwork

    Afer running a Shadowrun Missions adventure, there are severalimportant pieces o paperwork that need to be filled out.

    Te first is to make certain to distribute a copy o the adventuresDebriefing Log to each player. As the gamemaster, please make certainto fill this out and sign off on it or each character. In the interests otime, you may have each player fill out the sections, with appropriatevalues that you give them. Please consider the PCs actions in thescenario when providing Reputation modifiers, per those rules (p.

    265, SR4A).Te second is to make sure that all players have updated theircharacters calendar. PCs are allowed to go on one run per week. Tecalendar is used to track the characters monthly liestyle expenses,adventures, and their downtime exploits.

    Finally, once an adventure is completed gamemasters should headover to the official Shadowrun orums at httt://orums.shadowrun4.com and look in the Shadowrun Missions section. Tere will bea section to post the outcome o the Missions adventure. Futureadventures will be affected by these results. Without gamemastereedback, the PC s exploits will be unable to affect the campaign.

    MISSIONS FACTIONSARTIFACT RUSH PLOTLINE

    Atlantean Foundation:This faction has long believed in a grandiose magical Fourth Age,

    and the recent influx of magical artifacts lends credence to the ir claims. They are scrambling to

    be the first to gather these artifacts and unlock their secrets.

    Draco Foundation: Founded after former president Dunklezahns death, the Draco

    Foundation has been searching out any number of strange things for research. Rumor has it

    that even fifteen years after his death, Dunklezahn is still guiding them from beyond the grave.

    No one knows their true motives, but they will do whatever they can to get their hands on these

    strange artifacts and discover what they can do.

    Saeder-Krupp:For now, Lofwyr is content to sit back and watch as mortals scramble about

    for baubles from a past life. For the time being, hes just gathering data.

    Lung: Like Lofwyr, Lung is watching and waiting to see what gets unearthed, and what

    the mortal races do with it.

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    5/295MISSION SYNOPSIS

    MISSION SYNOPSISAn insect shaman by the name o Clay Morepoole has reopened a

    portal to the plane o the Invae, where insect spirits originate. He wasan original member o the Universal Brotherhood and got his start

    back in the 50s with the Octagon chapter house in Seattle. He hasmanaged to get his hands on an artiact called the Entomo Klitevo(seesidebar).

    Since the all o Universal Brotherhood, Clay Morepoole hasbeen searching to find some way to allow his gods to return. Abouttwo years ago, he acquired the Entomo Klitevo and figured out howto make it operate, and or the last year he has been operating outo tunnels near the Ork Underground beneath the ormer OctagonChapterhouse o the Universal Brotherhood, working to bring newinsect sprits through.

    Convinced that the hosts used by the Universal Brotherhood wereflawed because they used homeless and street people, he believes thatyounger and healthier subjects will result in better and more powerul

    merges. Clay has devised a method o taking teenage children andusing their pure aura and bodies, modiying them to serve as the bestreceptacle or possession. Te process involves taking the children tothe artiact and bathing them in the emanations rom it. Tis takeabout 4 hours and once complete, a spirit moves in and takes about3 days to gestate.

    Te runners are hired by Cleon de Bohem, a.k.a. King Willy, toinvestigate what he thinks may be a possible insect spirit inestation.King Willy is a retired runner who cut his teeth during the 2050s. Heruns New Babylon, a talismonger shop/ree healing clinic, in the OrkUnderground. King Willy is an ork Voodoo shaman who specializesin spirits and possession.

    A woman by the name o Momma Cat runs an orphanage called

    Metachildren First in the Redmond Barrens. Over the past year, shehas noticed that the children at the orphanage are getting weaker, as ilie is slowly being drained rom their bodies. She called in a Catholicpriest named Father Franklin McMicky who helps und the orphanage.Father McMicky was convinced that what he was seeing was thebeginning o a mass possession, but he knew he was out o his league.He called upon an old riend, King Willy, a specialist in possessionsto examine the children. When King Willy examined the children,he discovered the signs o vessel preparation, though it was on a scalehe had never seen beore. He concludes that the children are beingdrained o essence. Afer some independent research and communingwith the Loa, he gets two clues: He learns that an ancient object isthe cause o whats happening, and it is related to the summoning oinsect spirits.

    As a veteran who ought the initial outbreak o insect spirits inSeattle against the Universal Brotherhood, King Willy is concernedthat the bugs may be trying to make a new appearance. He hires therunners to find out i indeed it is an insect incursion. I it is, he wantsthem to locate the source and wipe it out.

    Te runners begin with an investigation o the Metachildren Firstorphanage. Once there they discover the identity o the conspiratorwho works there, and they can then ollow a shipment o children tothe ormer Redmond Chapterhouse.

    unnels under the Redmond chapterhouse connect to theOctagon. Te runners discover that the tunnels are laid out like a hive,and they encounter some interesting guards. Te mission culminatesin the elimination o Clay Morepoole and the three magicians, and theretrieval o the Entomo Klitevo. Te runners then ace a final decision:Should they give the artiact to the Atlantean Foundation, the DracoFoundation, or someone else?

    ENTOMO KLITEVOThe Entomo Klitevois an artifact from the Fourth World. It was designed by mages

    access the plane of the Invae.

    The artifact is a black and green marbled oval stone that is nestled into two oricha

    veined crescent shaped pieces. When mana is channeled through the artifact, the stone levita

    and the crescent-shaped pieces separate and float next to the stone. The stone then focu

    the mana being channeled into it into a beam that erupts from the stone and opens a po

    to the plane of the Invae.

    The artifact requires at least three grade 2 insect shaman initiates to activate. Once

    portal is open, one mage can maintain the portal. The mages can then communicate with r

    dents of the other plane and spirits can pass over from one side to the other.

    The emanations from the stone can do two things: quicken the preparation of a vesse

    a host, and open the portal to the plane of the Invae.

    To quicken the preparation of a vessel, the vessel must be placed in the emanations fthe stone for four hours a day for six weeks. Once this is done, the essence of the original ve

    is gone and can then be replaced with whatever spirit the user requires. During the process,

    vessels slowly lose their life force, leaving them tired and drained at the beginning; by the e

    they lapse into a coma.

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    6/296 SCENE 1: WELCOME TO NEW BABYLON

    SCENE 1: WELCOME TONEW BABYLON

    SCAN THISTe scene involves King Willy hiring the runners. Te setting is

    King Willys shop, called New Babylon, near the Lordstrungs entranceto the Ork Underground. King Willy explains his concerns that thismay be an incursion o insect spirits; i it is, it must be stopped. Tescene introduces King Willy as a potential contact i the runners aresuccessul, and also shows them a talismonger shop the runners may beable to use in the uture.

    TELL IT TO THEM STRAIGHTYoure not quite sure this is the location. here are no ARO

    advertisements or directions around the building. Te sign does say NewBabylon,which is the location o your supposed meet, and its 10:00 a.m.,when you are supposed to meet your contact. Te only indication thatthe shop is open is the flashing twentieth century-style neon sign thatsays Open. Youre here, so you might as well check it out.

    As you open the shop door, you are assaulted by a variety oscents: oils, lotions, incense, pot, and other smells you dont recognize.As you recover rom the initial olactory assault, you scan yoursurroundings. Te interior is modestly sized with several aisles packedrom floor to ceiling with the kinds o materials you would associatewith a talismonger shop, plus some things whose purpose you dontwant to think about.

    Your ears pick up the sound o a beaded curtain being pushed outo the way, and a voice rom the back o the store says, Welcome toNew Babylon. I we dont be having what you are looking or, I sure canget it, mon. As you maneuver to see the source o the voice, you see amiddle-aged ork standing behind the counter. Te first thing that younotice is the battered and creased black top hat sitting upon his head.Beneath that are thick dreadlocks that once may have been once blackbut now are more grey. Te dreadlocks rame a tanned and weatheredace with piercing green eyes. Te ace is either tattooed or coveredin paint that mimics the appearance o a skull. Te orks right tuskis broken and is capped with silver. Te rest o the ork is clothed in awrinkled tuxedo jacket that is open and reveals a green t-shirt that hasthe words 7-UP written in white letters. He also wears jeans and a pairo flip-flops. Te ork grasps a cane with a head o silver in the shape oa skull with a top hat. Te pearl-plated handle o a revolver can be seen

    just under his chest, poking out rom beneath his jacket.Your fixer said the Johnson would look eccentric, so this must be

    him. Te ork looks at you and motions or you to come to the backas he holds open a set o beaded curtains. Please enter my home as amost welcome guest, and Papa Ghede willing, we can reach an accordover a most important job.

    BEHIND THE SCENESAs soon as all the runners arrive, they are shown to a spacious

    but cluttered living room urnished with mats and pillows. King Willymotions or everyone to sit down and begins the meeting once the ull

    team arrives. He starts by offering a prayer to Papa Ghede, completewith the lighting o incense and smoking a joint. He allows therunners to participate i they so wish, and then asks them to introduce

    themselves.He explains that he has put up barriers to prevent eavesdropping

    and remote surveillance, and that he does this openly so as to not alarmany o the mages in the group. He explains that he is doing this becausethe material he is about to reveal could cause panic i it got out intothe general populace.

    Willy tells the runners that he was contacted by a riend o his, aCatholic priest named Father Franklin McMicky. A local orphanagehas had several o its children inexplicably all ill recently, and when

    doctors couldnt find any disease that could cause it, McMicky calledon Willy. Willy said the priest suspected some kind o spiritualpossession or magical sickness. Willy couldnt pinpoint the problem,but he noted that something was definitely damaging the childrensauras, so he did a vision quest. Papa Ghede wasnt able to tell himmuch, but he discovered that his old oes, whom he calls the clickers,were behind this. He also was given a glimpse o an artiact o greatpower that the clickers were using. Papa Ghede warned Willy that timewas running out, and that the clickers must be stopped.

    King Willy is concerned that there might be the beginnings o an

    invasion o these clickers, though he does not have much inormationabout what kind o spirits these beings are. I the clickers are dangerous,

    they need to be wiped out, and whoever was responsible or giving

    them a gateway to the material plane should be eliminated. Willystresses that they must act immediately, as he believes they may haveless than a day to stop the bugs plans.

    He offers 5,000 nuyen per runner. Players may negotiate withWilly to increase the payout, adding 250 nuyen per success on aNegotiation est, with a maximum o 4 net hits. He also tells themthat i they learn more about these clickers and need special help, hemight be able to connect them to some useul resources. I the runners

    balk at the relatively low pay, Willy apologizes and explains that he isoffering all the money he has. He has little interest in the artiact being

    used, however, and suggests that i the runners can obtain that theymay be able to sell it or a sizable amount o nuyen.

    Once the runners finish with negotiations and the final payout has

    been established, King Willy gives them the details he has so ar. WhenWilly went to investigate Father McMickys problem, he brought oneo the ill children, an inant, to his shop. He confirmed that the inantappeared to have been prepared to be a vessel and that it may havealready been possessed. He couldnt tell exactly what spirits wereinvolved. King Willy inorms the team that the orphanage is calledMetachildren First, an organization specializing in caring or ork andtroll children. Te orphanage is located in the Redmond Barrens. King

    Willy suggests that the runners begin their search there by talking toFather McMicky and the owner, Momma Cat. Alternately, they canmake their way there tonight and stake the place out to see i anything

    interesting happens.

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    7/297SCENE 2: METACHILDREN FIRST (DAY)

    I the mages in the party assense King Willy, they see he iscurrently masking himsel so that he looks like an uninitiated magician.

    I they assense King Willys shop and backrooms, they see that theentire shop has a background count aspected toward the Voodoo

    tradition. A small room in the back is also warded. I he is asked aboutthe room, King Willy inorms the runners that it is his lodge and that

    it is rude to snoop in another mans home. Hackers and technomancers

    will discover that there are no wireless signals coming into or out o the

    back rooms, but the main shop area has wireless Matrix access (and isfilled with AR labels o the various wares in the shop).

    DEBUGGINGTe only issue that might arise in this scene is the runners reusing

    to take part in the mission. I any are hesitant, King Willy stresses how

    dangerous it is to have unknown spirits messing with the materialplane. Whatever the clickers are, they must be stopped beore theygain any real control.

    I the runners are hesitant due to pay, Willy suggests that theartiact the insect shamans are using is probably worth a small ortuneto certain parties. All o the Factions involved with the Artiact Rushwould pay wel l or it. I the runners do not have any contacts withthese groups yet, Willy is willing to introduce them to both Moreauand Laurent Nazaire once the run is complete.

    SCENE 2: METACHILDRENFIRST (DAY)SCAN THIS

    I the runners decide to visit the orphanage during the day, theyencounter Momma Cat, her assistant Katerina Vick, and the twelveorphans that reside there. alking with the kids, they quickly realizethat something is wrong. Katerina is being blackmailed by ClayMorepoole, who is holding her younger sister hostage. She makes sure

    Momma Cat and the children are drugged every night so they can be

    taken away and exposed to the emanations o the stone. A day visit

    allows the runners to see the children, begin to detect the compliancy

    o Katrina, and get inormation about how the children are taken and

    where.

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    8/298 SCENE 2: METACHILDRENFIRST (DAY)

    TELL IT TO THEM STRAIGHTTeres a certain eeling you wish you werent amiliar withthe

    disgust o coming out o asynthol-induced blackout, rolling over, andseeing the most godawul wreck o a person lying in bed with you.Tat person might have looked good at night when you couldnt seethrough the haze o whatever you ingested in the course o the evening,but now that the person has been exposed to the sunlight, you firmly

    believe he or she should shriek in pain and slither back into whatevercesspool spawned him or her or it. Tat is how the Redmond Barrenslooks during the day. At least your trip is taking you to the good parto the Barrens, ouristville. Te address or the Metachildren FirstOrphanage puts it right outside this area.

    As you arrive, you are greeted with a sight not common to theBarrens; about a city block worth o real estate that has been cleanedup. A lone three-story ormer apartment complex is the only building inthat space; the remaining portion o the block contains a playground andgreen space. A twelve-oot-tall chain-link ence surrounds the perimeter.

    A middle-aged ork woman sits at a table holding an inant andeeding it with a bottle, while a human woman pushes two toddler-aged ork children on a swing set. Five children scamper upon a largeclimbing set, laughing and taunting each other. At the ar end o theplay area five teenagers (two orks and three trolls) are just sitting andstaring at nothing in stark contrast to the laughter o the youngerchildren less than five meters away. Te ork woman occasionally looksup at the teenagers and shakes her head.

    Te back door o the building opens and an elderly human mandressed in the garb o a Catholic priest steps out. He goes up to the orkwoman, whispers in her ears, and she pats his hand. He looks up andseems to notice you, looks down at a datapad, and then back up at youand motions you toward the ront o the building.

    BEHIND THE SCENESTe ront door o the orphanage opens into the living room,

    which contains mismatched, second-hand urniture. I the runnersdecide to enter, Father McMicky greets them and asks them to sitdown. He explains that King Willy told him that the runners wouldbe stopping by, and he sent descriptions and images so that the priestwould recognize them. He is open and willing to answer any questionsthe runners may have.

    Most o what he knows the team already heard rom Willy. Headds that since Willy was here a week ago, the children have becomesicker. Te illness seems to be targeting only the teenage children. Teyspend all day just sitting around, uncommunicative and unresponsive.Even more so than a normal teenager, he says in a hal-heartedattempt at levity. Te concern on his ace is evident. More importantly,the teens are no longer eating willingly they must be orce-ed. Iasked, he does not elaborate on his relationship with King Willy. Heapologizes or not being more help, and invites the runners to comevisit his church in Bellevue i they wish. He then leads them throughthe run-down orphanage to the playground to introduce them toMomma Cat.

    Momma Cat is an aging ork, easily in her mid-30s. Her eyes havedark circles under them, but they are kind and watch her childrenkeenly. She is wearing a conservative grey dress with an aghan shawlwrapped around her shoulders. On her head sits a wide-brimmed,woven hat. She motions or the runners to sit on one o the manybenches and chairs that occupy the play yard and asks them tointroduce themselves, then asks i they would like anything to eat (she

    has chocosoy-chip cookies and some peanut butter sandwiches) orsomething to drink (water or juice). Once the runners are settled, shehands the inant she was holding to the priest, then turns her aging eyeson the runners. Please, I beg o you. Help my children!

    Play Momma Cat up as what she isa kindly, aging grandmo-therly type. She willingly tells the runners anything she can, about her-sel and the children. She hersel was an orphan in this very orphanage.She was lucky and was adopted by a amily rom ueen Anne Hill

    when she was six. It was ashionable back then or the rich to adoptork and troll children. It let them show how socially conscious andprogressive they were to all their riends. I know they loved me, in theirway, but I always elt more like a prized pony than a child. As an ork,she matured more rapidly than other children, and she was a quickstudy. She entered college at the University o Washington at sixteenand earned a degree in Metahuman Studies. She got involved withpolitical activism or a while, working with the Ork Rights Committeeand (shes ashamed to admit) its militant offshoot, the Sons o Sauron.Shortly afer joining up with the SoS, however, she was attacked andbadly beaten by members o Humanis. Had she not been right outsideFather McMickys church and had he not come out to investigate, shelikely would have died.

    She became riends with Father McMicky and joined his church.In an effort to give back, she began helping at her first home, theMetachildren First Orphanage. When the matron that ran theorphanage ell ill, Momma Cat stepped in and has been running theplace ever since. Shes very proud o how shes cleaned the orphanageup and improved the neighborhood, and she has sought out additionalstreet orphans, hoping to keep them off the streets and away rom a lieo crime. Shes very attached to all o the children in her care.

    I asked about the teenagers who are sitting in a close group at oneend o the playground, staring off blankly, she becomes quiet and sad.Tey used to be ull o energy and lie, she says, though they were ofenin trouble. About six weeks ago, they began to change. Tey startedbeing tired all the time, and spoke less and less, until they became

    entirely silent. I the runners ask i Momma has noticed anythingstrange or out o place, she tells them that about the same time that thechildren started getting sick, she stopped having dreams at night. Sheused to have very vivid dreams and the occasional nightmare, but shehasnt had any in almost two months. She hadnt really thought about

    METAHUMAN AGINGThe average human lifespan is 65-70 years. Dwarves and elves have lifes-

    pans significantly longer than this, while orks and trolls are shorter (in the case

    of an ork, quite a bit shorter). This greatly effects how quickly metahumans reach

    old age, and it also affects metahumans during their younger years. For dwarven

    and elven children, the effect isnt that noticeable. Children tend to look a little

    bit younger than they really are, but it generally doesnt affect their mental or

    social growth. Humans, dwarves, and elves are all considered to reach full physical,

    mental, and social maturity at age eighteen and are considered adults at that age.

    Orks and trolls on the other hand, grow and mature more rapidly. Trolls reach

    physical maturity between age fifteen and sixteen, having grown to their full size

    by then, and they hit puberty around eleven or twelve years old. Mentally and

    emotionally there is no major difference between trolls and humans. For orks,

    they reach full maturity between age twelve and fourteen, and they hit puberty

    between nine and ten years of age.

    Most societies dont recognize any metahuman as an adult until age eighteen,

    and they dont start affording them any individual rights until age sixteen. The Ork

    Rights Committee and other metahuman rights groups have been fighting this for

    decades, but so far they have been unable to change how society treats them.

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    9/299SCENE 2: METACHILDRENFIRST (DAY)

    it until now. Also, she used to wake up to use the bathroom about thesame time in the middle o every night, but she hasnt been doing thatlately either.

    Katerina is a humanities student at the University o Washington,and as part o her graduate studies she is volunteering at the orphanage.She comes in Monday through Friday or several hours each afernoonto help out. She started working or Momma Cat a little over twomonths ago. Momma Cat likes Katerina and says shes a smart, good

    kid who gives her hope or the uture. She is quick to praise the humangirl or her hard work and dedication.

    I Katerina is questioned, she gives the runners the sameinormation that Momma Cat does. I asked why she wanted to workat the orphanage, she says that she has a younger sister that she caresor very much, and she likes working with kids because o that. Terunners may make a Perception (3) est to notice that Katerina isnervous and twitchy when being asked questions. I asked why sheis nervous, she lies and says that she is just worried about the kidsand that things have been stressul since the sickness began. ClayMorepoole (who is an insect shaman) has kidnapped her youngersister Ruth and is orcing her to help him, threatening to kill Ruthunless Katerina cooperates. She has been drugging Momma Cat and

    the children each night so that Clays men can take the older childrento the Entomo Klitevo, preparing them or inhabitation.

    hose assensing Katerina during questioning or utilizing anAnalyze ruth spell notice that all her answers except the last are true.She appears generally nervous, agitated, and earul.

    I the runners questione the younger children, they find they areascinated, saying the kinds o pointed questions that kids say. Youreunny looking! Why do you have a gun? Can I shoot your gun?Have you ever killed anyone? What happened to your arm, didit it get cut off, is that why you have a cyberarm? Tey dont knowanything useul, though. Te older kids just sit and stare, and arecompletely unresponsive to questions.

    Astrally assensing the orphanage reveals that it has a happy, warm

    eeling to it. Tis is a good place, and the children are well loved. Teyounger children all appear normal or kids their age. Te teens, onthe other hand, simply look wrong. Teir auras are dull and empty.Its not quite the emptiness o someone with low essence due tocyberware implantation, but instead seems more like their auras havebeen suppressed or turned off somehow. Father McMicky and MommaCat both appear honest, sincere, but worried. All three adults, as wellas all o the kids, are mundane.

    here is a basic computer terminal (Device Rating 3 withFirewall 5) in the orphanage containing all the orphanage records.Father McMicky has an average Commlink (DR 3) that contains hisschedule, the outlines o a ew sermons, and a digital copy o theBible. Katerina, on the other hand, has an above-average commlink.Hackers will note that the commlink seems ar better than what the

    average college student would be using. Accessing it shows that itdoesnt contain any schoolwork; instead it contains a calendar, twodata files, and a photo.

    Her calendar contains a schedule or the last six weeks indicatingthat Katerina has been coming to the orphanage every day at midnight.Te first data file contains detailed inormation about a powerulsedative, how to administer it, and notes or dosages or variousages and body weights. Te second is simply a text message that saysonight, Final pickup, 1 a.m. and is dated today. Finally, the photois o a young human girl, maybe fifeen years old, who is tied up andbruised. She bears a strong resemblance to Katerina.

    I the runners dont have a hacker, they can still pick up onKaterinas nervousness. Rather than hacking the commlink, theycan try to persuade her to tell them whats wrong using an opposedNegotiation + Charisma est. reat Katerina as an Enemy (5 dicepool modifier) and since Clay Morepoole has threatened her sistertreat her answer as Disastrous to the NPC (an additional 5 dicepool). Katerina will also spend Edge to improve her results. PushingKaterina upsets her, and she demands that the runners leave heralone. I they get violent and threaten her, both Father McMicky andMomma Cat insist the runners leave or they will call Knight Errant.

    Once the PCs discover that Katerina is responsible, they can chooseto either wait and catch her in the act (in which case, proceed to Scene3: Metachildren First (Night)), or they can conront her. I conronted,she breaks down into tears and admits everything. She is a tearul,

    sorrowul mess, and obviously regrets what she has been orced to do,but she didnt think she had any alternatives. Ruth is her only amily.

    Katerina doesnt know where Clays people take the children, nordoes know what they are doing to them. She only knows that i she doesntcooperate, her sister will die. She is willing to help the runners i they canrescue her sister. She says that several men show up in a van every night at 1a.m. to take the kids somewhere, and they are returned at 6 a.m.

    Father McMicky suggests the runners contact King Willy andreport in at this point. I the runners talk to Willy, he tells them tomeet him at New Babylon so they can prepare (go to Scene 4: WeNeed Bigger Guns!).

    KATERINA VICK

    B A R S C I L W Edg Ess Init IP

    2 3 3 2 4 4 3 3 2 6 7 1

    Condition Monitor Boxes: 10

    Armor (B/I): 0/0

    Dice Pools: Child Development 6, Computer 7, Data Search 7, Dodge 5, Etiquette 8, Metahum

    Studies 6, Negotiation 7, Perception 8

    Gear: AR Contacts, Commlink (DR 5, Firewall 6, Black IC 5)

    FATHER MCMICKY

    B A R S C I L W Edg Ess Init IP

    3 2 2 2 5 5 4 6 4 6 7 1

    Condition Monitor Boxes: 11

    Armor (B/I): 0/0

    Dice Pools: Arcana (Possession) 10 (12), Computer 7, Data Search 7, Dodge 4, Etiquette(Church) 10 (12), Negotiation 9, Perception 8, Performance (Sermons) 10 (12), Scripture 10

    Gear: AR Contacts, Commlink (DR 3)

    MOMMA CAT

    B A R S C I L W Edg Ess Init IP

    5 3 3 5 4 3 3 3 2 6 6 1

    Condition Monitor Boxes: 11

    Armor (B/I): 0/0

    Dice Pools: Child Development 8, Computer 5, Data Search 5, Dodge 5, Etiquette (Children)

    (10), Metahuman Studies 7, Negotiation 7, Perception 8, Unarmed Combat 6

    Gear: Commlink (DR 3)

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    10/2910 SCENE 3: METACHILDREN FIRST (NIGHT)

    DEBUGGINGTe runners may choose to wait and break in afer nightall,

    which means theyl l miss out on all o this inormation. Tat is fine,

    they just miss some roleplaying opportunities. Just skip this scene and

    go to Scene 3: Metachildren First (Night).

    Tis adventure is light on opportunities or hackers to shine, so

    hacking Katerinas commlink should be the primary method o finding

    out this inormation. Te social route should only be taken i there isno hacker to do the job. I the runners have no hacker and no ace, the

    social penalties can be reduced as needed.I the runners ail to notice anything wrong and ail to get the

    inormation, they can come back to check out the orphanage thatnight in Scene 3. I they ail to gain any inormation and dont planto come back, they will ail the run, so Father McMicky will call themlater that evening, afer nightall, and tell them that Katerina came tohim and conessed what she has been doing.

    Te runners will be unable to magically track Ruth, as shes being

    held behind a ward.

    SCENE 3: METACHILDRENFIRST (NIGHT)

    SCAN THISI the runners have done Scene 2: Metachildren First (Day)

    already, then they know what the area looks like. I they didnt go tothe orphanage during the day, describe the location using inormationrom Scene 2, except that everyone is inside and Father McMicky isnot there.

    Tis scene will involve the runners ollowing a vehicle that takesthe kids to the ormer Redmond Chapterhouse o the UniversalBrotherhood.

    TELL IT TO THEM STRAIGHTStakeouts suck. Sitting around and watching nothing happen is

    no way to spend the evening. Especially i you are sitting in the Barrens

    at night.Te orphanage is quiet. Te lights clicked off about 11 p.m., andtheres been no movement or the last hour. Finally, you see a Bulldogstep van come around the corner, lights off, and park outside the rontdoor o the orphanage. Tree men get out, with two remaining by the

    vehicle and the third going up to the ront door. Inside the van thereis at least one more person. Te door opens and, backlit by a lightrom inside, you can make out the orm o a young woman. Te mansteps aside and motions, and she walks out, leading five ork and trollteenagers down the steps into the van. Her head is hung low in deeat,and you can see she has been cr ying.

    I kept my end o the deal! the young woman whispers loudly to

    the man. Where is my sister.

    Te man simply stares at her, and or a moment his eyes shif,becoming dark, glittery, and glossy, reracting the dim light. Ten hisarm swings out in a blur o motion, catching the young woman acrossthe jaw. She slumps to the ground, and he tosses her into the van beore

    climbing in himsel.Te van pulls away and turns on its lights once it is away rom the

    orphanage. As you ollow, the van travels or a ew minutes and arrivesat a dilapidated building. Te aint but still legible sign says Redmond

    Chapterhouse. A quick data search inorms you that this building isowned by a group called the Global Fraternity.

    Te van pulls up the ront door and stops. Te three men get out

    ollowed by the kids. One carries the young woman slung over his

    shoulder. Te ront door o the building opens, and a large, disheveled

    man stands there. Everyone enters the building, and the door shuts.

    BEHIND THE SCENESDepending on how Scene 2: Metachildren First (Daytime)

    played out, the opening to this scene can play out very differently.

    If the runners didnt find out about Katerina in Scene 2:

    Te scene plays out as described in ell It o Tem Straight. Tekids, the three ork and two troll teens, are lieless and unresponsive, asin Scene 2. Tey sluggishly allow themselves to be led by Katerina outto the van. Once there, she expected her sister to be returned to herin exchange or her cooperation, but Clay isnt going to risk anyonefinding out about his plans too soon. Hes been preparing Ruth to bethe host or a new Insect ueen the entire time, and he wants to useKaterina as a host as well.

    I the runners attack the goons to stop them rom taking the kids,they attempt to flee with them. I the runners get the kids away romthem, all but one o the bugs fights to the death. Te final bug attemptsto flee while its ellows cover its retreat. It runs back to Clay or urtherinstructions.

    If the runners found out about Katerina:

    I they dont conront her or tell Father McMicky and MommaCat, the scene plays out as above. I they did conront her, neithershe, Momma, nor Father McMicky allows the kids to be taken again.

    Exactly how it is handled is up to the runners.Katerina can try lying to the goons (shes unaware that they areinsect spirits), telling them that the children were taken to the hospitalbecause they were so sick. Te bugs knock her out, load her into thevan, and take her to Clay or questioning.

    Te runners can try attacking the bugs as well. As above, all butone o the bugs fights to the death, covering the retreat o the finalbug. Te final insect flees to Clay Morepoole or urther instructions.

    Finally, the runners can try to infiltrate the bugs using eithermundane disguise skills or with magical illusions spells.

    Te goons that arrive to take the kids are actually hybrid ormroach soldier spirits. Having been summoned using the power o

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    11/2911SCENE 3: METACHILDRENFIRST (NIGHT)

    the Entomo Klitevo, these hybrids are unique in that they have acouple powers that insect spirits dont normally possess: RealisticForm (p. 102, Street Magic)and Aura Masking (p. 98, Street Magic).Tis allows them to effectively mask their insect nature and their

    hybrid-orm deormities. In the absence o a ueen to direct themmentally, however, the spirits are airly stupid. Tey ollow ordersvery well but are unable to handle surprises on their own. Wheneveranything unusual happens, they deault to reporting back to theirsummoner, Clay Morepoole. Tere are five hybrids that arrive to pickup the children.

    Whether the runners ollow the van or ollow a fleeing hybrid,they should make a Shadowing test i they dont want to be spotted.I they are noticed, the van (or hybrid) continues to the chapterhouse,but the driver alerts its ellows there upon arrival, and they will beready or the runners.

    One way or another, the runners need to ollow one or more othe insects back to the old Octagon so that they can find and stop

    Clay. Tey should realize that they are on a time crunch at this point.Tey can either contact King Willy to do more research and try toobtain more supplies (go to Scene 4: We Need Bigger Guns!) or theycan head into the Redmond Chapterhouse (go to Scene 5: Down theInsect Hole).

    DEBUGGINGTe biggest hurdle here is dealing with what happens i the

    runners destroy all the hybrids beore finding out where they had beentaking the kids. I the runners are bound and determined to kill themall instead o ollowing one, remind them they need to let one go and

    track it. I they simply nuke the bugs, as a last-ditch clue you can havedirections to the chapterhouse saved in the vans GPS system.

    I all else ails, an old contact o King Willys calls him and saysthat theres some weird astral activity going on at the old Octagonbuilding, and he directs the runners to check it out.

    ROACH SOLDIER HYBRIDS (FORCE 4)

    B A R S C I L W Edge Ess M Init I

    7 7 (8) 7 7 (8) 4 4 4 4 4 4 4 11 2

    Condition Monitor Boxes: 12

    Armor (B/I): 8/6

    Dice Pools: Assensing 8, Astral Combat 8, Counterspelling 8, Close Combat group 12, Dodge

    Firearms group 12 (14), Perception 8

    Movement: 10/45

    Gear: Armor Jacket [w/ Nonconductivity Modification (Rating 2)]

    Augmentations: Datajack, Muscle Replacement 1, Smartlink

    Powers: Animal Control (Roaches), Aura Masking, Fear, Hive Mind, Immunity to NormalWeapons, Inhabitation (Living Vessels), Natural Weapon (DV 6P, AP 1), Realistic Form, Roa

    Toughness (+2 to all Damage Resistance tests), Sapience

    Weaknesses: Allergy (Insecticides, Light), EvanescenceWeapons:

    Ares Predator IV [Heavy Pistol, DV 5P, AP 1, RC , 15(c)]

    Combat Axe [Blade, Reach 2, DV 8P, AP 1]

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    12/2912 SCENE 4: WE NEED BIGGER GUNS! (OPTIONAL)

    SCENE 4: WE NEED BIGGERGUNS! (OPTIONAL)

    SCAN THISBy this time the runners should know that the clickers are bug

    spirits, and they may decide they need to better prepare or the fightthat seems to be ahead o them. Only give them about two hours oin-game time to look or or acquire equipment they may want touse. Hopeully they have already contacted King Willy. I they do, heinorms them that he has some insecticide available to use. He can alsobe a source o inormation on insect spirits.

    TELL IT TO THEM STRAIGHTYouve got to give it to the people who initially ought the insect

    spirits, they must have been some tough S.O.Bs. Fortunately or you,advances have been made in both the knowledge o weaknesses o the

    spirits as well as weapons capable o neutralizing some o the strengthso the spirits. Your employer said he could help.

    You arrive at New Babylon, and King Willy greets you at thedoor. He ushers you in and the quickly locks the door behind you.ell me what you have discovered and leave no inormation out. Isit as I eared?

    He shakes his head as you divulge what you know to. You hearhim whispering Not again, not again quietly to himsel. Afer youfinish, he goes into the backroom and emerges a minute later with twosmall crates.

    I went ahead and secured these crates hoping I was wrong, butI wanted to be prepared or the worst. Inside one crate you will findnine ink grenades filled with KE IV insecticide, and in the other crateare capsule rounds also filled with KE IV. Use them with extremeprejudice.

    BEHIND THE SCENESTis scene gives the runners access to equipment that can help

    them in their fight against the insect spirits. KE IV (p. 84,Arsenal) isa multi-compound insecticide designed to combat the insect spirits.Tere are nine ink grenades (p. 37, Arsenal) but instead o dispersingink they disperse the KE IV. Te capsule rounds (p. 34,Arsenal) alsodisperse KE IV on impact, but only on the target. Tere are a total otwo magazines per runner and the ammo is the type or each runnersprimary firearm. All o this equipment is available ree o charge.

    DEBUGGINGNo real debugging material is needed or this scene since all the

    runners are doing is getting equipment.

    SCENE 5: DOWN THEINSECT HOLE

    SCAN THISTe runners enter the ormer Redmond Chapterhouse. Tey have

    to fight with the roach spirits set as guards and then proceed to enterthe tunnels that have been excavated rom the chapterhouse to theOctagon in Downtown Seattle. While moving through the tunnels,they encounter ant spirits that will try to capture the runners, or killthem i capture is not possible.

    TELL IT TO THEM STRAIGHTAs you enter the chapterhouse, your olactory senses are

    immediately assaulted by the smell o garbage, waste, and other variousassorted unks one might find in a landfill. Underneath it all is a muskyscent that you cant place. Tere is no illumination, but your alternatevision methods display piles o reuse scattered all over the room. Yourvision also picks up movement coming rom all around as humanoid

    KE IVVector: Contact

    Speed: Immediate

    Penetration: 0

    Power: 8

    Effect: Acid Damage, Berserk

    With the advent of insect spirits and various deadly Awakened insects such as the wyrd

    mantis, chemists have been working for a more potent insecticide than commercially available

    products. KE IV is a combination of concentrated insecticides; their combined effects on insect

    physiology produce internal acids (treat as Acid damage) that dissolve the critter from within.

    KE IV is also toxic to metahumans if ingested (but not on contact). Insect spirits hit with KE IV

    may go berserk in the same manner as Bear shamans (see p. 200, SR4A).

  • 7/26/2019 SRM04-08 Brothers United

    13/2913SCENE 5: DOWN THEINSECT HOLE

    orms begin to move toward you. Chitonous plates cover various partso what use to be metahuman skin. Multiaceted eyes scan you, andthe sounds o mandibles clacking together reach your ears. Te fighthas begun.

    BEHIND THE SCENESI the runners scope out the old Redmond Chapterhouse, they

    should immediately realize one thing: It is really quiet and empty. Allthe buildings on this block as well as the surrounding blocks seemabandoned, and theres not a street person or squatter to be seen.

    Te first part o this scene involves clearing out the roach guards.Tere are a total o two opponents per runner, minus any that mayhave been killed in Scene 3. Several roaches are wearing tattered armorbearing the security logos o Lone Star, Knight Errant, and other corps.Most appear to have been human once, but there are also two that wereclearly trolls and two that may have been orks. Te spirits are all Force 4.

    he Redmond Chapterhouse was once an old brownstonebuilding, our stories tall. Te top two floors are inaccessible, as theourth has collapsed on the third. Te second floor has been turnedinto a roach nest and is filled with debris and the remains o the localSINless who were unlucky enough to be caught or dinner.

    I the roaches were aware that they were ollowed, most o thehybrids are waiting or the runners on the first floor, with a ew waitingin the basement. Otherwise, they are split airly evenly between thetwo floors and the basement level.

    Afer eliminating the guards, the runners eventually go downto the basement. Once in the basement, the runners discover a holechewed through the floor, and a large shaf leading three meters downinto a tunnel system. A Knowledge (Engineering) + Logic (2) estor Knowledge (Geology) + Logic (3) est can determine that thetunnel has been dug but not with machinery. As the fight approaches aconclusion, one o the roaches retreats to the basement in an attempt toget to the tunnels to warn Clay at the Octagon about the coming assault(i this attack had taken them by surprise). Te runners can notice this

    movement with a Perception (4) est and try to intercept the retreat.Tis is set up to be a tough fight. Play up the alien-ness o the

    hybrid orms, as theyre a horrific mix o metahuman and insectoideatures. Teyre nearly silent as they fight, not crying out or reactingto their injuries, unless theyre hit with the insecticide rom Willy. Inthat instance, they scream inhumanly as the chemical begins to meltthem rom the inside out. Tis should be horrible and scary and weirdor the runners.

    HUMAN-ROACH SOLDIER HYBRIDS (FORCE 4)

    B A R S C I L W Edg Ess M Init I

    7 7 (8) 7 7 (8) 4 4 4 4 4 4 4 11 2

    Condition Monitor Boxes: 12

    Armor (B/I): 8/6

    Dice Pools: Assensing 8, Astral Combat 8, Counterspelling 8, Close Combat group 12, Dodge

    Firearms group 12 (14), Perception 8

    Movement: 10/45

    Gear: Armor jacket [w/ Nonconductivity Modification (Rating 2)]

    Augmentations: Datajack, muscle replacement 1, smartlink

    Powers: Animal Control (Roaches), Aura Masking, Fear, Hive Mind, Immunity to Normal

    Weapons, Inhabitation (Living Vessels), Natural Weapon (DV 6P, AP 1), Realistic Form, Roa

    Toughness (+2 to all Damage Resistance tests), Sapience

    Weaknesses: Allergy (Insecticides, Light), Evanescence

    Weapons:

    Ares Predator IV [Heavy Pistol, 5P, AP 1, RC , 15(c)]

    Combat Axe [Blade, Reach 2, DV 8P, AP 1]

    ORK-ROACH SOLDIER HYBRIDS (FORCE 4)

    B A R S C I L W Edg Ess M Init

    10 7 (9) 7 (8) 9 (11) 4 4 4 4 4 4 4 11 (12) 2

    Condition Monitor Boxes: 13

    Armor (B/I): 10/8

    Dice Pools: Assensing 8, Astral Combat 8, Counterspelling 8, Close Combat group 13, Dodge

    Firearms group 13, Perception 8

    Movement: 10/45

    Gear: Armor jacket [w/ Nonconductivity Modification (Rating 2)]

    Augmentations: Datajack, dermal plating 2, muscle replacement 2, smartlink, wired reflexe

    Powers: Animal Control (Roaches), Aura Masking, Fear, Hive Mind, Immunity to Normal

    Weapons, Inhabitation (Living Vessels), Natural Weapon (DV 6P, AP 1), Realistic Form, Roa

    Toughness (+2 to all Damage Resistance tests), Sapience

    Weaknesses: Allergy (Insecticides, Light), EvanescenceWeapons:

    Ares Predator IV [Heavy Pistol, 5P, AP 1, RC , 15(c)]

    Combat Axe [Blade, Reach 2, DV 8P, AP 1]

    TROLL-ROACH SOLDIER HYBRIDS (FORCE 4)

    B A R S C I L W Edg Ess M Init

    12 7 7 (8) 12 4 4 4 4 4 4 4 11 (12) 2

    Condition Monitor Boxes: 14

    Armor (B/I): 10/8

    Dice Pools: Assensing 8, Astral Combat 8, Counterspelling 8, Close Combat group 12, Dodge

    Firearms group 12, Perception 8Movement: 10/45

    Gear: Armor jacket [w/ Nonconductivity Modification (Rating 2)]

    Augmentations: Datajack, Smartlink, Dermal Plates 2, Wired Reflexes 1

    Powers: Animal Control (Roaches), Aura Masking, Fear, Hive Mind, Immunity to NormalWeapons, Inhabitation (Living Vessels), Natural Weapon (DV 6P, AP 1), Realistic Form, Roa

    Toughness (+2 to all Damage Resistance tests), Sapience

    Weaknesses: Allergy (Insecticides, Light), Evanescence

    Weapons:Ares Predator IV [Heavy Pistol, 5P, AP 1, RC , 15(c)]

    Combat Axe [Blade, Reach 2, DV 8P, AP 1]

  • 7/26/2019 SRM04-08 Brothers United

    14/2914 SCENE 6: YEAH BUT ITS A DRY HEAT (OPTIONAL)

    PUSHING THE ENVELOPEGamemasters wanting to bee up this scenario can add more

    hybrids (add one more per runner) and can supplement them with ayoung insect shaman apprentice.

    Te runners may also find several individuals who were capturedas ood and are being stored on the second floor. As the fight is ending,the runners start hearing cries or help coming rom that floor.

    DEBUGGINGTis is a tough fight, but it shouldnt be unwinnable. I the runners

    didnt talk to Willy and get the insecticides, this fight will be much,much more difficult. Adjust the fight as needed, and dont needlesslykill off the runners i they end up in over their head. I theyre in dangero losing, Willy can swoop in to save them with help rom a couple ohis old runner buddies. He tells the runners to head down the tunnel

    while they stay and mop up the last o the bugs.

    SCENE 6: YEAH BUT ITS ADRY HEAT (OPTIONAL)

    SCAN THISIn this optional scene, the runners proceed through the tunnels

    that lead to the Octogon, fighting their way through the ant hybridspirits that dug the tunnels.

    TELL IT TO THEM STRAIGHTYou drop down the hole in the elevator shaf. As your vision

    adjusts to the darkness and your lights turn on, you notice you are inwhat appears to be a tunnel that is three meters wide and three metershigh. Te floor appears unstable, and as you look at it you noticethat you are standing on piles o bones, discarded clothing, and wetsquishy stuff thats better lef unidentified. Tere is the odor o decayand decomposition coming rom the pile. Te air is drier here, withthe temperature similar to a spring day. Your vision shows you that thetunnel only goes one direction. ime to go spelunking.

    BEHIND THE SCENESI youre running this adventure on a time budget, you may want

    to truncate this scene or eliminate it altogether. Te tunnel may bedevoid o the ant spirits who dug it, leading directly to the Octagonand Clay Morepoole. Alternately, it could wind its way around, havenumerous off-shoots, and be ull o ants. Use this to have some un andmake the adventure more challenging i needed.

    Te ant hybrid-orm workers are busy digging the tunnel out,widening it, strengthening it, and digging new tunnels. I theyve been

    alerted by the roaches, they are be ready or the runners. Otherwise, therunners can try to catch them by surprise. Te ants are all Force 6, and

    are in groups o our to six hybrids, armed with their natural weaponry.Once youre done throwing ants at the runners, proceed to Scene7: Sending Tem Packing.

    DEBUGGINGTese fights should be tough, but are entirely optional, so i the

    game is on a limited time rame, skip it; i a battle is taking too long oris becoming too damaging, have the ants scurry away as they are alertedto the presence o some other intruders in the tunnels.

    INSECT SHAMAN

    B A R S C I L W Edg Ess M Init IP

    3 4 4 2 5 4 5 6 4 6 6 8 1

    Condition Monitor Boxes: 11

    Armor (B/I): 8/6

    Dice Pools: Assensing 9, Conjuring 11, Dodge 7, Perception 8, Spellcasting 11, Unarmed 7

    Gear: Armor jacket, commlink (DR 3)

    Spells: Armor, Control Actions, Heal, Lightning Bolt, Manaball, Mob Mind, Stunbolt, Trid

    Phantasm

    ANT WORKER HYBRIDS (FORCE 6)

    B A R S C I L W Edg Ess M Init IP

    10 8 9 9 6 6 6 6 6 6 6 15 2

    Condition Monitor Boxes: 13

    Armor (B/I): 8/6

    Dice Pools: Assensing 12, Astral Combat 12, Dodge 14, Perception 12, Unarmed

    Combat 14

    Movement: 10/45

    Gear: Armor jacket [w/ Nonconductivity Modification (Rating 2)]

    Powers: Animal Control (Ants), Aura Enhanced Senses (Smell, Thermographic

    Vision), Hive Mind, Immunity to Normal Weapons, Inhabitation (Living Vessels),

    Movement, Natural Weapon (DV 8P, AP 1, damage counts as acid), Sapience,

    Search, Venom (Ant Special, considered acid damage)

    Weaknesses: Allergy (Insecticides, Light), Evanescence

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    15/2915SCENE 7: SENDING THEM PACKING

    SCENE 7: SENDING THEM PACKINGSCAN THIS

    In this scene, the runners encounter Clay Morepoole, the artiact,

    Katerina, her sister Ruth (who is in the process o becoming the hosto a queen spirit), three insect shamans, and the guards. Tey have tostop the ritual beore the queen is summoned.

    TELL IT TO THEM STRAIGHTTe end o the tunnel draws near. You see traces o light just

    around the next bend in the tunnel. As you approach the bend, yourears pick up the sound o voices. Tey are chanting in a rhythmicashion, getting louder as you approach. As you come around thecorner, your eyes have to adjust to sudden brightness as the tunnelopens up into a large chamber easily one hundred meters in diameter.

    Pillars o stone and earth have been constructed to lend support to the

    chambers roo and are spaced roughly ten meters apart. A large daishas been constructed upon which kneel three shamans who are thesource o the chanting. Tey orm a triangle around an object that isfloating in the air. Te air behind the object is shimmering, and you get

    a sense o wrongness emanating rom it.

    Hanging between the object and the shimmering air is the woman

    you recognized rom Katerinas commlink. She seems to be encased in

    an organic shell attached to the ceiling by tendrils o a sl imy substance.

    Chained at the bottom o the dais is Katerina. She appears to be in astate o shock. A middle-aged human male dressed in a robe o blackwith green embroidered threads presenting the illusion o an insectsexoskeleton stands behind her, looking up at the woman in the shell.He turns as you enter the chamber and says, Congratulations, youget to be the witnesses o a new world in the making. Or at least yourcorpses will. He turns, and you see eight large individuals approachingyour position.

    BEHIND THE SCENESTis is the final showdown. Te item above the dais is the Entomo

    Klitevo, the artiact o summoning. Katerinas sister Ruth is six Combaturns rom becoming a complete queen spirit when the runners enterthis chamber. Clay Morepoole will let the eight ant hybrid ormsoldiers deal with the runners unless he is attacked directly, or iseventy-five percent o the hybrids are destroyed. Te three shamansare completely devoted to maintaining the connection to the artiact.Te dais itsel is protected by a Force 10 ward (p. 194, SR4A) as wellas a Force 10 Physical Barrier spell ( p. 211, SR4A). Te cavern itsel isaspected toward insect spirit magic and has a background count o 2(p. 118, Street Magic).

    Morepooles main concern is that the ritual reach its final phase sothat the queen can come through. He allows the ant soldiers to occupy

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    16/2916 SCENE 7: SENDING THEM PACKING

    the runners, while he ocuses on protecting the barriers around theartiact rom any spell casters.

    Te cocoon that Ruth is bound in glows a ghastly greenish-whitecolor, and a proound sense o wrongness permeates rom it. Each turnthe glow becomes noticeably brighter, and the eeling grows stronger,making the runners eel slightly nauseous. Afer the second Combaturn, the glow is almost painully bright, and a buzzing, hummingsound fills the cavern. Any runner looking at Ruth can see an inhuman

    orm surrounding her that grows more solid each turn. At this point,an Arcana (2) est reveals that the inhabitation is nearly complete, andthat the host will be consumed within a ew turns.

    Te runners need to disrupt the ritual beore it is completed or acea newly Awakened and powerul insect queen. o do this, they mustbreach the ward and/or barrier surrounding the dais and incapacitate atleast one o the initiates perorming the ritual. I this occurs, the backlashrom the ritual kills all three shamans that were perorming the ritual,the glowing and humming in the cavern ceases, and all the remaininginsect spirit hybrids immediately go into a renzy, gaining +4 Initiative,+2 Initiative Passes, and +2 to all o their dice pools.

    I the runners ail to stop the ritual, the insect queen ullypossesses Ruth, destroying the young girl. Te end o the ritual also

    creates a backlash that kills all three o the shamans who summoned

    her. Ruth becomes is a Force 10 ant queen who has come across as atrue orm spirit with a ew unique abilities. Te release o energy romher emergence weakens the support columns in the chamber, causingit to slowly collapse. Te runners have our combat turns to deeat thequeen beore the chamber collapses, orcing them to flee back downthe tunnel or be buried under tons o rubble as the section o the OrkUnderground that rests above the chamber collapses in. I not deeated,the queen escapes into Seattle where she begins to build a new hive,

    leaving Clay (i he still lives) to be buried in the debris.

    PUSHING THE ENVELOPEo make this scene more challenging the gamemaster can double

    the number o hybrid ant orms. Another option is to have the antqueen spirit already present instead o on the way so the runners haveto deal with her as well.

    DEBUGGINGTis should be a deadly encounter. So it is up to the g amemaster

    to determine how to help the runners, including udging rolls inecessary. I the queen spirit does maniest, she does her best to escape

    the chamber so she can reestablish hersel elsewhere.

    ANT SOLDIER HYBRIDS (FORCE 6)

    B A R S C I L W Edg Ess Init IP

    10 11 (12) 10 (12) 11 (12) 6 6 6 6 6 2.7 16 (18) 2 (4)

    Condition Monitor Boxes: 13

    Armor (B/I): 8/6

    Dice Pools: Assensing 12, Astral Combat 12, Counterspelling 12, Close Combat group

    18, Dodge 18, Firearms group 18 ( 20), Perception 12

    Movement: 10/45Gear: Armor Jacket [w/ Nonconductivity Modification (Rating 2)]

    Augmentations: Cybereyes [Rating 1, w/ eye recording unit, image link, smartlink],

    datajack, muscle replacement 1, wired reflexes 2

    Powers: Animal Control (Ants), Aura Masking, Fear, Hive Mind, Immunity to Normal

    Weapons, Inhabitation (Living Vessels), Natural Weapon (DV 8P, AP 1), Realistic

    Form, Sapience, Venom (all damage counts as acid damage)

    Weaknesses: Allergy (Insecticides, Light), Evanescence

    Weapons:

    Ares Predator IV [Heavy Pistol, DV 6P, AP 2, SA, RC , 15(c), w/ smartlink, 4 clips

    of explosive rounds]

    Ingram Smartgun X [SMG, DV 5P, AP , BF/FA, RC 3(4), 32(c), w/ folding stock,

    gas-vent 3, sound suppressor]

    INSECT SHAMAN INITIATES

    B A R S C I L W Edg Ess M Init IP

    3 3 3 3 5 4 3 5 3 6 7 7 1

    Condition Monitor Boxes: 10

    Armor (B/I): 6/4

    Dice Pools: Assensing 9, Banishing 9, Binding 10, Dodge 5, Firearms 5, Perception 6,

    Sorcery skill group 10, Summoning 12

    Qualities: Magician

    Initiate Grade: 2

    Metamagics: Great Ritual, Sympathetic Linking

    Gear: Armor Vest, 3 x tranq patches (Rating 5)

    Spells: Acid Stream, Stunball, Stunbolt, Alleviate Allergy, Control Actions, Mana

    Barrier, Physcial Barrier

    Weapons:

    Colt Manhunter [HP, 5P, AP -1, RC 0, Ammo capacity 16(c), w/3 clips of APDS]

    ANT QUEEN TRUE FORM (FORCE 10)

    B A R S C I L W Edg Ess M Init IP

    15 13 14 15 10 10 10 10 10 10 10 24 3

    Condition Monitor Boxes: 16

    Armor (B/I): 0/0

    Dice Pools: Assensing 20, Astral Combat 20, Con 20, Counterspelling 20, Dodge 23,Leadership 20, Negotiation 20, Perception 20, Spellcasting 20, Unarmed Combat 23

    Movement: 10/45

    Powers: Animal Control (Ants), Astral Gateway, Aura Masking, Banishing Resistance,

    Bolster Spirits*, Compulsion, Concealment, Enhanced Senses (Smell, Untrasound),

    Fear, Guard, Hive Mind (Improved)**, Immunity to Normal Weapons, Natural

    Weapon (DV 13P, AP 1), Realistic Form, Sapience, Search, Venom (All damagecounts as acid damage)

    Weaknesses: Allergy (Insecticides, Light), Evanescence

    *Bolster Spirit: Spirits are more powerful while within their queens presence. Insectspirits of the same type as the queen gain +2 Force while they are within fifty

    meters of their queen.

    **Hive Mind (Improved): In addition to the normal powers of H ive Mind (p. 154,

    Street Magic), hive insects are simply an extension of the will and mind of their

    queen. At any one time the queen can grant her mental attributes to a number of

    insect spirits equal to her Force, replacing their own attributes with hers.

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    17/2917SCENE 8: THEY EMERGE FROM THE WRECKAGE

    SCENE 8: THEY EMERGE FROMTHE WRECKAGESCAN THIS

    Tis scene takes place when the fight in the chamber is complete.I the runners are dead, than this scene is unnecessary. I the runnerslive, they need to contact King Willy and decide what to do with theartiact. Te end result should be that the runners get paid, the artiactis put into one o the actions hands, and the runners walk away.

    TELL IT TO THEM STRAIGHTTe silence in the chamber is overwhelming. Looking over at the

    carnage o the scene, you pause. Te artiact rests on the dais, it partsnow one piece again so that it looks like a statue o a scarab beetle. Teonly thing lef to do now is dust yoursel off and get paid. Some pridecan be taken in that you have stopped an incursion o the bugs andeliminated a madman rom the world.

    BEHIND THE SCENESIts time to wrap things up. King Willy only wants to know i the

    ritual was stopped and i any o the spirits escaped. In the case o thelatter, he grimaces, but with the shaman stopped, they shouldnt beable to cause too many problems. He has a ew riends who specializein extermination. He thanks the runners and pays them.

    I the runners collected the Entomo Klitevo, Willy advises themto destroy it, but he wont stop them rom making some extra moneyoff it. He can introduce them to Moreau at the Draco Foundation orLaurent Nazaire rom the Atlantean Foundation. He eels sae with theartiact going to either o them. Likewise, i the runners already knowSimon Andrews or Lin Yao Chang, Willy has heard o both o themand eels comortable with the artiact going to one o them. Tere areother, less scrupulous groups out there who would love to get hold othe Entomo Klitevo, so Willy advises that they only talk to one buyer,as the more people they talk to, the greater the chance someone willattempt to take the artiact by orce beore they can sel l it.

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    18/2918 PICKING UP THE PIECES

    Both the Draco Foundation and the Atlantean Foundation willoffer 5,000 nuyen to each runner or the artiact. Lin Yao Chang willoffer 6,000 nuyen to each runner, and Simon Andrews will offer therunners 7,500 nuyen apiece. Te runners may attempt to negotiate oradditional compensation, and can make a Negotiation (3) est. Everynet hit they get adds 250 nuyen to the final ee, up to a maximum o8 hits, with the exception o Simon Andrews. Simon says he openednegotiations with everything he currently has lef in his budget, though

    hell offer to treat the runners to a night on the town, billing all drinks

    and ood to the various tabs he has at the Runner Suit, the AlabasterMaiden, and other bars throughout Seattle.

    DEBUGGINGTe only thing that could go awry is i the runners want to keep

    the artiact or themselves, especially any mages or shamans. Teartiact can only be used by an insect shaman, making it useless to the

    runners.

    PICKING UP THE PIECESMONEY

    5,000 nuyen per runner, plus 250 nuyen per net hit on anopposed Negotiation test, with a max o 4 net hits rom KingWilly or stopping the insect shaman rom summoning thequeen (or killing the queen)

    5,000 nuyen per runner, plus 250 nuyen per net hit ona Negotiation (3) est, with a max o 8 net hits, rom theDraco Foundation or turning the artiact over to them.

    5,000 nuyen per runner, plus 250 nuyen per net hit ona Negotiation (3) est, with a max o 8 net hits, rom theAtlantean Foundation or turning the artiact over to them.

    6,000 nuyen per runner, plus 250 nuyen per net hit ona Negotiation (3) est, with a max o 8 net hits, rom LinYao Chang or turning the artiact over to him (on behal oLung).

    7,500 nuyen per runner, plus a night on the town, romSimon Andrews or turning the artiact over to him (onbehal o Saeder-Krupp).

    KARMA 1Saving the teen orphans from becoming insect hosts.

    1Discovering that Katrina is being blackmailed.

    2Preventing the queen from being summoned.

    1Destroying the queen aer it has been summoned.

    1Killing or capturing Clay Morepoole.

    1Surviving the adventure.

    An additional 1-3 points o Karma may be awarded or goodrole-playing, a good sense o humor, a solid grasp o the rules, keepingthe adventure and action moving, or a particularly insightul action.Players should earn these, and the ull 3 points should only be awarded

    to the very best players. Te maximum adventure award or charactersthat play this adventure is 9.

    FACTION REPDepending on their actions this adventure, characters may lose

    or gain Faction Rep with the Factions involved in this adventure.Characters receive Faction Rep individually, and some members o theteam may earn negative Faction Rep with a given Faction, while othermay earn positive.

    Depending on who the runners give the artiact too, they will gain1 point o action with that group and lose 1 point with all the others.

    Atlantean Foundation

    1 Faction Reputation i the insect queen is let loose. +1 Faction Reputation i the players bring the

    Entomo Klitevo to Laurent Naizaire.

    Draco Foundation

    1 Faction Reputation i the insect queen is let loose. +1 Faction Reputation i the players bring the

    Entomo Klitevo to Moreau.

    Lung

    1 Faction Reputation i the insect queen is let loose. +1 Faction Reputation i the players bring the

    Entomo Klitevo to Lin Yao Chang.

    Saeder-Krupp

    1 Faction Reputation i the insect queen is let loose.

    +1 Faction Reputation i the players bring theEntomo Klitevo to Simon Andrews.

    At the end o each adventure, runners will check their Rep witheach Faction against the chart below. I their rep is high enough, theymay obtain a avor useable one time (and one time only!) rom anyone contact in that Faction. Each avor can only be earned once perFaction, even i the player loses Rep and then later gains enough Repto qualiy or the reward a second time. I you dip into negative Rep,there are penalties associated with that Faction as well.

    In addition to the listed rewards and penalties, your current Repacts as a dice-pool modifier (positive or negative) to all social testsinvolving members o that Faction (in addition to the individual

    Loyalty o a Contact).

    REPUTATIONDuring the adventure, runners may perorm actions that will add

    to their Street Cred, Notoriety, or Public Awareness (p. 265, SR4A).Besides the scenario-specific gains listed below, gamemasters shouldconsider the characters actions throughout the game and awardadditional points as appropriate.

    +1 Street Cred i the players stop the ritual. +1 Notoriety or any players who allow the orphans

    to be killed or inhabited. +2 Notoriety i the team ails to stop the ritual.

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    19/2919LEGWORK

    CONTACTSSuccessully completing objectives or perorming the actions

    listed below will earn characters specific Missions contacts at a Loyaltyo 1. In that case, they should be given the Contact Sheet includedwith this Mission. I they a lready have that contact, they gain a +1loyalty to that contact (up to a maximum o 4).

    Characters might interact with NPCs not speciied by the

    Mission, and they may earn these NPCs as a contact at Loyalty 1.Tey may also work with non-Mission specific contacts that they havealready earned or that they bought at character creation, and gain a +1Loyalty to these contacts, with a maximum Loyalty o 4. Gamemastersshould not grant these lightly, and players should have to work to earnthese contacts by going the extra mile to impress the NPC, offering upavors or paying them well above the standard rates or inormationor services.

    King Willy:For successully stopping the ritual, receive King Willyat Loyalty 1, or gain a +1 to Loyalty i they already had him (to amax Loyalty o 4).

    Laurent Nazaire:For selling him the Entomo Klitevo, the runnersgain Laurent Nazaire at Loyalty 1, or gain a +1 to Loyalty i theyalready had him (to a max Loyaly o 4).

    Moreau:For selling him the Entomo Klitevo the runners gain Moreauat Loyalty 1, or gain a +1 to Loyalty i they already had him (to amax Loyalty o 4).

    Lin Yao Chang:For selling him the Entomo Klitevo, the runners gainLin Yao Chang at Loyalty 1, or gain a +1 to Loyalty i they alreadyhad him (to a max Loyalty o 4).

    Simon Andrews:For selling him the Entomo Klitevo the runnersgain Simon Andrews at Loyalty 1, or gain a +1 to Loyalty i theyalready had him (to a max Loyalty o 4).

    LEGWORKWhen a runner gets in touch with a contact, make a Connection

    + Connection test or the contact. Te results o this test determinehow many ranks o inormation the contact knows about the question.

    (Apply die modifiers to this test based upon relevance o the contact tothe subject matter.) A PC then makes a test o Charisma + Etiquette +Loyalty rating. Te contact will reveal that many levels o inormationabout that topic or ree (up to the number o hits scored by the contactor that topic). I the contact knows more, additional inormation willrequire a payment to the contact o 200 nuyen per piece.

    I the runners have worked all o their contacts and are stillmissing important inormation, they may request that a contactask around. I they do so, have the Contact make a Connection +Connection (20 minutes) Extended est. Additional inormation willbe available at a cost o 750 nuyen per piece.

    A Data Search may also be utilized to gather inormation rom theollowing charts. Tey may make a limited Logic + Data Search Extended

    est, with a 1 Dice Pool or each successive roll (p. 64, SR4A).

    KING WILLYContacts to Ask:Shaman, alismonger, Magician

    CONTACTS DATA SEARCH INFORMATIO N

    0 0 Isnt that when you wet a finger andstick it in someones ear?

    1 3 Tink I remember that name rom acopy o Whos Who in the 2050s

    2 6 Voodoo shaman who runs the NewBabylon Shop

    3 10 A runner rom the early days whowas involved in shutting down theUniversal Brotherhood in the late50s

    4 18 An ork voodoo shaman who hasdedicated his retirement to theeradication o dangerous spirits

    FACTION REPFaction Rep Favor Gained

    +2Item Favor10 percent discount on any single item obtainedfrom this Faction

    +4Item Favor20 percent discount on any single item obtainedfrom this Faction.

    +5Item Favor30 percent discount on any single item obtainedfrom this Faction.

    2Contacts from this Faction always charge the runner forinformation.

    3Contacts from this Faction no longer obtain gear for the runnerand charge double for any information they provide.

    5Contacts from this Faction no longer provide the runner withany information.

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    20/2920 CAST OF SHADOWS

    CAST OF SHADOWS

    KING WILLY

    Cleon de Bohem, a.k.a. King Willy, is a voodoun shaman whoollows Papa Ghede as his patron loa. An aging, battle-scarred ork,King Willy was thirteen and just coming into his magical powerswhen his sister got involved with the Universal Brotherhood anddisappeared. His investigations led him to hook up with several otheryoung, would-be shadowrunners, and they aced off against one o theearly insect spirit incursions into Seattle. Several years later, when BugCity blew the conspiracy wide open, King Willy and his team wereon the ront lines o the battle against the local bug population. Hespent the next ew years tracking down any rogue bugs he could, buthe eventually retired and set up a talismonger shop afer one close calltoo many. He still wakes up at night with nightmares rom what hesseen, and the theought o the bugs getting another oothold in ourworld scares him.

    B A R S C I L W Ess M Init IP

    7 3 3 6 5 4 4 6 6 7 7 1

    Condition Monitor Boxes:12Armor (B/I):8/6Active Skills:Assensing 5, Banishing 5, Binding 6, Blades 3, Conjuring6, Counterspelling 6, Computers 3, Dodge 3, Enchanting 5, Etiquette5 (Corporate +2), Leadership 5, Negotation 6, Perception 4, Pistols 2,Ritual Spellcasting 6, Spellcasting 6Knowledge Skilles:Arcana (Possession) 6 (+2), Insect Spirits 5,Magical Groups 5, Ork Underground 3, Security (Magical) 3 (+2),alislegging 5ualities:Magician, Mentor Spirit (Te Dark King, a.k.a. Papa Ghedeor Baron Samedi)Initiate Grade:2Metamagics:Masking, Invoking

    Gear:Commlink (DR 5), Armored uxedo Jacket (8/6), SustainingFoci (Force 4, Illusion, silver pendant), Sustaining Foci (Force 3,Health, insect mandible on a chain), Summoning Foci (Force 3, Spirito Man, small polished crystal skull), Power Focus (Force 3, silver skullwith top hat on a cane)Spells:Armor, Detect Magic Extended, Flamethrower, Heal, ImprovedInvisibility, Increase Relexes, Magic Fingers, Manabolt, One Less(Insect), Physical Mask, Slaughter (Insect), Slay (Insect), Sterilize,Stunbolt, Stunball, rid PhantasmBound Spirits:Spirit o Man x 3 (Force 5, 4 services each)

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    21/2921CAST OF SHADOWS

    CLAY MOREPOOLEAn initiate in the Universal Brotherhood during the 50s,

    Morepoole had a vision o disaster and went into hiding mere daysbeore they were shut down. He heard whispers in his ear rom hisgoddess, ueen o the Ants, and that put him on the path, searchingor a lost relic sacred to the insect spirits, the Entomo Klitevo. Aferover a decade o chasing phantoms and alse leads, hes finally ound

    the artiact and is using it to slowly rebuild a power base, preparing theway or his queen.

    B A R S C I L W Edg Ess M Init IP

    5 4 5 (7) 3 6 5 4 6 5 6 8 10 (12) 1 (3)

    Condition Monitor Boxes:11Armor (B/I):12/5Active Skills:Arcana (Insect Magic) 6 (+2), Athletics skill group3, Assensing 6, Banishing 4, Binding (Insect Spirits) 6 (+2), Con 5,Counterspelling (Combat Spells) 5 (+2), Dodge 4, Perception 5,

    Ritual Spellcasting 5, Spellcasting (Combat Spells) 6 (+2), Summoning(Insect Spirits) 6 (+2)ualities:MagicianInitiate Grade:6Metamagics: Extended Masking, Geomancy, Invoking, Masking,Reflecting, ShieldingGear: Armor jacket w/ Nonconductivity (Rating 6), commlink(Device Rating 5), orm-fitting body armor (hal-body suit), sustainingocus (Force 3, health spells), summoning oci (Force 2, insect spirits)Spells:Armor, Chaos, Chaotic World, Heal, Increase Reflexes, ManaBarrier, Physical Barrier, Powerball, Powerbolt, Stunball, Stunbolt,oxic Wave

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    22/29

    LAURENT NAZAIREPresident of Atlantean Foundation, Seattle

    Faction: Atlantean Foundation

    Male Dwarf

    Connection Rating: 5

    Loyalty:

    Key Active Skills: Conjuring Skill Group, Negotiation, Sorcery

    Skill Group,

    Knowledge Skills: Arcana, Corporate Politics, Magical

    Groups, Security (Magical)

    Uses: Jobs, Corporate or Magical Information, Magical Gear

    Places to Meet: Fine restaurants, exclusive night clubs

    LAURENT NAZAIREPresident of Atlantean Foundation, Seattle

    Faction: Atlantean Foundation

    Male Dwarf

    Connection Rating: 5

    Loyalty:

    Key Active Skills: Conjuring Skill Group, Negotiation, Sorcery

    Skill Group,

    Knowledge Skills: Arcana, Corporate Politics, Magical

    Groups, Security (Magical)

    Uses: Jobs, Corporate or Magical Information, Magical Gear

    Places to Meet: Fine restaurants, exclusive night clubs

    LAURENT NAZAIREPresident of Atlantean Foundation, Seattle

    Faction: Atlantean Foundation

    Male Dwarf

    Connection Rating: 5

    Loyalty:

    Key Active Skills: Conjuring Skill Group, Negotiation, Sor

    Skill Group,

    Knowledge Skills: Arcana, Corporate Politics, Magic