Shadowrun 4E - Missions - Block War.pdf

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SRM3-02 BLOCK WAR
Shadowrun Missions Logo
Andy Coen
Copyright© 2009 WizKids Inc. All Rights Reserved.
Shadowrun, Block War, Matrix, and WK Games are registered
trademarks and/or trademarks of WizKids, Inc. in the United
States and/or other countries. No part of this work may be
reproduced, stored in a retrieval system, or transmitted in
any form or by any means, without the prior permission in
writing of the Copyright Owner, nor be otherwise circulated
in any form other than that in which it is published. Catalyst
Game Labs and the Catalyst Game Labs logo are trademarks
of InMediaRes Productions, LLC.
Writing
Eric Boivin, Adam Large
Maps
Adam Large
Proofreader
Olivier Gagnon
Shadowrun Missions Coordinators
Stephen McQuillan, Aaron Pavao
Art
Cullen Erbacher, Larry MacDougall, Patrick
Sullivan
Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC
PMB 202 • 303 - 91st Ave. NE, G-701
Lake Stevens, WA 98258
Shadowrun Ebook Development
John Dunn
(online Catalyst/Shadowrun store)
SRM3-02: Block War
Leandro Pezzente (order #1575555)
190.188.72.204
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INTRODUCTION
SRM03-02 Block War is a Shadowrun Missions campaign ad-
venture. Full information on the Shadowrun Missions campaign is
available at www.shadowrun4.com/missions and includes a guide
to creating Missions characters and a regularly updated FAQ.
you may nd useful in preparing to run SRM03-02 Block War (or
any Shadowrun Missions adventure).
Step 1: Read The Adventure
Carefully read the adventure from beginning to end. Get a
feel for the overall plot and what happens in each scene. at way,
if something di erent happens, you won’t be caught o guard and
you can adapt things smoothly.
PREPARING THE ADVENTURE
SRM03-02 Block War is intended for use with Shadowrun,
Fourth Edition, and all character and rules information refers to
the fourth edition of the Shadowrun rules.
Step 2: Take Notes
Take notes for yourself while reading through the adventure
that you can refer to later on. Possible things to note include:
major plot points (so you can see them all at a glance), the names
of various non-player characters, possible problems you notice, sit-
uations where you think a particular character can shine and other
things you’ll want to keep in mind while running the adventure.
Adventure Structure
SRM03-02 Block War consists of several scenes. ese scenes
form the basis of the adventure, which should be completed in
approximately four hours. If you are running short on time, you
should streamline each and be a little more generous with clues,
target numbers, and other requirements to aid in guiding the play-
ers through the adventure.
Each scene outlines the most likely sequence of events, as
well as how to handle unexpected twists and turns that inevitably
crop up. Each one contains the following subsections, providing
gamemasters with all the information necessary to run it.
Scan is provides a quick synopsis of the scene’s action, al-
lowing you to get a feel for the encounter at a glance.
Tell it to em Straight is written to be read aloud to the
players, describing what their characters experience upon entering
the scene. You should feel free to modify the narrative as much as
desired to suit the group and the situation, since the characters
may arrive at the scene by di erent means or under di erent cir-
cumstances than the text assumes.
Behind the Scenes covers the bulk of the scene, describing
what’s happening, what the non-player characters are doing, how
they will react to the player characters’ actions and so forth. It also
covers the setting of the encounter, going over environmental con-
ditions and other properties of the location as well as providing
any descriptions of important items.
Pushing the Envelope looks at ways to make the encounter
more challenging for experienced or powerful characters and
other ways you can add some “extra spice” to the scene.
Debugging o ers solutions to potential problems that may
crop up during the encounter. While it’s impossible to foresee
everything that a group of player characters might do, this sec-
tion tries to anticipate common problems and o er suggestions
for dealing with them.
Step 3: Know The Characters
Prior to the start of the adventure, examine the PCs’ record
sheets and Debrie ng Logs for your reference and have basic in-
formation about their important abilities handy so you can refer to
it during play. Also go over the characters and keep their previous
events listed on the Debrie ng Logs in mind when determining
non-player character actions in various scenes if such a dynamic
has been included.
Step 4: Don’t Panic!
Gamemastering involves juggling a lot of di erent things.
Sometimes you drop the ball and forget something or you just
make a mistake. It happens, don’t worry about it. Nobody is per-
fect all of the time and everybody makes mistakes. Just pick up
from there and move on. Your players will understand and forget
about it once you get back into the action.
GENERAL ADVENTURE RULES
Shadowrun Missions adventures use the rules presented in
Shadowrun, Fourth Edition, 20th Anniversary ( SR4A ). Standard
rules such as success tests, the Rules of One and Six, and other
common mechanics are described in SR4A and are not repeated
in this adventure.
Please keep in mind when preparing for the adventure,
that the PCs will not necessarily comprise a “balanced” party.
It’s entirely possible that the party will be made up entirely of
Technomancers or back-to-nature Shamans. If the characters run
into a brick wall because of such complications, show exibility
and use your best judgment in how you lead them back to the plot.
RUNNING THE ADVENTURE
Gamemastering is more of an art than a science, and every
gamemaster does things a bit di erently. Use your own style when
it comes to preparing and running the adventure and do whatever
you feel is best to provide the best Shadowrun game you can for
your players. Shadowrun Missions adventures are designed to run
in a standard four-hour convention time slot.
Please keep this in mind when running the adventure. You
should leave at least 15-20 minutes at the end of the time slot
to complete any necessary paperwork and pass out the players’
Debrie ng Logs. (Make sure that you have enough copies of the
Debrie ng Log for this adventure to give one copy to each player
a er running the adventure.)
Non-Player Characters
Non-player characters (NPCs) are essential to any adventure.
ey are the allies, antagonists and background characters in the
adventure that interact with the player characters. NPCs in this
adventure have already been created and can be found in the Cast
of Shadows section.
e NPCs in this adventure should generally stand up to the
average player character, but may need some adjustment to suit a
particular group of characters, especially a more experienced and
powerful group. e scenes and NPC descriptions o er tips on
adjusting the NPCs to suit the abilities of the characters in your
is section o ers some guidelines
2
Shadowrun Missions
Leandro Pezzente (order #1575555)
190.188.72.204
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group. To adjust the power level of an NPC, refer to the Prime
Runner Creation and Advancement Table (p. 285, SR4A ). Take
the player characters’ abilities into consideration when assessing
the NPCs in this adventure and modify them accordingly.
Each corporation has an interest in what’s going on around
New York. As a result, each corp has a task it wants its people to
accomplish during each scenario. Naturally, each corp also has a
reward it gives to those agents that accomplish these objectives.
A liations are supposed to be kept secret, in keeping the
theme of espionage, so the players of a liated characters should be
noti ed in a subtle way. If your gaming group is comfortable with
keeping in-character information separate from out-of-character,
then tell them where all can hear. If you are uncertain about this,
passing a note may be more appropriate.
PCs who choose to accept this a liation will have the op-
portunity to earn special rewards and undertake special tasks in
select scenarios. When applicable, these rewards will be noted in
Picking up the Pieces.
Table Rating
Table Rating (TR) is used to adjust the di culty of an adven-
ture so that it is appropriate to the characters playing it. e TR
value can be used to increase the number or abilities of opponents,
and the device ratings of equipment in the adventure. In addition,
when NPCs or devices are making tests for anything except resist-
ing damage, award them a number of bonus dice equal to the TR
as an additional situational bonus.
Before beginning game play, ask the players to agree on a
TR from one to six for the scenario. Instruct them that beginning
players and characters are expected to play at TR 1. More veteran
players and characters may choose to raise this di culty. Explain
to the players that as the di culty increases, the rewards also in-
crease. Once the players have agreed on a TR value, use that value
consistently through the scenario.
Losing Corporate Affi liation
One of the most important parts of the deal for a corpora-
tion’s “loose contract” with a shadowrunner is secrecy. If the corp
can’t deny the runner’s involvement with its dealings, the runner
is of little value to it.
If a shadowrunner allows his a liation to become known, or
deliberately works against the a liated corporation’s secondary
objective, the GM should make a Public Awareness Test against
the a liate near the end of the adventure, just before the nal
scene. e threshold for the test and the possible consequences
are given on the A liation Betrayal table below; the greater the
infraction, the lower the threshold. If the test succeeds, the conse-
quences listed below are applied by the GM to the a liate.
Selling Out
rough the course of a scenario, a PC may become a liated
with one or more of the corporations that make up the board of
the Manhattan Development Corporation. If an una liated PC
completes a secondary objective (see Corporate Interests), even
accidentally, then he gets an o er to a liate instead of the reward.
A liates are not become full- edged Company Men, but rather
act as “deniable assets,” “covert agents,” or to put it bluntly, “spies.”
Affi liation Betrayal
Public Awareness
A liate Action
reshold
Consequence
Corporate reward withheld, even if secondary objective
is successful.
A liate drops hints about his a liation.
3
A liate reveals his a liation, even to other
a liates of the same corp.
As above, plus a liation revoked, +1 Notoriety, -1 Street
Cred.
2
As above, plus an additional +1 Notoriety and -1 Street
Cred, and the corp sends a “cleaner” to kill the (ex-)a li-
ate during the nal scene. See Cleaner Table, below.
A liate deliberately prevents the comple-
tion of a liated corp’s secondary objective.
1
Cleaner Table
Table Rating Cleaner NPC*
1
Use stats for Triad Lieutenant (p. 284, SR4A )
2
Use stats for Red Samurai Lieutenant (p. 283, SR4A )
3
Use stats for Tir Ghost Lieutenant (p. 283, SR4A )
4
Use stats for Combat Mage (p. 99, SR4A ), Enforcer (p. 102, SR4A ), or Gunslinger Adept (p. 104, SR4A )
5
Use stats for Combat Mage (p. 99, SR4A ), Enforcer (p. 102, SR4A ), or Gunslinger Adept (p. 104, SR4A )
with a +2 bonus to all dice pools.
6
Use stats for Combat Mage (p. 99, SR4A ), Enforcer (p. 102, SR4A ), or Gunslinger Adept (p. 104, SR4A )
with a +4 bonus to all dice pools.
*Gamemasters are encouraged to customize cleaners if they desire, but to stay roughly at the power level given.
3
Block War
Leandro Pezzente (order #1575555)
190.188.72.204
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A Note on Commlinks
In Shadowrun, commlinks have become a universal appli-
ance. Because just about every NPC is going to have one, they
won’t always be statted out in the adventure text. For NPCs who
do not have a statted commlink, assume it has all necessary ratings
at (TR/2) +1 (round-up).
CORPORATE INTERESTS
The following are the secondary objectives for
affiliates of each organization. Unless otherwise
noted, a PC’s secondary objective(s) will be delivered
after the team has agreed to take the job offered
in External Consultants. Secondary objectives
are always delivered discretely (e.g. by encrypted
text message, by an agent of the corporation, via
Mindlink spell, etc.), but never mention the reward
to be given upon completion.
ese commlinks will not contain any
valuable paydata.
Paperwork
A er running a Shadowrun Missions adventure, there are
several important pieces of paperwork that need to be lled out.
e rst is to make certain to distribute a copy of the ad-
venture’s Debrie ng Log to each player. As the GM, please make
certain to ll this out and sign o on it for each character. In the
interests of time, you may have each player ll out the sections,
with appropriate values that you give them. Please consider the
PCs actions in the scenario when providing Reputation modi ers,
per those rules (p. 265, SR4A ).
e second is to make sure that all players have updated their
character’s calendar. PCs are allowed to go on one run per week.
e calendar is used to track the character’s monthly lifestyle ex-
penses, adventures, and their downtime exploits.
Finally, please use the web reporting form available at http://
www.shadowrun4.com/missions. Future adventures will re ect
the outcome of this one. Without GM feedback, the PCs’ exploits
will be unable to a ect the campaign.
Ares: [This objective will not be given until after
Contractual Options.] Another team has gotten
involved; wipe them out.
Aztechnology: Use a watcher or a spirit to play one
of the pranks on Ignensys.
Horizon: [This objective will not be given until after
Overtime.] Take personal charge of Cheli until Ieto
Hong has a chance to step in.
NeoNET: [This objective will not be given until after
Overtime.] Arrange a public embarrassment for
Gary Deltona.
NYPD Inc.: Get the police involved at some point.
Renraku: Do a personal physical reconnaissance of
Ignensys before the pranks.
Saeder-Krupp: Do not commit any act of violence on
a living person, at least this week [this adventure].
Shiawase: [This objective will not be given until after
Overtime.] Convince the team to take Cheli to the
Eleemosynary Children’s Clinic orphanage.
Spinrad: Defeat at least one opponent using un-
armed combat. Note that this is not an objective,
but merely something that will attract the atten-
tion of the corporation. Spinrad affi liates will not
be informed of this secondary objective, but will
still be eligible for this reward.
Neo-Anarchists: Create an account in the node or
nodes at Ignensys for a fi ctional employee named
Hosanna Trisce.
ADVENTURE BACKGROUND
Ignensys and Chelsey Financials, Inc. are two medium-
sized rms located in downtown Manhattan. From an outsider’s
perspective, both companies have no obvious connections. e
former is a so ware engineering company providing custom solu-
tions to small businesses while the latter is a nancial consulting
rm. Hidden in the shadows of the New York megas, competi-
tion is alive and kicking between the two companies. In this case,
however, it doesn’t deal with market share.
For nearly 30 years, both companies have fought an ongo-
ing feud of pranks that has continuously escalated. It began with
practical jokes—unwanted pizza deliveries, phony calls and harm-
less hacks. Over the years, employees from both companies have
re ned the art of business pranks to an unparalleled level.
All of this started with two employees of their respective
rms. Around the same time, Gary Deltona was hired as a junior
team leader in Ignensys while Robert Breham began working
in accounting at Chelsey Financials. Both were from the class
of 2038 at the NYU Stern School of Business and were hired
shortly a er graduation into companies sharing the same block
in Manhattan. ese two businessmen, aspiring for the top strata
of New York, started a friendly competition. It became more se-
vere when Robert pulled the classic salt prank on Gary during a
lunch with some valuable clients. At that point, Gary decided that
Robert was trying to tarnish his reputation.
In the following weeks, employees from both companies
started performing practical jokes on one another. When Gary
and Robert eventually le the rms for other opportunities, the
feud didn’t stop. Over the years, the origins of this rivalry have
been lost through constant employee turnover, but one thing is
certain: All new Ignensys recruits learn that their mortal enemy is
Chelsey Financials, and vice-versa. So years a er the initiators le ,
the feud continues, with no one knowing why.
All of this could have continued unnoticed inde nitely. But
then, an employee from Ignensys did the impossible. He pulled o
an elaborate plot to steal the most prized possession of Chelsey’s
employees: the trophy of the 2070 Greenback league—the small
so ball league made of teams from various nancial rms. With
their pride hurt, it didn’t take long before one of their employees
would decide to strike back by doing the unthinkable—hiring
shadowrunners to sabotage Ignensys.
4
Shadowrun Missions
Leandro Pezzente (order #1575555)
190.188.72.204
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PLOT SUMMARY
e ‘runners rst get involved in the corporate war when a xer,
Klubbs, requests them to “trash” the o ces of the Ignensys corpora-
tion. In this case, multiple wageslaves from Chelsey Financials have
pooled their resources to hire a shadowrunning team.
A er completing the destruction, when the runners meet the
xer, they nd the originators (Mr. Deltona formerly of Chelsey
Financials and Mr. Breham formerly of Ignensys) of the block war
at the payo meeting. e rivals admonish the xer for escalating
the war to include outsiders. In the same meeting, Mr. Deltona
and Mr. Breham agree to use their resources to end the 30-year war.
A er the runners leave, they get a frantic call from the daugh-
ter of the xer. Someone killed her daddy. e next day, they get
separate calls from Mr. Deltona and Mr. Breham. Neither, it seems,
can keep the peace—but which one would condone murder?
Mr. Deltona wants the runners to bring the trophy back, but
leave a platinum saltshaker in its place, ending the feud.
Mr. Breham would also like the runners to return the
trophy, but with a twist. In reality, Mr. Breham had interrogated
the xer to determine who at Chelsey hired the runners. A er dis-
covering that it was many wageslaves over there, he decides to take
them all out, to end the war his way. He hires another team with
explosives to take out the runners as well as Chelsey Financials.
runners don’t have a xer, then the message will be auto-relayed by
an agent on a shadow node.
EXTERNAL CONSULTANTS
SCAN THIS
e xer Klubbs (and his daughter) meets the runners in a
hotel rented conference room to discuss business. His proposal
is unusual: hiring a team to discreetly break into his customer’s
competitor’s o ce and in ict as much non-violent damage as pos-
sible, without harming anything crucial to the business.
TELL IT TO THEM STRAIGHT
e Corson Place Hotel has a business oor where execu-
tives can rent conference rooms for impromptu meetings. When
you get to the room, you nd the place isn’t immaculate, but still
clean enough for a downtown Manhattan hotel of the likes of the
Corson Place Hotel. ere’s a large oval-shaped table in the cen-
ter of the room, along with a holoprojector, dry erase board, and
white-noise generator. What surprised you more is the 13-year-old
female dwarf at the head of the table. Sitting in the most serious
pose she can manage in her pink dress, she still looks more profes-
sional than some people you have seen in the business.
“My daddy will be here soon. Please wait.”
A xer sent his kid to do business. Now you’ve seen everything.
CALL BACK
SCAN THIS
Runners are contacted by text message at 3PM to a discus-
sion about a work opportunity.
BEHIND THE SCENES
e xer, Klubbs, has rented the room. As a single parent of his
only daughter Cheli, he has learned to work with her as a teammate.
While he’s caught some grief for this, he doesn’t see anything wrong
with it. Klubbs plays it casual, but there’s an obvious enthusiasm and
gratefulness that the runners are here. Cheli tries to be very cor-
porate in her mannerisms. Klubbs lets Cheli speak as much as she
wants to about the job like a partner, not like a child at daddy’s work.
When the last of the runners arrive, Klubbs will also arrive
with a pair of bags of Chinese fast food. He carefully and pointedly
gives a ceremonial nod to each of the runners as he moves to the
head of the table. He then sits next to his daughter, gives her one
of the bags, and pulls his commlink out of his vest inner pocket.
Klubbs speaks so ly with a Spanish accent, “ ank you all for
coming, Mongolian beef anyone? I have some extra.” He o ers another
container of Krill based Mongolian beef, then takes a bite of his own.
“I have a job to o er you, one of corporate espionage. Injuries
should be avoided, as should major damage. e goal is to lightly
paralyze the company, not to write them o the map.”
Cheli is watching the runners as she eats her orange krill-
based chicken with rice.
The job pays 1500¥ (+ 1000¥ x TR) per runner with
1000¥ up front, subject to negotiation. Cheli will use team-
work to help her dad with the negotiations. On an opposed
Charisma+Negotiation Test, each net hit will increase the pay by
(TR x 200¥), to a maximum of 5 net hits.
Klubbs will not provide further information until all the
team members agree to the job. Once they all have acknowledged
their agreement, he continues, “Ignensys is the target. It’s a com-
pany in downtown Manhattan that has been a thorn in my client’s
side.” He picks up his commlink and reads, “ ey have grievously
insulted us—my client with their latest activity.”
TELL IT TO THEM STRAIGHT
Another alarm chirp from you commlink, another message.
What happened to people just calling to say ‘Hi’ before getting
down to business? e message is from a man named Klubbs, it
says to meet him at 6:30 PM, in Conference Room 6 on the 2 nd
oor of the Corson Place Hotel as he has business proposal.
BEHIND THE SCENES
e message includes the address of the Corson Place Hotel,
95 W Broadway. e message is unusual with advertisement tag
for “Klubbs and Cheli, No job is too big or too legal, call Klubbs
and Cheli and leave a message. If the runners already have a xer,
they can ask him/her what’s up with Klubbs and Cheli. e Fixer’s
response is, “Klubbs and Cheli are small time xer team. I owe
them a favor and they needed some muscle for work as they don’t
have their own runners.”
e runners can do a search for the Klubbs and Cheli adverts.
With a successful Logic + Data Search (2) Test, they can nd a few
of them around New York o ering Fixer services whenever there’s
a question of legalities of the work. Klubbs and Cheli are far more
public than a typical xer.
e runners can get more information of the Corson Place
Hotel or Klubbs and Cheli through legwork.
DEBUGGING
If the runners already have a xer, that xer will relay the mes-
sage and append to the note, that it’s a favor to a fellow xer. If the
5
Block War
Leandro Pezzente (order #1575555)
190.188.72.204
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Zgłoś jeśli naruszono regulamin