TEXT: SRM3-03 Burning Bridges Credits
  Writer
  Mark Edwards
  To the Memory of Karl Gahley
  Proofreaders
  Olivier Gagnon, Michael Wich
  Art
  Doug Chaf ee , Cullen Erbacher, Patrick 
  Sullivan
  Cover Design and Missions Logo
  Andy Coen
  Maps
  Andy Coen
  Shadowrun Missions Development
  Stephen McQuillan, Aaron Pavao
  Shadowrun Ebook Development
  Joh n Dunn
  Copyright© 2009 WizKids Inc. All Rights Reserved. 
  Shadowrun, Burning Bridges, Matrix, and WK Games are 
  registered trademarks and/or trademarks of WizKids, Inc. 
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  This adventure may not be reproduced, repackaged, or 
  redistributed without prior approval of Catalyst Game Labs.
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  SRM3-03: Burning Bridges
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  2
  INTRODUCTION
  SRM03-03 Burning Bridges is a Shadowrun Missions cam-
  paign adventure. 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.
  PREPARING THE ADVENTURE
  SRM03-03 Burning Bridges is intended for use with 
  Shadowrun, Fourth Edition, and all character and rules informa-
  tion refers to the fourth edition of the Shadowrun rules.
  Adventure Structure
  SRM03-03 Burning Bridges consists of several scenes. T 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 T 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 T 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 dif erent means or under dif 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 of 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 section 
  tries to anticipate common problems and of er suggestions for 
  dealing with them.
  RUNNING THE ADVENTURE
  Gamemastering is more of an art than a science, and every 
  gamemaster does things a bit dif 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’ 
  Debrief ng Logs. (Make sure that you have enough copies of the 
  Debrief ng Log for this adventure to give one copy to each player 
  af er running the adventure.) T is section of ers some guidelines 
  you may find useful in preparing to run SRM03-03 Burning 
  Bridges (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. T at way, 
  if something dif erent happens, you won’t be caught of  guard and 
  you can adapt things smoothly.
  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.
  Step 3: Know The Characters
  Prior to the start of the adventure, examine the PCs’ record 
  sheets and Debrief 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 Debrief 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 dif 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 
  20th Anniversary Shadowrun, Fourth Edition (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 f exibility 
  and use your best judgment in how you lead them back to the plot.
  Non-Player Characters
  Non-player characters (NPCs) are essential to any adventure. 
  T 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.
  T 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. T e scenes and NPC descriptions of er tips on 
  adjusting the NPCs to suit the abilities of the characters in your 
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  3
  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.
  Table Rating
  Table Rating (TR) is used to adjust the dif  culty of an adven-
  ture so that it is appropriate to the characters playing it. T 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 dif  culty. Explain 
  to the players that as the dif  culty increases, the rewards also in-
  crease. Once the players have agreed on a TR value, use that value 
  consistently through the scenario.
  Selling Out
  T rough the course of a scenario, a PC may become af  liated 
  with one or more of the corporations that make up the board of 
  the Manhattan Development Corporation. If an unaf  liated PC 
  completes a secondary objective (see Corporate Interests), even 
  accidentally, then he gets an of er to af  liate instead of the reward. 
  Af  liates are not become full-f edged Company Men, but rather 
  act as “deniable assets,” “covert agents,” or to put it bluntly, “spies.”
  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.
  Af  liations are supposed to be kept secret, in keeping the 
  theme of espionage, so the players of af  liated characters should be 
  notif 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 af  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.
  Losing Corporate Affiliation
  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 af  liation to become known, 
  or deliberately works against the af  liated corporation’s second-
  ary objective, the gamemaster should make a Public Awareness 
  Test against the af  liate near the end of the adventure, just before 
  the f nal scene. T e threshold for the test and the possible con-
  sequences are given on the Af  liation Betrayal table below; the 
  greater the infraction, the lower the threshold. If the test succeeds, 
  the consequences listed below are applied by the gamemaster to 
  the af  liate.
  Affiliation Betrayal
  Af  liate Action
  Public Awareness 
  T reshold
  Consequence
  Af  liate drops hints about his af  liation.
  3
  Corporate reward withheld, even if secondary objective 
  is successful.
  Af  liate reveals his af  liation, even to other 
  af  liates of the same corp.
  2
  As above, plus af  liation revoked, +1 Notoriety, -1 Street 
  Cred.
  Af  liate deliberately prevents the comple-
  tion of af  liated corp’s secondary objective.
  1
  As above, plus an additional +1 Notoriety and -1 Street 
  Cred, and the corp sends a “cleaner” to kill the (ex-)af  li-
  ate during the f nal scene. See Cleaner Table, below.
  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.
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  When the news f nally came, he already knew the answer. 
  Aztechnology had bought out a local business and gave that com-
  pany the contract. Karl was f lled with rage and sorrow.
  Weeks later, he got the only good news. The New York 
  Historic Preservation Society didn’t get their cut. T ey started 
  calling people–inf uential people. Faster than you can say “Smoke-
  f lled Room” the proposal was turned down. T e details didn’t 
  matter, no one was getting the job. T e bridge would stay until it 
  died of old age.
  Somewhere in the dark recesses of Karl’s mind, a seed began 
  to germinate. A few days ago, it grew into a full-blown obsession. 
  One course of action could solve all his problems:
  Destroy the bridge. Everyone knew Aztechnology wanted it 
  replaced. If it were blown apart, they would be blamed. Karl hadn’t 
  gotten the contract, so no one would suspect him. Eventually the 
  Building and Planning Committee would be forced to rebuild. 
  With Karl’s connections he could get the contract.
  A Note on Commlinks
  In SR4A, commlinks have become a universal appliance. 
  Because just about every NPC is going to have one, they won’t al-
  ways 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). T ese commlinks will not contain any valuable paydata.
  Paperwork
  Af er running a Shadowrun Missions adventure, there are 
  several important pieces of paperwork that need to be f lled out.
  T e f rst is to make certain to distribute a copy of the adven-
  ture’s Debrief ng Log to each player. As the gamemaster, please 
  make certain to f ll this out and sign of  on it for each character. In 
  the interests of time, you may have each player f ll out the sections, 
  with appropriate values that you give them. Please consider the 
  PCs actions in the scenario when providing Reputation modif ers, 
  per those rules (p. 265, SR4A).
  T 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. 
  T 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 ref ect 
  the outcome of this one. Without gamemaster feedback, the PCs’ 
  exploits will be unable to af ect the campaign.
  ADVENTURE BACKGROUND
  Desperation can lead a man to extremes. T e kind of extremes 
  where blowing up a bridge–injuring or killing others–makes per-
  fect sense. Karl Gahley knows this desperation and it’s led him to 
  a fateful decision.
  Last year, Karl was a building contractor and owner of KG 
  Construction Inc. Nuyen was tight and the big corps on the island 
  made sure their subsidiaries got the choicest jobs. He was forced 
  to rely on his brother-in-law, Roger (a council member on the 
  Brooklyn Building and Planning Committee) for table scraps.
  Despite this, everything else was going well. He owned his 
  own home; had enough to eat; and, most importantly, married his 
  best friend and lover, Jef .
  No matter how bad things got or how tight f nances were, he 
  knew they’d be together. T at’s when it happened. Jef  went for a 
  routine examination and came out diagnosed with a terminal ill-
  ness. Insurance lasted a while, but missed work and frequent visits 
  to specialists ate through their savings. Karl’s stress was enormous. 
  Worse yet, he couldn’t conf de in his best friend because he felt Jef  
  had enough to worry about. So, he focused on the money, which 
  he could control. However, the f nances kept becoming even more 
  troublesome, as jobs became more and more sparse. T e worse it 
  got, the more Karl’s desperation grew.
  T at’s when the solution to his problems dropped into his 
  lap. Aztechnology had been grousing for years about the Brooklyn 
  Bridge. It handled only 70 percent of their daily commuter traf  c. 
  Due to the bridge’s age and antiquated design, the bridge couldn’t 
  handle the rest of the traf  c load. T eir solution was to build a new 
  bridge. T ey began soliciting bids from local contractors.
  Karl could scarcely believe it. His prospects were f nally look-
  ing up. He diligently wrote the proposal that would save him (af er 
  greasing all the right palms). T en he waited.
  CORPORATE INTERESTS
  The following are the secondary objectives for af-
  fi liates 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 Indian 
  Food. Secondary objectives are always delivered dis-
  cretely (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.
  Ares: Leave evidence at the scene of the destruction 
  of the bridge that incriminates the Neo-Anarchists.
  Aztechnology: Attack NYPD, Inc. forces with a few of 
  their own drones.
  Horizon: Get footage of the bridge collapsing and 
  send it to Horizon.
  NeoNET: Take out the bridge’s security spider in cy-
  bercombat. Note that this is not an objective, but 
  merely something that will attract the attention 
  of the corporation. NeoNET affi liates will not be 
  informed of this secondary objective, but will still 
  be eligible for this reward.
  NYPD Inc.: Find Mr. Johnson’s identity, motives, and 
  connections, and report them to NYPD, Inc. with-
  out getting arrested.
  Renraku: Take out all of the MCT-Nissan Roto-
  Drones at the bridge.
  Saeder-Krupp: Talk your way past bridge secu-
  rity. Note that this is not an objective, but merely 
  something that will attract the attention of the 
  corporation. Saeder-Krupp affi liates will not be 
  informed of this secondary objective, but will still 
  be eligible for this reward.
  Shiawase: Get the roster for the maintenance crew 
  and send it to Shiawase.
  Spinrad: Make sure the bridge’s security mage is on 
  the bridge when it collapses.
  Neo-Anarchists: Have no other affi liation, plus de-
  liver some unused explosives to Peace Man.
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  5
  He is circumspect with details but is willing to divulge the 
  following: Peace Man and Mr. Johnson are friendly acquaintances. 
  Fixing this run is a personal favor. Mr. Johnson is a hard-working 
  business owner “who’s being crushed under the jack-booted heel 
  of big business.” No wetwork is required. When they arrive, they 
  should ask for Mr. Johnson and they’ll be taken to a private room. 
  If the runners seek out more information about Peace Man, Free 
  Your Mind, or Inara Indian Restaurant refer to Legwork.
  INDIAN FOOD
  SCAN THIS
  Runners arrive at their ‘lunch date’ with Mr. Johnson. He 
  grills runners on their demolition knowledge but, is willing to help 
  those who don’t measure up.
  TELL IT TO THEM STRAIGHT
  As any SINless native can tell you, 5th Ave. in Brooklyn is a 
  crapshoot. Around here, safe isn’t def ned by block but by meter. 
  As you approach the restaurant, you see several young priests of 
  various metatypes hanging out in front. Closer inspection reveals 
  obscenities scrawled across their vestments. It appears Inara’s is a 
  local street gang’s territory.
  BEHIND THE SCENES
  The gangers are members of the Bastard Saints (use 
  Halloweeners Street Gang, p. 282, SR4A). There are cur-
  rently twelve gangers loitering about. Runners who pass a Judge 
  Intentions (2) test get the impression they are alert and tense but 
  not hostile. T eir leader (an ork named Lacis) was recently killed. 
  Internal power struggles have not yet concluded, leaving them 
  leaderless. Leaderless gangs are easy pickings, thus their tension. 
  Gamemasters should feel free to role-play the encounter.
  Inside, the owner (an obsequious dwarf named Anuj) fawns 
  over them.  Af er all, new customers are hard to come by. However, 
  if they are heavily armed or obviously cybered he assumes they 
  are here for Karl. Whether they speak to him about the meet or 
  not, he immediately ushers them to the back room.
  The back room is a corner of the kitchen where staff 
  eats. It has no door, just a cloth separating it from the kitchen. T e 
  sounds of cooking and the wait staf  resonate through the corridor. 
  T e cloth does little to dull the cacaphony.
  Unless the runners are over an hour early, Karl Gahley (see 
  Cast of Shadows) is already there. T e large, middle-aged, human 
  sits hunched with his head in his hands. When the curtain slides 
  back, he quickly adjusts his demeanor. Runners may notice he 
  hasn’t slept well. His hair is disheveled, and his working-class 
  clothes are wrinkled.
  During the pleasantries, Karl forgets with whom he is deal-
  ing. He alternates between referring to himself as Mr. Johnson and 
  Karl. He mentions personal details like his business. Make it clear 
  that Mr. Johnson is out of his element. Once he gets down to busi-
  ness, he begins by paying them a retainer (TR x 500¥). It ensures 
  they listen to the job, and if they don’t take it, won’t mention this 
  conversation again.
  The proposal is simple: He wants runners to destroy the 
  Brooklyn Bridge. He explains doing so will help him and harm 
  some competing interests.  At this point, Mr. Johnson becomes 
  T e only problem now was the explosives. He had plenty in 
  his shop, but if they were used, he’d be a suspect. If they were stolen 
  and he reported it immediately, he’d have the perfect alibi. Now he 
  just had to f nd the right people for the job.
  PLOT SYNOPSIS
  T is run focuses on destroying the Brooklyn Bridge. Mr. Johnson 
  (Karl Gahley) is desperate to save his business, and get revenge on the 
  company he considers responsible. Last year, Aztechnology pushed 
  for construction of a new Brooklyn Bridge. Karl was certain he 
  would get the job. T at is, until he learned Aztechnology bought a 
  competing company. Despite Aztechnology’s requests, the plan fell 
  through and the bridge remained.
  In his desperation, Karl believes destroying the bridge will 
  solve his problems. With it gone, he will get the contract and 
  Aztechnology will be blamed. Af er all, they complained loudest 
  when the plan fell through.
  Most runners don’t have access to the explosives necessary 
  for the job. So, Karl plans on having runners steal them from his 
  business. To exonerate himself, he will report the thef  as soon as 
  he ‘learns’ of it. To complete the job, runners need to learn about 
  the bridge and KG Construction (where the explosives are stored), 
  steal the explosives, destroy the bridge and get away safely.
  However, Aztechnology is aware of Mr. Johnson’s plans. 
  Before runners can complete the job, the Azzies make them a gen-
  erous of er. In exchange for riches, they’ll only have to sell a little 
  piece of their souls.
  PEACE, MAN
  SCAN THIS
  T e runners are contacted by Peace Man, the owner/operator 
  of Free Your Mind, a new age crystal, telesma, and head shop. He 
  of ers to arrange a meet.
  TELL IT TO THEM STRAIGHT
  6:30 PM, who’d a thunk it?  T is must be the f rst time in the 
  hyper-recorded, detail-oriented, super-compartmentalized history 
  of the 6th world that you weren’t awakened in the middle of the 
  night, at the crack of dawn, or whenever wasn’t the most inconve-
  nient moment of your life. Just goes to show. Hell, even the ring of 
  the commlink seems less annoying than normal.
  T e large ork face on the other side of the call breaks into 
  a lopsided grin when he sees you. “Peace, man.” he says, in what 
  could be a greeting or an introduction.  A large hand-rolled ciga-
  rette lolls out of his mouth. “I was hoping we could confab, I didn’t 
  call too early, did I?”
  BEHIND THE SCENES
  Charles ‘Peace Man’ Stoddard (see Cast of Shadows) is an 
  African-American ork Bear Shaman. He has a long history of anti-
  corporate, anti-establishment ties. He f xes for runs against those 
  interests. Since the runners are relatively new to NYC shadows, he 
  is more comfortable hiring them for this run.
  If they are interested, Peace Man sends them details: 
  Tomorrow, noon, Inara Indian Restaurant (497 5th Ave., 
  Brooklyn), dress to blend in, come light, there will be time to get 
  gear later.
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  6
  to an opposed Negotiation Test, with an increase of (TR x 250¥) 
  per net hit, to a maximum of 5 net hits. He also of ers a team 
  bonus of (TR x 1000¥) if they destroy a caisson (this will mean 
  more nuyen for the rebuilding project). He will pay them (TR x 
  100¥) as an advance.
  Mr. Johnson does his best to answer questions. He doesn’t 
  want an excessive body count, but the bridge must fall. Runners 
  can take up to two weeks, but once they steal the explosives, the 
  clock is ticking. When he arrives at work and f nds the explosives 
  gone, he will immediately call NYPD, Inc.
  He also mentions he never goes in on Sundays. If the team 
  steals the explosives after he leaves Saturday, they have extra 
  placement time. If runners ask about competing interests, Mr. 
  Johnson mentions Grader Engineering Assoc. but doesn’t mention 
  Aztechnology (he is worried the name might scare runners away). 
  If the runners seek out more information about the Bastard Saints, 
  Mr. Johnson, KG Construction, the Brooklyn Bridge, or Grader 
  Engineering Assoc. consult Legwork.
  PUSHING THE ENVELOPE
  At TR 2+, NYPD, Inc. of  cers (use Lone Star Police Squad, 
  p. 282, SR4A) and a lieutenant (use Lone Star Police Lieutenant, 
  p. 282, SR4A) arrive out front as the PCs are leaving the restau-
  rant. A Bastard Saints’ rival called in a tip. NYPD, Inc. has a new 
  “tough on crime” campaign. T is raid against gang violence should 
  very serious. He asks if one or more of the runners are comfortable 
  with demolitions. T e job will require several kilos of explosives, 
  which he can provide.  He is, however, concerned because of the 
  costs and risks involved with the explosives. If the team fails, his ex-
  cuse about “losing” them to NYPD, Inc. won’t work again. Once 
  they’ve reassured Karl about their skills or assured him that they 
  will use an adequate skillchip, he pulls up a map of the bridge on 
  his commlink and indicates placement of the explosives.
  He suggests that they blow up one of the support caissons. 
  T is will take out the main span and the section attaching the 
  bridge to the road. If they’re not fond of this approach, he of ers 
  the alternative of destroying all four main support cables. T is 
  won’t af ect the caissons but the bridge will come down. Whether 
  or not they want his notes, he insists on uploading it to one of the 
  runners (give the players Handout #1).
  Next, he discusses acquiring the explosives. T ey are stored 
  at his company (KG Construction, 92 19th St, Brooklyn). To 
  allay suspicion, he will report the explosives stolen soon af er run-
  ners leave. He provides a layout and a list of defenses (give the 
  players Handout #2). T e rest is up to them. Once they have the 
  explosives, they may place them whenever convenient. However, 
  they may not destroy it until the next business day.  T is gives Mr. 
  Johnson time to report the thef  and provide his alibi.
  Finally, Mr. Johnson discusses pay. In addition to the retainer, 
  he is willing to pay them 2500¥ + (750¥* TR) each.  T is is subject 
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  vehicle door is reinforced metal (AR 6, SR 8), and the windows 
  are ballistic glass (AR 4, SR 5). T e walls are simple plascrete (AR 
  12, SR 11).
  T ere is no physical security on site and the area is a “J” rated 
  security zone. Police response time is 20 minutes once alerted. 
  NYPD, Inc. sends out a Chrysler Nissan Patrol-1 with two secu-
  rity of  cers (use Lone Star Security Squad, p. 282, SR4A). T ey 
  check doors and look for anything suspicious, immediately calling 
  for back-up if outnumbered. T ey stay for about 10-15 minutes 
  then leave (reporting in as they do so).
  T e KG matrix node (DR 2) is small and out of date, about 
  what would be expected from a small, f nancially strapped, busi-
  ness. Hacking it reveals the ledgers are in shambles. T ere are no 
  entries for the past three months. Prior to that, numbers don’t 
  match and few attempts were made to f x them. All employees 
  have been laid of  or f red save two, Karl Gahley and Jef  Anderson. 
  Under Karl’s personal f les there is an un-sent communication to 
  Roger Anderson. It asks for his help getting the contract to rebuild 
  the “recently destroyed” Brooklyn Bridge. T e letter was written 
  three weeks ago. Runners who wish to know more about Roger 
  Anderson can consult Legwork.
  A watcher spirit patrols the neighborhood astrally (up and 
  down the street). One of Karl’s neighbors hired a mage to conjure 
  the watcher, and a new one is sent out every few hours. T e spirit 
  wanders the street watching for break-ins. Its instructions were 
  vague so it only watches the f rst f oor. Runners can avoid it by 
  climbing through the second story windows on the side of KGC. 
  If it f nds something, it contacts the mage who notif es NYPD, 
  Inc. Since Karl was unaware of this, it isn’t on the list.
  Inside (see Handout #2), runners f nd the building largely un-
  inhabited. Most rooms and hallways are covered in dust. Every room 
  has a PanicButton though only one (the front of  ce) still works.
  T e vehicle bay (see A B-n-E) has room for four vehicles but 
  only one, a GAZ P-179 (p. 110, Arsenal), is here. It isn’t func-
  tional. Runners who pass in a Automotive Mechanic + Logic (4, 
  10 minutes) Extended Test can f x it. A search of the truck’s tool 
  storage reveals an Automotive tool kit, a demolitions tool kit (p. 
  332, SR4A), and four drones (two Lockheed Vulcans (p. 122, 
  Arsenal), and two Mesametric Beavers (p. 122, Arsenal), subject to 
  TR changes). All vehicles and drones are registered with NYPD, 
  Inc. and RFID tagged for tracking. T ese drones have miniwelders 
  attached to the ends of their arms.
  T e explosives storage room is made of reinforced concrete 
  (AR 24, SR 15) and the door is reinforced metal (AR 8, SR 9). 
  T e door has its own maglock (DR 3) with anti-tamper circuits 
  (DR 2). Inside, the room is temperature-controlled and covered 
  with Wi-Fi inhibiting paint (rating 2) to prevent the accidental 
  triggering of remote detonators. Currently there are 25 kg of 
  industrial-grade explosives (Rating 15) stored in f ve boxes of 5 kg 
  each, 30 radio detonators (DR 2, p. 87, Arsenal) and 2 exploders 
  (p. 88, Arsenal) stored here. T e boxes also contain RFID tags 
  indicating their contents and location.
  The Brooklyn Bridge
  Security is tight on the bridge. NYPD, Inc. maintains check-
  points on both ends. T ere are 10 security of  cers (use Lone Star 
  Security Squad, p. 282, SR4A) and a lieutenant (use Lone Star 
  Lieutenant, p. 282, SR4A). At each checkpoint, they have RFID, 
  make good press (with proper editing, of course). T e crowd is 
  mostly SINless. So, the police don’t care where bullets go. Runners 
  don’t have to get involved. However, if they don’t get Mr. Johnson 
  out, they may not get paid.
  Runners who join one side or the other may receive perks. 
  T is could af ect things later (see A B-n-E).
  DEBUGGING
  Runners who get involved in the optional f ght run the risk of 
  arrest. T e gamemaster can simply allow them to get away safely. 
  If there is no time pressure, arrested runners could f nd themselves 
  imprisoned. Details are lef  to the gamemaster, however, unless 
  they murdered someone with a SIN, runners should be released 
  with enough time to complete the job. An alternative way out 
  would be to provide NYPD, Inc. information about an attack 
  on the Brooklyn Bridge. T e runners could get a free pass if they 
  assemble a dossier on those responsible. Assembling the dossier 
  and turning in Mr. Johnson would earn the characters at least one 
  point of Notoriety.
  Teams without the necessary skills or skillwires to demolish 
  the bridge may still attempt to do so, using the notes Karl pro-
  vided. However, the gamemaster is encouraged to increase the risk 
  of things going horribly wrong.
  STAKE OUT
  SCAN THIS
  T e runners gather intel. Information can come from con-
  tacts, matrix searches, and physical or astral recon. T e data is 
  spread out and searching leaves tracks.
  TELL IT TO THEM STRAIGHT
  Plenty of time to plan and all the necessary equipment wait-
  ing for you?  Boy, if only you could’ve conned Mr. Johnson into a 
  weekly salary you’d never have to run again. As it stands, the longer 
  you take, the longer you wait to get paid. Despite Mr. Johnson’s 
  advice and security rundown, there’s still a lot more you’re gonna 
  need to know.
  BEHIND THE SCENES.
  A Data Search + Browse (TR x 2, 1 minute) reveals a detailed 
  map (See Map #1) and several trids of the bridge. However, run-
  ners may want to check contacts or run matrix searches to learn 
  more about KG Construction, the Brooklyn Bridge, the bridge’s 
  condition, or the bridge’s security. If so, the gamemaster should 
  consult Legwork.
  KG Construction
  A physical survey of KG Construction confirms Mr. 
  Johnson’s list (see Handout #2). T e building is in the middle of 
  the block, and can be accessed from the street. It shares walls with 
  buildings on either side, so there is no side alley access. T ere are a 
  personnel door, four vehicle doors, and two windows on the front. 
  T ere is one door in back and several windows on the second f oor 
  (two overlook the one-story building to the west). All doors and 
  windows have maglocks (DR TR), though the back door has 
  an additional keylock deadbolt for good measure. T e person-
  nel doors are constructed of heavy materials (AR 6, SR 7). T e 
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  • 
  Runners who check on the sensor data and pass a 
  Engineering + Logic (3) Test can determine the points of 
  highest stress on the bridge. Success yields a +2 bonus to 
  Demolitions Tests.
  • 
  Names, addresses, and performance reviews for all main-
  tenance workers are included in the nodes HR database
  Maintenance crews are on duty around the clock. T ere are 
  three shif s throughout the day, with shif  changes at 9 AM, 5 
  PM, and 1 AM. T e day and evening shif s have twelve-man crews 
  while the night shif  has six.
  PUSHING THE ENVELOPE
  While runners are scouting, security could get close, or inves-
  tigate suspicious activity. Runners have to decide between f ight 
  and f ght.
  At higher TR, the opposition increases in number. At KG 
  Construction, the watcher spirit could have better instructions. 
  T e neighbor could have paid for several watchers or an on-call 
  spirit (Force TR/2). T e spirit will be instructed to delay culprits 
  until security arrives. Alternatively, watchers could follow f eeing 
  runners and inform security.
  For every TR above 1, add an additional f ve guards (two at 
  each checkpoint and one guarding the maintenance buildings), a 
  Doberman drone, and a watcher spirit. For every 2 TRs above 1 
  add a security lieutenant and a Roto-Drone. At TR 5 and above, 
  the mage has a (Force TR) spirit. At TR 6, add another mage and 
  another spirit.
  DEBUGGING
  Runs without magically active characters could fail to notice 
  the watcher spirit near KG Construction. However, since security 
  takes 20 minutes to arrive, its likely runners will f nish their recon 
  before of  cers arrive. Benevolent GMs could merely remove the 
  watcher spirit.
  Runners may try to bribe one or more of the maintenance 
  crew. T e DPW is rife with corruption. Workers won’t mention 
  the bribe to their superiors (who are also being bribed). Several 
  workers would readily call in sick, tell runners where they got their 
  uniforms, or let them borrow their IDs for a day or so.
  Af  liated runners may ask benefactors for help. However, if 
  alerted, NYPD, Inc. chooses to use the run as a security drill. An 
  attempted bribe could alert the crew.
  If runners get arrested while gathering intel, NYPD, Inc. 
  could make them an of er (see Indian Food).
  TOO MANY CHIEFS
  SCAN THIS
  Having heard about Mr. Johnson’s plan to save his business, 
  Aztechnology has been waiting to see if any runners take the job. 
  In light of recent shadow activity, the Azzies suspect they’ve taken 
  the bait. Aztechnology contacts the team, asking them to com-
  plete the job, albeit sloppily.
  Cyberware, and MAD scanners. Cameras (with low-light and 
  thermographic vision, DR 2) are placed at regular intervals along 
  the bridge. T e pedestrian areas are patrolled by pairs of of  cers 
  riding Ares-Segway Terriers (p. 107, Arsenal). Anyone found 
  standing too long is questioned, searched, and if nothing suspi-
  cious turns up, sent on their way.
  On the Manhattan side, a security mage (use CorpSec 
  Lieutenant, p. 282, SR4A) scans for astral activity. On the 
  Brooklyn side, a drone rigger (use Spider, p. 12, Contacts and 
  Adventures) maintains the drones, and automated sensor array 
  (see below).
  Vehicles are not allowed to stop. Any that do are investigated 
  by roaming of  cers and removed. Anyone behaving suspiciously 
  is taken to the security holding cells at the Manhattan checkpoint.
  Security crews are manned around the clock. T ere are three 
  shif s throughout the day with a half-hour overlap at the beginning 
  and end of each shif . Shif s begin/end at 5 AM, 1 PM, and 9 PM.
  Below the bridge is additional security. T e Brooklyn cais-
  son is accessible by land and water. Surrounding the caisson are 
  the bridge maintenance buildings. At any given time 6-12 main-
  tenance personnel (use Humanis Goon Squad, p. 282, SR4A) 
  wander around the complex. Security is handled by 6 GM-
  Nissan Dobermans armed with Ingram White Knight LMGs, 
  and 2 MCT-Nissan Roto-Drones armed with AK-97s. A chain 
  link fence topped with monof lament wire blocks access. Two 
  Dobermans guard the gate. It can be accessed via RFID scanner 
  (DR 2). Two more Dobermans and one of the Roto-Drones 
  guard the perimeter. The final two Dobermans and the other 
  Roto-Drone watch for approaching water traf  c. (See T e Evil 
  Midnight Bombers for TR adjustments.)
  Maintenance vehicles are stored in this area. There are a 
  dozen Conestoga Pick-Up trucks (p. 109, Arsenal) outf tted to 
  carry maintenance tools, two heavy crane trucks (Conestogas 
  outf tted with a lif  arm). At the dock are two Samuvani Otters 
  (p. 349, SR4A) that maintenance crews use to work on the 
  Manhattan caisson.
  T e Manhattan caisson is in the East River. An automated 
  sensor array complete with cameras (with 360 degree range, low 
  light, and thermal vision), laser range f nder, motion sensor, and 
  radio signal scanner monitors river traf  c. Any vehicle within 15 
  meters gets one warning (and 1 combat turn) before four mounted 
  Ingram White Knight LMGs begin f ring.  A small (1.5 m) walk-
  way surrounds the caisson 3 m above the waterline.
  There is no NYPD, Inc. Matrix node for the bridge. 
  Communications are handled through secured Commlinks (DR 
  3) or via the bridge’s hardwired communication system. Runners 
  who wish to f nd information on the security of  cers will need to 
  hack NYPD, Inc.  If the PCs attempt to hack the central node for 
  NYPD, Inc., the node is DR (TR/2 + 7) and defended by Black 
  Hammer IC of the same rating.
  T e same cannot be said for the maintenance crew. Matrix 
  security is handled of -site by the Brooklyn Department of Public 
  Works. A local DPW node (DR 3) at the bridge monitors various 
  sensors and gauges. Hacking the node can provide the following:
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  9
  T e team may have questions for Phoebe. However, she po-
  litely asks them to save their questions until later, makes sexual 
  innuendoes, plays dumb, etc. In the end, she walks away without 
  answering them. Phoebe knows that runners’ curiosity and greed 
  will lead them to take the deal. Playing hard to get makes them 
  want it more. T ey have their own sources. T ey’ll learn what they 
  need to.
  Runners may want to check this new information. If they 
  want to know more, consult Legwork.
  DEBUGGING
  T e biggest problem for this scene is runners who fail to show 
  for the meet or refuse to deal with Phoebe. If they don’t want to 
  listen or aren’t trustworthy, Phoebe calls a company team to plant 
  evidence at the scene.
  Alternatively, runners may be willing to meet but are afraid 
  of betrayal or ambush. In that case, Phoebe is willing to meet via 
  Commlink, VR, or whatever will set runners at ease. Remember 
  that this is a purely business proposal, no shooting or killing will 
  be necessary.
  Runners who go to the meet may try to negotiate. In that 
  case, Phoebe makes the rare gesture of explaining the Manhattan 
  shadows to them. T ere are some things far more valuable than 
  mere money. Without corporate sponsorship, they will not be 
  doing biz on the island. Instead they will scrabble amongst the 
  SINless for the meager pittances one would expect for charity 
  work. T is generous of er means safety, security, and an opportu-
  nity for a better life.
  If the runners kill Phoebe, they earn a point of notoriety for 
  the callous murder.
  A B-N-E
  SCAN THIS
  Once runners have f nalized their plans, it’s time to get the 
  explosives. T e thef  goes of  like clockwork, until Jef  (Karl’s hus-
  band) arrives in the middle of things, and causes problems.
  TELL IT TO THEM STRAIGHT
  Despite any misgivings you may have, you’ve decided on a 
  plan. Now it’s time to get your hands dirty. Even though it’s the 
  appetizer before the main course, things can still go wrong. So 
  you pack for trouble hoping the time won’t come. A short jaunt 
  to the building, grab the explosives and you’re out. Ten, f f een 
  minutes, tops.
  BEHIND THE SCENES
  Nothing has changed since runners last looked (see Stake 
  Out).
  As runners enter the storage room, Karl’s husband, Jeff 
  Anderson (see Cast of Shadows) arrives at KG Construction. 
  Despite numerous treatments, he’s been feeling better lately. To 
  feel useful, he plans on cleaning up the of  ce. While not initially 
  suspicious, he may become so if the runners are careless. For exam-
  ple, footprints beyond the front of  ce, doors lef  open, or broken 
  windows, will cause him to thoroughly search the building. If he 
  f nds the storage room door open or thinks an intruder may be 
  present he immediately heads for the working PanicButton.
  TELL IT TO THEM STRAIGHT
  Looks like the plan is finally starting to come together. 
  T ere’ve been some challenging spots, but you’re feeling more 
  confident about your chances. Then, you notice an incoming 
  commlink call.
  T e face on the other end is sheer perfection, the kind of face 
  only lots of nuyen can make. Not a single blond hair out of place, 
  makeup downplayed, or perhaps tattooed on. Her business suit is 
  crisp, unwrinkled, tres chic, and very expensive. “Hello,” she begins 
  smiling at you. T e smile on her face doesn’t quite reach her eyes. 
  “My name is not important. But you can call me Ms. Johnson. I 
  am concerned about your recent activities. I fear your bright future 
  may be cut short without my help. We should meet. When and 
  where’s convenient for you?”
  BEHIND THE SCENES.
  Phoebe Sauvageon (see Cast of Shadows) is the kind of Mr. 
  Johnson runners know and loathe. Amoral and soulless, she does 
  whatever it takes to get ahead. She never gambles unless she’s hold-
  ing all the cards. And this interaction is no dif erent.
  Phoebe allows the team to choose the meet time and loca-
  tion. She isn’t too concerned about her safety—killing her would 
  serve no purpose. Especially when they f nd out she’s got an of er 
  they’d be foolish to refuse.
  At the meet, Phoebe is all biz—calm, cool, collected. She 
  wears a dif erent suit, equally expensive and fashionable, that ac-
  centuates her ample curves. She pays for everything, orders a f ne 
  selection of refreshments, and acts with superf cial interest. Once 
  the niceties are over, she gets right to it.
  Aztechnology has been watching the runners since a recent 
  epidemic of inquiries about the bridge. T ey’d learned previously 
  of Karl’s desperation to save his company, his dying husband, and 
  his desire for revenge. Despite this, Aztechnology would like to 
  see the bridge demolished. However, they were not willing to kill 
  people and endanger the city to get repairs done.
  Karl’s plan, while ill advised, will benefit Aztechnology. 
  However, if the Aztechnology name is associated with this, it 
  could have market implications. That is unacceptable. Karl is 
  guilty of this crime, so he should pay for it.
  Since Aztechnology knows that Karl is behind this, law 
  enforcement will f gure it out. When they do, they won’t want 
  just the brains, they’re also going to want the triggermen (and 
  women). Karl is no hardened criminal; he will undoubtedly turn 
  runners over in exchange for a deal. Aztechnology doesn’t want 
  to see that either.
  Fortunately, Phoebe has a plan that will allow both to benef t, 
  without harming the team’s Street Cred.
  T e team should complete the run as planned. However, 
  while planting the explosives, they should leave some clues that 
  point to the real mastermind. Runners can then pick up their pay-
  ment from Karl and walk away with free consciences.
  In return, Aztechnology will keep the runners’ involvement 
  out of the investigation, give them a nice bonus, and look favorably 
  upon working with them in the future.
  Phoebe is confident that runners will take the offer. She 
  doesn’t wait for their response. Instead, she informs them that 
  their actions at the bridge will be their answer. T en, she seduc-
  tively sways out of the meet with a smile.
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  10
  TELL IT TO THEM STRAIGHT
  T e trip to the bridge is long. Every alarm, siren, or f ash-
  ing light seems aimed at you. You calm yourself by going over the 
  details again, reassuring yourself the plan is workable. T at is, if 
  nothing goes wrong. Time to earn your nuyen.
  BEHIND THE SCENES
  Runners can complete the job three dif erent ways. First, 
  take out the support cables. Second, take out the caisson on the 
  Brooklyn side. T ird, take out the caisson on the Manhattan side. 
  Refer to the Brooklyn Bridge GM Map for details.
  Support Cable Method: Security on the Bridge
  To take out the support cables (metal cable, AR 16, SR 13), 
  runners have to get on the bridge. T is will require a fake SIN 
  and pass, and, if they are bringing a vehicle, a vehicle pass. Before 
  getting on the bridge, they are scanned by MAD, cyber, and radio 
  signal (all DR 2). In addition, if police are aware of the explosives 
  thef , a chemsnif er (DR 2) is added. On the bridge, they are under 
  constant surveillance (thermographic and low light vision, DR 2).
  At the security checkpoint on each side of the bridge there are 
  ten security of  cers (use Lone Star Security Squad, p. 282, SR4A) 
  and a lieutenant (use Lone Star Lieutenant, p. 282, SR4A). T ere 
  is a security mage (use CorpSec Lieutenant, p. 282, SR4A) on the 
  Manhattan side, and a drone rigger (use Drone Rigger, p. 101, 
  SR4A) on the Brooklyn side.  All of these are constantly monitor-
  ing the bridge for suspicious activity. For every TR above 1, add 
  two additional security of  cers at each end of the bridge. At TR 
  5+ the security mage has a bound Force (TR) spirit of f re; at TR 
  6, there are two security mages, each with their own bound spirit.
  Along the bridge itself, six pairs of security of  cers riding 
  Ares-Segway Terriers (p. 107, Arsenal) make regular patrols along 
  the walking paths (three pairs per side) and encourage stragglers 
  to move along.
  Destroying a cable requires 0.75 kg of explosives positioned 
  upon it. Placing the explosives is a Demolitions + Logic (TR x2, 
  1 minute) Test per cable. Once the explosives are set and runners 
  are away, it’s time for the explosion. T e gamemaster can rule 
  that successful placement of the explosives is suf  cient to destroy 
  the bridge. However, some players really like the numbers. If so, 
  here they are for easy reference. 0.75 kg of explosives is DV 23—
  enough to destroy a cable and send debris 46 meters. However, all 
  four cables must be destroyed to dump the bridge into the river.
  Jef  is a non-combatant. He makes every ef ort to f ee af er 
  calling the police. Once safe or if he feels his life is in danger, he 
  activates the drones in the vehicle bay with a command to attack 
  any intruders. He wants to keep the thieves occupied until security 
  arrives. Until he sees a security response, he will only call of  the 
  drones if successfully intimidated.
  Use the following adjustments for TR. At TR 2+ there are 
  additional drones in the vehicle bay; for every TR above 1 add 
  an additional Vulcan and Beaver. At TR 3+, the neighbor has a 
  contract for an on-call spirit of beasts (p. 302, SR4A) with a Force 
  of (TR/2). Seeing Jef  in trouble, it will come to his defense.
  Once the PanicButton is triggered, the team has (15 – TR) 
  minutes to clear the area.  If they stay, then three NYPD, Inc. riot 
  control squads consisting of an Ares Citymaster, ten of  cers (use 
  Lone Star Security Squad, p. 282, SR4A), a sergeant (use Lone Star 
  Lieutenant, p. 282, SR4A), and two GMC-Nissan Dobermans 
  (armed with AK-97s) will arrive on the scene to secure the area.
  PUSHING THE ENVELOPE
  Despite the low security rating of the area, a PanicButton 
  call from a business that has high-grade explosives might get a 
  faster response. For each TR above 1 add another two of  cers 
  and a car. At TR 3 add two GM-Nissan Dobermans (armed with 
  AK-97s). At TR 4 change the cars to an Ares Citymaster (armed 
  with a White Knight LMG). TR 5 add a security mage (CorpSec 
  Lieutenant, p. 282, SR4A) and a third Doberman. At TR 6, add a 
  second security mage.
  Additionally, the watcher may follow f eeing runners and 
  inform security.
  DEBUGGING
  If Jef  successfully distracts runners until security arrives, they 
  could f nd themselves overwhelmed. Arrest and a criminal SIN, 
  however, don’t have to be the result. If runners escape custody, 
  NYPD, Inc. could use this as a bargaining tool. Alternatively, 
  NYPD, Inc. could make them an of er (see Indian Food).
  THE EVIL MIDNIGHT BOMBERS
  SCAN THIS
  T e runners have explosives and are ready to do some dam-
  age. The specifics are up to them. To succeed, they’ll need to 
  destroy the support cables or a caisson.
  LOCKHEED VULCAN
  Handling  –1
  Body 4
  Pilot 3
  Accel 5/15
  Armor 4
  Initiative 6
  Speed 30
  Sensor 2
  IP 3
  Modiﬁ cations Mechanical Arm, Fuzzy Logic
  Miniwelder [improvised club, DV 3S]
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  3
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  MESAMETRIC BEAVER
  Handling  –1
  Body 4
  Pilot 3
  Accel 5/15
  Armor 8
  Initiative 6
  Speed 15
  Sensor 1
  IP 3
  Modiﬁ cations Mechanical Arm, Walker Mode
  Miniwelder [improvised club, DV 3S]
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  3
  Condition
   
  Monitor 
  track
  unconcious
  Condition
   
  Monitor 
  track
  unconcious
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  11
  SECURITY OFFICER
  Body 4
  Agility 4
  Reaction 4 (5)
  Strength 3
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 3
  Magic —
  Initiative 8 (9)
  Initiative Passes 1 (2)
  Armor B/I 8/6
  Unarmed 3, Pistols 3, Clubs 3
  2 doses of Jazz
  Colt America L36 [DV 4P, Ammo 11(c)]
  Deﬁ ance EX Shocker [DV 8S(e), AP –half, Ammo 4(m)]
  Stun baton [DV 6S(e), AP -half, Reach 1, Ammo 10]
  SECURITY LIEUTENANT
  Body 4
  Agility 4 [5]
  Reaction 6 (7)
  Strength 3
  Charisma 4
  Intuition 5
  Logic 3
  Willpower 4
  Magic —
  Initiative 11 (12)
  Initiative Passes 1 (2)
  Armor B/I 12/10
  Group Edge 2 + TR
  Close Combat Group 4, Pistols 4
  1 dose of Jazz
  Colt Manhunter [DV 5P, AP -1, Ammo 16(c), smartgun] 
  Deﬁ ance EX Shocker [DV 8S(e), AP –half, Ammo 4(m)]
  Stun baton [DV 6S(e), AP -half, Reach 1, Ammo 10]
  SECURITY MAGE
  Body 3
  Agility 3
  Reaction 3
  Strength 3
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 4
  Magic 3
  Initiative/Astral 7/8
  Initiative Passes/Astral 1/3
  Armor B/I 6/4
  Astral Combat 4, Sorcery Group 4, Conjuring  Group 3
  Physical Barrier, Powerbolt, Stun Ball
  GUARD PATROL
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  Condition
   
  Monitor 
  track
  unconcious
  MANHATTAN SIDE
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  Condition
   
  Monitor 
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  10
  GUARD PATROL
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  GUARD PATROL
  Condition
   
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  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  12
  SECURITY OFFICER
  Body 4
  Agility 4
  Reaction 4 (5)
  Strength 3
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 3
  Magic —
  Initiative 8 (9)
  Initiative Passes 1 (2)
  Armor B/I 8/6
  Unarmed 3, Pistols 3, Clubs 3
  2 doses of Jazz
  Colt America L36 [DV 4P, Ammo 11(c)]
  Deﬁ ance EX Shocker [DV 8S(e), AP –half, Ammo 4(m)]
  Stun baton [DV 6S(e), AP -half, Reach 1, Ammo 10]
  SECURITY LIEUTENANT
  Body 4
  Agility 4 [5]
  Reaction 6 (7)
  Strength 3
  Charisma 4
  Intuition 5
  Logic 3
  Willpower 4
  Magic —
  Initiative 11 (12)
  Initiative Passes 1 (2)
  Armor B/I 12/10
  Group Edge 2 + TR
  Close Combat Group 4, Pistols 4
  1 dose of Jazz
  Colt Manhunter [DV 5P, AP -1, Ammo 16(c), smartgun] 
  Deﬁ ance EX Shocker [DV 8S(e), AP –half, Ammo 4(m)]
  Stun baton [DV 6S(e), AP -half, Reach 1, Ammo 10]
  SECURITY RIGGER
  Body 3
  Agility 4
  Reaction 4 (6)
  Strength 3
  Charisma 2
  Intuition 5
  Logic 4
  Willpower 3
  Magic —
  Initiative 11
  Initiative Passes 1
  Armor B/I 8/6
  Gunnery 3, Pilot Aircraft 6, Pilot Groundcraft 4
  Control Rig
  2 GM-Nissan Dobermans, 2 MCT-Nissan Roto-Drones
  GUARD PATROL
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  SR
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  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  13
  begin f ring (Pilot and Targeting autosof  rating equal to sensors’ 
  DR).  Once there, runner may be able to access the walkway (1.5 
  m wide) which surrounds the caisson 3 m above the waterline.
  T e sensor array is buggy, requiring the rigger (use Spider, 
  p. 12, Contacts and Adventures) to check it frequently. He edits 
  programs, runs maintenance, and does full system scans to try and 
  f nd the problem. When a hacker breaks in, roll (7-TR) dice.  A 
  glitch means the rigger sends an Agent (Pilot rating, TR/2 + 1) 
  loaded with Analyze, Medic, and Track (Rating, TR/2) to f x a 
  problem.  On a critical glitch the rigger comes.  Further, any glitch 
  or critical glitch by the hacker causes the same response.
  If the rigger becomes suspicious, he sends out a full alert. 
  From the maintenance area, two of the MCT-Nissan Roto-
  Drones move to investigate. A nearby NYPD, Inc. station can 
  send additional MCT-Nissan Roto-Drones if the situation esca-
  lates. Five combat rounds af er the alert a Ford LEBD-1 (p. 120, 
  Arsenal) with a mounted Ingram White Knight LMG shows 
  up. Two combat rounds af er that, a Surfstar Marine Seacop (p. 
  115, Arsenal) armed with a Stoner-Ares M202 and crewed by ten 
  NYPD, Inc. of  cers (use Lone Star Security Squad, p. 282, SR4A) 
  comes to inspect the caisson.
  When “boom time” comes, the gamemaster can rule that 
  successful placement of the explosives is suf  cient to destroy the 
  bridge. If the statistical method is preferred, 2 kg of explosives is 
  DV 42, which is suf  cient to destroy a caisson, collapsing that end 
  of the bridge and blowing a two-meter hole in the caisson, sending 
  debris 42 meters. If either caisson is destroyed, only the other cais-
  son remains standing (albeit damaged by the collapse).
  Caisson Method: Security under the Bridge
  T e Brooklyn caisson can be approached by land or water. 
  T e runners must contend with drones, GM-Nissan Dobermans 
  armed with Ingram White Knight LMGs and MCT-Nissan Roto-
  Drones armed with AK-97s.
  Runners approaching by land are ignored unless they force 
  their way through the security fence (chain link with mono-
  f lament wire). Two GM-Nissan Dobermans and a MCT-Nissan 
  Roto-Drone guard the gate. An additional (TR+1) GM-Nissan 
  Dobermans and (TR/2) MCT-Nissan Roto-Drones patrol the 
  perimeter. To get past the gate, runners will have to pass for main-
  tenance workers and bypass the radio signal scanner (DR 2).
  Runners approaching by water must contend with two GM-
  Nissan Dobermans and a MCT-Nissan Roto-Drone. In addition, 
  this Roto-Drone has been equipped with a radio signal scanner 
  (DR 2) which checks approaching vehicles and passengers.
  Once inside, the maintenance crew ignores any intruders. 
  T ey’re conf dent in the facility’s security and assume anyone 
  present has the appropriate permissions. Buildings surround the 
  caisson and runners must f nd the access door, or climb the build-
  ings. T e door is locked with a maglock (DR TR).
  T e Manhattan caisson requires access via air or watercraf . 
  Runners can borrow one of the maintenance crews’ Samuvani 
  Criscraf  Otters.
  T e caisson’s automated sensor array (DR TR/2 + 2) uses 
  cameras (with 360 degree range, low light, and thermal vision), 
  laser range f nder, motion sensors, and a radio signal scanner to 
  monitor river traf  c. Any vehicle within 15 meters gets one warn-
  ing (and 1 combat turn) before four Ingram White Knight LMGs 
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  14
  GM-NISSAN DOBERMAN
  Handling 0
  Accel 10/25
  Speed 75
  Pilot 3
  Body 3
  Armor 6
  Sensor 3
  Initiative 6
  Initiative Passes 3
  Ingram White Knight [DV 6P, AP –1, Ammo 100(belt)] 
  Targeting (Gunnery) 3
  Clearsight 3
  Mods: Walker Mode
  MCT-NISSAN ROTODRONE
  Handling 0
  Accel 10/25
  Speed 100
  Pilot 3
  Body 3
  Armor 6
  Sensor 3
  Initiative 6
  Initiative Passes 3
  HK-227-X [DV 6P, Ammo 28(c), smartgun] 
  CAISSON SPIDER
  Body 2
  Agility 3
  Reaction 3
  Strength 2
  Charisma 2
  Intuition 3
  Logic 4
  Willpower 3
  Magic —
  Initiative 6
  Initiative Passes 1
  Armor B/I 6/4
  Cracking Group 4, Electroncs Group 3, Gunneyr 3, Pilot 
  Aircraft 3, Pilot Groundcraft 3
  Control Rig
  SECURITY OFFICER
  Body 4
  Agility 4
  Reaction 4 (5)
  Strength 3
  Charisma 3
  Intuition 4
  Logic 3
  Willpower 3
  Magic —
  Initiative 8 (9)
  Initiative Passes 1 (2)
  Armor B/I 8/6
  Unarmed 3, Pistols 3, Clubs 3
  2 doses of Jazz
  Colt America L36 [DV 4P, Ammo 11(c)]
  Deﬁ ance EX Shocker [DV 8S(e), AP –half, Ammo 4(m)]
  Stun baton [DV 6S(e), AP -half, Reach 1, Ammo 10]
  FORD LEBD-1
  Handling 0
  Accel 5/20
  Speed 80
  Pilot 3
  Body 3
  Armor 6
  Sensor 3
  Initiative 6
  Initiative Passes 3
  Ingram White Knight [DV 6P, AP –1, Ammo 100(belt)] 
  Targeting (Gunnery) 3
  Clearsight 3
  Mods: Mechanical Arm
  CAISSON
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  FL1
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  10
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  15
  TELL IT TO THEM STRAIGHT
  It’s been a few days since the explosions. You’ve been laying 
  low while every vacuous face on the trid drones on about damage 
  estimates, casualties, injuries, costs in nuyen and UCAS dollars, 
  theories, ideas, and speculation. What they don’t seem to have is 
  any facts.
  Soon enough, Mr. Johnson calls. Time to take care of some 
  business. Same place as before. Tomorrow af ernoon. With that, 
  the line goes dead. Typical Johnson.
  BEHIND THE SCENES
  Just prior to the meet, Karl Gahley is picked up by NYPD, 
  Inc. If runners lef  anything incriminating behind, it was found. If 
  not, Phoebe hired another team to do it. In either case, the trail 
  led straight to him.
  When the runners arrive, they f nd a repeat of their last visit. 
  T e Bastard Saints are still hanging out in front, Anuj is as obse-
  quious as ever, and locals keep to themselves. Runners may notice 
  (Perception + Intuition (2)) that the Saints are more relaxed now. 
  Inf ghting is over and the Saints have a new leader.
  Inside, runners are ushered into the same part of the kitchen. 
  T ere, Peace Man, not Karl, meets them. He invites them in and 
  quickly explains his presence.
  T e talking heads on the trid were apparently not privy to 
  NYPD, Inc.’s real investigation. Evidence found at the bombing 
  led them to Karl. Peace Man assures the team that Mr. Johnson 
  doesn’t blame them and plans on taking sole responsibility. To 
  prove his sincerity, he arranged for Peace Man to pay them (re-
  gardless of the outcome).
  He suggests they lay low for a while. He isn’t sure what evi-
  dence NYPD, Inc. has.
  At this point the adventure is over. Runners are free to go 
  and just have to deal with the possibility that NYPD, Inc. will 
  come knocking.
  T ere is still the matter of Phoebe and Aztechnology’s of er. 
  If the runners took her of er, Phoebe contacts them af er their 
  meet with Peace Man.
  Regardless of the outcome Phoebe feels she can work with 
  them. If they made a deal, then they are realistic. If not, they are 
  honorable. Both are values she can put to use for Aztechnology. 
  She makes arrangements to have their bonuses delivered (see 
  Picking Up the Pieces).
  PUSHING THE ENVELOPE
  One way to increase the tension is for Phoebe to show up at 
  the f nal meet. If the runners performed well, she wants to ensure 
  Peace Man (and the Neo-Anarchists) doesn’t trust the runners. 
  With them not calling, Phoebe is free to bring the runners into 
  the fold.
  Additionally, she could hire the Bastard Saints to provide 
  some protection (Peace Man is dangerous). T is could make things 
  dif  cult for runners who were on good terms with the Saints.
  PUSHING THE ENVELOPE
  Another way to increase the dif  culty (without armed op-
  position) is to focus on bystanders. Sararimen and women go to 
  and from work, driving, walking, and riding bikes. Boat traf  c 
  moves on the East River. Anyone of these could witness the run-
  ners’ activities. Many of these people may die when runners blow 
  up the bridge.
  Finally, Karl’s equipment could malfunction. Perhaps the 
  detonators are a few years old, or their batteries haven’t been 
  replaced, maybe the chemicals in the explosives have begun to 
  break down. T ese failures could cause only two of the cables to 
  be cut, or leave a caisson damaged but stable. Runners would need 
  to decide whether to risk a second run to destroy the bridge or cut 
  their losses.
  DEBUGGING
  It is possible no PCs have the Demolitions skill. One solution 
  is for runners to default. If the gamemaster determines runners 
  may still be unable to succeed, Karl’s map could confer a +2 bonus 
  for tests related to this bridge only. If runners can use skillsof s, 
  Karl could give them a knowsof  (Rating 6-TR) he programmed. 
  Finally, as a last resort, Mr. Johnson will consent to lending his 
  expertise. He could have a pair of disposable Commlinks (DR 3) 
  for runners to contact him. T is could confer a +2 bonus for their 
  demolitions rolls.
  Details of a chase are left to individual gamemasters. 
  However, NYPD, Inc. wanted to test its personnel. T ey could 
  actively discourage a large chase (ensuring runners get away) or 
  let them be caught only to release them for lack of evidence 
  (see below).
  Arrested runners could f nd themselves released af er a few 
  days. Any legal items they had are returned (restricted items 
  without licenses and forbidden items are conf scated). Shortly 
  thereaf er, Phoebe calls to thank them for their work (despite get-
  ting caught). If asked about their release, she states that law is a 
  wonderful thing. Evidence disappears all the time. Before hanging 
  up, she pointedly mentions runners should enjoy the freedom ‘her 
  employers’ arranged for them.
  Runners could also fail to complete the job. T is could be 
  from an attack of conscience or because the explosives didn’t work. 
  Whatever the case, Karl is arrested (see T e Payof ), and runners 
  paid of .
  If the runners try to bribe of  cers, the gamemaster should 
  keep social modif ers (p. 131, SR4A) in mind. Of  cers are con-
  sidered suspicious and the outcome is of no value, unless the 
  explosives thef  is known. In that case, the outcome is harmful. In 
  addition, of  cers expect twice the amount of a normal bribe. If the 
  thef  is public, the bribe will need to be ten times normal.
  THE PAYOFF
  SCAN THIS
  Karl contacts the team to pick up their pay. When they arrive, 
  however, they f nd Peace Man instead. Peace Man tells them about 
  Mr. Johnson’s recent arrest, pays them, and suggests they lay low. 
  Runners who dealt with Aztechnology are contacted by Phoebe.
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  16
  LEGWORK
  When a PC gets in touch with a contact, make a Connection 
  + Connection Test for the contact. T e results of this test will 
  determine how many ranks of information the contact knows 
  about the question. (Apply die modif ers to this test based upon 
  relevance of the contact to the subject matter.)  A PC then makes 
  a test of Charisma + Etiquette + Loyalty rating. T e contact will 
  reveal that many levels of information about that topic for free. 
  (Up to the number of hits scored by the contact for that topic.) 
  If the contact knows more, additional information will require a 
  payment to the contact of 50¥ * TR. 
  If the PCs have worked all of their contacts, and are still miss-
  ing important information, they may ask a contact to ask around. 
  If they do so, have the Contact make an extended (Connection + 
  Connection (20 minutes)) Test. Additional information will be 
  available at a cost of 200¥ * TR.
  A Data Search may also be utilized to gather information 
  from the following charts. T ey may only make a number of Data 
  Search + Browse rolls times equal to their dice pool (p.64, SR4A). 
  Hits on this extended test may be substituted per the standard 
  Data Search chart (p.230, SR4A). 
  PEACE MAN
  0. 
  Same to you, ah, Dude.
  1. 
  Charles ‘Peace Man’ Stoddard. He hates the corps and the 
  government in equal measures.
  2. 
  Owns a New-Age shop (Free Your Mind).
  3. 
  Bear Shaman and part-time f xer for Neo-A interests.
  PICKING UP THE PIECES
  MONEY
  Base pay is 2500¥ + (750¥* TR) + (TR x 250¥) per net hit 
  on Negotiations rolls. In addition, the team gets a bonus of (TR x 
  1000¥) if they destroy a caisson.
  Phoebe will pay them another (500¥ x TR) each.
  KARMA
  2 - destroying the bridge (whether or not they lef  evidence 
  for NYPD, Inc.)
  OR
  1 - making the run but failing to destroy the bridge.
  1 - minimizing casualties (gamemaster’s discretion).
  An additional 1-3 points of Karma may be awarded for good 
  role-playing, good sense of humor, or particularly insightful ac-
  tion. T e maximum adventure award for SRM characters who 
  played in this adventure is 6.
  AFFILIATION
  If a PC completes a secondary objective without being as-
  signed it, and is not already af  liated with the corporation that 
  would have assigned it, that corporation will discretely approach 
  the PC at the end of the scenario and make an of er of af  liation 
  with them.
  T e usual pitch mentions that the corporation will want 
  small jobs done on the side with the promise of rewards from the 
  corporation. T e need for secrecy is always emphasized. T ere is 
  no up-front of er, the deal is simply between two free business 
  entities. If the PC agrees, he or she becomes an af  liate for that 
  corporation.
  REPUTATION
  Runners who fail to complete the run, blatantly sell out Mr. 
  Johnson, or kill indiscriminately, earn one point of Notoriety.
  CONTACTS
  Successfully completing the job will earn Peace Man at 
  Loyalty 1 or +1 loyalty (to a maximum of 4) if they already have 
  him as a contact.
  Assisting Phoebe will earn her at Loyalty 1 or +1 loyalty (to 
  a maximum of 4) if they already have her as a contact.
  CORPORATE REWARDS
  Affi liates who received a secondary objective and 
  completed it are given the following reward for their 
  service, according to the corporation or organization 
  to which they are affi liated.
  Ares: Gyromount bracer (as cyberarm gyromount, 
  but straps to arm).
  Aztechnology: Lifestyle is always one level higher 
  than the one for which the affi liate pays.
  Horizon: One free year of DocWagon Gold (non-
  transferable).
  NeoNET: 10 EMP grenades.
  NYPD Inc.: A special license for all weapons, Rating 
  6. Note that Roger Anderson’s name must be in 
  the information given in order to earn this reward.
  Renraku: FN P93 Praetor with Level 2 custom look 
  and personalized grip.
  Saeder-Krupp: 200 rounds APDS ammo of a type of 
  the affi liate’s choice.
  Shiawase: Katana with ceramic/plasteel compo-
  nents (Level 2) and chameleon coating.
  Spinrad: Control rig booster nanoware (Rating 2).
  Neo-Anarchists: Peace Man contact +1 Loyalty rat-
  ing.
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  17
  MR. JOHNSON/KARL GAHLEY
  0. 
  I see your mouth f apping but I don’t see any nuyen.
  1. 
  Karl Gahley?  Owns a small construction company
  2. 
  Been going through some personal problems, I hear.
  3. 
  Got a loved one who is sick, or dying, or something like that.
  4. 
  On top of his personal problems, his business isn’t doing so 
  well either.
  KG CONSTRUCTION INC.
  0. 
  Survey says, “X”
  1. 
  Small company in Brooklyn
  2. 
  Going through some tough times.
  3. 
  Lost out on that Brooklyn Bridge contract f asco a while ago.
  4. 
  Word is, if they don’t get biz and soon, they’re history.
  THE BROOKLYN BRIDGE
  0. 
  You looking to buy, or sell?
  1. 
  Last year Aztechnology was grousing about getting it rebuilt.
  2. 
  T at started a bidding frenzy with every two-bit construction 
  company jumping on board.
  3. 
  Grader Engineering Associates seemed to come out on top. T at 
  is, until the history buf s started their ‘historical architectural 
  landmark’ bellyaching. Now it’s staying where it is until it falls 
  into the river.
  FREE YOUR MIND
  0. 
  Get lost, hippy.
  1. 
  420 Main St. Flushing. Sells crystals and New-Age stuf .
  2. 
  You can also f nd healing telesma there.
  3. 
  Owner sells ‘natural’ drugs (Mushrooms, Marijuana, Peyote, 
  etc.) out of the back.
  4. 
  Neo-anarchists use it as a meeting place.
  INARA INDIAN RESTAURANT
  0. 
  Indian?  Ooh I love me some Laal Maas.
  1. 
  Strictly working-class, mostly repeat business.
  2. 
  A local street gang, the Bastard Saints uses the place in ex-
  change for protection.
  3. 
  Caters to the locals, not really a place for biz (unless it’s a 
  local’s biz).
  THE BASTARD SAINTS
  0. 
  T at some kind of Emo Elf band?
  1. 
  Small-time street gang, dress in vulgarity-inscribed religious 
  garb.
  2. 
  Do a little bit of BTL and gun dealing, but their big biz is 
  protection.
  3. 
  T eir leader, an ork named Lacis was recently killed. No one’s 
  yet stepped into his shoes.
  
  Shadowrun Missions
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  18
  ROGER ANDERSON
  0. 
  Isn’t he a bit-part player in ‘B’- trids?
  1. 
  He’s a typical political hack. Currently serves as a member of 
  the Brooklyn city council.
  2. 
  Chair of the building and planning committee, if memory 
  serves.
  3. 
  Got the job by parading his sick brother in front of the cam-
  eras.
  CAST OF SHADOWS
  CHARLES ‘PEACE MAN’ STODDARD
  Normally relaxed and easygoing, Charles Stoddard f ts the 
  ‘pot-smoking 60’s hippy” stereotype to a “T”. T at is if you are 
  referring to the 2060s. Charles follows Bear, though most who’ve 
  met him say he’s more of a Cub. T at’s apropos, given that he is 
  only 17. He grew up in DC during the August Riots (subsequent 
  to Dunkelzahn’s assassination) and watched as the government 
  and the corps stood by as the UCAS imploded. Charles has par-
  ticipated in every manner of peaceful protest, but soon grew weary 
  of not getting results. At this point, he hates the government and 
  the corps in equal measure. He is willing to let the ends justify the 
  means, if the powers that be will start listening.
  Charles is a young African-American ork who’s just a bit too 
  skinny for his size. He looks (and is) under the inf uence most of 
  the time. He likes tie-dyed and hemp clothing, wears sandals with 
  socks, and has an absolute passion for soy puf s. T e only thing 
  that rattles him is talk about corporations or the government. At 
  those times, his fury boils over very quickly.
  B
  A
  R
  S
  C
  I
  L
  W ESS M INIT IP CM
  5
  2
  2
  4
  3
  2
  2
  4
  6
  4
  4
  1
  10
  Qualities: Magician, Addiction (‘Natural’ Drugs) - Mild
  Active Skills: Conjuring Skill Group 2, Sorcery Skill Group 3,
  Etiquette 2, Negotiation 3, Assensing 3, Astral Combat 2, First 
  Aid 3, Medicine 1
  Knowledge Skills: 20th Century Drug Culture 3, Drug 
  Paraphernalia 3, Neo-Anarchist Philosophy 3, Protest Culture 2
  Spells: Confusion, Heal, Improved Invisibility, Manabolt
  Gear: Commlink (Meta Link with Xim OS), Medkit (Rating 3)
  GRADER ENGINEERING ASSOCIATES
  0. 
  No clue.
  1. 
  T e biggest winner (or rather, loser) in the Brooklyn Bridge 
  f asco.
  2. 
  Course it wasn’t all bad. I heard they got bought out just 
  before the project went in the toilet.
  3. 
  Come to think of it, I’m pretty sure it was Aztechnology that 
  bought them.
  4. 
  Now, they’re sitting pretty, working exclusively on Azzie 
  projects.
  THE BRIDGE’S CONDITION
  0. 
  Its old, what’d ya expect?
  1. 
  Remarkably solid, despite the traf  c and the earthquake.
  2. 
  Most reports say it isn’t going anywhere for quite a while.
  THE BRIDGE’S SECURITY
  0. 
  T ey’re everywhere, just like everything on the island.
  1. 
  Physical, magical, drones, 24-7. It’s tight.
  2. 
  Physical deals with traf  c, magic with astral issues, drones 
  watch underneath.
  3. 
  Despite all this, traf  c in the water is largely ignored.
  4. 
  Largely ignored unless you get with 15 meters of the 
  Manhattan caisson or try to land at the maintenance docks, 
  then you’re hosed.
  MR. JOHNSON/PHOEBE SAUVAGEON
  0. 
  Not a clue, but nice legs though.
  1. 
  Real name’s Phoebe Sauvageon. She’s a corporate Mr. 
  Johnson from the Island.
  2. 
  Reputation as a cold fish. She’s sent a few teams to their 
  deaths.
  3. 
  Like most Mr. Johnsons, she doesn’t mention her af  liation, 
  but it seems her interests and Aztechnology’s coincide an 
  awful lot.
  4. 
  I’ve heard rumors that Sauvageon isn’t real. She’s a personaf x 
  in a pretty package.
  KARL’S PROBLEMS
  0. 
  His problems?  What about mine?  I’ve got this rash, see?  
  Here lemme show it to you.
  1. 
  He seems to have problems on all fronts.
  2. 
  His husband is dying, and his business is in the crapper.
  3. 
  Without insurance, his husband’s illness ate through their 
  savings.
  4. 
  If he doesn’t get a big job soon, he’ll lose everything.
  AZTECHNOLOGY
  0. 
  Blood, Sugar, Sex, Magik. What else you wanna know?
  1. 
  Been keeping a pretty low prof le in the shadows lately.
  2. 
  I hear they’re trying to clean up their image.
  
  Burning Bridges
  BURNING BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  19
  JEFF ANDERSON
  Once upon a time, Jef  Anderson had a promising career 
  in construction. A rigger by trade, he was good at his work. He 
  met the man of his dreams on a job and all seemed right with the 
  world. It didn’t matter that, occasionally, he’d have trouble catch-
  ing his breath. He worked in construction, breathing problems 
  were expected. But when they became more frequent, and woke 
  him in the middle of the night gasping for air, he f nally took him-
  self to the doctor. By then, of course it was too late.
  At this point, Jef  is his illness. He still stands 1.7 m tall, but 
  has shrunk from 113 kg down to an unhealthy 62. He constantly 
  thinks about dying, tries to maintain a positive façade about f ght-
  ing, and doesn’t want others to worry about him. But secretly, he 
  knows he’s already lost. It’s just a matter of time. Seeing how dif-
  f cult this has been on Karl, he doesn’t want to bother him with 
  these thoughts. He just tries to help out when he can, and lets Karl 
  deal with it his own way.
  B
  A
  R
  S
  C
  I
  L
  W ESS INIT IP CM
  2
  2
  4
  2
  2
  2
  3
  2
  5.2 6 (6) 1 (2) 10
  Qualities: Inf rm
  Active Skills: Electronics Skill Group 4, Exotic Ranged 
  Weapon (Laser Welder) 3, Pilot Ground Craf  3, Automotive 
  Mechanic (Anthroform +2) 1, Pilot Anthroform 4
  Knowledge Skills:  Awakened Morbilliviruses 3, Insurance 
  Procedures 3, Medical Staf  Gossip 2, Medical Terminology 3, 
  Hospital Locations 2
  Cyberware: Control Rig, Datajack, Cyber Eyes (Rating 1, with 
  Flare Compensation, Image Link, Protective Covers and Vision 
  Magnif cation)
  Gear: Commlink (Transys Avalon running Novatech Navi)
  KARL GAHLEY
  Karl is a man at the end of his rope. It’s the rope with which 
  he is going hang himself. Earlier in life he had dreams, hopes 
  and aspirations. Damned if he can remember them now, lost as 
  he is trying to save what little is lef . What he doesn’t realize is, 
  it’s already gone. He could spend his time with the husband who 
  will die too soon. Instead, he covers his grief by lashing out at a 
  convenient target.
  Standing 1.86 m tall and weighing 130 kg, Karl is a defeated 
  human. His eyes are hollow and sunken. T ose few times he does 
  sleep, it is f tful. His grief doesn’t allow him to think clearly. He 
  forgets where he is or to whom he is talking to. In his desperation, 
  he won’t realize his mistake until it’s too late. And maybe not even 
  then.
  B
  A
  R
  S
  C
  I
  L
  W ESS INIT IP CM
  3
  2
  2
  3
  3
  2
  4
  3
  5.9
  4
  1
  10
  Qualities: Bad Luck
  Active Skills: Electronics Skill Group 3, Inf uence Skill Group 2, 
  Unarmed Combat 1, Demolitions 5
  Knowledge Skills: Construction Trivia 3, Local Government 
  Politics 3, Union Politics 3, Awakened Morbilliviruses 2
  Cyberware: Datajack
  Gear: Contact Lenses (with Image Link and Vision 
  Magnif cation), Commlink (Renraku Sensai running Renraku 
  Ichi), AR Gloves
  PHOEBE SAUVAGEON
  Evil, soulless, and not even real. Phoebe sold her soul to 
  Aztechnology in exchange for power. T e word on the street is 
  dead on. Phoebe will do anything to get ahead. She agreed to a 
  personaf x chip that makes her an excellent negotiator, psycholo-
  gist, and used-car salesperson T e fact that she f nds she keeps the 
  chip in even of -duty, well, that’s just another small price to pay.
  Phoebe is a stunningly beautiful human woman, the result 
  of millions of nuyen and a mixture of French, Hispanic and 
  Portuguese heritages. She stands 1.72 m and weighs around 56 
  kg. She knows how to show others what she wants them to see. She 
  can be a sex kitten one minute and order the death of her lover the 
  next. Her addiction is not quite bad enough that Aztechnology 
  wants to retire her. But everyone (except Phoebe) knows it’s just 
  a matter of time.
  B
  A
  R
  S
  C
  I
  L
  W ESS INIT IP CM
  2
  2
  2
  2
  6
  4
  3
  3
  5.2
  8
  1
  10
  Qualities: First Impression, Addiction (Moderate, BTLs)
  Active Skills: Inf uence Skill Group 4, Electronics Skill Group 3, 
  Unarmed Combat 1, Perception 4*
  Knowledge Skills: Small Talk 3, Local News 3, NY Sports Scores 
  2
  Bioware: Biosculpting (Severe), Enhanced Pheromone Receptors 
  (Rating 1), Tailored Pheremones (Rating 1)
  Cyberware: Datajack (x2)
  Gear: Personaf x Chip (skills marked * above), Zoé Blouse and 
  Skirt, Commlink (Transys Avalon running Novatech Navi)
  
  Shadowrun Missions
  20
  HANDOUT #1
  DEMOLITION PLANS
  
  21
  Burning Bridges
  KG CONSTRUCTION SECURITY
  All doors and windows have maglocks 
  Back door also has a keylock deadbolt
  Personnel doors are steel
  Vehicle doors are reinforced steel 
  Windows are ballistic glass 
  Walls are plascrete
  Matrix node is obsolete
  Every room has a PanicButton
  Police response averages 20 minutes
  Explosives room has anti-tamper circuits
  Explosives room has Wi-Fi inhibiting paint
  KG CONSTRUCTION
  GROUND LEVEL . . . . 
  Up
  Karl’s 
  Office
  Up
  Up
  Parking Bay
  Front Office
  Explosives 
  Storage
  Computer 
  Room
  SECOND FLOOR . . .
  HANDOUT #2
  
  Shadowrun Missions
  22
  MAP #1
  
  Normally relaxed and easygoing, 
  Charles Stoddard ts the ‘potsmok-
  ing 60’s hippy” stereotype to a “T”. 
  Charles follows Bear, though most 
  who’ve met him say he’s more of a 
  Cub. That’s apropos, given that he’s 
  17. He watched as the government 
  and the corps stood by as the UCAS 
  imploded. 
  Charles has participated in every 
  manner of peaceful protest, but 
  soon grew weary of not getting 
  results. He hates the government 
  and the corps in equal measure and 
  is willing to let the ends justify the 
  means, if the powers that be will 
  start listening.
  Normally relaxed and easygoing, 
  Charles Stoddard ts the ‘potsmok-
  ing 60’s hippy” stereotype to a “T”. 
  Charles follows Bear, though most 
  who’ve met him say he’s more of a 
  Cub. That’s apropos, given that he’s 
  17. He watched as the government 
  and the corps stood by as the UCAS 
  imploded. 
  Charles has participated in every 
  manner of peaceful protest, but 
  soon grew weary of not getting 
  results. He hates the government 
  and the corps in equal measure and 
  is willing to let the ends justify the 
  means, if the powers that be will 
  start listening.
  Normally relaxed and easygoing, 
  Charles Stoddard ts the ‘potsmok-
  ing 60’s hippy” stereotype to a “T”. 
  Charles follows Bear, though most 
  who’ve met him say he’s more of a 
  Cub. That’s apropos, given that he’s 
  17. He watched as the government 
  and the corps stood by as the UCAS 
  imploded. 
  Charles has participated in every 
  manner of peaceful protest, but 
  soon grew weary of not getting 
  results. He hates the government 
  and the corps in equal measure and 
  is willing to let the ends justify the 
  means, if the powers that be will 
  start listening.
  Peace Man
  Fixer
  Male Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M IP
  ? 
  ? 
  ? 
  ? 
  3 
  2 
  2 
  4 
  4 1
  Key Active Skills: Etiquette 2, 
  Negotiation 3, Assensing 3, Conjuring 
  3, Sorcery 2
  Knowledge Skills: Neo-Anarchist 
  Philosophy 3, Protest Culture 2; 20th 
  Century Drug Culture 3
  Uses: Jobs, Neo-Anarchist activities, 
  Buying and Fencing gear
  Places to Meet: Head shops, Neo-
  Anarchist clubs, Natural foods 
  restaurants
  Contact: Commlink
  Peace Man
  Fixer
  Male Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M IP
  ? 
  ? 
  ? 
  ? 
  3 
  2 
  2 
  4 
  4 1
  Key Active Skills: Etiquette 2, 
  Negotiation 3, Assensing 3, Conjuring 
  3, Sorcery 2
  Knowledge Skills: Neo-Anarchist 
  Philosophy 3, Protest Culture 2; 20th 
  Century Drug Culture 3
  Uses: Jobs, Neo-Anarchist activities, 
  Buying and Fencing gear
  Places to Meet: Head shops, Neo-
  Anarchist clubs, Natural foods 
  restaurants
  Contact: Commlink
  Peace Man
  Fixer
  Male Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  M IP
  ? 
  ? 
  ? 
  ? 
  3 
  2 
  2 
  4 
  4 1
  Key Active Skills: Etiquette 2, 
  Negotiation 3, Assensing 3, Conjuring 
  3, Sorcery 2
  Knowledge Skills: Neo-Anarchist 
  Philosophy 3, Protest Culture 2; 20th 
  Century Drug Culture 3
  Uses: Jobs, Neo-Anarchist activities, 
  Buying and Fencing gear
  Places to Meet: Head shops, Neo-
  Anarchist clubs, Natural foods 
  restaurants
  Contact: Commlink
  
  Evil, soulless, and not even 
  real. Phoebe sold her soul to 
  Aztechnology in exchange 
  for power. The word on the 
  street is dead on. Phoebe will 
  do anything to get ahead. She 
  agreed to a personafix chip 
  that makes her an excellent 
  negotiator, psychologist, and 
  used-car salesperson. The 
  fact that she finds she keeps 
  the chip in even off-duty, well, 
  that’s just another small price 
  to pay.
  Evil, soulless, and not even 
  real. Phoebe sold her soul to 
  Aztechnology in exchange 
  for power. The word on the 
  street is dead on. Phoebe will 
  do anything to get ahead. She 
  agreed to a personafix chip 
  that makes her an excellent 
  negotiator, psychologist, and 
  used-car salesperson. The 
  fact that she finds she keeps 
  the chip in even off-duty, well, 
  that’s just another small price 
  to pay.
  Evil, soulless, and not even 
  real. Phoebe sold her soul to 
  Aztechnology in exchange 
  for power. The word on the 
  street is dead on. Phoebe will 
  do anything to get ahead. She 
  agreed to a personafix chip 
  that makes her an excellent 
  negotiator, psychologist, and 
  used-car salesperson. The 
  fact that she finds she keeps 
  the chip in even off-duty, well, 
  that’s just another small price 
  to pay.
  Phoebe Sauvageon
  Ms. Johnson
  Female Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  6 
  4 
  3 
  3 
  1
  Key Active Skills: Influence Group 4, 
  Electronics 3, Perception (Visual +2) 4
  Knowledge Skills: Small Talk 3, Local 
  NY News 3, New York Sports Teams 2, 
  Aztechnology Procedures 5
  Uses: Corporate Rumors, Aztechnology 
  Interests
  Places to Meet: Anywhere
  Contact: Commlink
  Phoebe Sauvageon
  Ms. Johnson
  Female Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  6 
  4 
  3 
  3 
  1
  Key Active Skills: Influence Group 4, 
  Electronics 3, Perception (Visual +2) 4
  Knowledge Skills: Small Talk 3, Local 
  NY News 3, New York Sports Teams 2, 
  Aztechnology Procedures 5
  Uses: Corporate Rumors, Aztechnology 
  Interests
  Places to Meet: Anywhere
  Contact: Commlink
  Phoebe Sauvageon
  Ms. Johnson
  Female Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  6 
  4 
  3 
  3 
  1
  Key Active Skills: Influence Group 4, 
  Electronics 3, Perception (Visual +2) 4
  Knowledge Skills: Small Talk 3, Local 
  NY News 3, New York Sports Teams 2, 
  Aztechnology Procedures 5
  Uses: Corporate Rumors, Aztechnology 
  Interests
  Places to Meet: Anywhere
  Contact: Commlink
  
  DEBRIEFING LOG . . . . .
  PERSONAL INFO
  REPUTATION
  NUYEN
  KARMA
  ADVANCEMENT
  AFFILIATIONS
  TEAM MEMBERS
  MISSION RESULTS
  SYNOPSIS
  TABLE LEVEL
  VALIDATION
  CONTACTS/SPECIAL ITEMS GAINED OR LOST
  Previous Available ______¥
  Earned 
   
  ______¥
  Spent  
   
  ______¥
  Remaining 
   
  ______Y
  GM’s Name
  ________________________
  GM’s Signature
  ________________________
  Previous Available ______
  Earned 
   
  ______
  Spent  
   
  ______
  Remaining Available______
  New Career Total 
  ______
  Street Cred  
  ______
  Notoriety 
   
  ______
  Public Awareness 
  ______
  o Peace Man
  o Phoebe Sauvageon
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  o Ares Macrotechnology
  o Aztechnology
  o Horizon Corporation
  o NeoNET
  o Prometheus Engineering
  o Renraku Computer Systems
  o Saeder-Krupp
  o Shiawase Industries
  o TransOrbital
  o Neo-Anarchists
  Character Improvement 
  Karma Cost
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  SRM03-03 Burning Bridges
  The voice on the other end of the comm sounded 
  desperate. The kind that pays well. Then he 
  asked, “How much do you know about demoli-
  tions?”
  The Brooklyn Bridge
  	
  o was unaffected
  	
  o suffered cosmetic damages.
  	
  o was badly damaged.
  	
  o was completely destroyed.
  Other Notes on Reverse o
  PLAYER________________________  DATE___/___/___ 
  CHARACTER______________  LOCATION____________
  o 1. GREEN
  o 2. STREETWISE
  o 3. PROFESSIONAL
  o 4. VETERAN
  o 5. ELITE
  o 6. PRIME
  
  CALENDAR . . . . . . . . . . . .
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  FREE WEEK
  FREE WEEK
  JANUARY
  FEBRUARY
  MARCH
  APRIL
  MAY
  JUNE
  © 2009 WizKids Inc. Shadowrun® is a Registered Trademark of WizKids Inc. in the United States and/or other countries. Permission given to photocopy for personal use.
  PLAYER ____________________________________ CHARACTER _______________________________
  
  CALENDAR . . . . . . . . . . . .
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  WEEK ONE
  WEEK FOUR
  WEEK THREE
  WEEK TWO
  FREE WEEK
  FREE WEEK
  JULY
  AUGUST
  SEPTEMBER
  OCTOBER
  NOVEMBER
  DECEMBER
  © 2009 WizKids Inc. Shadowrun® is a Registered Trademark of WizKids Inc. in the United States and/or other countries. Permission given to photocopy for personal use.
  PLAYER ____________________________________ CHARACTER _______________________________
  
SOURCE: textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - Burning Bridges {FanProSRM0303}.pdf