TEXT: SRM3-00 READY, SET, GOGH CREDITS
  Writing
  Adam Large
  Art
  John Zeleznik, Cullen Erbacher, Patrick 
  Sullivan
  Shadowrun Missions Logo
  Andy Coen
  Maps
  Adam Large
  Shadowrun Missions Coordinators
  Stephen McQuillan, Aaron Pavao
  Shadowrun eBook Development
  John Dunn
  Copyright© 2009 WizKids Inc. All Rights Reserved. 
  Shadowrun, Everyone’s Your Friend, 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.
  Catalyst Game Labs, 
  an imprint of InMediaRes Productions, LLC 
  PMB 202 • 303 - 91st Ave. NE, G-701
  Lake Stevens, WA 98258
  Find us online
  info@shadowrun4.com
  (Shadowrun questions; 
  please check the website FAQ fi rst!)
  http://www.shadowrun4.com
   
  (offi  cial Shadowrun website)
  http://www.holostreets.com
   
  (subscription Shadowrun website)
  http://www.catalystgamelabs.com
   
  (Catalyst Game Labs website)
  http://www.catalystgamelabs.com/catalog 
   
  (online Catalyst/Shadowrun store)
  SRM3-01: Ready, Set, Gogh
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  2
  INTRODUCTION
  SRM03-01 Ready, Set, Gogh 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
  SRM03-01 Ready, Set, Gogh 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
  SRM03-01 Ready, Set, Gogh consists of several scenes. Th 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 Th 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 Th 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 diff erent means or under diff 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 off 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 off 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 diff 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’ 
  Debriefi ng Logs. (Make sure that you have enough copies of the 
  Debriefi ng Log for this adventure to give one copy to each player 
  aft er running the adventure.) Th is section off ers some guidelines 
  you may fi nd useful in preparing to run SRM03-01 Ready, Set, 
  Gogh (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. Th at way, 
  if something diff erent happens, you won’t be caught off  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 Debriefi 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 Debriefi 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 diff 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 (SR4). Standard rules such as success 
  tests, the Rules of One and Six, and other common mechanics are 
  described in SR4 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 fl 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. 
  Th 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.
  Th 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. Th e scenes and NPC descriptions off er tips on 
  adjusting the NPCs to suit the abilities of the characters in your 
  
  Ready, Set, Gogh
  Ready, Set, Gogh
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  3
  group. To adjust the power level of an NPC, refer to the Prime 
  Runner Creation and Advancement Table (p.277, SR4). 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 diffi  culty of an adven-
  ture so that it is appropriate to the characters playing it. Th 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 diffi  culty. Explain 
  to the players that as the diffi  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
  Th rough the course of a scenario, a PC may become affi  liated 
  with one or more of the corporations that make up the board of 
  the Manhattan Development Corporation. If an unaffi  liated PC 
  completes a secondary objective (see Corporate Interests), even 
  accidentally, then he gets an off er to affi  liate instead of the reward. 
  Affi  liates are not become full-fl 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.
  Affi  liations are supposed to be kept secret, in keeping the 
  theme of espionage, so the players of affi  liated characters should be 
  notifi 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 affi  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 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 affi  liation to become known, or 
  deliberately works against the affi  liated corporation’s secondary 
  objective, the GM should make a Public Awareness Test against 
  the affi  liate near the end of the adventure, just before the fi nal 
  scene. Th e threshold for the test and the possible consequences 
  are given on the Affi  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 affi  liate.
  Afﬁ liation Betrayal
  Affi  liate Action
  Public Awareness 
  Th reshold
  Consequence
  Affi  liate drops hints about his affi  liation.
  3
  Corporate reward withheld, even if secondary objective 
  is successful.
  Affi  liate reveals his affi  liation, even to other 
  affi  liates of the same corp.
  2
  As above, plus affi  liation revoked, +1 Notoriety, -1 Street 
  Cred.
  Affi  liate deliberately prevents the comple-
  tion of affi  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-)affi  li-
  ate during the fi 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
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  A Note on Commlinks
  In SR4, commlinks have become a universal appliance. 
  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). Th ese commlinks will not contain any 
  valuable paydata.
  Paperwork
  Aft er running a Shadowrun Missions adventure, there are 
  several important pieces of paperwork that need to be fi lled out.
  Th e fi rst is to make certain to distribute a copy of the ad-
  venture’s Debriefi ng Log to each player. As the GM, please make 
  certain to fi ll this out and sign off  on it for each character. In the 
  interests of time, you may have each player fi ll out the sections, 
  with appropriate values that you give them. Please consider the 
  PCs actions in the scenario when providing Reputation modifi ers, 
  per those rules (pp.257-8, SR4).
  Th 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. 
  Th e calendar is used to track the character’s monthly lifestyle ex-
  penses, adventures, and their downtime exploits.
  Finally, please fi ll out the Event Summary report and e-mail 
  it to the campaign coordinator at missions@shadowrun4.com or 
  use the web reporting form available at http://www.shadowrun4.
  com/missions. Future adventures will refl ect the outcome of this 
  one. Without GM feedback, the PCs’ exploits will be unable to 
  aff ect the campaign.
  PLOT SYNOPSIS
  Th e runners are hired by Mr. Gary Deltona to steal a trans-
  genic artwork called Starry Night, from the Museum of Modern 
  Art and deliver it to a location. It’s a bold and ambitious undertak-
  ing. Give the runners enough rope and a few days time to fi gure 
  out how to steal the artwork which is a large aquarium.
  On successful pickup and delivery of said piece, the runners 
  are approached by a diff erent Mr. Johnson. Th is Mr. Johnson is 
  Mr. Hong, head of security for the corporation that employs Mr. 
  Deltona. Mr. Deltona is an important asset to the company, yet 
  his eccentricities, such as this event would be damaging to the 
  company if known.
  Th is problem must be fi xed and Mr. Deltona punished dis-
  creetly to save face for Horizon, Mr. Deltona, and Mr. Hong.
  Mr. Hong wants the runners to steal back Starry Night as 
  well as take two other specifi c pieces of transgenic art from Mr. 
  Deltona’s collection as punishment. Th e specifi c pieces are not the 
  most valuable of his collection, but are selected for other reasons 
  to bring Mr. Deltona to heel without breaking him. Th e runners 
  are to return Starry Night to a specifi c location, or deliver it in a 
  fashion that the Museum or police can pick it up. Th e two other 
  pieces are to be anonymously donated to charitable establishments.
  If successful, everybody saves face. Horizon will not be asso-
  ciated with the theft . Mr. Deltona will not be associated with the 
  theft  but will be knocked down a peg or two by his own loss. Th e 
  ‘runners gain some corporate rep and possible affi  liation in the deal.
  CORPORATE INTERESTS
  The following are the secondary objectives 
  for affiliates of each organization. Unless other-
  wise noted, a PC’s secondary objective(s) will be 
  delivered after the team has agreed to take the 
  job offered in Priming. 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.
  Ares: Take out some NYPD, Inc. personnel or property.
  Aztechnology: Get tissue samples from at least 
  three different works of transgenic art and drop 
  them off at the Eleemosynary Children’s Clinic.
  Horizon: Assist Ieto Hong without question, and do 
  everything he asks without any setbacks or snafus.
  NeoNET: Get some dirt on Mr. Johnson and send it 
  to NeoNET.
  NYPD Inc.: Start a ﬁ ght with security forces (not 
  NYPD, Inc.) at the Museum or Deltona’s penthouse.
  Renraku: Gain Admin access on the nodes of the 
  Marquee, the Museum, and Deltona’s penthouse 
  without being detected. Note that this is not an 
  objective, but merely something that will at-
  tract the attention of the corporation. Renraku 
  affiliates will not be informed of this secondary 
  objective, but will still be eligible for this reward.
  Saeder-Krupp: Use Social skills to get into the 
  Museum or Deltona’s penthouse. Note that this 
  is not an objective, but merely something that 
  will attract the attention of the corporation. 
  Saeder-Krupp affiliates will not be informed of 
  this secondary objective, but will still be eligible 
  for this reward.
  Shiawase: Convince the team to give—somehow—to 
  the Eleemosynary Children’s Clinic non-profit, 
  should the opportunity arise.
  Spinrad: Acquire a stealth RFID tag and attach it 
  to the Starry Night transgenic artwork.
  Neo-Anarchists: Have no other affiliation, plus 
  get NYPD, Inc. to be called to the Museum and 
  escape before they can arrive.
  
  Ready, Set, Gogh
  Ready, Set, Gogh
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  5
  haired gentleman dressed in a Zoé suit, with fi ve men in dark suits 
  within one to two meters from him. Th e Security team is also dress 
  nicely in this club (see Cast of Shadows for Men in Black).
  At the booth are three gorgeous women who are drinking 
  and talking amongst themselves. When the runners arrive, they 
  giggle and head toward the dance fl oor. Mr. Johnson tries to raise 
  his voice above the music, but fails, and instead motions the run-
  ners to join him. He sets a small device on the table. It’s a private 
  chatroom node (DR 4, but Signal 0) with short-range connectiv-
  ity. He also has a set of trodes for runners that don’t have their own. 
  Th e node requests that they join the meeting.
  When logged in, Mr. Johnson apologizes for this. While he 
  could bring the meeting downstairs, this is more private and he 
  can’t leave the ladies. Aft er that he goes into business:
  He’s looking to acquire a large living target that he expects 
  the runners to pick up intact and still alive. Th e payment is 4,000¥ 
  (+1,000 * TR) per person with 2,000¥ up front.
  At this point, the meeting is interrupted by one of the women 
  bringing a fruity drink to Mr. Johnson and him giving her a cred-
  stick that she looks at with confusion and disdain.
  He continues that the timeframe is one week, the sooner the 
  better. Negotiations on the price are interrupted twice. First by a 
  waiter taking drink orders, then by dancers from the fl oor bump-
  ing into the runners at the end of the booth. Th eir grinding and 
  fl irting causes a -1 distraction penalty to negotiations for everyone. 
  Each net hit will raise the price (250¥ * TR) to a maximum of 5 
  net hits per team of which up to 4,000¥ is up front.
  Once an agreement is reached, Mr. Johnson tells them that 
  the target is “Starry Night” at the Museum of Modern Art. A 
  Virtual image of “Starry Night” appears in the node. Mr. Johnson 
  will clarify, as he shows the image, that he wants the transgenic 
  artwork, not Van Gogh’s painting. Mr. Johnson will give them a 
  number to call and arrange the delivery to a specifi c location.
  If the runners want to do legwork on Mr. Johnson, they can 
  do a photo match on him (Data Search+Browse (2)) to identify 
  Mr. Johnson as Gary Deltona.
  NODE: Marquee
  Sculpting: Same as interior of the Marquee.
  Authentication:
  Nodes 1: AccessID
  Privileges: Standard.
  Attributes:
  Node 1: Firewall 3 Response 3 Signal 2 System 3
  Spiders: On-Site, Part-time spider (Cast of Shadows for 
  Fashion Offi  cer)
  IC: NONE
  Resident Programs: Analyze 3
  ARC: Scramble spider
  Th e Marquee Node is a simple system to manage orders, sched-
  ules, and music. Th e security of the Marquee (Cameras (DR: 2), 
  Maglocks, etc) are retrofi tted to the hardwire that already existed 
  in the building.
  DEBUGGING
  Th e Marquee has a minimum dress code requirement of suit 
  or dress, the more expensive the better. Th e Bouncers (Cast of 
  THE CANVAS
  SCAN THIS
  Th e fi rst Job in Manhattan. While the job is routine, the 
  environment is new.
  TELL IT TO THEM STRAIGHT
  Your commlink chirps loud enough to get your attention that 
  it’s 7PM. Along with the alarm you notice that your fi xer left  you 
  a message. Apparently he has a job for you, or at least the mes-
  sage header says to meet Mr. Johnson at the Marquee Nightclub 
  at 8PM. Th at’s in Manhattan, and you think over how important 
  it is to blend in, behave yourself, and stay under the radar while 
  you are there.
  BEHIND THE SCENES
  Th e message gives the location of the Marquee Nightclub 
  (289 Tenth Ave. between 26th and 27th street) and that the name 
  on the reservation is Vincent. It mentions to look for the man in 
  the wide-brimmed hat. Th e message is accompanied by a seven-
  day temporary tourist pass into the island, good from the moment 
  it is received.
  Th e Marquee is in Manhattan. Th e characters will be subject 
  to normal ID screens when entering the island, unless they have a 
  means of smuggling themselves on or begin there.
  DEBUGGING
  If the runners don’t have a fi xer, then the message will be auto 
  relayed by an agent on a shadow node. It’s not the best way to fi nd 
  work (like putting yourself in the want ads), but it’s anonymous.
  PRIMING
  SCAN THIS
  Runners are invited to an upscale club for business. Th e club 
  is very posh with a restrictive dress code. Mr. Johnson doesn’t 
  mind mixing business with pleasure, as the meeting gets inter-
  rupted several times. Very unprofessional, but the time and money 
  for the job are well portioned.
  TELL IT TO THEM STRAIGHT
  The Marquee glows with light reflecting from brass and 
  polished wood. Th e entrance is more of a gentleman’s club; bar, 
  booths etc, yet it can’t contain the reverberating beat of the music 
  up the stairs and beyond the curtain. Th e clientele is well dressed 
  with some sweet bling. Even the Ork bouncers at the front door 
  wear Berwick line of clothing.
  BEHIND THE SCENES
  Th e club is rocking. Aft er getting past the bouncers, the run-
  ners will be seen by the maitre d’. He asks you for the name on 
  the reservation. Th e runners are escorted up the stairs and beyond 
  the curtain. An outrageous party is going on in the center, while 
  the surrounding area has many booths. Th e runners are lead to 
  a booth, where a man with an incredibly wide-brimmed hat sits. 
  Mr. Johnson (see Gary Deltona in Cast of Shadows) is a blonde 
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  6
  BEHIND THE SCENES
  Museum Security
  General Note: Security is not as tight as corporate security. 
  Th ings are old, established, and public. Maps to the museum are 
  available to the public freely (see Handout #1) along with a menu 
  to the restaurant and a gift  shop catalog. All the artworks are in-
  sured. Th e museum assumes that Corporations who insured the 
  pieces can go aft er the thieves. However, security is still profes-
  sional and NYPD will be alerted if trouble occurs. (See Map #1 
  and Map #2 for maps of the fi rst and fi ft h fl oors.)
  Th e gift  shops close at 5PM, and then the restaurant closes at 
  6PM. Th is gives security ample time to secure those rooms before 
  the museum closes at 7PM.
  Th ere are two groups of three security guards for each fl oor. 
  One is mobile, circling the fl oor. Th e other is fi xed in the middle 
  (for the 5th fl oor, the three stationary guards are separate in rooms 
  (3,6 & 9)). By night, only the mobile groups are present with a 
  security spider (Cast of Shadows)
  In the evening, a pair of blimp drones hovers in the open 
  space moving up and down between fl oors.
  Renraku HoverDrone
  H 
  Accel 
  Speed 
  P 
  B 
  A 
  S
  -3 
  5/10 
  25 
  3 
  3 
  2 
  3
  Soft ware: ClearSight 3, Heavy Weapons 2
  Upgrades: Lighter than Air, Weapon Mount (Normal, Flexible, 
  Remote)
  Weapon: Ares Antioch-2 with 4 CS grenades and 4 Neuro Stun 
  Grenades
  • 
  Cameras abound on every fl oor. All process visual, low light, 
  and thermal. Th e 5th fl oor has TR+6 cameras (DR: 3).
  • 
  Th ere are motion sensors attached to every artwork to know 
  if it moved as well as wires to keep it fi xed to the walls or fl oor.
  • 
  Interior doors are maglock (DR: TR+2), while the exterior 
  doors are maglock (DR: TR+3).
  • 
  Astrally, the living art walls are dual natured. Th is is not part 
  of security, it’s a large piece called Wall Flower
  • 
  A watcher spirit fl itters around as an on-site mage security 
  offi  cer (Cast of Shadows) supports the security offi  cers. He 
  has two bound spirit of Man (Force 4 and Force 5) on hand 
  each with 4 services.
  Table Rating Changes
  TR 2: Increase the Security Team size by 1.
  TR 3-4: As above, plus add a second security mage. Add off -site 
  Spider. Give the security guards reaction enhancers 2.
  TR 5+: As above, plus upgrade one Security team to Wired 
  Refl exes Rating 2.
  NODE: Museum of Modern Art
  Sculpting: A simple museum layout
  Hardware: Transys NeoNexus, Processor Limit 20, Persona Limit 10
  Authentication: AccessID
  Privileges: Standard.
  Attributes: Firewall 4 Response 4 Signal 4 System 4
  Spiders: Professional Spider (Rating 3) (Cast of Shadows)
  Shadows) at the door are connected via commlink to a “Fashion” 
  offi  cer (Cast of Shadows) to fl ag who’s allowed in or not. Th is 
  includes the person’s security. If the Runners come dressed prop-
  erly, there’s no issue and the Bouncers allow them to pass to talk 
  to the maitre d’.
  In this part of town, combat is not pretty and if the Runners 
  fight the bouncers, NYPD will arrive in 1 minute (Cast of 
  Shadows).
  If one of the PCs decides to hack the short-range node, there 
  won’t be anything to fi nd. It’s essentially just an empty node, with 
  a few minor security measures.
  POSITIVE SPACE
  SCAN THIS
  Th e runners implement their plan to steal “Starry Night” 
  from the Museum of Modern Art. Th is scene breaks down the 
  security of the museum. Th e target is a 73cm x 92cm by 20cm, 135 
  liter (approximately 150 kg) aquarium full of fi sh.
  TELL IT TO THEM STRAIGHT
  Arriving at the museum, you fi nd six fl oors of artwork sur-
  rounded by walking tourists, security guards, cameras, and sensors. 
  While selling any of the pieces could keep you well fed, it will 
  be hotter than the sun without a deal lined-up in advance with 
  someone like Mr. Johnson. Security is a lot like any corp. Th ere’s 
  lots of open space to move around and hide in. Escalators lead up 
  and down to each of the fl oors. Th ere’s an open space from the 
  second fl oor up to the 6th. On the 5th fl oor is space dedicated to 
  Living Art (Room 7). Here there are several classic pieces such 
  as Genesis, The Eighth Day, and Specimen of Secrecy about 
  Marvelous Discoveries, still surviving aft er 70 years. Th ere are also 
  some newer pieces from the School of Eduardo Kac, the renowned 
  transgenic artist, toward the center of the fl oor. Th ese include Th e 
  Magic Bean, Perpendicular Evolution, and Starry Night, which 
  happens to be an aquarium of strangely patterned fi sh.
  TRANSGENIC ART
  Some the other art work in the exhibit.
  Magic Bean: Some type of bean plant that has a 
  stronger astral presence than it’s physical one 
  (little sprout compared to the meter tall astral 
  sprout).
  Perpendicular Evolution: Smaller aquarium of angel 
  ﬁ sh with one side with a horizontal black stripe 
  and the other size has a vertical black stripe.
  Specimen of Secrecy about Marvelous Discoveries: 
  Series of paintings made with anaerobic organisms 
  which continuously change with the environment.
  Genesis, The Eighth Day: a small ecosystem showing 
  the beginnings of transgenic art with organisms 
  with the transplanted green ﬂ uorescent protein.
  Wall Flower: Wallpaper coated with several dual 
  natured fungi and lichen creating colorful patterns 
  on the astral plane.
  
  Ready, Set, Gogh
  Ready, Set, Gogh
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  IC: Two intrusion countermeasure agents (Rating TR+2) are pa-
  trolling the nodes running Attack and Sealth (Rating TR+2), 
  disguised as part of the artwork iconography. Th ey activate if 
  commanded by a security rigger or if a honey pot is accessed. 
  Th ere are TR+1 honey pots, disguised as control nodes for 
  launching gas weapons.
  Resident Programs: Analyze 4
  ARC: Launch IC
  The Target:
  Starry Night is a transgenic art piece by Hanso Mach, from 
  the school of Edwardo Kac. It’s an aquarium of transgenic and 
  engineered fi sh with colors and patterns similar to those found 
  in the painting by Vincent Van Gogh. As the fi sh move through 
  the puzzle, little portions of the picture can be seen to move with 
  them, occasionally aligning to form a larger part of the image. A 
  trideo image shows the anesthetized fi sh laid out in the correct 
  place, copying the painting’s specifi c features and forming the 
  painting before being placed in the tank.
  It’s a a 73cm x 92cm by 20cm, 135 liter (approximately 
  135 kg) aquarium full of fi sh. Th e fi sh vary in size from small plate 
  sized angelfi sh and goldfi sh, to schools of thin zebrafi sh. In all, 
  there are 20 large fi sh representing the majority of the features of 
  the painting (Blue/gold Swirls) or brush strokes. Th e tank con-
  tains a three dimensional model of the village and black shape to 
  complete the piece. Th e tank glass has a Barrier Rating 5, Armor 2. 
  Th ere’s roughly another 5 kgs of plastic ground cover, pump and 
  fi lter equipment
  DEBUGGING
  If the museum alerts the police, NYPD, Inc. will arrive in 5 
  minutes. Th ere will be TR+4 police offi  cers (Cast of Shadows). 
  At TR of 4 or greater, add a NYPD, Inc Mage Support and a 
  NYPD, Inc Rigger with drones (Cast of Shadows).
  SECURITY GUARDS
  Body 4
  Agility 4
  Reaction 4 (5)
  Strength 4
  Charisma 3
  Intuition 4
  Logic 4
  Willpower 4
  Magic —
  Initiative 9
  Initiative Passes 2
  Armor B/I 8/6
  Unarmed 3, Pistols 4, Dodge 3
  Ares Predator D 5P, AP -1, M SA, RC –
  SECURITY SPIDER
  Body 3
  Agility 2
  Reaction 3
  Strength 2
  Charisma 3
  Intuition 4
  Logic 4
  Willpower 3
  Magic —
  Initiative 7
  Initiative Passes 1
  Armor B/I 6/4
  Cybercombat 4, Hacking 2, Dodge 4
  Analyze 4, Armor 4, Attack 3, Blackout 3, Biofeedback 
  Filter 4, Scan 3, Track 4
  SECURITY MAGE
  Body 3
  Agility 4
  Reaction 3
  Strength 4
  Charisma 5
  Intuition 4
  Logic 3
  Willpower 4
  Magic 5
  Initiative 7
  Initiative Passes 1
  Armor B/I 6/4
  Sorcery 4, Pistols 4, Dodge 3
  Stun Bolt, Stun Ball, Detect Gun 
  Ares Predator D 5P, AP -1, M SA, RC –
  Condition
   
  Monitor 
  Track
  unconcious
  1
  2
  3
  4
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  unconcious
  Condition
   
  Monitor 
  Track
  Condition
   
  Monitor 
  Track
  unconcious
  unconcious
  SM
  SS
  MOVING THE FISH
  While the runners should be able to ﬁ gure out 
  how to get into the building (Maps of the museum 
  are available on the matrix as well as the restaurant), 
  they may have difﬁ culty in ﬁ guring out how to se-
  cure the ﬁ sh. If they watch the trideo, they should 
  see that there’s a water soluble anesthesia that was 
  used on the ﬁ sh to place them in the correct order 
  for Starry night. A Medical Contact (Street doc; Doc 
  Wagon; etc) can get a dose for the runners for 250¥.
  Bagging individual ﬁ sh or carrying them on their 
  person in a container is possible. Runners carrying 
  them risk breaking them if they get into a ﬁ reﬁ ght. 
  If combat does occur, at any time someone who has 
  been targeted during a pass rolls a glitch, roll an 
  Armor Test (2). If failed, a container was damaged 
  and is leaking. In 5 minutes, the runner with have a 
  dead ﬁ sh. On a critical glitch, one of the ﬁ sh took a 
  direct hit and is dead.
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  • Nanites to stabilize the smaller fi sh.
  • A mechanic ready to inspect and repair the tank.
  Mr. Johnson will hover over the physicians as they do their 
  job. Once complete, he will pay the runners. Th e amount he’ll pay 
  depends upon the condition of the fi sh.
   He’ll be furious if he fi nds more than half of the fi sh dead 
  or dying and will tell them, “I could have gone to the fi sh market if 
  I wanted fucking sushi.”
  If they don’t bring the tank, or the tank is badly damaged, 
  he’ll also be mad, telling the runners, “Th e payment was for the 
  whole art piece, not just some damn mutant fi sh!”
  Price will be reduced by 10% if there are some injuries to the 
  fi sh, 25% if more than half of the fi sh are injured or dead. Another 
  25% if the tank is missing or damaged. He won’t negotiate. Given 
  the time and money he gave them, he expected better.
  Regardless of the price, Mr. Johnson gives them a certifi ed 
  credstick with the payment and walks back to the limo with the 
  men in suits. Th e vets load up the van and follow him.
  DEBUGGING
  If the runners attempt violence to get all the money, Mr. 
  Johnson will give it to them. However, this will result in an in-
  crease in Notoriety in Picking Up the Pieces.
  ALLA PRIMA
  SCAN THIS
  Delivery and reception of “Starry Night” is scrutinized by 
  several of Mr. Johnson’s people. Presentation and the time invested 
  in making sure that the artwork was delivered safely in one piece 
  will determine Mr. Johnson’s reaction to the runners and any 
  changes in fi nal payment.
  TELL IT TO THEM STRAIGHT
  You make the call and are given instructions to bring it to East 
  5th Street by the tunnel. Racing over there with the hot fi sh, you 
  fi rst see a limo parked on the side. Closer to the tunnel, about 12 
  meters from the limo is a grey van. Behind the van are two men in 
  normal clothes. One is carrying a black bag. Near these men are 
  three of Mr. Johnson’s goons.
  BEHIND THE SCENES
  Th e Plain-clothes men are veterinarians waiting to inspect 
  the fi sh. Th e bag contains a medkit specifi cally designed for fi sh. 
  Mr. Johnson’s ‘Goons’ are the same security at the meet (Cast of 
  Shadows for Men in Black) When the runners arrive and start 
  bringing out the target, Mr. Johnson will exit the limo and walk 
  towards them. Th e vets will open up the back of the van.
  Th ey don’t know what to expect the condition of the target 
  to be in, so in the van they have:
  • Small tanks ready to hold the fi sh.
  • A drone surgeon for injuries to the larger fi sh.
  
  Ready, Set, Gogh
  Ready, Set, Gogh
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  9
  Th e Tribble is a furry thing in a glass tray on a stand with medical 
  equipment housed in the stand. He will not be home until much 
  later. I expect to hear a report of the break-in from my two men 
  working security this evening.”
  If the Runners question how to return Starry Night to the 
  museum (or need help), he’ll help them by off ering to make an 
  anonymous tip to NYPD, Inc.
  DEBUGGING
  If the runners refuse to pull over or tell him no, he’ll reply 
  over the commlink (if still on the commlink), “What do you have 
  to lose? Understandably you’re new to Manhattan and this meet-
  ing would be benefi cial to you knowing who’s on the island.”
  If the PCs go on the off ensive, Fense defends them from 
  magical attacks, and the car will retreat. If the PCs pursue Ieto and 
  continue to attack, Ieto will contact the NYPD of the attack on 
  him and police will intercept his position (See Cast of Shadows).
  Negotiations are diffi  cult at best. While the runners can use 
  their knowledge of who has Starry Night as leverage, Mr. Hong 
  can use video footage of the runners delivering Starry Night. Th is 
  would be a Lose/Lose Situation for the Runners and Mr. Johnson. 
  Alternatively Mr. Hong proposes that since they look new to working 
  in Manhattan, he can off er them one of two things for doing this job,
  “I’ve repossessed a modest place from some undesirables. I can 
  keep it off  the books for a while unless we continue to do busi-
  ness. But that can wait for later negotiations.” (See Brownstone 
  Reward in Picking up the Pieces)
  “Th e undesirables have no need of the ID forgeries anymore. 
  I don’t like to waste such craft smanship. A little work and they 
  could be usable again.” (See ID Package Reward in Picking up 
  the Pieces)
  NOTAN
  SCAN THIS
  Th e runners are left  with the challenge of additional art theft s. 
  Security is lighter in this scene, but still it’s a pain in the butt to 
  move the fi sh and the tank.
  TELL IT TO THEM STRAIGHT
  Th e Downtown penthouse is pretty nice way up there on the 
  50th fl oor. You wonder how the heck he got the aquarium way up 
  there without anyone noticing.
  BEHIND THE SCENES
  Th ere’s a back alley to the downtown building where several 
  service elevators deliver food and other products inside. One of 
  the elevators is marked G.D. and has more sophisticated security. 
  Mr. Hong’s codes allow access to the elevator, and it only goes to 
  the 50th fl oor.
  Minus a hallway that connects the front door to a stairwell 
  and internal elevator and the private elevator, the rest of the fl oor 
  is the penthouse (See Map #3)
  Th ere are two security goons in the place. One is at the 
  main entrance of the penthouse, and the other is in the security 
  room watching the cameras. Th e two guards are new to the 
  business and not particularly skilled. (See Cast of Shadows 
  Penthouse Security)
  CHIAROSCURO
  SCAN THIS
  Th e runners were followed from the drop site aft er delivery of 
  Starry Night and are intercepted. It’s a confusing few moments as the 
  runners don’t know these people, and why are they following them.
  It is then made clear, that this Mr. Johnson, while only secu-
  rity, plays a diff erent game than the other. He makes it clear that he 
  wants them to return Starry Night as well as steal two other pieces 
  in order to discipline their fi rst Mr. Johnson.
  TELL IT TO THEM STRAIGHT
  While you drive away from the meet, someone’s commlink 
  fl ashes with an incoming call. It’s not a number you recognize. You 
  wait for the fl ashing to stop and the caller to leave a message. Th at’s 
  when you notice that a vehicle behind you is fl ashing their lights, 
  synchronized to the fl ashing on the commlink.
  BEHIND THE SCENES
  If the runner answers the commlink, a gentleman’s voice says 
  to them, “Now that you’ve dropped off  Starry Night, I have an-
  other job for you, please pull into the next parking area to discuss.”
  If the runners pull into a parking area, the other car pulls in 
  about 5 meters away. Four men (Two human, one elf, and one 
  Force 6 Guardian spirit) (Cast of Shadows for Men in Black, Ieto, 
  and Fense) get out of the car. Th e men are dressed in the same 
  dark suits as Mr. Johnson’s security. A successful Perception + 
  Intuition (3) Test will identify one of them (Ieto) as one of Gary’s 
  security at the fi rst meet.
  Th e four approach the runners. One man pulls out a white 
  noise generator, while the other two (Fense and the other man) 
  moves around watching the scene. Fense (on loan to Ieto) also 
  acts as magic defense for Mr. Hong. Ieto continues to walk up to 
  speaks to them. He’s succinct and to the point as he speaks, “Don’t 
  bother with the legwork, I’m Ieto Hong, head of Manhattan 
  security for Horizon. I will congratulate you on your successful 
  completion of the project, but I have a problem.”
  Ieto moves closer to the runners, “Your success has given 
  my company a potential problem. Mr. Johnson’s tastes distract 
  him from his job. Some of his ‘toys’ need to be taken away from 
  him in order for him to be more productive. Th is is where you 
  come in. I want you to go to Mr. Johnson’s residence and remove 
  Starry Night. In addition, remove the pieces Perpetual Magic, and 
  Tribble. Starry Night needs to be returned to the museum, these 
  other pieces can be left  at any charity center.”
  At this point the runners would probably ask, what’s in it 
  for them, His response is, “Your activities will not be known by 
  authorities, and aft er completing this job, neither Mr. Johnson nor 
  the authorities will fi nd out whom the perpetrators were. Refuse, 
  and certain video footage might be seen by the wrong people.”
  If the team resists accepting the deal, Hong will try sweeten-
  ing the deal as described in Debugging.
  If the runners accept the deal, Mr. Hong continues: “Mr. 
  Johnson has a penthouse on Bethune St. in the West Village. In 
  four hours, Starry Night will be installed at his home, here’s the 
  security code for the private elevator. Perpetual Magic is a mysti-
  cal-looking clock of plastic and bronze surrounding a terrarium. 
  It is hanging on the wall in the study with all of his other trophies. 
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1010
  DEBUGGING
  Mr. Hong is personally overseeing security back at Horizon. 
  Th e node has been programmed to alert Horizon and the guards 
  were told to call Horizon security for backup. Th is is how Mr. 
  Hong is going to determine how well the runners have done, and 
  ‘delay’ backup from arriving. He expects the guards to live, so 
  protocols to alert NYPD have been turned off . If the guards do 
  die or if they could identify the Runners, then it would not be 
  considered a “good” job.
  The Trophy Room:
  Th e Trophy room is dark except for track lighting focusing on 
  many pieces of art, all of them living art pieces. In the center is a 
  plush chair on top of a dais. To the right are the pieces, Perpetual 
  Magic and Tribble. In front of the chair is the completely reas-
  sembled Starry Night.
  Sitting in the chair, initiates soft classical music and AR 
  controls, allowing the chair to move, message, and display closer 
  visuals of the art piece recorded earlier.
  The Art Works:
  Perpetual Magic – a small glass dome fi lled with Glo-moss 
  surrounded by an acrylic tube with spokes going into the glass 
  dome, all mounted on a clock like face with arcane looking sym-
  bols and numbers. Th ere’s an apparently dual-natured insect inside 
  the acrylic tube. When the creature(s) approaches the moss, it 
  glows. Th e light activates a solar sensor, which moves the hands 
  on the clock face. All of it is a complete ecosystem for the moss 
  and insects. Size is ½ Meter diameter, weighing about 15 kg.
  Tribble – Not one of the prettiest of art pieces. It looks like 
  a glass tray connected to some sort of life support. Inside the tray 
  is a piece of hide with long reddish brown fur. Th ere is no top on 
  the tray allowing anyone to feel the fur. It feels warm and fuzzy 
  and when stroked, will ‘purr’. Tribble is both a statement of how 
  advanced technology has come, and a protest against the mixing 
  of animals and cyberware (biodrones). Size is ½ meter length and 
  width with a meter height (under the tray is the life-support equip-
  ment). Weight is about 20kg.
  NODE: DELTONA’S PENTHOUSE
  Sculpting: A Petri-dish of odd organisms
  Authentication: AccessID
  Privileges: Standard
  Attributes: Firewall 4 Response 4 Signal 3 System 4
  Spiders: None
  IC: TR in IC with Attack and Stealth (Rating TR+2). 
  Slimey little buggers hiding in a Petri-dish
  Resident Programs: Analyze 4
  ARC: Launch IC
  There is a camera outside the hall, a camera in-
  side the foyer, and two cameras in his trophy room.
  The front door is reinforced with a Rating 5 ma-
  glock. The Trophy room door is also reinforced with a 
  Rating 5 maglock and optical scanner.
  
  Ready, Set, Gogh
  Ready, Set, Gogh
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1111
   PICKING UP THE PIECES
  MONEY
  Base payment for working for Gary Deltona to steal Starry 
  Night was 4,000¥ (+1,000 * TR), subject to negotiation.
  Working for Ieto Hong, they may receive one of the follow-
  ing rewards, subject to negotiation.
  Brownstone Reward: Th is low rent place in Queens, would 
  have looked good fi ft y years ago. Inside it looks likes the “unde-
  sirables” didn’t leave willingly. Th ere’s a smell of ammonia and 
  white patches on a rather clean carpet. At least the cleaning crew 
  tidied up aft erwards. It’s a 2 bedroom, 1 bath place with relatively 
  reliable power.
  Brownstone
  Security
  Comforts
  Necessities
  Neighborhood
  Low
  Low
  Medium
  Medium
  Brownstone Qualities: No Forwarding Address, Ambusher’s 
  Delight, Easy-going LandLord
  ID Package Reward: It’s a nice little bundle of IDs and SINs. 
  Th ere’s a rating 3 SIN for each runner.
  KARMA
  2 — Initial Art Th eft 
  1 — Second Art Th eft (s)
  An additional 1-3 points of Karma may be awarded for good 
  role-playing, a good sense of humor, or a particularly insightful 
  action. Th e maximum adventure award for SRM characters who 
  played this adventure is 6 karma.
  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.
  PERSPECTIVE
  SCAN THIS
  It’s anti-climatic returning “Starry Night” and delivering 
  the other pieces anonymously to charity in the fact that no one 
  is going to know the runners pulled off  such a ballsy stunt twice 
  (unless they get caught).
  TELL IT TO THEM STRAIGHT
  No one is going to believe that you went and stole a priceless 
  artwork, only to drop it off  at the front doors. Th at’s probably a 
  good thing as you won’t be stereotyped as an adrenaline junkie or 
  nut job. Your thoughts focus back on the present as you are on 54th 
  street heading towards the Museum.
  BEHIND THE SCENES
  At the Museum
  Th e runners could just abandon a car with the aquarium 
  inside, out in front of the museum or if they asked Mr. Hong for 
  help, they would exit down an Alley on 54th street and drop off  
  the aquarium.
  At the Charity Center
  Ieto didn’t specify what charity. If the runners do a search, 
  they will fi nd a Charity Center open for the homeless with a small 
  warehouse that holds non-perishable food stuff s and clothing. Th e 
  warehouse has a Maglock (DR: 2). Th ere’s no security, only some 
  volunteer people to manage goods being left  at the center and to 
  make sure there’s no problem at the sleeping area (Another large 
  warehouse with 50 cots and blankets).
  Th e team can also go to the Eleemosynary Children’s Clinic, 
  an orphanage in the Hell’s Kitchen neighborhood of Manhattan.
  SECURITY GUARDS
  Body 4
  Agility 4
  Reaction 4 (5)
  Strength 4
  Charisma 3
  Intuition 3
  Logic 3
  Willpower 4
  Magic —
  Initiative 7(8)
  Initiative Passes 2
  Armor B/I 5/3
  Unarmed 3, Pistols 3, Dodge 2
  Smartlink
  Combat Axe R 2, D 6P, AP –1
  Ares Predator D 5P, AP -1, M SA, RC –
  Condition
   
  Monitor 
  track
  unconcious
  1
  2
  Condition
   
  Monitor 
  track
  unconcious
  CORPORATE REWARDS
  Ares: Ares MP-LMG.
  Aztechnology: One dose of the Braveheart genetic 
  infusion.
  Horizon: Vehicle pass for Manhattan for any vehicles 
  that do not have an Availability code of R or F for 
  itself or any modiﬁ cation.
  NeoNET: Ambient Mana Potentiometer.
  NYPD Inc.: Monoﬁ lament garrote.
  Renraku: Tacsoft, Rating 2.
  Saeder-Krupp: HERF gun.
  Shiawase: Shiawase Blazer.
  Spinrad: Non-linear junction detector, Rating 6.
  Neo-Anarchists: Free access to Neo-Anarchist safe 
  houses throughout the greater New York metro-
  politan area.
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1212
  THE MARQUEE
  0. 
  I don’t know-y
  1. 
  Night club in Manhattan, upscale.
  2. 
  You better get yourself to Zoé as you need to at least get to 
  minimum dress code.
  GARY DELTONA
  0. 
  Grand Prix rigger
  1. 
  Some Corp Executive for ActOne
  2. 
  He’s the Regional HR Executive of ActOne for all of New 
  York.
  3. 
  Th e man looks good for someone in his 50’s. Been with the 
  company since the beginning
  4. 
  Rumor has it that he’s been hooked on the transgenetic idea 
  since he went through Leonization.
  ACTONE
  0. 
  Of what show?
  1. 
  Corporate recruitment company. Headhunters looking for 
  new talent, that sort of thing.
  2. 
  ActOne is a subsidiary corporation of Horizon and is the 
  primary source for Horizon’s labor force in this region.
  3. 
  Gary Deltona is the Regional HR Executive for ActOne in 
  New York.
  STARRY NIGHT
  0. 
  How can you see starts will all the light pollution?
  1. 
  Painting by Vincent Van Gogh
  2. 
  Also the name of the Living Art piece by Hanso Mach
  3. 
  Starry Night by Hanso Mach is basically a large fi sh tank with 
  engineered and transgenic fi sh.
  MUSEUM OF MODERN ART
  0. 
  You mean with pictures and things?
  1. 
  Here’s your on-line map (Handout #1), restaurants hours, 
  what’s new at the museum, and do you want to buy any sou-
  venirs.
  IETO HONG
  0. 
  You ate what?
  1. 
  Vaguely rings a bell, does security I think
  2. 
  Chief Offi  cer for personal security at Horizon
  3. 
  I wouldn’t piss this guy off , he knows too many law enforce-
  ment types
  4. 
  He’s a man that’s looked highly upon in the Horizon 
  Executive board, and not just for his security.
  AFFILIATION
  If a PC completes a secondary objective without being as-
  signed it, and is not already affi  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 off er of affi  liation 
  with them.
  In addition, in this scenario the following corporations will 
  make an off er under the following circumstances:
  Horizon: Th e PC is particularly respectful to Ieto Hong.
  Th e usual pitch mentions that the corporation will want 
  small jobs done on the side with the promise of rewards from 
  the corporation. Th e need for secrecy is always emphasized. 
  Th ere is no up-front off er, the deal is simply between two free 
  business entities. If the PC agrees, he or she becomes an affi  liate 
  for that corporation.
  CONTACTS
  Successfully stealing Starry Night from MOMA and deliver-
  ing it to Gary Deltona’s apartment will earn him as a contact with 
  Loyalty 1 or +1 loyalty (to a maximum of 4) if they already have 
  him as a contact.
  Successfully stealing two or more pieces of art from Gary 
  Deltona’s apartment will earn Ieto Hong as a contact with Loyalty 
  1 or +1 loyalty (to a maximum of 4) if they already have him as 
  a contact.
  REPUTATION
  If the team is captured by the police or the MOMA security 
  guards, they earn +1 Notoriety. 
  LEGWORK
  When a PC gets in touch with a contact, make a Connection 
  + Connection Test for the contact. Th  e results of this test will 
  determine how many ranks of information the contact knows 
  about the question. (Apply die modifi  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. Th  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. Th  ey may only make a number of Logic 
  + Data Search rolls times equal to their dice pool (p.64, SR4). Hits 
  on this extended test may be substituted per the standard Data 
  Search chart (p.230, SR4).
  
  Ready, Set, Gogh
  Ready, Set, Gogh
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1313
  B
  A
  R
  S
  C
  I
  L
  W
  EDG ESS Init
  IP
  4
  4
  3
  3
  5
  5
  4
  4
  2
  5.34
  8
  1
  Active Skills: Etiquette (Corp) 4 (+2), Negotiations 5, Leadership 4, 
  Pistols 2, Perception 4, Data Search 2, Computers 2
  Knowledge Skills: Psychology 3, Horizon HR Policy 3, Corporate 
  Rumors 2, Transgenic Art 4, Corporate Schools 3, Corporate Policy 4
  Gear: Zoe Executive Suit (6/2), Doc Wagon Super-Platinum, Colt 
  America L36
  Augmentations: Shiawase Executive Suite Line (Gold Line) [Sigma 
  II (Fairlight Caliban commlink), Image Link, Datajack, Attention 
  Coprocessor (3), Math SPU]
  MEN IN BLACK
  B
  A
  R
  S
  C
  I
  L
  W
  EDG ESS Init
  IP
  5
  4
  5
  4
  3
  4
  3
  4
  2
  5
  9
  2
  Active Skills: Pistols 4, Perception 3, Shadowing 4, Unarmed Combat 
  3, Dodge 3
  Gear: Ares Predator IV with 2 clips of ammo, Concealed Holster, 
  Berwick Suit (5/3), Commlink (Hermes Ikon with Iris Orb), 
  Contacts (with Smartlink and Image Link), Subvocal Microphone
  Augmentation: Wired Refl exes 1
  TR 2 Add Reaction Enhancer Rating 2
  TR 3-4 Add two more Men in Black
  TR 5+ Replace Wired Refl exes 1 with Wired Refl exes 2
  CAST OF SHADOWS
  GARY DELTONA
  Gary Deltona is 6 ft  3, human with short blond hair and 
  green eyes. He’s the Regional HR Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a talent scout and Seer for years at 
  ActOne keeping the company on top for fi ft een years and has been 
  a asset to both ActOne and Horizon. While his SIN says he’s 55 
  years old, Gary took time off  for a little Gene Th erapy three years 
  ago and now he looks like he’s in his 20’s. Since the Th erapy, he’s 
  put some zest back into his work. Th is therapy has also made him 
  a bit of a playboy and an eccentric with the obsession of genetics 
  and transgenic art.
  He is sort of a mixed personality. He uses older phrases 
  and slang (“Chummer”, “Drek”, etc) like a 50-something, and 
  combines it with late night parties and heavy drinking like he is 
  just turned twenty one. It’s a juxtaposition of what a professional 
  executive should be.
  He keeps up a polite face and modest conversation, there’s a 
  hidden temper he tries to keep in check. When his temper does 
  go, and you can then see the ruthless executive that kept ActOne 
  on top. While he can get angry, and could throw punches or fi re 
  someone, he couldn’t kill anyone. It’s out of his understanding of 
  mortality. He went through gene therapy to extend his life, an 
  investment he would like to see payoff , and short of self-defense, 
  he fears the karmic repercussions of violence.
  
  Shadowrun Missions
  Shadowrun Missions
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1414
  MUSEUM SECURITY SPIDER
  B
  A
  R
  S
  C
  I
  L
  W
  EDG ESS Init
  IP
  3
  2
  3
  2
  3
  4
  4
  3
  2
  5
  7
  1
  Active Skills: Computer 4, Data Search 3, Hardware 3, Soft ware 3, 
  Cybercombat 4, Electronic Warfare 3, Hacking 2, Con 2, Etiquette 
  3, Perception 2, Pilot Aircraft  3, Pilot Ground Craft  3, Gunnery 3
  Cyberware: Commlink, Sim Module, Datajack, Control Rig
  Commlink: System 4, Response 3, Firewall 4, Signal 4
  Programs: Analyze 4, Armor 4, Attack 3, Blackout 3, Bio-Feedback 
  Filter 4, Browse 3, Command 3, ECCM 3, Edit 2, Encrypt 4, Medic 
  3, Scan 3, Track 4
  NYPD, INC. OFFICER
  B
  A
  R
  S
  C
  I
  L
  W EDG ESS
  Init
  IP
  3
  4
  4(6)
  3
  4
  5
  3
  4
  2
  5.4
  9(11)
  1
  Active Skills: Pistols 4, Perception 3, Infi ltration 2, Clubs 3, Unarmed 
  Combat 3, Dodge 3, Leadership 2, Intimidation 3
  Knowledge Skills: Law Enforcement 4
  Gear: Browning Max-Power, Armored Jacket, Commlink (Hermes 
  Ikon with Iris Orb), Contacts (with Smartlink and Image Link), 
  Defi ance Super Shock, Stun Baton, plastic restraints (10) 
  Augmentations: Reaction Enhancers (2)
  NYPD, INC. RIGGER
  B
  A
  R
  S
  C
  I
  L
  W EDG ESS
  Init
  IP
  3
  4
  4(5)
  2
  3
  3
  3
  3
  1
  5.1
  7(8)
  1
  Active Skills: Electronics 4, Gunnery 3, Pistols 2, Unarmed Combat 
  2, Dodge 2, Pilot Ground Craft  4, Pilot Aircraft  4
  Knowledge Skills: Law Enforcement 4
  Gear: Browning Max-Power, Armored Jacket, Commlink (Hermes 
  Ikon with Iris Orb), Contacts (with Smartlink and Image Link), 
  Defi ance Super Shock, Stun Baton, plastic restraints (10), GM-Nissan 
  Doberman with Ingram White Knight, MCT-Nissan Roto-drone 
  with HK-227x 
  Augmentations: Control Rig, Datajack, Reaction Enhancers (1)
  NYPD, INC. MAGE SUPPORT
  B A
  R
  S
  C
  I
  L
  W M EDG ESS Init
  IP
  3
  3
  4
  3
  5
  4
  3
  5
  5
  2
  6
  9
  1
  Active Skills: Pistols 4, Perception 3, Clubs 3, Unarmed Combat 3, 
  Dodge 3, Sorcery 4, Intimidation 3, Conjuring 3
  Knowledge Skills: Law Enforcement 4
  Spells: Stun Bolt, Stun Ball, Physical Barrier, Heal, Armor, Power 
  bolt, Detect Guns
  Gear: Browning Max-Power, Armored Jacket, Commlink (Hermes 
  Ikon with Iris Orb), Contacts (with Smartlink and Image Link), 
  Defi ance Super Shock, Stun Baton, Mage Cuff s 
  Spirit: Force 4 Spirit with 3 Services
  FASHION OFFICER
  B
  A
  R
  S
  C
  I
  L
  W
  EDG ESS Init
  IP
  3
  4
  3
  2
  3
  4
  4
  4
  3
  4.15
  9
  2
  Active Skills: Computer 3, Data Search 3, Hardware 2, Soft ware 2, 
  Etiquette (Corp) 2(4), Perception 4
  Knowledge Skills: Fashion 4
  Gear: Goggles (with Smartlink and Image Link), AR gloves
  Cyberware: Datajack, Sim Module
  Commlink: System 3, Response 3, Firewall 3, Signal 4
  Programs: Analyze 3, Armor 3, Attack 3, Bio-Feedback Filter 2, 
  Browse 3, Command 3, ECCM 2, Edit 3, Encrypt 3, Medic 2, Track 2
  MARQUEE BOUNCER
  B A
  R
  S
  C
  I
  L
  W M EDG ESS Init
  IP
  5
  5
  5
  4
  2
  3
  3
  3
  5
  4
  6
  10
  3
  Active Skills: Pistols 4, Perception 3, Shadowing 4, Unarmed Combat 
  (Kenpo) 5 (7), Dodge 3
  Gear: Commlink (Hermes Ikon with Iris Orb), Contacts (with 
  Smartlink and Image Link) 
  Adept Powers: Improved Refl exes 2, Combat Sense 2
  Qualities: Kenpo (+1 die on melee block), Herding Maneuver
  MUSEUM SECURITY GUARDS
  B
  A
  R
  S
  C
  I
  L
  W
  EDG ESS Init
  IP
  4
  4
  4(5)
  4
  3
  4
  3
  4
  2
  5
  9
  2
  Active Skills: Pistols 4, Perception 3, Shadowing 4, Unarmed Combat 
  3, Dodge 3
  Gear: Ares Predator IV with 2 clips of ammo, Armored Jacket, 
  Commlink (Hermes Ikon with Iris Orb), Contacts (with Smartlink 
  and Image Link)
  Cyberware: Wired Refl exes (Rating 1)
  MUSEUM SECURITY MAGE
  B A
  R
  S
  C
  I
  L
  W M EDG ESS Init
  IP
  3
  4
  3
  4
  5
  4
  3
  4
  5
  2
  6
  7
  1
  Active Skills: Pistols 4, Perception 3, Sorcery 4, Unarmed Combat 3, 
  Dodge 3, Conjuring 4
  Gear: Ares Predator IV with 2 clips of ammo, Armored vest, 
  Commlink (Hermes Ikon with Iris Orb), Force 4 Spirit of Man with 
  4 services, and a Force 5 Spirit of Man with 4 services, Contacts (with 
  Smartlink and Image Link)
  Spells: Stun Bolt, Stun Ball, Detect Gun, Armor, Physical Barrier, 
  Heal
  
  Ready, Set, Gogh
  Ready, Set, Gogh
  READY, SET, GOGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1515
  FENSE
  Fense is a Guardian Spirit who looks like any other member of Mr. 
  Hong’s security, except his shades don’t come off  in combat.
  B A
  R
  S
  C
  I
  L
  W M EDG ESS Init
  IP
  7
  8
  9
  8
  6
  6
  6
  6
  6
  6
  6
  13
  2
  Active Skills: Assensing, Astral Combat, Blades, Clubs, 
  Counterspeling, Dodge, Exotic Weapon, Perception, Unarmed 
  Combat, Pistols
  Powers: Astral Form, Fear, Guard, Magical Guard, Materialization, 
  Movement, Realistic Form, Sapience, Concealment
  PENTHOUSE SECURITY
  B
  A
  R
  S
  C
  I
  L
  W EDG ESS
  Init
  IP
  4
  4
  4(5)
  4
  3
  3
  3
  4
  2
  5
  7(8)
  2
  Active Skills: Pistols 3, Perception 3, Shadowing 4, Unarmed Combat 
  3, Dodge 2
  Gear: Ares Predator IV with 2 clips of ammo, Concealed Holster, 
  Berwick Suit (5/3), Commlink (Hermes Ikon with Iris Orb), 
  Contacts (with Smartlink and Image Link), Subvocal mic
  Augmentations: Wired Refl exes 1
  IETO HONG
  Ieto Hong is a 175 cm Asian-looking, elvish gentlemen in his 
  late 30’s. His hair is black with streaks of blue at the temples and 
  is slicked back. He has dark blue eyes and a faint scar across his 
  chin. He is reserved in speech, keeping an almost scary calm. He 
  upholds the tradition of Kao, the concept of saving face and keep-
  ing respectability in public. He is succinct in talking and even in 
  the shadows, he will show respect for those who understand Kao. 
  He keeps his temper in check, separating the business side from 
  the personal side, another corporate concept in his mannerisms. 
  He has moved up from a security offi  cer in Horizon to the Head 
  of Corporate Personal Security. He has worked the shadows to 
  keep things as such with Horizon. Horizon has been pleased with 
  his work and has given him leeway in his conducting of “business”.
  Death is an acceptable tool in his work and will not hesitate 
  to use it in saving Horizon’s Kao (both internally and externally) 
  and that makes him dangerous. However besides killing, he does 
  have other tools at his disposal such as many police and security 
  contacts to discourage and deter those not showing respect for 
  Horizon and it’s affi  liates.
  B
  A
  R
  S
  C
  I
  L
  W EDG ESS
  Init
  IP
  5
  4
  6
  3
  4
  4
  4
  4
  2
  4.4
  9(10)
  2
  Active Skills: Etiquette (Corp) 3 (+2), Negotiations 3, Leadership 4, 
  Pistols 3, Perception 4, Electronics 3, Shadowing 2
  Knowledge Skills: Japanese N, English 3, Corporate Policy 
  (Horizon) 2(+2), Corporate Security 3, Police Tactics 2, Security 
  Systems 2
  Gear: Morrissey Elite with 2 clips of ammo, Morrissey Elan as 
  backup,2 Concealed Holsters, Berwick Suit (5/3), Commlink 
  (Hermes Ikon with Iris Orb)
  Augmentations: Synaptic Booster 1, Attention Coprocessor 3, 
  Dermal Sheath 2
  
  Shadowrun Missions
  Shadowrun Missions
  1616
  HANDOUT #1
  LUNCH
  SALADS
  Pear with camembert and cashews over a bed
  of mixed greens with balsamic vinegrette. . 25¥
  Curried fruit with slivered almonds over red
  lettuce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21¥
  Pineapple, carrot, and sunﬂ ower seeds over
  cabbage with a soygurt sauce . . . . . . . . . . . . . 25¥
  Goat cheese and soykrisps over endive with a
  wine and mustard compote . . . . . . . . . . . . . . 22¥
  Mixed Greens with choice of dressing . . . . . . 15¥
  ENTREES
  Cucumber and salmon with rosemary soycheese
  on toast points . . . . . . . . . . . . . . . . . . . . . . . . . .15¥
  Krill patte with wasabi on bruschetta . . . . . . 17¥
  Quiche of the day . . . . . . . . . . . . . . . . . . . . . . . 18¥
  DESSERTS
  Biscotti. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5¥
  Gelato Flavors vary by day . . . . . . . . . . . . . . . . . .7¥
  Soy Creme Brulee . . . . . . . . . . . . . . . . . . . . . . . 10¥
  Cookies Flavors vary by day . . . . . . . . . . . . . . . . .4¥
  BEVERAGES
  Bubble Tea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7¥
  Soy Milk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4¥
  Soyspresso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3¥
  Soykaf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2¥
  Espresso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9¥
  Coffee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7¥
  Up
  Up Escalator
  Up
  Down Escalator
  19.0 m. x 11.6 m.
  Museum Entrance
  h
  22.5 m. x 49.5 m.
  Sculpture Garden/Park
  6.0 m. x 11.3 m.
  Check-in Room
  14.2 m. x 26.6 m.
  The Modern (Restaurant)
  23.1 m. x 9.6 m.
  BookStore/Museum
  Cafe 01 Menu . . . . . . .
  
  1717
  Ready, Set, Gogh
  Ready, Set, Gogh
  Up
  1st Floor of the Museum of Modern Art
  19.0 m. x 11.6 m.
  Museum Entrance
  54th Street
  53rd Street
  h
  22.5 m. x 49.5 m.
  Sculpture Garden/Park
  6.0 m. x 11.3 m.
  Check-in Room
  Museum Entrance
  14.2 m. x 26.6 m.
  The Modern (Restaurant)
  23.1 m. x 9.6 m.
  BookStore/Museum
  6.0 m. x 11.3 m.
  Check-in Room
  MAP #1
  
  Everyone’s Your Friend
  Everyone’s Your Friend
  1818
  Up
  Esclator to 6
  Esclator to 6thh
  thh
  th floor
  floor
  Up
  Down Escalator
  Down Escalato
  Up
  Open Space overlooking 1st floor
  Hand Rail
  Sculpture Garden/Park
  8m.
  12.5 m. x 14.7 m.
  Room 8
  15.5 m. x 14.7 m.
  Room 9
  27.7 m. x 14.9 m.
  Room 7 (Living Art)
  23.7 m. x 4.8 m.
  Room 6
  15.0 m. x 7.7 m.
  Room 4
  13.0 m. x 7.7 m.
  Room 5
  18.5 m. x 7.0 m.
  Room 3
  8.7 m. x 6.8 m.
  Room 2
  15.0 m. x 14.7 m.
  5th Floor Cafe
  5th Floor of the Museum of Moodern Art
  19.0 m. x 11.6 m.
  8.0 m. x 12.7 m.
  Room 1
  MAP #2
  
  1919
  Ready, Set, Gogh
  Ready, Set, Gogh
  Up
  7.4 m. x 9.0 m.
  Trophy Room
  3.0 m. x 2.3 m.
   Bathroom
  Bathroom
  0 m. x 2.3 
   m. 
  4.8 m. x 3.8 m.
  Master Bath
  4m.
  5m.
  7m.
  14m.
  5m.
  3.7 m. x 3.6 m.
  Security Room
  5.5 m. x 66.8 m.
  Penthouse Foyer
  7.6 m. x 6.4 m.
  Kitchen
  6.6 m. x 9.8 m.
  Living Room
  8m.
  12m.
  9m.
  6m.
  Dining Hall
  Master Bedroom
  Walk-in Closet
  Fire Exit 
  (If you want to climb
  50 Stories!)
  5m.
  3.3 m. x 3.6 m.
  Security Quarters
  Secur
  Secur
  Penthouse Security Officer #1
  Penthouse Security Officer #2
  1.8 m. x 0.8 m.
  C
  C
  C
  C
  MAP #3
  
  Gary Deltona is the Regional HR 
  Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a 
  talent scout and Seer for years 
  at ActOne keeping the company 
  on top for ﬁ fteen years and has 
  been a asset to both ActOne and 
  Horizon. While his SIN says he’s 
  55 years old, Gary took time off 
  for a little Gene Therapy three 
  years ago and now he looks like 
  he’s in his 20’s.
  Since the Therapy, he’s been a 
  playboy and an eccentric with an 
  obsession for genetics and trans-
  genic art.
  Gary Deltona is the Regional HR 
  Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a 
  talent scout and Seer for years 
  at ActOne keeping the company 
  on top for ﬁ fteen years and has 
  been a asset to both ActOne and 
  Horizon. While his SIN says he’s 
  55 years old, Gary took time off 
  for a little Gene Therapy three 
  years ago and now he looks like 
  he’s in his 20’s.
  Since the Therapy, he’s been a 
  playboy and an eccentric with an 
  obsession for genetics and trans-
  genic art.
  Gary Deltona is the Regional HR 
  Executive for ActOne, a sub-
  sidiary of Horizon. He’s been a 
  talent scout and Seer for years 
  at ActOne keeping the company 
  on top for ﬁ fteen years and has 
  been a asset to both ActOne and 
  Horizon. While his SIN says he’s 
  55 years old, Gary took time off 
  for a little Gene Therapy three 
  years ago and now he looks like 
  he’s in his 20’s.
  Since the Therapy, he’s been a 
  playboy and an eccentric with an 
  obsession for genetics and trans-
  genic art.
  Gary Deltona
  Mr. Johnson
  Male Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  5 
  5 
  4 
  4 
  1
  Key Active Skills: Leadership: 4; 
  Perception: 4; Etiquette (Corp):4 (+2); 
  Negotiation: 5
  Knowledge Skills: Psychology: 3; Horizon 
  HR Policy: 3; Corporate Rumors: 2; 
  Trangenic Art: 4; Corporate Policy: 4
  Uses: Learning and spreading corporate 
  rumors, transgenic art history, corpo-
  rate policy
  Places to Meet: Retro clubs, art galleries, 
  exclusive restaurants
  Contact: Commlink
  Gary Deltona
  Mr. Johnson
  Male Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  5 
  5 
  4 
  4 
  1
  Key Active Skills: Leadership: 4; 
  Perception: 4; Etiquette (Corp):4 (+2); 
  Negotiation: 5
  Knowledge Skills: Psychology: 3; Horizon 
  HR Policy: 3; Corporate Rumors: 2; 
  Trangenic Art: 4; Corporate Policy: 4
  Uses: Learning and spreading corporate 
  rumors, transgenic art history, corpo-
  rate policy
  Places to Meet: Retro clubs, art galleries, 
  exclusive restaurants
  Contact: Commlink
  Gary Deltona
  Mr. Johnson
  Male Human
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  5 
  5 
  4 
  4 
  1
  Key Active Skills: Leadership: 4; 
  Perception: 4; Etiquette (Corp):4 (+2); 
  Negotiation: 5
  Knowledge Skills: Psychology: 3; Horizon 
  HR Policy: 3; Corporate Rumors: 2; 
  Trangenic Art: 4; Corporate Policy: 4
  Uses: Learning and spreading corporate 
  rumors, transgenic art history, corpo-
  rate policy
  Places to Meet: Retro clubs, art galleries, 
  exclusive restaurants
  Contact: Commlink
  
  Ieto Hong is reserved in speech, 
  keeping an almost scary calm. He 
  upholds the tradition of Kao, the 
  concept of saving face and keeping 
  respectability in public. He is succinct 
  in talking and, even in the shadows, 
  shows respect for those who under-
  stand Kao. He keeps his temper in 
  check, separating the business side 
  from the personal side, another cor-
  porate concept in his mannerisms. 
  Horizon has given him leeway in his 
  conducting of business. Death is an 
  acceptable tool in his work and Hong 
  will not hesitate to use it in saving 
  Horizon’s Kao.
  Ieto Hong is reserved in speech, 
  keeping an almost scary calm. He 
  upholds the tradition of Kao, the 
  concept of saving face and keeping 
  respectability in public. He is succinct 
  in talking and, even in the shadows, 
  shows respect for those who under-
  stand Kao. He keeps his temper in 
  check, separating the business side 
  from the personal side, another cor-
  porate concept in his mannerisms. 
  Horizon has given him leeway in his 
  conducting of business. Death is an 
  acceptable tool in his work and Hong 
  will not hesitate to use it in saving 
  Horizon’s Kao.
  Ieto Hong is reserved in speech, 
  keeping an almost scary calm. He 
  upholds the tradition of Kao, the 
  concept of saving face and keeping 
  respectability in public. He is succinct 
  in talking and, even in the shadows, 
  shows respect for those who under-
  stand Kao. He keeps his temper in 
  check, separating the business side 
  from the personal side, another cor-
  porate concept in his mannerisms. 
  Horizon has given him leeway in his 
  conducting of business. Death is an 
  acceptable tool in his work and Hong 
  will not hesitate to use it in saving 
  Horizon’s Kao.
  Ieto Hong
  Mr. Johnson
  Male Elf
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  2
  Key Active Skills: Shadowing: 2; 
  Electronics: 3; Etiquette (Corp):3 (+2); 
  Leadership: 4; Negotiation: 3
  Knowledge Skills: Japanese: N; English: 
  3; Corporate Security: 3; Police Tactics: 
  2; Security Systems: 2; Corporate Policy 
  (Horizon): 2 (+2)
  Uses: Security system and procedure infor-
  mation, Horizon information, corporate 
  rumors
  Places to Meet: Parked limos, public parks, 
  sidewalk cafes
  Contact: Commcode dropbox
  Ieto Hong
  Mr. Johnson
  Male Elf
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  2
  Key Active Skills: Shadowing: 2; 
  Electronics: 3; Etiquette (Corp):3 (+2); 
  Leadership: 4; Negotiation: 3
  Knowledge Skills: Japanese: N; English: 
  3; Corporate Security: 3; Police Tactics: 
  2; Security Systems: 2; Corporate Policy 
  (Horizon): 2 (+2)
  Uses: Security system and procedure infor-
  mation, Horizon information, corporate 
  rumors
  Places to Meet: Parked limos, public parks, 
  sidewalk cafes
  Contact: Commcode dropbox
  Ieto Hong
  Mr. Johnson
  Male Elf
  Connection Rating 4
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  2
  Key Active Skills: Shadowing: 2; 
  Electronics: 3; Etiquette (Corp):3 (+2); 
  Leadership: 4; Negotiation: 3
  Knowledge Skills: Japanese: N; English: 
  3; Corporate Security: 3; Police Tactics: 
  2; Security Systems: 2; Corporate Policy 
  (Horizon): 2 (+2)
  Uses: Security system and procedure infor-
  mation, Horizon information, corporate 
  rumors
  Places to Meet: Parked limos, public parks, 
  sidewalk cafes
  Contact: Commcode dropbox
  
  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 _______________________________
  
  PERSONAL INFO
  TABLE LEVEL
  SYNOPSIS
  MISSION RESULTS
  TEAM MEMBERS
  AFFILIATIONS
  ADVANCEMENT
  KARMA
  NUYEN
  REPUTATION
  VALIDATION
  CONTACTS/SPECIAL ITEMS GAINED OR LOST
  DEBRIEFING LOG . . . . . . .
  PLAYER ____________________
  CHARACTER _____________ LOCATION ____________
    DATE ___/___/___
  o 1. GREEN
  o 2. STREETWISE
  o 3. PROFESSIONAL
  o 4. VETERAN
  o 5. ELITE
  o 6. PRIME
  SRM03-01 Ready, Set, Gogh
  By 2070, life literally imitates art. Some people have a 
  fetish for it and it's your job to see that it's delivered 
  and still breathing. 
  Starry Night
   
  o never left MOMA.
   
  o was left with Gary Deltona.
   
  o was stolen, but returned.
  Other Notes on Reverse o
  o Ares Macrotechnology
  o Aztechnology
  o Horizon Corporation
  o NeoNET
  o NYPD, Incorporated
  o Prometheus Engineering
  o Renraku Computer Systems
  o Saeder-Krupp
  o Shiawase Corporation
  o Spinrad Industries
  o TransOrbital
  o Neo-Anarchists
  Character Improvement 
       Karma Cost
  Previous Available 
  _________
  Earned  
   
  _________
  Spent  
   
  _________
  Remaining Available 
  _________
  New Career Total 
  _________
  Previous Available 
  ________¥
  Earned  
   
  ________¥
  Spent  
   
  ________¥
  Remaining  
   
  ________¥
  Street Cred 
          
  ______
  Notoriety 
          
  ______
  Public Awareness 
  ______
  GM’s Name 
          
  ________________________
  GM’s Signature         
  ________________________
  o Gary Deltona
  o Ieto Hong
  o The Brownstone
  o ID Package
  © 2008 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.
  ®
  
SOURCE: textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - Ready, Set, Gohg! {FanProSRM0301}.pdf