TEXT: N.E.R.P.S.
  Foundations
  Edited By:
  Robert A. Hayden
  
  NERPS :  Foundations was assembled and published in the bowels of Mankato State
  University.  I’m Robert Hayden.   My permanent address is P.O. Box 4041, Mankato, MN
  56002-4041.  Via email, I can be found at hayden@krypton.mankato.msus.edu.  Note that the
  above addresses are subject to change, especially email, as I am bound to enter the real world
  someday.
  NERPS:  Foundations was released on August 19th, 1994.
  You are free to pass on this document to your friends or enemies, at no cost to the user or
  profit for yourself, in either electronic or hardcopy format, provided that the contents are
  unchanged.  If you distribute via hardcopy, you may charge to cover printing and materials,
  but not for profit.
  Shadowrun is a registered trademark of FASA, Inc. They actually make money off of the game.
  
  The copyrights of each article are held by the original authors.
  This compilation is copyright © 1994 Robert A. Hayden
  
  ABOUT THE EDITOR
  Robert A. Hayden is a senior at Mankato State University, a campus of 15,000 located in
  southern Minnesota, United States.  He’s majoring in experiential education, with an
  emphasis on computer administration.  He is also the administrator of the four
  ShadowRun Internet mailing lists, as well as serving the Mankato State Student Senate
  as a member of the Academic Computing and Academic Affairs Committees
  In addition to ShadowRun, computer and education related activities, Hayden spends
  his free time involved with various aspects of political activism.  A staunch supporter of
  civil and privacy rights, and a member of the Electronic Freedom Foundation,
  Computer Professionals for Social Responsibility, and the American Civil Liberties
  Union, Hayden can often be found wandering the nets or the real world, passing out
  opinions to anyone who will listen on issues of constitutional, civil and electronic rights.
  In addition, he is part of the south-central Minnesota gay/lesbian/bisexual civil rights
  movement and is an active voice at Mankato State on the same subject.
  
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  Table of Contents
  CHARACTERS                                                                                                        05
  Samauri / Bodyguards / Phsyical Adepts
  06
  Sorcerers / Conjurers / Mages / Shamen
  16
  Deckers / Wiz Kids / Riggers
  30
  Fixers
  35
  Behind the Scenes
  41
  Groups
  53
  Critters
  55
  PLOTLINES                                                                                                             59
  SPRAWLS                                                                                                                 82
  LIST OF CONTRIBUTORS                                                                                  99
  
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  Characters
  Samauri / Bodyguards / Physical Adepts
  Abaducci, Romano
  J.D. Falk
  Archetype:
  Mafia Hitman
  A Mafia stooge born and bred, Romano
  (roam-AHN-oh) 
  Abaducci 
  (AB-ad-
  oochie) is outfitted with the most
  advanced cybernetics the mob could get.
  Rumors of his abilities, many clearly
  untrue, abound.  They say he stands six -
  - no, seven feet tall, with rippling
  muscles that make his arms as thick as
  bowling balls.  They say he can see in
  total darkness, can never be surprised, is
  invisible to all but his chosen victims,
  and has never missed a shot -- when he
  has to shoot.  Its said in hushed
  whispers, after the children have gone to
  bed, that The Great Abaducci can knock
  out the strongest samurai with the force
  of his glare, and has killed more men
  with his spittle than the entire U.C.A.S.
  armed forces combined!
  Nobody has ever known him by his real
  name and lived except the Don and his
  current favorite teenaged whore.  So far
  as U.C.A.S. intelligence organizations
  have been able to discover, he’s never
  kept the same prostitute for more than a
  few months (after which he usually kills
  her.) But that doesn’t stop them from
  trying to use that against him.  It also
  doesn’t stop many girls from hoping he’s
  their next trick -- his sexual prowess is
  also lauded by many rumors.
  If 
  the 
  press 
  ever 
  got 
  wind 
  that
  government intelligence organizations
  were behind many of the "classier" teen
  prostitution rings in otherwise Mafia-
  controlled areas, heads would roll.  This
  is, of course, why the leaders of the
  Mafia have decided to tolerate such
  rings in their territory.
  Romano 
  Abaducci 
  will 
  never 
  be
  anybody’s contact, and has no buddies.
  The only reason a P.C. would meet him
  would be if they’re trying to hit the same
  person, or if the P.C. is being hit (which
  would amount to the same thing, really.
  The Great Abaducci likes to leave no
  traces.)
  The Bamboo Kid
  Steve Mancini
  Archetype:
  Human Assassin
  Description:
  The Bamboo Kid is extremely young and
  is new to the streets after escaping from
  Hong Kong.  He is a short Vietnamese
  boy-man (he is 17, you decide if he is a
  
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  boy or a man). Like many of his age, he
  is over-confident and mixes a childish
  demeanor with his lethal profession.
  When not killing corporate agents, he
  plays video games and hits on street
  "babes." He has dark hair and eyes and a
  definite Caucasian somewhere in his
  bloodline.
  The Bamboo Kid is a new assassin.
  Given his recent acquisition of bioware,
  he has adopted this profession to pay off
  the surgery costs that were fronted by a
  family friend. Among this ware is the
  extended 
  volume 
  bioware. 
  He 
  is
  extremely stealthy and his weapon of
  choice is the blow gun using various
  types of poison and dikote needles for
  wetwork jobs.
  Babs (AKA Babette)
  Steve Mancini
  Archetype:
  Female, Elven Street Samurai
  Description:
  For an elf, Babs is butt ugly. But the
  humans around her don’t seem to mind
  her looks and she comes off less
  pompous than the rest of her race. Her
  long brown hair is tied back in a braid
  when 
  "Babs" 
  is 
  in 
  charge. 
  When
  "Babette" takes over, it is flowing long
  and free. "Babs" is the street samurai-
  cold, lethal and often decked out to
  show it. "Babette" is a night club flirt and
  dresses in revealing clothes and often
  goes topless- just because she thinks she
  can. (FYI: this is not some male
  stereotype here folks- a girl played this
  character from start to finish).
  Biography:
  Babs suffers from a very bizarre form of
  Multiple Personality Disorder. She has
  two distinct faces- Babs the 
  cold
  predator and Babette the club groupie
  and general airhead. Her closest friends,
  namely Angel, Centinel, and Gremlin,
  are aware of this and keep her out of
  harm’s way; though they have been
  known to let her go home with folks
  from the bar and just make sure she gets
  out in one piece.
  Babs is a crackshot with a Ingram SMG
  and has been known to shoot 2 fisted on
  several occasions. She was the group
  leader until an unfortunate "illness"
  forced her to resign. (FYI: The person
  playing Babs, who was new to gaming,
  bent over and threw a Loup Garou over
  her shoulder. We did not want to slag
  the character so rather than have the
  disease run its full course, we gave her a
  mutated form- it only affects her for 1
  wk/month and is only contagious to
  other elves. Since her infection the team
  has a standing rule prohibiting elves
  from joining the Legacy.) Babs has been
  on the streets for several years and has
  primarily 
  run 
  with 
  her 
  partner,
  Guardian 
  Angel, 
  a 
  female 
  ork
  bodyguard.
  Cackrin, Coach
  Dwayne Baker
  Archetype:
  Human Physical Adept
  Background:
  
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  Coach Cackrin is the director of the
  athletics 
  department 
  at 
  SSECCa
  Technical Academy (see Sprawl of same
  for more info). Coach Cackrin spends
  most of his time teaching classes. Within
  this time he is really searching for the
  gifted warriors. Coach Cakrin teaches
  advanced courses in: Archery, Firearms,
  Self defense through Martial arts (armed
  and 
  unarmed 
  versions), 
  and 
  is
  personally in charge of javelin and
  diskus. He receives regular progress
  reports from the other coaches and
  recommends the best for contract to Mr.
  Finaish. Coach Cackrin is a 3rd level
  initiate Phys Ad.
  
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  Centinel
  Steve Mancini
  Archetype:
  Human female samurai
  Description:
  Centinel is a moderately attractive
  woman with a somewhat masculine
  build. Her hair is black and kept short in
  the tradition of women in the military.
  Her cold black eyes seem almost lifeless.
  Her skin is somewhat pale from all the
  running she does at night.
  Biography:
  Centinel is the leader of the Dark Legacy
  after the previous leader, Babs, bowed
  out for "health reasons." Centinel is also
  the only member of the legacy to take
  first place during their time in the
  "Blood Sport" in Hong Kong. Since that
  time she has taken to more social based
  skills 
  and 
  has 
  become 
  the 
  team
  negotiator. He chrome is strictly combat,
  with heavy dermal and wired reflexes.
  Since her start in the shadows, she has
  upgraded a bit allowing her to get her
  eyes and ears modified for night
  fighting. 
  Centinel, 
  along 
  with 
  her
  "buddy" 
  Gremlin, 
  are 
  founding
  members of the Dark Legacy.
  Da Minotaur
  Steve Mancini
  Archetype:
  Troll Street Samurai
  Description:
  "Da Minotaur" is a troll samurai who,
  unlike 
  his 
  species, 
  is 
  particularly
  intelligent. He started out rather stupid,
  and was quickly addicted to several
  Street 
  Samurai 
  speed/anti-fatigue
  drugs. He was arrested in Hong Kong
  where he was sold into a "Blood Sport"
  that entertained the filthy rich. He
  eventually was freed by some friends
  who came to the island where he was
  held and bargained with his captor.
  Now back in Seattle, he has set up shop
  as a fixer in the Payullup dealing
  primarily as a middle man for Trolls and
  the outside shadowrunner community.
  He has raised his intelligence to racial
  maximum and has also purchased
  bioware enhancements as well. Most of
  his cyber is alpha grade thanks to the
  Blood Sport. In addition, his previous
  captor had him altered via cosmetic
  surgery to look like a minotaur- bull
  head and all. His favored weapon is a
  breech-load 
  double 
  barrel 
  panther
  cannon that he brandishes like a
  shotgun. His closest friend in the world
  is Quicksilver, a Beast Master.
  Deathjester
  Brad Caldwell
  Archetype:
  Assassin
  Background:
  Deathjester is an older breed.  He’s been
  around fighting for causes longer than
  most of the young drek-hot runner’s
  parents have been alive.  Now he has
  decided to live for himself doing what
  he does best-- Eliminating people that
  those 
  with 
  enough 
  money 
  want
  removed.
  
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  It all started about 40 year when his
  father, an up-and-coming corp. man,
  had 
  an 
  affair 
  with 
  his 
  Choctaw
  secretary.  Afraid of the consequences
  that an illegitimate child would bring, he
  fired her, but to keep her quiet promised
  to support her as long as she kept the
  child secret.
  Stephen Caldwell, as the boy was
  named, grew up in a home without any
  real parental discipline.  At the age of 15
  he ran away from his home in Louisiana
  and headed west.  This was during the
  upheaval of the NAN rebellion in 2015.
  He joined a group of merc’s working out
  of Oklahouma as a sniper and got
  additional training as a rigger operating
  surveillance drones.  After the Treaty of
  Denver, he stayed in the NAN armed
  forces until he was forcefully retired in
  2050.
  It was during his time in the armed
  forces 
  that 
  he 
  got 
  the 
  nickname
  Deathjester.  The younger guys found it
  quite unnerving that the old fart could
  find a firefight so funny.  He would
  laugh as the bullets came in around the
  squad.  He would find a nice nook to
  hunker down in a would giggle to
  himself 
  as 
  he 
  adjusted 
  the
  thermographic sight on his sniper rifle.
  The muffled "Thwump" of a silenced-
  shot from his rifle and a loud guffaw
  would signal yet another kill.
  After retirement, he lounged around on
  his pension for about a year until an old
  friend called about a "problem" his
  daughter was having with a certain
  abusive boyfriend.  He convinced the
  young man to permanently stay away
  from 
  her. 
   
  Somehow, 
  someone
  recognized the crazed laugh of the
  sniper and he found himself needing a
  favor.  A certain corp. also needed a job
  done and promised to erase him from
  the public record in exchange for
  services rendered. Deathjester accepted
  and became SINless.  He is now for hire
  as a sniper for anyone with enough nY.
  
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  Flash
  David J. Altman
  Archetype:
  Elven Bodyguard
  Description:
  Elven male, Caucasian, 6’5", black hair,
  blue eyes, 84 kgs., exceptional charisma,
  usually well dressed.
  Background:
  Flash (AKA Atalin Talarien) was an
  orphan ganger street kid born and
  raised in New York. Through an
  unlikely coincidence he saved simstar
  Darlene Celeste from an extraction crew.
  She hired him on as a bodyguard, and
  eventually they grew very close. While
  in 
  his 
  bodyguard 
  capacity, 
  Flash
  acquired a taste for the luxurious and
  expensive. 
  Celebre-Armani 
  suits,
  crocodile shoes, and Solingen combat
  knives were the order of the day. Under
  contract with Darlene’s studio, Flash
  received 
  training 
  and 
  money. 
  He
  specialized in armed combat, but was
  only slightly less skilled barehanded or
  with firearm.
  Darlene died suddenly of Vitas II related
  syndrome. She left her estate to Flash.
  Flash got into the shadowbiz after
  hooking up with his current partner, an
  ork named Grimm, who shares Flashes
  tastes. They currently do high end runs
  for major outfits.
  Gai
  Dylan Northrup
  Archetype:
  Human Street Samauri
  Background:
  He stands about 1.8 meters tall with a
  heavy build.  Black hair falls onto his
  shoulders.  His piercing blue eyes are
  noticeable on someone of obviously
  Asian 
  background. 
   
  If 
  asked 
  he
  acknowledges his mixed parentage but
  gives no details.  He is an incredibly
  adept 
  fighter 
  with 
  an 
  interest 
  in
  gadgetry.  Often his money is spent
  financing the purchase of some new
  ultra-tech toy that was just heisted from
  an R & D lab.
  Gremlin
  Steve Mancini
  Archetype:
  Dwarven Mercenary
  Description:
  Gremlin is a average height dwarf with
  an exceptionally muscular build. Both
  agile and strong, he is a terror in any
  bar-room brawl. His stout body is
  cleanly shaven from head to two.
  Cosmetic surgery has assured him of
  minimal body hair, with the exception
  being his face and head. Even though
  they have little to no effect, his
  fingernails are manicured to look like
  polished razors. He has a crazed look in
  his bright green eyes and a devilish
  smile almost always appears on his face.
  When on a run, he often where a
  cosmetic mask that resembles the Green
  Goblin from famed Spiderman comics
  
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  (or I would refer you to Maximum Over-
  drive- the truck with the green face.)
  Biography:
  Gremlin started his life as an average
  mercenary who was content collecting
  the pointy ears off his taller victims. Like
  most mercs, he wanted more. Enter
  Centinel, bodyguard extrordinaire and
  shadowrunner. The two formed an
  alliance and he has often run backup for
  her, saving her life on many occasions. It
  was only after being introduced to a
  profitable career as a shadowrunner that
  Gremlin 
  developed 
  his 
  talents 
  for
  Demolitions. As a founding member of
  the Dark Legacy, and a "buddy" to
  Centinel, he is often present at D.L.
  business, whether anyone but Centinel
  knows it. On one run with the Legacy,
  he was badly wounded, suffering major
  damage to most of his cyber systems.
  The team pooled their resources and
  "upgraded" their loyal friend. These
  upgrades included the latest in Bone-
  Lacing and the installation of an
  Orientation Computer. In addition to
  being the team’s demolition expert, he is
  the 2nd gunner for the team’s MP Laser.
  Guardian Angel
  Steve Mancini
  Archetype:
  Female Ork Street Samurai
  Description:
  Guardian Angel, or just Angel to her
  friends, is often mistaken for a man. Her
  strong stone chiseled features are only
  augmented by her short military cut hair
  style. She never tries to look feminine
  and prefers loose fitting men’s clothing,
  with the exception being a snug tres chic
  black leather tuxedo she has for special
  occasions. Her favorite weapons are her
  modified 
  Browning 
  Ultra-power
  (rebored) and her sniper rifle.
  Biography:
  Angel started her career as a bodyguard
  who quickly became disillusioned with
  the life. After one too many bullets, she
  turned sides and honed her skills
  toward killing people for money rather
  than protecting them. She then met up
  with Babs, who she quickly took a liking
  to (rumors of a former affair between the
  two are still unsubstantiated). After a
  short time, she once again switched
  professions to shadowrunning. After
  several years of a profitable partnership
  with Babs, the two became founding
  members to the Dark Legacy. In
  addition to being the team Sniper, she is
  the 1st Gunner for the team’s MP Laser.
  In addition, she has developed several
  contacts within the Ork underground
  that she uses for team purposes. While
  she often roleplays the part of the
  "stupid ork"
  she has one of the sharpest minds in the
  group.
  Hammer and Anvil
  Steve Mancini
  Archetype:
  Male Troll Street Samurai
  Description:
  Hammer and Anvil are a pair of
  identical (as identical as troll get) twin
  brothers. They notoriously dress the
  
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  same, basically because each lacks any
  fashion sense and each relies on the
  other. Both possess an incredible stupid
  look as if the lights are on but no one is
  home. Hammer is often s seen carrying a
  heavy pistol, and prefers Assault rifles
  w/ grenade launcher on runs. Anvil is
  an armed specialist who carries twin
  Wallacher Combat Axes, using only one
  at a time.
  Biography:
  The twin are incredible stupid and have
  only survived for as long as they have
  thanks to the legacy. Chromed to the
  teeth, the twins are a dangerous weapon
  without 
  purpose. 
  They 
  now 
  have
  purpose in the form of Dark Legacy
  business.
  Muerte, Enrico Palaldas
  David Sherohman
  Archetype:
  Dwarven Psysical Adept
  Background:
  Enrico 
  is 
  a 
  middle-aged 
  dwarven
  squatter with a vigilante streak.  He has
  also received extensive training in
  martial arts - even if he could afford a
  gun, he doesn’t like them.  Though he’s
  highly skilled in most melee and thrown
  weapons, his preference is for paired
  tonfas (if you don’t know what a tonfa
  is, just treat it as a club).  Should
  someone attempt to cause trouble in his
  neighborhood, Enrico will first attempt
  to convince them to leave.  Should this
  fail (or if they appear too hostile to
  safely approach), he’ll lay an ambush
  and take them out in melee - his skill is
  sufficient to defeat almost any corporate
  security team, provided they don’t shoot
  him while he approaches.
  (Yes, he’s a physad, though he doesn’t
  know it.  He’s also been nicknamed the
  Middle-Aged Squatter Ninja Dwarf...  :)
  NightShade
  David J. Altman
  Archetype:
  Elf Street Samauri
  Description:
  NightShade is a male, Caucasian, elf. Ice
  blue eyes, jet black hair. 2 meters high,
  75 kg. Usually wearing form fitting
  black body suit and black gloves.
  Background:
  NightShade 
  (real 
  name 
  Terrence
  Tellarien) was a senior Paladin in the
  service of a Prince. His mistake was that
  he fell in love with a daughter of a
  Prince who was an enemy of the Prince
  he served. An enemy of NightShade’s, a
  minor noble revealed the relationship,
  and convinced NightShade’s Prince that
  he was betraying him. With that
  Terrence became a branded traitor and
  outcast of the Tir, barely escaping with
  his life. His skills dictated his profession
  - he became a shadowrunner and
  assassin. In the years since his escape
  NightShade has grown in both skills and
  wisdom. Although many years have
  passed NightShade is still a slightly
  bitter person. He is always secretive, and
  enjoys a reputation as a brooding loner.
  This is not true - he has a small group of
  select friends (mostly influential).
  
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  NightShade’s trademark are his use of
  Walther MPK-50z’s SMGs in each hand
  in a firefight. But he is also known for
  his stealth and his use of a monogarrote
  to 
  decapitate 
  targets 
  of 
  his
  assassinations.
  One Eyed Jack
  Steve Mancini
  Archetype:
  Elven Physical Adept 
  Assassin
  Description:
  One-eyed Jack (hereafter just Jack) is a
  devilishly handsome (Cha 8) of strong
  muscular 
  stature 
  (think 
  Asmodeus
  handsome). His dark features and hair
  only augment this demonic look. When
  in control of a situation (in his turf, with
  superior numbers at home, etc.) he will
  often be wearing a blood red silk shirt
  and black leather pants. His long black
  duster is polished until it gleams. Over
  his right eye he wears a black eye patch
  that is inscribed with various mystic
  runes (nothing magical, just pretty
  pictures). Jack has his eyes burned out
  when he was once caught, since then he
  has replaced them with cyber- one real
  looking and one that is a chrome plate
  (typical samurai eye) which he keeps
  covered with a fine cloth mesh through
  which he can see fine.
  Jack is an assassin born and bred. His
  past is unknown since a former master
  had him trained and his mind wiped. He
  has most of the standard physical adept
  power, a little stealth, a little athletics, a
  decent degree of speed, and incredible
  senses. He has been taught one unique
  power that he calls "Steel." When he
  induces this state, all his emotions are
  put on a back burner. (Treat this like the
  drug Deadhead in the FASA novels).
  While under this power he has added
  resistance to emotion based attacks (fear,
  compulsion, etc.) as well as a scary
  disposition. Since his former master’s
  death, Jack has hooked up with a
  Chicago based group of assassin’s,
  known quaintly as the Guild. Within this
  group he initiated into their group. Now
  on his own, he has become a hired
  assassin who leaves a monofilament
  edged playing card as his calling card.
  Regardless of how he kills them, he
  typically leaves one of these cards
  behind with a slit throat.
  Queen
  Neal Porter
  Archetype:
  Elf Bodyguard
  Description:
  Queen 
  is 
  a 
  middle 
  level 
  exec
  escort/bodyguard. A tall very good
  looking female black elf. Very good at
  unarmed combat, and fast as well.
  Accompanies her employers to various
  meets under the guise of an escort, woe
  be it upon any who think that she’s an
  easy mark.
  Encounter technique :
  "You see a limo pull up out the front of
  the club. The passenger door next to the
  curb opens, and out moves a shapely
  dark female leg. Followed, a few
  
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  15
  minutes later, by the rest of her body."
  Pause for male characters to pick up
  their tongues from the pavement.
  Rhed Hehryng
  Chad Hessoun
  Archetype:
  Street Samauri
  Background:
  You’ve seen it everyday: a punk with
  tattoos, 
  cyber, 
  attitude, 
  guns. 
  The
  difference: most punks aren’t in their
  mid-forties 
  and 
  going 
  gray 
  Rhed
  Hehryng is. Rhed has all the trappings
  of a basic street samurai, which he
  bought with his life savings from
  working for the corp as a desk jockey.
  One day, the mindless drudgery of his
  job finally got to him, and he took the
  mid-twentieth century band Jefferson
  Airplane’s words to heart[literally, he
  had them tattooed in big letters across
  his 
  chest]: 
  "One 
  generation 
  got
  old/another 
  generation 
  got
  soul/volunteers 
  of 
  America/start 
  a
  revolution." He’s been out on the streets
  doing his little bit for anarchy since.
  The White Knight
  Robert Winterhalter
  Archetype:
  Elven Physical Adept (maybe)
  Background:
  The White Knight is a medium build elf
  with pale white skin and jet black hair.
  He is a strange person to meet in the
  shadows as he claims to be one of the
  Paladin’s of the Elven Court in Tir
  Tairngire.  He says that he is on a quest,
  and that he cannot return home until he
  completes it for the greater glory of Tir
  Tairngire and Lugh Surehand.  He is
  very secretive about what exactly this
  quest is however, and has told no one.
  The White Knight has, on occasion,
  helped other shadowrunners on runs
  that he deems worthy and he has never
  accepted payment for his help.  Most of
  the people in the shadows believe him to
  be insane but mostly harmless.  He has
  always come back from a run alive
  though, no matter how bad it’s turned,
  so he either has some actual skill or he is
  incredibly lucky.  Some people believe
  him to be a physical adept but no mage
  has ever confirmed this fact.
  The White Knight wears a distinctive
  suit of polished white partial-heavy
  armor.  His favored weapon is what is
  believed to be a monosword that has
  some type of strange runic carvings on
  the blade. He is not above using firearms
  though.
  YoYo
  Marcel Emami
  Archetype:
  Human Street Samauri
  Background:
  YoYo, whose real name is unknown, is
  the leader of a small but deadly squad of
  runners that operate out of somewhere
  deep in the Caribbean League.  The
  group is composed of elite street sams,
  mages, and netrunners with a focus on
  "operation cleanliness," or carrying out a
  
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  mission 
  quickly 
  w/o 
  fucking 
  up.
  They’re quite good; the "Squad"’s never
  once failed to earn their money.  Most of
  their missions carry a price tag in excess
  of one million nuyen.  Needless to say,
  only hire YoYo’s men if it’s important.
  He never operates w/o them.
  YoYo himself is believed to have been
  born and raised in the Caribbean, but
  rumors have placed his childhood in
  southern Africa.
  Description:
  He’s a black male, 6’3" tall, with a light-
  to-medium build.  Usually garbed in a
  white suit over a black silk shirt w/ a
  white "Panama Jack" style hat, he wields
  an intense stare and low, monotone
  voice w/o any appreciable accent that
  would send many razor guys cowering.
  His cyber augmentation is believed to be
  extensive; much of it Beta-customized.
  A tactical computer is listed in reports of
  what he has implanted.  Bioware likely
  includes 
  enhanced 
  articulation 
  and
  damage-reducing 
  implants. 
   
  All
  installations are as cosmetic as possible.
  His "name," however, derives from his
  weapons of choice: two monofilament
  whips disguised as jet black, polished
  "Duncan" yo-yos.  He is not only
  perhaps the world’s most skilled artist
  w/ 
  a 
  whip, 
  but 
  can 
  use 
  two
  simultaneously in a display of talent that
  would knock you over...and likely dice
  you before you hit the carpet.
  He is also heard to carry a stainless steel
  Ruger Super Warhawk and own a
  Ranger Arms SM-3, but stories claim he
  has never used either firearm...
  
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  Socerers / Conjurers / Mages / Shamen
  Brogan "the Broker"
  Steve Mancini
  Archetype:
  Elven Conjurer <Adept>
  Description:
  Brogan is an older looking elf (FYI: In
  my campaign he is one of the few spike
  baby elves that I have) who has
  purposely died his hair a metallic silver.
  His complexion is dark, as if tanned. He
  often 
  wears 
  white 
  cotton 
  shirt
  reminiscent of the swashbuckler. He has
  a ring on all of his finger save his
  thumbs. On his right hand are the
  elemental stones and on his left are what
  can best be described as rings that have
  been 
  fashion 
  by 
  some 
  tribal
  talismonger/shaman.
  Biography:
  Brogan is a full blown hermetic who has
  never taken the time to perfect the
  sorcerous aspect of his trade. He has
  little knowledge in that area and only
  deals in spellcraft that will aid him with
  his first love- Spirits. On the street he is
  known for being a conjurer adept and
  his masking convinces the non-initiated
  that this is so.
  Brogan deals in spirits. He has carefully
  perfected the conjuring and banishing of
  spirits. He has also taken great care in
  learning as much as he could with
  regard to free spirits (in my game he has
  Free Spirit Etiquette- the ability to deal
  with free spirits basically). Brogan has
  also perfected the technique of selling
  spirits to others- that is, he pre-conjures
  a selection of elementals which he then
  ’sells’ to other hermetics. When they
  ’buy’ them, the two contest for the
  spirits- except that Brogan offers no
  resistance thereby ’turning’ the spirit
  over. He does this under careful
  protection and uses heavy wards to
  protect himself should this go awry. He
  is also a close friend to several free
  spirits who use him as an middle man
  for their more mundane dealings.
  Brogan runs his business through an
  abandoned bank which he has wards
  and covered in magical guards (bound
  elementals). The bank has the finest
  security he could buy- installed by a
  trusted shadowrunner friend.
  Cauldron
  David Dauwen
  Archetype:
  Troll Mage
  Background:
  The last thing your average punk
  expects is a magically active trog. This is
  why the troll known as Cauldron
  demands a great deal of respect. An
  Initiate of Grade 3 status, he is possibly
  one of the strongest magically active
  trolls in Seattle.
  The origins and even the knowledge of
  how he gained his magical abilities are
  
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  completely, unknown even to Cauldron.
  The Ork Samurai who found him and
  helped him recover, Alexander Burke,
  eventually became his employer.  His
  past still shrouded in mystery, Cauldron
  searches on, hoping to find his memories
  and true identity.
  Description:
  Cauldron, thanks to Burke’s tailor, is
  usually found wearing oversized suits
  cut in the style of a gangster from the
  1930’s.  The ancient Thompson .50 cal. he
  carries as a side arm enhances the image.
  DarkSide
  Steve Mancini
  Archetype:
  Elven Moon Shaman
  Description:
  Darkside is a frail albino elf. He hides
  his affliction beneath armored robes and
  cloaks. He wears gloves and conceals all
  his flesh beneath clothe. Besides his Mild
  reaction to sunlight, he wishes to keep
  his albino status a secret.
  Biography:
  Many 
  people 
  consider 
  Morgan’s
  survival a oddity. Born to corporate
  parents, Morgan’s infliction was taken
  care of for sometime. Morgan, as it
  would turn out, was born elven from
  human parents. To make matters worse,
  he was also born an albino. His
  handicap cost his parents, and their
  corporation a great deal of money to
  maintain. It came as no surprise to his
  mother that they were "discharged"
  when his father was killed in an accident
  in the lab in which he worked. While his
  mother tried to keep Morgan healthy,
  she only worked herself into an early
  grave. It was after his mother’s death
  that Morgan took to the streets.
  Unfortunately for Morgan, he has three
  very attractive qualities that would
  cause his downfall. First, he was elven.
  Second, he was an albino. Third, he was
  also magically active. These three traits
  attracted the attention of a group of
  English 
  (Hermetic) 
  druids 
  who
  promised him many things, including
  their ability to make his magic surface.
  What they delivered was Morgan, to a
  sacrificial alter. He awoke only moments
  before they ripped his heart from his
  body. Seeing his own beating heart in
  the hands of a garbed druid, Morgan
  consigned himself to the afterlife.
  Luckily for Morgan, not everyone would
  allow the druids their sacrifice. A rogue
  elven shaman who followed the path of
  Moon received visions telling him to go
  to the spot of the sacrifice.  Leaving the
  druids to the mercy of a Greater Form
  forest 
  spirit, 
  this 
  shaman 
  quickly
  departed with the practically dead boy.
  Through great skill, amazing magic, and
  force of will, the shaman willed the boy
  back to life (Heal Deadly Wounds, a
  fetish foci, and plus a serious amount of
  karma). He took the student under his
  wing and trained him for several years
  without knowing what path had been
  chosen for Morgan. Also during this
  time, he used magics, unknown to the
  boy, to raise the boys physical stature so
  that his infliction would not be as much
  a 
  disability 
  as 
  it 
  originally 
  was.
  Morgan’s magical path was quickly
  
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  revealed to him when he could not resist
  the urge to watch an eclipse, a vision
  that would rob him of his sight forever.
  His link to Moon was cast, and no magic
  or technology could restore that which
  Moon has taken away.
  Dawn
  Joshua Seely
  Archetype:
  Elven Owl Shaman
  Description:
  Dawn is an beautiful elven Druidic Owl
  Shaman. Her flaming red hair and
  Scottish brogue, which often breaks
  down into a cross between broken
  Scottish and heavily accented Speritheil
  when she gets angry leaves no doubt as
  to her ancestry. She wears primarily
  gray and green and somehow manages
  to 
  look 
  absolutely 
  marvelous 
  in
  whatever she wears.  Her only visible
  piece of ’jewelry’ is a stunning silver
  necklace (a power focus of some kind).
  She also has with her at almost all times
  a rather HUGE Scottish Claymore (three
  foot+ two-handed sword which happens
  to be a high level weapon focus).
  Background:
  Being a fairly high level initiate in the
  she sleeps by day and works her magic
  at night.  A protector of the land and
  nature in general she is quick to aid
  those who work towards the protection
  of the land.  She will not hesitate to deal
  with those individuals who desecrate
  the land in any way with either her
  magic or the absolutely HUGE Bastard
  Sword (a high level weapon focus) that
  she carries with her at all times.  Most at
  home in the parks of Seattle (Or
  virtually any other park or ’green area’
  for that matter) She has a high disregard
  for the ’techno-philes’ though she views
  some technology as a necessary evil and
  will put up with limited amounts of it.
  Her appearance in astral-space is that of
  a great owl with a gold amulet around
  her neck (her power focus) and a sword
  of great size.  She has a natural distaste
  for 
  Toxic 
  Shamans 
  and 
  goes 
  to
  enormous length to kill them when they
  encroach on what she feels as the land
  she is guarding at that time.  She has
  been known to approach ’runners on
  occasion for assistance in her virtual
  quest to destroy any ’toxic’ spirits that
  have been unleashed by the corps
  ’Whole-Sale destruction of the land’ she
  will also go out of her way to assist any
  who assist her in her quest in any
  manner possible.
  Eizenreich, Dr.
  Dwayne Baker
  Archetype:
  Human Mage
  Background:
  Dr. 
  Eizenreich 
  is 
  the 
  head 
  of
  Thaumaturgical 
  Studies 
  at 
  SSECCa
  Technical Academy (see Sprawl of same
  for more info). The slightly corrupt Dr.
  Eizenreich searches the students of his
  department for the most talented to
  recommend them for contract to Mr.
  Finaish. If accepted Dr. Eizenreich uses
  manipulative 
  magic 
  while 
  Dr.
  Elenbright uses psychology to convince
  
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  students of their desire to run the
  shadows. Dr. Eizenreich is a 5th level
  initiate of the hermetic tradition. Dr.
  Eizenreich’s co-conspirators are Mr.
  Finaish, Dr. Elenbright, Dr. Reaves, Dr.
  Lientze, 
  and 
  Coach 
  Cackrin. 
  Dr
  Eizenriech is upset that rumor has it that
  Mr. Finaish and Dr. Elenbright are
  lovers (Dr. Eizenreich lusts after Dr.
  Elenbright).
  Filthy Rich
  Steve Mancini
  Archetype:
  Rat Shaman Talismonger
  Description:
  Richard "Filthy Rich" Wallen is a short
  (5’ 2") human male with shoulder length
  greasy black hair. His face is often
  covered in a dirty beard that contains
  food particles from his last 3 or 4 meals.
  The only time he is shaven is when a lab
  experiment in his enchanting shop goes
  bad. He wears traditional Indian leather
  that smell as if they have not be washed
  since the Great Ghost Dance, which he
  claims to be a survivor of.  He has a high
  squeaky voice that gets so high when he
  is making a deal in his favor that it
  grates your nerves like hand razors
  across a chalk board.
  Biography:
  Filthy Rich started his career as a
  shadowrunner but quickly retired due to
  his innate cowardice. As a talismonger,
  he makes the quality products but sells
  them slightly hire than the average
  talismonger. He does, however, buy
  magic items (foci, etc.) with no questions
  asked. Rich has opened a talismonger
  store in Redmond and has made
  "arrangements" with a local gang to
  provide him added night-time security.
  In addition, his former runner buddies
  come to him for help and as such he can
  call on them should things get too thick.
  Whether "Filthy Rich" is an initiate or
  not is a mystery though he does appear
  as a rat shaman when assensed.
  Firethorne
  David Sherohman
  Archetype:
  Female Mage
  Background:
  Firethorne was second born of a pair of
  twins; unfortunately, her mother died in
  the process and her father blamed the
  girls (particularly Firethorne) for his
  wife’s death.  A few years later, he
  remarried.
  At the age of 8, Firethorne discovered
  that she was magically active when her
  sorcerous powers were spontaneously
  activated while attending a religious
  ceremony, burning a hole through the
  ceiling with a flaming dart.  The
  worshippers were not amused, and the
  whole incident only served to increase
  her father’s hatred of his daughter.  A
  year later, he was imprisoned for
  physically and sexually abusing her.
  Firethorne ran away a few days after the
  trial.
  On the streets, Firethorne survived
  through an odd combination of begging,
  stage magic, and real magic, all the
  
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  while pursuing new ways to make her
  life more interesting - petty theft,
  magical muggings, exploring the sewers,
  intervening in brawls, anything.  For the
  first few years, she avoided prostitution
  as it brought back too many memories of
  her father.  Eventually, though, her
  quest for thrills got the better of her, and
  she found that it was a way of getting
  her thrills and her cash at the same time.
  Before long, she developed a rep for
  being willing to try anything.
  Firethorne’s latest plan is to get into
  shadowrunning, though she has no
  intention of giving up prostitution - at
  least, not yet.  The few spells she knows
  are mostly geared to assist with her
  ’occupation’, 
  curing 
  diseases,
  heightening 
  tactile 
  responses, 
  or
  determining another’s desires.  She also
  has some low-powered offensive spells,
  but they tend to focus on putting targets
  to sleep rather than killing them.
  Note:
  Firethorne was designed as a thoroughly
  amoral character to join up with the PCs
  and stick by them through thick and
  thin, eventually getting beat up bad
  enough to reduce her Essence a couple
  points, then add cyberware and turn on
  the PCs for whatever reason they may
  have 
  given 
  her 
  - 
  the 
  ultimate
  psychobitch from hell...  She’s good for
  dealing with players who insist on
  running lecherous characters...
  Gargoyle
  Steve Mancini
  Archetype:
  Troll Raven Shamanic Adept
  Description:
  Gargoyle is an scarecrow thin troll.
  While growing to above average troll
  height, he has remained rail thin since
  puberty. His skin is of an extremely dark
  complexion though he is the child of
  Caucasian parents. He is prone to
  wearing leathers that are the color of the
  Disassembles, a Seattle gang with which
  he is affiliated.
  Background:
  Gargoyle is the younger brother of the
  leader of the Disassembles. Adopted
  into the gang while he still young,
  Gargoyle never developed like most
  trolls and is considered a "runt" by the
  gang. 
  It 
  wasn’t 
  until 
  his 
  magic
  manifested that the gang members
  treated him with any respect. Even
  though he ganged their respect, he lost
  some from his brother who has an innate
  fear of magic. His ties with the gang
  have begun to wander as he has quested
  for magical knowledge.
  His name is derived from his favorite
  pass-time. He is often found sitting with
  his feet dangling over the edge of large
  building talking to "no one" (in fact he
  often 
  conjures 
  Wind 
  Spirits 
  for
  company). Within his spell repertoire is
  a Flight Spell which he often uses in case
  of falling.
  While his mental facilities were low, he
  has been given the blessing of a human
  
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  snake shamanic adept named Nex, who
  is one of his closest friends.
  Hell Razor
  Steve Mancini
  Archetype:
  Male, Human, Fire Elementalist
  Description:
  Hell razor is a rat faced scrawny man
  covered in acne scar. His mousy little
  eyes glow with a deep dark fire. His
  favored clothing is leathers and polished
  silver chains. On a run he wears the
  traditional dark long coats of the Legacy
  and form-fitting body armor beneath it.
  His favored weapon is a large barber’s
  straight razor.
  Biography:
  Hell razor is the product of a broken
  home and abusive father. He has grown
  into something of a coward, easily
  dominated by woman and other men.
  He has also honed his magical skill to
  lethal perfection. He has become a
  magical surgeon in his own eyes- he has
  specialized his combat spells so as to
  strike neat, clean, and specific target.
  (powerball v. each race, Urban renewal
  v. various items- guns, armor, cars, etc.).
  Hell razor has also perfected the use of
  Fire Elementals and when combined
  with his Combat Sorcery, has made him
  extremely 
  dangerous. 
  Beneath 
  his
  mousy manner lurks the heart of a
  sadism/masochist. This extends beyond
  how he treat others into his bedroom. As
  such, he is often seeking "professional
  company" to keep him busy on cold,
  lonely, nights.
  
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  The Ice Queen
  Steve Mancini
  Archetype:
  Male Human Hermetic Mage 
  Assassin
  Description:
  The Ice Queen manifests as a beautiful
  young woman with ice blue eyes and
  shining 
  white 
  hair. 
  Her 
  seductive
  features are barely covered by a mist
  that can best be described as the steam
  that comes off liquid nitrogen. When the
  illusions are dropped and someone finds
  his physical body, they will discover
  that the Ice Queen is in fact an
  overweight middle aged man with a
  receding hair line. He often dresses as a
  low class U2C and projects toward his
  assignment.
  Biography:
  The Ice Queen is a in fact a transsexual
  who magical aptitude was being honed
  as a "New Ager" before the Awakening.
  When her magic manifested, she turned
  to a lethal trade. As the Ice Queen, she is
  a mage assassin who specializes in
  killing other magicians. He is also a
  member 
  of 
  the 
  Consortium, 
  an
  international assassin group that also
  has a secret initiate group within its
  ranks. The Ice Queen specializes in
  mental manipulations and it is rumor
  she has a spell that kills people in their
  dreams.
  Khan
  David J. Altman
  Archetype:
  Socerer Adept
  Description:
  Khan (real name unknown): Caucasian
  male, 6’4", 122 kgs., very solidly built,
  red beard and hair, black eyes, stylized
  tattoos on arms (dragon on right
  forearm, phoenix on left forearms,
  hexagon over left eye). Usually wears
  denim jeans and shirt, black boots,
  trenchcoat, and gloves. Large sword on
  left hip and a bracer on left wrist. Is a
  sorcerer adept of extremely high level.
  Background:
  His parents were part of an Asian
  warlords command staff. During a raid
  by a rival warlord his parents were
  killed and he was taken prisoner. He
  worked in the slave mines until he was
  10 years old. Then he escaped. After
  several years of living in the jungles of
  China he ascended "The Mountain of
  Infinite Thunder" to seek the silver
  dragon who lived in a palace atop the
  mountain. He made it past the many
  traps and patrols and got into the
  courtyard before being discovered. The
  dragon spared his life and decided to
  teach the young human. After 10 years
  Khan emerged. Since then he has
  become one of the more menacing and
  respected ’runners in the Sprawl.
  Marginal Man
  Chris Innanen
  THE SLEEPER HAS AWAKENED,
  AND IS CONFUSED AS HELL...
  Archetype:
  Human Mage
  
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  Background:
  He was one of the desperate few that
  became the guinea pigs for the hopeful
  researchers looking for a safe form of
  cryogenics. Frozen in the last weeks of
  his life under the thumb of a deadly
  cancer, the Sleeper has found himself
  thrust, totally cured, into a world
  severely different from the one he last
  saw. The irony is, in his previous life he
  was a debunker, someone that proves
  such things as ESP, alien abductions,
  and faith healers are all fakes and
  hoaxes. Now he’s blessed with a Second
  Sight more powerful than any other
  known magician, walking a fine line
  between hermetic and shamanic powers
  that he can’t control, and can’t even
  believe. Culture shock has driven him
  underground, stealing what he needs
  and causing havoc on all sides as he
  struggles to find a balance within
  himself.
  Word on the Street:
  "I could smell the ozone as, glowing
  blue, he aimed a gun in my face."
  Mischief
  Steve Mancini
  Archetype:
  Female Cat Shaman
  Description:
  Mischief is a large black housecat with a
  diamond necklace. Her black fur glistens
  as if it has just been cleaned. In her left
  ear is a small gold earring. That’s right
  folks, it is a Cat!.
  Biography:
  Mischief is a cat shaman. Raised on the
  streets, she came into her power through
  her own teachings. She quickly realized
  she was a follower of Cat. Mischief was
  also the target of an infatuation. An
  older man, of some wealth fell in love
  with the girl who scorned him. He
  showered her in gifts which she refused.
  Eventually, she got the picture. To
  avenge his wounded heart, he played
  the nastiest of tricks upon her. Spending
  a great deal of his resources, he
  discovered the talismonger whom she
  worked with. Once again, dropping a
  great deal of money, he convinced this
  talismonger to design a spell that was so
  complex, he hoped it would boggle her
  young, not too knowledgeable, mind.
  The spell looked as if it was a tradition
  Critterform spell, in the form of a Cat.
  Hidden within the complexity of its
  design was the fact that the spell was not
  sustained, but permanent.
  Mischief jumped at the chance to learn
  the spell. Her arrogance and desire
  blinded her to the truth behind the spell.
  After casting it upon herself, she
  discovered her error. Since that time, she
  has been unable to design a spell to
  reverse or counter its effects. Mischief
  has come to believe that Cat is punishing
  her, so she remains in this form until
  such time that Cat inspires her with the
  reversal of this spell.
  Mischief is a typical street magician- not
  too interested in the dangerous life of a
  shadowrunner, 
  but 
  always 
  curious
  about the latest street gossip. Very few
  people know of her existence- she uses a
  fortune teller who she has placed a mind
  
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  control spell upon as a front. She has
  also provided herself with an illusion of
  her former self through which she
  communicates with others when she
  feels the need. Many people believe her
  to be nothing more than an Ally to the
  fortune teller, who is in fact mundane.
  (Just ask around, she is actually an
  initiate with Masking).
  Nex
  Steve Mancini
  Archetype:
  Male Human Snake Shamanic 
  Adept
  Description:
  Nex is a full blooded Cheyenne Indian.
  Although he lives in the heart of Seattle,
  he has refused to abandon his heritage.
  He dresses in the same clothes as his
  ancestors (real old ancestors) and wears
  shamanic garb.
  Biography:
  Nex came to Seattle as the result of a
  vision quest. He was found by a city
  shaman named Slinky who thought he
  was a "Cute kid." Slinky protected Nex
  for several months as he slowly learned
  the ways of the street. He was later
  initiated into a 
  thief-based 
  initiate
  group. While none of the members knew
  it, he was a thief of secrets. Slowly, Nex
  turned more toward the healing aspect
  of Snake and eventually withdrew from
  the initiate group to join a snake shaman
  initiate group. Even though he has
  become quite familiar with the streets,
  Nex maintains a naive front. Following
  his initiation into the Snake group, Nex
  created IT, a force three ally bound to an
  Iron Cobra body. Nex is waiting for
  Snake to give him a proper name for his
  ally and until then they refer to it merely
  as IT. Unfortunately for Nex, and IT,
  Snake doesn’t give a Rat’s ass about the
  ally and will never name IT.
  Nikodaemus
  Steve Mancini
  Archetype:
  Ork Rat Shaman Adept
  Description:
  Nikodaemus is a scrawny bad smelling
  ork who dresses in layers of ripped
  clothing. While most of the upper layers
  are dingy dark colors and occasional
  bright color peeks out from the rips. He
  keeps his hair long and dirty and
  usually hides it all beneath a wool cap.
  Biography:
  Nikodaemus is a gutter kid from the
  Ork Ghetto in the Payullup. Growing up
  living in the sewers, it was no surprise
  when rat called to him. He has since
  honed his thieving skills and augmented
  them with the power Rat has given him.
  He has since initiated to Grade 2 (using
  Jason Carter’s initiation rules) and he
  has built for himself two very week
  allies. Given that Rat receives Illusion
  and Detection, he specialized each ally
  in possessing spells from only one of
  these categories. The ally that specializes
  in Illusion is called Hide, and the ally
  that deals in Detection is called Seek.
  (Get it- Hide and Seek?).  Nikodaemus is
  also a member of an initiatory group of
  thieves known as the Master of Guise.
  
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  Phantasm
  Steve Mancini
  Archetype:
  Male Human Hermetic Mage
  Description:
  Phantasm is an older gentleman who
  often wears gray suits with a bright
  touch of color somewhere- whether it is
  in the tie, a lapel pin, etc. (In many was
  he looks like the Street Mage archetype).
  Phantasm always wears a monocle that
  seems to be refracting the light just
  enough to produce a rainbow hue across
  the lens. His walking stick is old and
  hand carved- if questioned he will
  mumble something about it being a gift
  from "the crazy loon who started this
  whole mess off!", thought this rumor
  cannot be pinned down any further, nor
  can it be substantiated.
  Biography:
  Phantasm is an older street mage. Never
  one to put his life on the line, he has
  only helped many shadowrunners after
  their missions were accomplished. He
  has made his living by helping the
  Renton community in which he lives. He
  has been known to aid those in serious
  trouble- the most recent being a man
  struck by a car was brought back to life
  through ancient arcane lore, powerful
  magical items, and sheer force of will.
  Phantasm has devoted his life to the
  training of young magicians and is
  always willing to help a young wiz kid
  or wandering shaman for the right price.
  This right price varies from a simple
  favor, to cooking him dinner, but always
  includes a voluntary assensing- he
  always looks to the true intentions and
  personality of those he could train.
  Phantasm has accumulated a rather
  extensive library that varies in rating. In
  his chosen field, Illusions, it is a
  respectable rating; in the field of Combat
  there is practically nothing but Stun
  based spells and Power spells vs. non-
  living. He will let any of his students use
  this library as long as they contribute to
  it somehow...
  Ringtail
  Christopher Ryan
  Archetype:
  Street Shaman
  Description:
  Ringtail is an Ork street shaman of the
  possum totem.  He has long hair, clean
  appearance (for an Ork) and big brown
  eyes.  He tends to be found on the
  streets at night, sleeping during the
  harsh light of the day.
  Biography:
  Ringtail spends most of his time
  collecting 
  items 
  (jewelry, 
  shells,
  whatever) that he finds in various
  places.  Occasionally this ’finding’ items
  is outright theft, and this has led him to
  be in trouble with various people over
  time.  Only through his quick talk and
  spells has he managed to live so far.
  Rorschach
  Martin Hillgrove
  Archetype:
  Elven Mage
  
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  Description:
  Rorschach is fairly tall for an elf (2m)
  and masses about 70 kilos (That’s 6’6" &
  ~150 lbs for those non-metric people).
  He usually is seen wearing a fedora and
  a long coat over an old 20th century
  style double- breasted suit.  About half
  the time he wears his tell-tale mask.  It
  covers the lower half of his face, and has
  an folded-ink-blot pattern on it.
  Notes:
  Rorschach is a Hermetic mage, who
  deals almost exclusively with elemental
  conjuring.  He usually has at least 3
  elementals on hand at all times.  He is
  known to be friends with at least 2 Free
  Spirits.
  Background:
  Rorschach grew up as the son of wage-
  slaves, and was to become a wage-mage
  for Renraku.  He didn’t want to.  He
  didn’t like the way the corps were able
  to run the world.  So he ran away.  He
  was a little lost at first, until he met
  Gina.  Gina was a Free Air Elemental
  who took pity on him.  "She" helped him
  find some people who were willing to
  teach a run-away about life on the
  streets and in the shadows.  He now is at
  least a Grade 2 Initiate who deals in and
  with elemental conjuring.
  Tamakazura
  Steve Mancini
  Archetype:
  Female, Human, Owl Shaman
  Description:
  "Tammy" is a small white girl, frail in
  stature. Her eyes are a deep black that
  you can feel pierce your very soul. She
  often dresses in dark brown or black
  cotton clothes. When the weather is cold
  she can be found wearing the leather
  jacket of her boyfriend, Enigma. The
  jacket has the logo of the Nighthunters
  Gang across it.
  Background:
  Tammy gave her inheritance to a cult
  group that promised they could make
  her magical. Unfortunately for them, she
  was 
  magical. 
  During 
  a 
  routine
  shadowrun, the team came across her
  while extracting their target. The group
  mage, Enigma, fell in love with her and
  grabbed her. Since then he has taught
  her what he could, trusting that Owl and
  Tammy could do the rest.
  She started out her career in the
  shadows under the name "Butterfly", a
  name given her by Enigma. When
  Enigma was brutally murdered by a
  samurai 
  during 
  an 
  extraction, 
  she
  adopted 
  the 
  Japanese 
  name
  Tamakuzura, which is said to mean
  "Angry Butterfly". Since then she has
  avenged 
  Enigma’s 
  death 
  and 
  has
  severed as a magical guide for the street
  gang known as the Nighthunters.
  WildKat
  
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  Steve Mancini
  Archetype:
  Female human Wildcat 
  Shaman
  Description:
  WildKat is a small well built woman.
  Barely over 18, her mixed tribal heritage
  only accents her features. Her black eyes
  shine with an inner beauty and wisdom.
  On her own, she prefers Indian leathers
  or 
  light 
  cotton 
  clothes. 
  On 
  runs
  however, she is often dressed in a suit of
  Light Security armor that the rest of the
  Dark Legacy has purchased for her. She
  has designed this armor such that it is a
  dark blue (think Nightcrawler) with
  bizarre shamanic drawings painted in
  darker shades or gray and black.
  Biography:
  WildKat is a mixed breed American
  Indian. She is not sure which tribes her
  parents are from- her father abandoned
  the family at an early age and her
  mother was killed by a go gang on their
  journey through the NAN towards
  Seattle. 
  She 
  was 
  found 
  by 
  some
  members of the Ute tribe who took her
  in. Her strange shamanic power did not
  manifest until the tribal elders, who
  senses she was magical but could not
  find her totem, called in a specialist from
  Europe. Once properly trained, WildKat
  left the tribe and landed in Seattle. There
  she took to the street poorly, but her
  shamanic 
  talents 
  and 
  her 
  Indian
  upbringing gave her a fighting chance.
  She then hooked up with the Dark
  Legacy. Beyond her shamanic talents,
  she is a crackshot with a hunting rifle.
  She has since expanded her repertoire to
  include Sniper rifles and now she even
  impresses Guardian Angel, the team’s
  sniper. Since joining the team she has co-
  founded an initiate group dedicated to
  protecting orphans, and has initiated to
  Grade 1.
  
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  Whisper
  Steve Mancini
  Archetype:
  Male Dwarven Raccoon 
  Shaman
  Description:
  Whisper is a bizarre little man who
  dresses somewhere between a squatter
  and a shaman. His long hair is braided
  into several tight, small strands. The
  strands are covered in small dark
  intrically carved beads. These are in fact
  fetishes. He also paints rings beneath his
  eyes and often wears worn dark brown
  leathers. His most distinguishing feature
  is his thick, English accent.
  Biography:
  Whisper is a raccoon shaman who came
  to the "Americas" to answer the calling
  of his totem. Once hear, he became a
  superb thief and took on progressively
  more challenging thefts. He finally met
  his match in Seattle and then returned to
  England, where his path crossed with
  Lucas the Bounty Hunter. Lucas fed on
  Whisper’s 
  life-force 
  slightly 
  before
  Whisper’s allies chased Lucas away, but
  the damage was done- Whisper was
  addicted to the essence drain effects. He
  has since developed several variants of
  Slay Vampire and will use them on sight
  out of fear that he will one day not be
  able to resist the urge. He has since
  become a Grade 3 initiate and has
  retired with one of his most prized
  students, 
  Slinky, 
  a 
  female 
  human
  raccoon shaman.
  The Wyldkarde
  Steve Mancini
  Archetype:
  Dwarven Hermetic Mage (Grade
  1)
  Description:
  The Wyldkarde is a shorter than normal
  dwarf 
  whose 
  muscular 
  stature
  contradicts his magical nature. When on
  a mission, he will often garb himself in
  black loose fitting clothes and a hood.
  When off-line, he prefers denim jeans, a
  black leather vest with a deck of cards
  spread across the back, a hard rock band
  t-shirt (usually Darwin’s Bastards), and a
  multicolored mohawk. Across the sides
  of his head are the 4 suits of a deck, 2 on
  each side.
  He is rarely found alone. He is usually
  accompanied by his ally, Solitaire (Force
  3). Solitaire is composed of Onyx and is
  fashioned in the form of a full grown
  bull dog, also with a mohawk.
  Wyldkarde is known on the street for
  being somewhat insane. He often carries
  several decks of cards for one simple
  reason- they are the expendable fetishes
  to almost all his spells. In addition, he
  also 
  has 
  every 
  member 
  of 
  his
  shadowrun team, "The Misfits", carry a
  deck for him.
  Biography:
  The story of Wyldkarde begins with the
  Night of Rage of Berlin, Germany. On
  that horrific night a City Spirit was set
  free. That spirit, after witnessing the
  violence of the night, committed itself to
  the preservation of the dwarven race
  
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  (animus). So it wandered through the
  dwarven ghettos of Berlin protecting
  those dwarves it could. It became
  something of a legend, and the people
  came to call it Thorin, after the Tolkien
  dwarf king.
  Stanley Abrahms was born to 2 loving
  parents in the dwarf ghetto of Berlin in
  20**. His father a corporate 
  data
  specialist, his mother, a homemaker
  cared for him and protected him from
  the evils of the city. It was after his
  magic talent began to manifest in the
  Astral Plane that he attracted the
  attention of Thorin.
  Thorin took a liking to the boy, and
  escorted him to the Land of Many
  Dreams (metaplanes). It was in the
  metaplanes that he played out his
  childhood dreams of the story his
  mother often 
  told 
  him- 
  "Alice 
  in
  Wonderland". He often replayed the
  scene with the people made of playing
  cards. It was while playing in the Land
  of Dreams that Stanley found the
  Metaplane of Time.  It was upon this
  plane that Stan lived an entire life,
  achieving great magical talent and
  Power. Amazingly, upon returning to
  his mortal coil he discovered he retained
  this knowledge. His parents, awakening
  to find their son not only magical active
  but 
  fully 
  trained, 
  became 
  quite
  concerned. 
  Lacking 
  guidance, 
  they
  sought help from their Rabbi.
  When Thorin returned the next night to
  take the boy, he felt something was
  wrong, 
  but 
  the 
  boy’s 
  anticipation
  override this fear. Once again, he took
  the boy to the Metaplane of Time.
  It was at this time that the rabbi arrived.
  Finding the boy comatose, the Rabbi
  began to exorcise the demon possessing
  the boy. Unfortunately for Stan, the
  Rabbi was successful at disrupting the
  spirit. Without the spirit’s protection,
  Stan 
  was 
  left 
  alone 
  among 
  the
  metaplanes. It was during this time that
  Stan 
  wandered 
  the 
  metaplanes
  searching for the way home. While the
  Spirit made it back to the body, "Stan"
  was left behind and "Wyldkarde", the
  new, spirit of Stan, emerged from coma.
  Using deceit and trickery, the boy
  tricked the parents into believing he was
  fine. He kept up this facade until he was
  13, when he left his parents and Berlin to
  wander Europe with a tribe of gypsies.
  When the entire troupe was killed by
  bandits, Wyldkarde took what little
  money he had and left for Seattle.
  
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  Deckers / Wiz Kids / Riggers
  Ace
  David J. Altman
  Archetype:
  ’Tronics Wiz
  Description;
  Ace is the streetname of a shadowrunner
  that 
  specializes 
  in 
  extractions 
  and
  datasteals.
  Ace is 6’3’’, blond hair, gray eyes, muscle
  builder physique, 135 kgs. He has a
  slight accent in his speech. Leather
  jacket, denim, boots, and mirrorshades
  are his usual attire.
  Background:
  Ace’s real name is Cyril Misovic, of the
  Czech 
  Republic. 
  Cyril 
  was
  "made"/grown in a eugenics experiment
  called Project Raven. Project Raven was
  established by the Special Operations
  Section of the Czech Republic Security
  and Information Agency, in order to
  create ultimate Black Operations agents.
  Although the Czech Republic is a
  capitalist 
  country, 
  its 
  governing
  apparatus is second in repression and
  brutality only to the Beijing Economic
  Zone. Cyril was a ward, then a servant
  of the state for 26 years. During an
  elaborate defection scheme he defected
  to the Mossad. Later, after working off
  his debts, he went freelance.
  ArkAngel
  David J. Altman
  Archetype:
  Wiz Kid
  Dscription:
  Also know as Gabriel Aldon, 5’7", slim,
  blond hair, blue eye, fair skinned. Usual
  attire: White Leather jacket with a
  flaming sword on back
  Background:
  Gabriel Aldon was a literal wiz kid from
  the upper classes. Nothing could go
  wrong for him, he had perfect parents,
  money, prestige, everything. Then it all
  went wrong. A botched extraction
  attempt left his parents dead. The
  corporation, believing that the Aldons’
  were defecting stripped Gabriel of
  everything. He was sent to the Corp
  Orphanage. After a few years of
  surviving, and even prospering in this
  environment Gabriel escaped . . . onto
  the harsher and more brutal streets. But
  he could always trust his instincts, and
  so far they haven’t done him wrong. It
  got him a mage education, a reputation
  for ruthless and cold efficiency in a
  shadowrun situation and some money.
  He doesn’t care that people call him "The
  Avenging Angel" behind his back.
  
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  Brimstone
  Steve Mancini
  Archetype:
  Male, Human Wiz 
  Kid/Hermetic Mage
  Description:
  Brimstone is a juvenile of 16 years of
  age. He has bright red hair and black
  eyes (he ain’t sure of his ethnic descent).
  His pale complexion almost makes him
  look ill, or on drugs. He is a full-fledged
  member of the Renton street gang, the
  Night-Hunters.
  Biography:
  Brimstone started his career as a Night-
  Hunter and was "jumped-in" at a very
  young age. Since that time he was a
  background ganger, always feeling ill
  and just not "in tune." It wasn’t until the
  Night-Hunters tangled with a group of
  shadowrunners that Brimstone’s magic
  manifested. 
  Discovering 
  he 
  was
  magically active, the gang boss turned
  him over to Phantasm, a local street
  mage who taught kids with the wild
  talents. 
  The 
  illness, 
  Brimstone
  discovered, was due to the essence loss
  from 
  the 
  traditional 
  Nighthunter
  cyberware. Once he recognized the
  cause and was trained to overcome this
  loss (1 point magic), he became much
  more confident and learned several
  spells 
  that 
  aided 
  the 
  gang.
  (Un)fortunately, Phantasm refused to
  teach him and lethal combat spells. He
  does cast a nasty Sleep that has saved
  the gang’s butts on several times. At
  present he stands somewhere between a
  wiz kids and an accomplished magician,
  though his conjuring skills are extremely
  week.
  Cujasa, Drubar
  George Campbell
  Archetype:
  Rigger/decker
  Description:
  Drubar can only be described as a boy -
  he is 5’4" and about 17 years old. He can
  usually be seen wearing blue jeans and a
  t-shirt (usually with some comic group
  on it).  His hair is brown and about
  shoulder length he alternately wears it
  in a pony tail or straight.
  Background:
  His parents just recently died leaving
  him with a rigged RV and a sizable sum
  of money.  The rigger jack and control
  deck were gifts for his 15th birthday and
  he has been practicing in all kinds of
  different 
  vehicles 
  and 
  can 
  handle
  anything on wheels, but stuff in the air is
  kinda iffy still(though he is getting
  better on the simulators and with
  drones).  He has also studied computers
  and is making inroads into decking.  He
  moves about from place to place quite a
  bit and usually stays with friends,
  though his true home is the RV (which is
  quite nice - armored with a sat dish, just
  recently mounted a few weapons also).
  Lientze, Dr.
  Dwayne Baker
  Archetype:
  Human Decker
  
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  Background:
  Dr. Lientze is the head of the computer
  science dept. of SSECCa Technical
  Academy (see sprawl of same for more
  info). Dr. Lientze spends 6+ hours a day
  in the matrix. He examines all of
  SECCa’s student records to find the best
  and brightest. He also teaches unofficial
  classes is computer hacking in the
  colleges mini matrix. The real matrix is
  accessible via satellite uplink or direct
  access through the mini matrix. Any
  student 
  Dr. 
  Lientze 
  considers
  exceptional is recommended to Mr.
  Finaish for contract. Dr. Lientze’s co-
  conspirators 
  are 
  Mr. 
  Finaish, 
  Dr.
  Elenbright, Dr. Reaves, Dr. Eizenreich,
  and Coach Cackrin.
  Ma Belle
  Robert A. Hayden
  Archetype:
  Human Decker
  Description:
  Ma Belle is a young female living
  borderline between the suburbs and the
  sprawls.  Ms. Belle is a master of putting
  a tap into a telephone or computer
  dataline, and would be more than happy
  to do it for a price.
  Reaves, Dr.
  Dwayne Baker
  Archetype:
  Human Rigger
  Background:
  Dr. Reaves is the head of vehicular
  technologies dept. at SSECCa Technical
  Academy (for more info see sprawl of
  same). Dr. Reaves analyzes the students
  within his department to search for the
  most gifted of drivers and mechanics.
  Students excelling in both of these are
  recommended to Mr. Finaish as possible
  contract personnel. A special club builds
  and modifies vehicles for non-standard
  operations. The members of this club are
  chosen by Dr. Reaves and include only
  contract personnel. The club often
  modify vehicles upon recommendation
  of Mr. Finaish. Once monthly the club
  try out their modifications by running
  the roads at night while the go-gangs are
  out. Dr. Reaves co-conspirators are Mr.
  Finaish, Dr. Elenbright, Dr. Eizenreich,
  Dr. Lientze, and Coach Cackrin.
  Scorcher
  Robert Winterhalter
  Archetype:
  Orc Decker
  Background:
  Scorcher is a 16 year old Ork decker.  He
  is unusually bright for an Ork and was
  trained in the art of the Matrix by a
  recently deceased Dwarf by the name of
  King’s Blade.  King’s Blade had taken
  him in out of pity when one of his runs
  went 
  sour 
  and 
  the 
  building 
  that
  Scorcher’s family was living in was
  blown up (by a mistargeted missile
  launched by the rigger in Blade’s group)
  leaving Scorcher as the only survivor.
  When Scorcher heard of the death of his
  master from the other runners he
  grabbed all he could (including Blade’s
  Fuchi-4 backup deck and an Uzi III) and
  hit the street.
  
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  Scorcher’s Matrix persona is that of a
  cavalryman. His main attack program is
  a flaming spear, his armor program a
  crude-looking breastplate and his shield
  program 
  a 
  large 
  body 
  shield
  emblazoned with a horned skull.  When
  he runs his relocate program his horse
  changes to an eight-legged steed.
  Scorcher is quite an able decker for his
  age but still has a lot to learn.  Blade had
  never worked him up to fighting any
  Black ICE and he is very afraid of
  running across any at the moment.
  Recently he’s been renting himself out
  for data searches through a Dwarven
  fixer by the name of Thorin but he’s been
  itching to learn how to become a real
  Shadowrunner like King’s Blade was.
  Description:
  Scorcher stands about 5’10" tall but is
  fairly thin for an Ork.  He usually wears
  camouflage pants (the pattern varies),
  combat boots, and either some type of
  rock band or metahuman rights T-shirt.
  Sky Weaver
  Brandon Bradley
  Archetype:
  Human Rigger
  Background:
  Jack Sarsyn, AKA Sky Weaver is an
  male human ex-corp rigger who had
  heavily favored the GMC Banshee. The
  Corp trained him well, and he did his
  job well... then one day he decided not
  to come back and took the Banshee with
  him. Needless to say this didn’t go over
  well, and there was an attempt to
  recapture both Jack and the Banshee. But
  it seems that they had trained Jack a bit
  too well, and that he was extremely
  lucky that day since he eluded capture,
  and has managed to continue to do so.
  But the Corp is still looking for him...
  Jack has taken a particular interest in a
  young human female rigger, and has
  trained her in the basics of a few
  different vehicles. Although there is no
  ’official’ relationship between the two it
  is immediately obvious that they share a
  mutual interest in each other. They are
  often seen together, and anyone who
  makes any advances on her is likely to
  find themselves on Jack’s ’bad side.’
  The Banshee is maxed out all over the
  place, and is built around speed,
  maneuverability, and stealth, and sports
  a high level anti-theft system. When Jack
  left he took the best he could find, And
  the best turned out to be even more than
  he expected. He also carries a modified
  Rapier in the Banshee at all times, ’just in
  case.’
  GM’s NOTES:
  Jack’s theft of the banshee is all an
  elaborate 
  setup, 
  Jack 
  is 
  out 
  in
  shadowland as the eyes and ears of the
  corp. The Banshee IS MAXED and Jack
  will often take small jobs ferrying
  runners, and others who feel the need to
  have a little more secure mode of
  transportation. He charges well, and this
  is where he gets a lot of his info. If
  needed he will assist his corp, without
  making it evident who’s side he is on.
  
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  His ’flame’ is actually his contact for the
  corp, but their relationship has grown to
  something more than just ’business.’ If
  one gets on Jack’s bad side he will find a
  way to repay them, and they might not
  live to regret it.
  Warlok
  Erik Hultgren
  Archetype:
  Decker
  Background:
  Warlok (real name unknown, never
  spoken) is a decker native to the Seattle
  sprawl.  Ever since childhood, he has
  believed himself to be above his peers
  due to his high intelligence.  He has
  carried this attitude with him into his
  adult life, and now at age 25, is one of
  the cockiest people you could meet. He
  knows that he doesn’t stand a chance in
  a fight,(having barely any fighting
  skills), so relies on his friends to help
  him out.  Warlok currently lives in the
  Renraku Arcology, thanks to several
  lucrative data steal deals.  He never,
  ever, does his decking from home,
  though.  He is a fairly inconspicuous
  guy, with long blonde hair and black
  leathers.  When he is out on a run, he
  carries his homegrown ’deck with him(
  Superior to the Fairlight, of course!)  He
  is usually seen in the company of the
  Samurai Deathwind.
  Fixers
  Burke, Alexander
  David Dauwen
  Archetype:
  Ork Fixer
  Background:
  Alexander Burke, obviously not his real
  name, is a very unusual ork. Highly
  intelligent and cultured, this former
  Samurai, now Fixer, is a change of pace
  from the ordinary trog.  This street
  smart orc is usually dressed in somber,
  dark maroon and gray, armored suits
  and hides his muscular bulk well.  Calm
  and collected in a firefight, Burke uses
  his tactical abilities to outwit and out
  maneuver his opponents rather than just
  relying on his more than adequate brute
  strength.  Trained by the Pueblo Corp.
  Council’s Special Forces, Burke used to
  sell his expertise to the highest bidder
  but now he has gone into business for
  himself as a fixer.  He runs his ’service’
  from a low-rent pawn shop called Wen
  Jan’s Pawn Shop on the border of
  Bellevue and Redmond. His services are
  low cost and reliable.  A man of deep
  personal honor, Burke has stood beside
  many of his clients as backup.  His staff
  includes a Troll Mage, A Troll Samurai,
  a Dwarven Merc. and an inquisitive
  young Raccoon Shaman he has adopted
  as a ward.
  
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  Finaish, Mr.
  Dwayne Baker
  Archetype:
  Fixer
  Background:
  Mr. Finaish is a fixer working as the
  Head 
  of 
  Academic 
  Purchasing 
  at
  SSECCa Technical Academy (for more
  info see sprawl of same). He specializes
  in the supplying of personnel for all
  your shadow needs.
  Mr. Finaish can readily get most any
  equipment, 
  bioware, 
  cyberware
  (including alpha grade) that a student
  who is contracted under him needs or
  desires. Mr. Finaish supplies personnel
  through 
  manipulation 
  of 
  students
  within 
  the 
  SSECCa 
  to 
  become
  shadowpersons. Mr. Finaish is also the
  head of the colleges paintball war club.
  The clubs teams personnel are chosen
  after auditions and almost always
  exclude non-contract persons. The 5 to 8
  five person teams compete against one
  another 
  in 
  various 
  environments
  including: 
  barrens, 
  urban, 
  and
  woodland. With most time spent on
  urban combat. Mr. Finaish is generally
  willing to supply "graduates" with
  equipment as any other fixer would but
  rarely supplies "non-graduates".
  
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  The Flying Dutchman
  Steve Mancini
  Archetype:
  Fixer
  Description:
  The Flying Dutchman (or Dutchman to
  his friends) is a human of average
  height. His facial features are hidden by
  a veil he wears covering all but his eyes
  and bridge of his nose. The Dutchman
  wears clothing from head to toe and a
  glove on his right hand. Those who
  watch him move can detect an obvious
  limp on his whole right side. Those
  assensing him (something he considers
  *extremely* rude) will detect a low
  essence and an almost dead right half to
  his body. When moving his right side
  (arm or leg), a mechanical wheezing can
  be heard that can best be described as
  sub-standard 
  cyberlimbs. 
  He 
  will
  *never* 
  be 
  found 
  without 
  his
  companion, Nightshade, a female elven
  hermetic mage who has elementals in
  service to watch over them astrally.
  Though he can provide all the services
  of 
  a 
  traditional 
  fixer, 
  Dutchman
  specializes in military hardware.
  Biography:
  The Dutchman is a retired runner. He
  started his career as a mercenary. On
  one run when the drek got to deep, it is
  rumored that a fellow shadowrunner
  cast an acid bomb. With only a split
  second before the spell touched down he
  twisted to his right and covered his eyes
  with his right arm. The whole right side
  of his body was demolished by the spell
  and it took the powerful healing powers
  of the same mage to keep him alive. His
  limbs were replaced with spare cyber
  parts so that the team could make a fast
  exit from the city in which the failed run
  took place. Since that time he has taken
  to establishing contact in numerous
  locales and has elevated himself to the
  status of fixer.
  The truth behind the incident is that he
  was hit by the spell, which was cast by
  Nightshade. Since that incident she has
  sworn to stay by his side until their debt
  is cleared. A friendship has formed since
  then 
  and 
  neither 
  has 
  concerned
  themselves with the debt for many
  years. The "spare" parts were replaced
  with superior parts once Dutchman
  made some money in Seattle. He had the
  "limp" programmed into the ware but
  has an override linked to his Boosted
  Reflexes. Should the need arise, he can
  react as fast as a cobra, with deadly
  accuracy as well. He also has the
  equivalent of Dermal (1) in his body to
  add physical support to his body since
  the accident which tore him apart.
  The Dutchman is also the owner of a
  GMC Banshee which he keeps hidden
  from 
  even 
  his 
  closest 
  friends.
  (Nightshade excluded). He has been
  slowly learning to pilot the vehicle and
  has intentions to some day gut his wired
  reflexes for a vehicle control rig. This
  may be more of a dream than a real goal,
  like the old fishing boat dream of many
  a policeman.
  The Gutter Prince
  Steve Mancini
  
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  Archetype:
  Fixer
  Description:
  The Gutter Prince has never been seen
  by his contacts. He works through his
  street agents- squatter kids and gang
  members. Rumors are that he is an
  older, powerful Rat shaman. Those who
  establish the Gutter Prince as a fixer do
  so out of desperation- their pleas are
  echoed through the street and the Gutter
  Prince answers.... sometimes.
  Biography:
  The Gutter Prince is in fact a lab
  experiment gone astray. He is a 45 year
  old man trapped in the body of a 15 year
  old. He is one of the first testing with
  Leonization. His body has been fragged
  so badly by the gene splicing that it has
  not age physically for over 2 years. He is
  uncertain how long this "immortality"
  will last but has decided not to tamper
  with it.  No one knows this, including
  his closest allies and agents. He has no
  cyberware and relies on his genius
  intellect to keep him alive. The Rat
  Shaman front was created by him to
  keep people away. His true power lies in
  the fact that the street people trust him;
  resulting in him having eyes and ears
  throughout Seattle.
  Hokato, Horuji
  Benjamin Legangneux
  Archetype:
  Fixer
  Description:
  Physically 
  speaking, 
  Horuji 
  is 
  no
  different 
  from 
  a 
  Japanese 
  human,
  because he is Japanese. He’s short ( 5’5" ),
  not really heavy ( 120 Lbs ), but he’s
  really clever. For the moment, his front
  cover is an electronic shop, where he
  sells all the possible equipment in
  electronic.  So what does make him so
  special?
  Background:
  Horuji is one of the best fixers in the
  sprawl, or if you prefer, the best Dr.
  Know. Ask him information and you’ll
  be sure that he will call back in the next
  6 hours.  Of course, if you ask him the
  design plans of the Aztechnology, it will
  be longer, or perhaps not, because it
  seems he already owns them.
  Of course, nobody knows why he is so
  efficient.  Does he have the biggest net of
  information of the sprawl? Probably yes!
  Finally, never try to frag him.  Money is
  not a problem for him. Ask the info, and
  pay later, but don’t play too much with
  his patience. Horuji is so well known in
  the shadows that if you try to frag him,
  you’re sure that the next part of your life
  will be like hell.
  Nox
  Steve Mancini
  Archetype:
  Human, Female, Fixer 
  (Physical Adept)
  Description:
  Nox is a tall powerfully built black
  woman (many in my gaming group
  
  Net Enhancements for Role-Playing Shadowrun
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  describe her as Grace Jones with
  cyberware). 
  Her 
  eyes 
  are 
  chrome
  mirrors and she has a platinum plated
  datajack on her left temple. Running
  down the left side of her neck are several
  chipjack slots. On the back of both hands
  are the sheaths for cyberspurs. She often
  dresses in black and blood red clothing.
  When she moves, it is with the grace of a
  panther.
  Biography:
  Nox is a up and coming fixer in the
  Renton 
  district. 
  Having 
  recently
  negotiated a "contract" with the Night
  Hunters, her major base of operations is
  well 
  protected 
  and 
  any 
  strange
  movement near her are reported to her
  immediately. She has a hot temper and
  an equally "hot" seductive attitude...
  when she finds the right woman.
  Unknown to all but her two personal
  bodyguards, one of which is a hermetic
  mage, she is in fact a initiated physical
  adept. She has Masking so that she
  reduces her essence when assensed. (i.e.
  mundane). All of the cyberware is in fact
  paste on parts- but real parts from actual
  cyberware. There was a rumor once of
  someone slapping her in the face so hard
  that one of the eye covers shook loose-
  she struck the assailant *once*, dropping
  him dead right there in the street.  Nox
  has taken to dealing primarily in
  magical goods and works primarily in
  magical circles... from a distance. She is
  also "in touch" with many of Seattle’s
  major assassins... including a collective
  known only as The Consortium.
  Rawlins, Mike "Iron Hand"
  David Dauwen
  Archetype:
  Human Fixer
  Background:
  "Iron Hand" Mike Rawlins runs a ’cycle
  sales and repair shop on the border of
  Renton and Redmond.  This is no
  ordinary ’cycle shop, though. For friends
  and referred clientele, "Iron Hand" Mike
  can procure some of the most modern
  and sophisticated weaponry available.
  But like I said, you have to be on his
  ’good’ side-which isn’t easy.
  In his shop he sells only bikes made in
  the UCAS, the Harley Davidson line
  mostly.  His policies include: NO Rice-
  burners, No Kraut-cycles, and especially
  NO ATZLAN BIKES!!  The source of the
  last bias is a total mystery.  He can and
  will modify the kinds of bikes he likes
  for just about any purpose, and do a
  quality job.  ( Super Nitrous-4 tank on a
  ’Fat Man’ no prob.  But I ain’t touching
  the Blitzen for anything under 10K, and
  I don’t care if all you want me to do is
  change the tire!)
  Mike is a sort of ’living legend’ among
  the local go-gangers, sort of like a local
  demi-god.  They look up to him and
  value his advice. Having survived seven
  Desert Warz, he must have been doing
  something right. He hosts many Go-
  gang 
  parties 
  at 
  his 
  ’place.’ 
  ... 
  a
  warehouse on the river front where the
  gangers can cut loose without hurting
  anyone. Many of the local residents
  appreciate the gesture.
  Discription:
  
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  Mike, 
  himself, 
  is 
  a 
  physically
  intimidating fellow, measuring all of 6’7"
  and weighing in at well over 275-beer
  gut testifies closer to 300. He wears
  dirty, ripped mechanic’s jumpsuits or
  black T-shirts, jeans and cowboy boots
  most of the time depending on if you
  meet up with him at his shop or in a bar.
  If a particularly tough-but obviously not
  psychotic- group enters the bar he’s in,
  he will usually challenge them to an
  arm-wrestling contest.  Most decline the
  offer.  Mike is almost always armed with
  some 
  god-awful 
  firearm 
  concealed
  somewhere 
  on 
  his 
  body. 
   
  If 
  he
  anticipates trouble, he’ll have his H&H
  Nitro-Expression hand. ( For those of
  you fortunate enough not to know what
  that is...A H&H Nitro-Express is an
  elephant gun.) During his tours in the
  Desert Warz, Mike picked up some wiz
  cyberware, including sub-dermal armor,
  and the large, gothic cyberhand from
  whence his streetname came.  A fairly
  calm and tolerant man, once he draws
  the line don’t make the mistake of
  crossing it.
  The Rook
  Geoff Surrette
  Archetype:
  Troll Fixer
  Description:
  Troll male, 7U 5S, black hair,  black eyes,
  225 lbs., no dermal plating or horns
  (cosmetically removed), usually well
  dressed.
  Background:
  Rook was born to a Japanese corporate
  couple, a human corporate couple.
  RookUs father did what he had to do to
  keep his position with the corporation.
  He gave his son up to the corporate
  orphanage, 
  to 
  find 
  an 
  outside
  (corporate) home.  The corporation, of
  course, decided to just give him up to a
  local city orphanage to deal with. Hence
  he disappeared from corporate life and
  eventually ended up in the shadows.
  Rook has since established himself as a
  close friend to one of the local Yakuza
  clans.  He maintains this connection by
  doing favors every once in a while as
  well as supplying them with rumors
  from the shadows.
  One factor about Rook is his unique is
  his unusual career.  He is currently
  operating as a fixer.  However, he
  started his long career on the street as a
  decker. Yes, a decker! And surprising as
  it may seem he is hot drek as a decker.
  A habit Rook has developed over the
  years is checking up every once in
  awhile on his parents.  he refuses to
  contact his parents. However, he still
  
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  looks out for them. Modifying records to
  improve their standing, etc..
  Thad
  Christopher Ryan
  Archetype:
  Dwarven Fixer
  Description:
  Thadius Andropolis, "Thad", is a dwarf
  with Greek ancestry.  He’s almost as
  round as he is tall, and is almost always
  seen with food nearby.  He tends to be a
  jovial character, amused by just about
  anything.  People without a sense of
  humor generally get little from Thad.
  Biography:
  Thad is an armorer who has access to a
  wide range of gear, including security
  and military grade equipment.  Most of
  his regulars know not to ask how he gets
  the gear, but to smile and accept it.
  Thad wanders around, providing no
  fixed address for his operations.  This
  makes him a bit more difficult to contact
  sometimes, but he makes up for it by
  being quicker to obtain ordered items.
  
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  Behind The Scenes
  The Cat
  Dylan Northrup
  Archetype:
  Catburglar
  Background:
  He is a Cat burglar who was very
  famous before the secession of the CFS.
  Caught and put in jail before the war he
  was released during the battling to help
  out.  He and several like him survived
  and were granted parole.
  He lives well.  He steals from the rich
  and gives to himself.  He was a thief, but
  has enough now such that he doesn’t
  want to endanger his parole.  However,
  he is still one of the best.
  Chex, C. "Corn"
  Marcel Emami
  Archetype:
  Johnson
  Biography:
  Chester Chex, or "Corn" Chex to all on
  the streets, is perhaps the luckiest jack-
  of-all-trades in the shadows.  Most of his
  extraordinary allotment of luck goes to
  keeping him alive, however.
  Chex is known for setting runner teams
  up with missions that are bad from the
  start, for getting merchandise that
  usually gets himself and the buyer in a
  bit of trouble (e.g....take the Fairlight he
  sold to some poor sot even though it
  once belonged to an Aztechnology
  undercover operative who had a "cryer"
  alarm built into the casing...), etc.  Many
  former "clients" (the only kind he has)
  have a grudge with him for one reason
  or another, but he usually avoids
  angering them to the point of attempts
  being made to his physical person...
  usually...
  Last 
  seen 
  in 
  Houston, 
  Chex 
  was
  involved in some sort of outrageous
  insurance 
  scam 
  that 
  involved 
  the
  robbery 
  and 
  burning 
  of 
  his 
  own
  residence...while his wife was there.  It is
  rumored he is now in the F.D.C.
  sprawl...
  Description:
  Chex is about 5’8" tall, black, with a
  stocky build.  He is always seen wearing
  a large pair of mirrored sunglasses, day
  and night.
  Conner, John
  Dylan Northrup
  Archetype:
  Detective
  Background:
  Once running under the name of
  Ranger, John Conner now works above
  the table.  He is the owner, manager,
  financier, and an operative of ConnerSec
  Inc.  A man who realized that there are
  not very many old runners, he got the
  big payoff and got out of the biz....sort
  
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  of.  With his money he started a security
  agency.  After getting weapon permits
  and fairly lucrative arrangements with
  several armaments manufacturers (i.e.
  beta testing new designs in the field) his
  agency opened for business. Finding the
  security business boring, ConnerSec
  began to accept cases which were less
  than legitimate to offer their operatives
  better conditions to test their equipment
  in.  If runners have need of equipment
  and they know Conner personally, often
  arrangements can be made to rent or
  purchase 
  equipment 
  that 
  would
  otherwise be almost impossible to
  obtain.
  Although 
  he 
  has 
  much 
  cyber
  enhancement, most of the cyber is of
  non-offensive.  He is a master of
  surveillance having enhanced eyes and
  ears and enough memory to make him a
  walking archive site.  It is a sure bet that
  any and all dealings with this man are
  recorded and dumped to a safe backup
  as soon as possible.  When an impartial
  observer is needed to record dealings
  between companies Conner is often
  called in.  Though he looks at this sort of
  operation as boring, it is lucrative and
  pays for most of his operating expenses.
  Daemon Rage
  David J. Altman
  Archetype:
  Human Psycopath
  Description:
  Pale Caucasian male, long black hair,
  black eyes, black motorcycle leathers.
  Slightly deranged. His enormous IQ.
  coupled with maniacal cunning and
  various 
  sociopathies 
  make 
  him 
  a
  dreaded figure in the underworld. Has
  very fluid movements.
  Background:
  Daemon Rage’s background is sketchy.
  Apparently he was a soldier turned
  biker turned psychopathic serial killer.
  He was infamous throughout the world
  for his string of 53 serial murders.
  Apparently he took great delight in
  finding ways to kill the most heavily
  guarded people. Usually he disposed
  outsmarted all the protectors in order to
  reach his prey. When he was finally
  caught (by a detective who to this day
  remains anonymous) he avoided the
  death penalty by being his own lawyer
  and using a legal defense that crushed
  all four federal prosecutors opposing
  him. He was sent instead to Cypress
  Mental Institution. During his 10 years
  there he earned a JD, MBA, MD, and
  Ph.Ds in psychiatry, chemistry, and
  biology. After driving his first three
  counselors to insanity and slavery to his
  will, he was put in maximum isolation;
  no contact block.
  He escaped 6 months later using
  unknown methods. Upon his exit he has
  worked diligently to put together a far-
  reaching crime and terrorist syndicate
  called RAVEN. Rage delights in making
  common appearances and belittling his
  position, nevertheless he is universally
  feared.
  Apparently, his treatment at Cypress
  did ameliorate some of Rage’s insanity,
  and Rage can now act normal for short
  periods of time.
  
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  Domino
  Tim Rayburn
  Archetype :
  Elven Investigator, Male
  Description:
  Domino is and Investigator of great
  repute he has an eye for detail that some
  computers can’t touch.  He can hold is
  own in the Matrix but relies on his wits
  before his utilities (which is why he
  doesn’t deck full time).  The only
  obvious Cyberware he has is a fine
  Datajack and Softlink (but astrally
  shows to be very low on Essence). He is
  dressed in the finest clothing, but don’t
  let appearances fool you he knows more
  folks than your average fixer but he’d
  better owe you one or you have a dreks
  chance in convincing him do you a favor
  with less than three zeros and a nuyen
  sign attached.
   Background:
  Domino was a low line decker running
  the shadows till he got hold of a scene
  where two groups of runners bumped
  into each other and took each other out.
  He called in about 5 contacts and offered
  the all they wanted for about half what it
  was 
  worth 
  on 
  the 
  street 
  and 
  a
  handshake, nothing more.  Though
  details aren’t known all know that
  Domino’s rep is one of a chap that will
  cut you a deal and the initial high price
  tag on his services are to weed out kids
  and drekhead gangs that would waste
  his time, and will only accept one tenth
  the agreed upon price when the job’s
  complete.  The one thing to remember is
  that he feels he’s doing you a favor so he
  will expect courtesy at all costs and a
  fare bit of confidence in his abilities.
  Besides for his obvious cyberware he
  also has a Encephalon, Cerebral Booster,
  Vehicle Control Rig and a Smartgun
  Link installed making him the perfect
  backup to a group of over anxious Street
  Sam’s.  He lives out of a Rolls Royce
  Prairie Cat who’s Uplink has been
  modified for decking and carries a rack
  of drones in the back.
  Draugnim, Elendil
  Benjamin Legangneux
  Paolo Marcucci
  Archetype:
  Elven Detective
  Background:
  A tall elf (1.99) with long black hair. His
  real name is unknown. He was born in
  Tir Na nOg in 2024 and, after the rite of
  passage, he left his country disgusted by
  the sheer power of Nobles. He rejected
  his family and moved to the London
  sprawl.
  After a period of activity in the shadows,
  he was employed by the brits as an
  undercover 
  agent 
  for 
  information
  gathering in the UCAS.
  Now he works in Seattle, has a good rep
  among the shadows, and occasionally
  keep himself in contact with London.
  But there is someone around that wants
  him dead. His brother, Aleendel, get the
  Noble’s privileges being the second in
  the line of succession in his family. He is
  rich, and has power. He is well
  respected in the Tir, but, if one day
  
  Net Enhancements for Role-Playing Shadowrun
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  Elendil manage to come back at home,
  he will loose everything.
  He wants Elendil to stay away, not to
  come back. Never. There are so many
  ways to accomplish this...
  Elenbright, Dr.
  Dwayne Baker
  Archetype:
  Psychologist
  Background:
  Dr. 
  Elenbright 
  is 
  the 
  head 
  of
  psychological 
  studies 
  at 
  SSECCa
  Technical Academy (see sprawl of the
  same for more info). Dr. Elenbright
  spends most of her time interviewing
  students 
  and 
  producing 
  psychiatric
  profiles of them for their permanent
  records. 
  This 
  information 
  and 
  Dr.
  Elenbright’s skills are used to convince
  the best and brightest at SSECCa that
  they are oppressed by government and
  corporations and that they (the students)
  desire to fight this by running the
  shadows. 
  Dr. 
  Elenbright’s 
  co-
  conspirators are Mr. Finaish, Coach
  Cackrin, Dr. Reaves, Dr. Eizenreich, and
  Dr. Lientze.  Dr. Elenbright is a Highly
  Charismatic (10) elf.
  Gabriel
  Nathan Yourchuck
  Archetype:
  Human Terrorist
  Background:
  Gabriel 
  is 
  the 
  head 
  of 
  a 
  semi-
  international 
  terrorist 
  organization
  known as the GUISE.  Don’t bother
  asking him what it stands for, he and his
  followers are too busy fighting corporate
  oppression to come up with cool
  acronyms 
  that 
  actually 
  stand 
  for
  something.
  Gabriel is in his late thirties, although
  his exact age is not known.  During the
  early ’40s he was part of a top-secret
  military project in which he was
  implanted with a large amount of
  modification, and in which he also lost
  all memories of his past life.  Gabriel
  escaped, but he took with him a hatred
  of big government and big business.
  Although the GUISE often works for its
  own interests, they are available for
  mercenary demolitions work, money
  earned from these ventures is used to
  fuel the "cause."
  Gabriel shows little respect for those in
  the folds of the corporate oppressors.
  Mr. Johnsons that hire the GUISE
  usually find themselves under attack as
  soon as their job has been completed.
  Grimm
  David J. Altman
  Archetype:
  Ork ’Runner
  Description:
  Ork male, 6’7", black hair, brown eyes,
  140 kgs, well groomed, and well spoken.
  Background:
  Grimm (Pellaus Grimsby III) started life
  as a very privileged young man. The
  
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  Grimsbys’ were extremely affluent (and
  influential) 
  bluebloods. 
  He 
  led 
  a
  cultured life that included polo, fencing,
  Latin, karate, and hunting. Pellaus went
  to Harvard for a degree in Economics,
  and Princeton for a degree in Business.
  Just as he was about to assume his
  rightful place in the clan "The Change"
  happened. It was quite traumatic on
  everybody. After rest and recuperation
  (at home, tended by private nurses)
  Pellaus got well. At that time Pellaus’
  father, Winslow, had "The Talk" with his
  son. Shortly later Pellaus left home,
  never 
  to 
  return. 
  Oddly 
  freed 
  of
  responsibility, and with a good deal of
  money, Pellaus fell in with the wrong
  crowd. After various illicit dealings with
  the Mafia and the Tongs, Pellaus was
  impressed into service to pay off his
  "Honor debts". Several years later,
  Grimm met up with an Elf of like tastes
  called Flash. They teamed up and went
  independent.
  Hollister, Bill, Rev./Dr.
  David Dauwen
  Archetype:
  Humanis Policlub Leader
  Background:
  His fiery southern voice stirs many
  members of his congregation to believe
  that he is the Lord’s Prophet in these
  troubled times.  Reverend Doctor Bill
  Hollister is the voice of the Lord to
  billions of believers in the Sixth World.
  Hollister is called the ’Firebreather’ by
  many of his opponents due to his
  ’damnation and hellfire’ methods of both
  business 
  and 
  preaching. 
   
  His
  communications 
  empire, 
  based 
  in
  Atlanta, CAS, spans nearly the entire
  globe. FireHeart Ministries is on par
  with many small corporations-asset
  wise- and far more popular with the
  man on the street.  His views, however,
  haven’t gained him many followers
  among the Awakened of the Sixth
  World.  Hollister believes that the
  Awakening was an outpouring of
  Satan’s energies into the world.  He
  believes that anyone ’tainted’ by the
  Awakening- i.e. any Metahuman or
  Magically adept person- has been sent
  by the Devil himself to taunt and trick
  the God-fearing people of the Christian
  Religion 
  into 
  sin 
  and 
  wickedness.
  Hollister is also at the head of a rather
  large Humanis Policlub organization.
  This, along with his frequent affairs, are
  kept secret from his adoring audiences.
  (GM’s Info: Hollister is an untrained and
  undiagnosed Sorcerous Adept, and as
  such he can only use his abilities when
  in a highly emotional state- when
  delivering a sermon, or when his life is
  in jeapordy.  As compensation for this,
  ALL spell-like abilities he manifests are
  STUN-only Drain.  He unconsciously
  uses the spells ’Decrease:Willpower’ and
  ’Mob Mood’ on his congregations.  In
  times of danger, he can protect himself
  with ’Anti-Bullet Barrier’ and others.
  REMEMBER GM’s, Hollister DOES NOT
  know he has these abilities!  His unusual
  luck is usually attributed to his faith in
  the Lord protecting him.)
  Description:
  Hollister is around 6’ tall with a very
  slim build.  He wears his hair in a
  prominent pompadour.  His eyes are
  
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  bright violet and appear to have a spark
  of impishness in them.
  KB (Kay Be)
  Christopher Ryan
  Archetype:
  Metahuman Rights Activist
  Description:
  Kathy Benton, "KB", is an Ork with an
  attitude towards metahuman rights.  A
  female Ork of average appearance, she
  tends to wear casual clothes with
  messages on them like "Peace to all
  races", "Sentient Beings of the World
  Unite" or some other pithy saying.
  Biography:
  Although KB is not active violently in
  support 
  of 
  metahumans, 
  preferring
  protest marches and letter writing, she
  has some friends who engage in violent
  activities 
  against 
  various 
  anti-
  metahuman groups. Perhaps with the
  right words, she might be willing to pass
  on the names to sympathizers...
  KB hangs out in various nightclubs,
  mainly those that are not low dives or
  expensive snobbish joints.  She is quick
  to lecture others on rights, especially if
  they were violating any at the time.
  Naturally this had led to the occasional
  unintentional fight, but KB been able to
  defend herself adequately.
  Kelley-Neufeldt, Jason
  (AKA Dancer)
  David Sherohman
  Archetype:
  Human Rich-Kid
  Background:
  Jason Kelley was born to a wealthy
  corporate family 17 years ago.  He was,
  however, born at a bad time for his
  father, the CEO of (insert name of local
  corp from halfway across the country)
  and was almost immediately turned
  over to Lisa Neufeldt to be raised as her
  son.  Additionally, after providing Ms.
  Neufeldt, 
  a 
  retired 
  championship
  ballroom 
  dancer, 
  with 
  a 
  formal
  education, the Kelleys loaned her the
  money to establish her own dance
  studio.  At age 10, Jason was officially
  adopted by Lisa, who had also trained
  him in ballroom dancing.
  In his early teens, Jason met (insert name
  of local matrix.god) - the two got along
  extremely well.  (The matrix.god) taught
  Jason well, not only in computer
  hardware and software, but also in the
  construction of cybernetic implants,
  specifically, 
  implanted 
  cyberdecks.
  Jason came to love decking quickly, as it
  allowed him to exercise his grace and
  finesse at levels beyond the abilities of
  the human body.  With the aid of his
  mentor, Jason built himself a cyberarm
  with exceptional dexterity and an inbuilt
  cyberdeck.
  All was going well for the Neufeldts
  until last year, when Jason’s true parents
  chose to re-exert their authority in his
  life by arranging a political marriage
  between Jason and (the daughter of
  another corp bigwig).  Jason and Lisa
  immediately liquidated what assets they
  could and fled to Seattle, where they are
  
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  now trying to reestablish the lifestyle to
  which they are accustomed.
  Having been raised surrounded by
  wealth, Jason has never felt that money
  was very significant, and tend to spend
  it quickly on whatever his whim of the
  moment may be.  His naiveté extends to
  other areas as well, as his time spent in
  the matrix is the closest he's come to
  prolonged experience on the streets. He
  has a basic understanding of guns and
  judo, but would be of little use in a
  firefight.
  Maestro
  Steve Mancini
  Archetype:
  Male Elven Rocker
  Description:
  Thanks to cosmetic surgery, Maestro
  portrays himself as a banshee and
  dresses in medieval dark clothing. He is
  never without his chosen instrument, a
  platinum plated flute.
  Biography:
  Maestro is the lead singer of the gothic
  shadowrunner rock group, Maestro and
  the Musical Madmen. Many of his songs
  caterer to the youth of Seattle who find
  the whole shadowrunner image "cool
  heh heh heh heh..." Starting out in the
  Tarislar performing more traditional
  elven music, Maestro played in the
  shadows for a short time and eventually
  made 
  several 
  contacts 
  in 
  the
  shadowrunner community. He has since
  written several songs which glorify the
  real runners in songs about actually
  runs. Among his number one hits are
  "Look ma! No Skillwires!" and "God ain't
  nuthin but a really big Watcher!"
  Man-with-Summons
  David Dauwen
  Archetype:
  American Indian Lawyer
  Background:
  Man-With-Summons is, naturally, an
  Amerind.  He is also one of the best
  lawyers 
  on 
  the 
  North 
  American
  continent.  He is an ex-Runner gone
  "straight", but he still has a soft spot for
  
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  the more flamboyant ’Runners and will,
  without fee, agree to represent any
  Runner or ’Runner team that has done
  anything that really flies in the face of
  the major Powers That Be.  His track
  record for freeing ’Runners has put
  many a price on the head of Man-With-
  Summons from many different Corps,
  but most of the ’Runners he has freed
  keep the bounty hunters well off his
  trail.  Man-With-Summons is a rarity, a
  lawyer out to deal real justice mainly by
  keeping the Robin Hood types after the
  Corps and governments to keep things
  on the (relatively) straight and narrow.
  A man of deep personal honor and
  passion, 
  Man-With-Summons 
  is 
  a
  deeply committed man with a mission.
  As such he should never be used as an
  NPC who is out for himself: instead, he
  should appear to be chasing a moral
  victory.  He is from oil-rich Apache
  ancestry and obtained his law degrees in
  Corporate, Civil, and Criminal Law
  from some of the most prestigious
  Universities in the World.  Apart from
  his pursuit of the Law, Man-With-
  Summons is a Dog Shaman Initiate 3rd
  level.  He has no spells that would
  influence a court case.  Most of the spells
  that he knows are extra-sensory in
  nature(to 
  help 
  him 
  investigate)and
  protective/healing spells.
  Author’s Note:  M-W-S started as a joke
  that gained a life of its own.  Played half-
  way intelligently, he can be a rich NPC
  to include in any game.
  Morgan, Thaddeus
  Robert A. Hayden
  Archetype:
  Metahuman Rights Activist
  Thaddeus Morgan is the leader of the
  local 
  Minotaur 
  separatist 
  group
  advocating 
  the 
  establishing 
  of 
  a
  Minotaur culture.  31 years old and an
  outstanding orator and writer, Morgan
  does possess a dark and murky past.
  Many metahuman rights groups have
  accused 
  Morgan 
  of 
  fostering 
  a
  movement that in the end splinters or
  defeats the political initiatives being
  made and gained by metahumans.
  Background:
  Morgan grew up in the sprawls and
  goblinized at the age of 14.  He was
  immediately rejected by his parents as
  being "one of those" nasty metahumans.
  He survived on the streets, racking up
  quite a number of criminal convictions,
  but serving no jail time due to his young
  age and non-violent nature.  At the age
  of 18, he was convicted of armed
  robbery after holding up a convenience
  store for food money.  He served 14
  months of a 38 month sentence in a
  medium security prison.
  While inside, he was able to expose
  himself to works of law and politics and
  literature, and quickly learned the ins
  and outs of the political and legal
  system.  He also honed his ability to
  speak and write.  About half-way
  through his incarceration, he discovered
  a 
  scientific 
  paper 
  that 
  clearly
  differentiated between the Minotaur and
  the Troll.  For years he had grown up
  thinking that he was a Troll, but quickly
  his symmetrical horns and lack of
  
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  dermal plating more aptly described
  him as a Minotaur. He then made it his
  goal in life to bring about a socio-
  cultural revolution that would define the
  Minotaur as a race unto itself; as a race
  worthy of respect.
  Upon leaving prison, he returned to the
  sprawls and worked up a small band of
  fellow Minotaur.  Unfortunately, the
  campaign for recognition has not gone
  well.  Twice he was indicted on chargest
  stemming from violent activities.  Once
  for an assault on a Humanis Activist and
  the other for inciting a riot at a
  metahuman rights convention when the
  organizers refused to recognize the
  Minotaur contingent.  Both times the
  charges were dismissed due to lack of
  evidence.
  Currently, Morgan can be found as a
  sought-after convention speaker.  It is
  expected that within the next few years,
  he will be a probable candidate for
  various local, if not national, political
  offices.
  He has no spouse, children or siblings.
  Both his parents passed away several
  years ago.
  Ned
  Robert A. Hayden
  Archetype:
  Human Squatter
  Description:
  ’Ned’ is a lowlife squatter.  His brain has
  been 
  fried 
  by 
  BTL 
  and 
  other,
  unidentifiable, drugs.  He does have one
  redeeming 
  feature 
  in 
  between 
  his
  incoherent ramblings and droolings fits
  of paranoia, he know A LOT about the
  street.  When people go missing or when
  someone is gunning for someone else, he
  usually catches the drift, and will
  happily pass along the information for
  the price of a fix or two.  Rumor has it
  that he was once a city councilman,
  before the drugs and the chips fried his
  mind.
  Pooh
  J.D. Falk
  Archetype:
  New-Age Mystic
  Background:
  Ambling along the street in a large town
  can be seen many strange characters, but
  very few are as strange -- and, yet, as
  familiar -- as  the Taoist speaker known
  only as Pooh.
  "Where do you go," one may ask the
  cuddly-looking CyberBear, "wandering
  the streets all day and all night?"
  "I just follow the tip of my nose," Pooh
  replies.  "It always knows where to lead
  me."
  Though largely a forgotten philosophy
  in the hustle of the 2050’s, Taoism still
  has a small following in any large city.
  The tenets are simple, though often
  misunderstood, and appeal to those
  who’ve tired of this high-stress, low-
  yield society.
  One of the greatest schools of Tao
  thought in the West was located high in
  
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  the Rockies, but was destroyed by an
  avalanche around the same time as the
  Awakening.  Hospital reports indicated
  that the two survivors, both Westerners,
  were transferred to a private clinic as
  soon as they were well enough to travel.
  The records, however, are extremely
  sketchy, and it is unknown just which
  clinic this was.
  Thus, it is theorized that one of those
  survivors 
  underwent 
  a 
  custom
  CyberFurry modification (see NERPS
  Shadowlore) and became the soft,
  cuddly "teddy bear" which now walks
  the streets and calls itself Pooh.
  When asked any question, Pooh always
  offers up perfectly sensible responses,
  but 
  somehow 
  never 
  gives 
  the
  information needed.  "I am Pooh, of
  course.  Or at least I think I am.  But
  then, who else would I be?  I’d hate to
  think that I was somebody else, and that
  the real Pooh was walking around
  saying they were me!  Except, who
  would I then be?"
  Always a friendly face in an otherwise
  dark and dreary sprawl, Pooh has been
  elected mascot of no less than twelve
  completely separate street gangs, all of
  which separately conspire to insure the
  bear’s safety.  They will also, from time
  to time, help t o assure the delivery of a
  jar of thick, viscous, yellowish fluid
  which Pooh calls "honey." It is usually
  delivered by a helicopter, strangely
  enough, 
  registered 
  to 
  a 
  Japanese
  company 
  which 
  seems 
  to 
  have
  absolutely no other purpose.  A new jar
  of "honey" is delivered once every week.
  GM Notes: Pooh personally has no
  weapons, but seems to be the recipient
  of some strange form of magical
  protection.  Even from Astral space, all
  that a mage can discover about this
  protection is that it is permanently
  bonded to the living flesh, has been
  beautifully crafted, and bears little
  resemblance to any known magic.
  One possible short session to teach your
  party to ask questions before they shoot
  would be for them to be hired to deliver
  this "honey" (which is actually an
  extremely complicated molecule which I
  personally 
  am 
  not 
  competent 
  to
  describe).  Various street gangers will
  separately come up to offer help, but (of
  course) 
  they’ll 
  be 
  swaggering 
  and
  brandishing weapons.  If the jar doesn’t
  get to Pooh, another helicopter will be
  dispatched the next day, and the group
  of Shadowrunners will be in large and
  varied amounts of trouble.
  Progman
  J.D. Falk
  Archetype:
  Elven Bartender
  Background:
  The 
  bartender 
  of 
  the 
  converted
  warehouse called Stuff, this relatively
  elderly elf renounced his given name
  when he, and his human family, realized
  that his Elfinness wasn’t curable.
  He is most skilled in mixing drinks, but
  also has been known to practice various
  martial arts, and seems very good at
  
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  throwing darts. He’s kept himself fit,
  and is extremely muscular for his age.
  Also, he seems to have an eye for
  antique computer equipment.
  Sandman
  David J. Altman
  Archetype:
  Unknown
  Description:
  6’3", pale skinned, red-haired, green-
  eyed, lithe Caucasian elven male.
  Sandman 
  usually 
  wears 
  a 
  rather
  voluminous greatcoat that is sometimes
  more like a robe than a coat. He prefers
  darker shades. Often if he wears colors
  other than black they will be the darkest
  shade available. Other than his hallmark
  greatcoat he always wears a pendent
  that no one can really remember well
  afterwards.
  Background:
  Sandman is a marvelous enigma of the
  Sprawl. He is not a real shadowrunner,
  although 
  he 
  has 
  gone 
  on 
  many
  shadowruns. He seems to have no real
  goals or means that anyone can discern,
  and yet . . . He will show up in time to
  give a mysterious piece of advice that
  always turns out to be useful. He will
  know much, but leave people as if he
  knows more than they can imagine. His
  elegant manners can give way very
  quickly 
  to 
  deadly 
  intensity. 
  His
  performs tricks of amazing sleight-of-
  hand and speaks in mysterious tones. A
  person gets the feeling of being both
  with a jester and an executioner when
  they are around Sandman. He is seen in
  company both high and low. Although
  he can be dramatic, he can also move as
  a whisper through darkness. Surely he is
  magical, and yet no one can assense him.
  Wisecracking, acerbic tongued most
  times he can be profound and poetical
  on occasion. He seems to have no
  friends, but favorites and devotees.
  Sir Ignacio the Anti-Technical
  J.D. Falk
  Archetype:
  Male Anacronist
  "We gots all this drek goin’ on in the streets,
  and you know why? Because of all this
  technology!  Hundreds of years ago,
  mankind turned its back on simple values
  and embraced the steam engine, the
  television, the computer -- and now even the
  metahumans act inhuman!
  That ain’t for me, chummer.  I’m goin’ back
  to a simpler time, when all a man needed to
  be a man was his sword, his horse, and the
  blessing of a lady.
  Hey!  There goes a lady now...wonder if
  she’ll bless me?"
  Wearing clunky-looking metal chain
  armor and wielding a large sword, the
  only reason this kook (known as the
  Don Quixote of Seattle) hasn’t been
  gunned down is that most of his family
  fortune has been spent on all sorts of
  expensive protection.  He pretends not
  to know it, but his armor is made of
  high-quality, 
  virtually 
  impenetrable
  
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  metals, 
  and 
  his 
  sword 
  has 
  a
  monofilament edge hidden inside the
  blade until voice-activated by his usual
  war cry of "Sword, don’t fail me now!"
  Though nobody can tell for sure, it is
  also thought that much bioware was
  introduced into his body as a teenager --
  perhaps leading to his current state of
  delusion.
  As to how he got all of this stuff, well, it
  is rumored that his overprotective
  mother was the sole heir of the Gates
  and Perot fortunes, and his father was
  the brother of Sadato Shiawase, CEO of
  the 
  Shiawase 
  Corporation 
  (see
  Corporate Shadowfiles).
  This may or may not be his true
  parentage, but if so, the union was never
  recognized by the Shiawase corporation.
  But, somehow, Ignacio has never gone
  hungry, 
  always 
  getting 
  money
  forwarded from a well-protected node
  of the Japanese net.
  Steel Heart
  Brad Caldwell
  Archetype:
  Human Rocker
  Background:
  Not everyone in the sprawl is on the
  down and out.  Robert Baker, AKA Steel
  Heart, is one of the bright lights in the
  shadows.  He is the lead singer in a
  Industrial-Punk band known as Steel
  Heart (Hey he runs the band he can call
  it whatever he wants too).
  The other members of Steel Heart are
  Jason Walters (Beater), Susie Jennings,
  and Tommy Rose (The Ripper).  They
  are popular with the university crowd
  and are known to play for free drinks at
  the local nightspots.  Their favorite
  hang-out is Mike’s Place, a new bar
  trying to get off its feet.
  Description:
  Steel Heart is a light-skinned human
  standing about 2m and weighing in just
  over 65kg.  He has long black hair which
  he wears pulled over to one side. He is
  usually decked out in black leather and
  his "signature" is a black leather jacket
  with a shiny steel heart on it.
  
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  Groups
  The Dark Legacy
  Steve Mancini
  Archetype:
  Shadowrunner Group
  Background:
  The Dark Legacy is the street name for a
  group of shadowrunners. The team is
  comprised of several members, each
  with their own history, which will be
  spelled out under their individual
  submissions. This team has run with no
  one but each other since their creation
  and as such work like a fine-tuned
  machine.
  Since their creation, they have "made" a
  name for themselves in Hong Kong by
  going bar to bar, looking for brawls, and
  clearing the places out. This "reputation"
  brought them to the attention of a
  eastern dragon that sponsors a "blood
  sport’ competition. In this competition,
  several members took 2nd place, with
  one member, Centinel, taking first place
  in the Quick Draw competition.
  Since that time they have stolen a
  dragon off of the top of Ares, rescued a
  corper’s son from a maximum security
  prison in Atlanta Georgia, and taken
  down 1 dragon. As NPC’s, they have
  since opened their own shadowrunner
  rescue service called "Body-snatchers"
  and have also pooled their resources to
  purchase an MP Laser for the team.
  They have also set up a team residence
  in the woods of Fort Lewis.
  The basic breakdown of the team is as
  follows:
  Centinel:
  Female human samurai leader
  Gremlin:
  Male, dwarven sam/saboteur
  Babs:
  Female, elven samurai
  Angel:
  Female, ork bodyguard/ 
  samurai
  Hammer:
  Male, Troll samurai
  Anvil:
  Male, troll samurai
  Roadrunner:
  Male, human rigger
  Wyldkat:
  Female, human wildcat 
  shaman
  Hell Razor:
  Male, human fire elementalist
  Matrix Prowlers
  Phillip Steele
  The matrix prowlers are actually three
  people.  They are part of the most
  deadly force the matrix has seen, the
  Turing police.  They and their small
  group of team mates patrol the matrix
  looking for virus’s, A.I.’s, rogue IC and
  deckers who have gone insane and now
  destroy and set loose viral sequences for
  the shear thrill.
  Each one knows one another intimately,
  the cyberware they have installed and
  
  Net Enhancements for Role-Playing Shadowrun
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  links them together sees to that.  Each
  one is a superb decker in his or her own
  right but working as a team they are
  lethal.
  The Matrix prowlers have been on the
  job now for the last 5 years, plucked
  from top Universities around the world
  and given intensive training.  This
  particular group though enjoys it’s fun,
  the ease with which they can glean the
  secrets from any system has given them
  power, but it is power they don’t use for
  themselves or for their govt.  No, the
  matrix prowlers believe in the freedom
  of the individual and so regularly help
  out deckers in distress or in need of vital
  information.  Of course whether the
  deckers realize they have been helped
  by the Matrix Prowlers is another thing,
  for their persona changes according to
  what configuration they are currently
  running.
  
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  Critters
  DreamKiller
  Steve Mancini
  Archetype:
  Free Spirit (Ally- Metaplane of 
  Earth)
  Description:
  DreamKiller is a long black broadsword
  with the word DreamKiller inscribed in
  silver across the blade in Japanese.
  Biography:
  DreamKiller is the former ally of an ork
  combat mage. Designed as an ally,
  DreamKiller served his master faithfully
  for several years before he (the ork), was
  killed in Hong Kong. DreamKiller was
  designed as an ally and upon his
  creation was a force 4 ally. In addition,
  he was taught Swords (6) upon creation
  and given a wide range of spells that
  would help the wielder. Upon becoming
  free, DreamKiller found it could hide it
  true nature (Masking) and due to its
  previous exposure to magic and the
  metamagic powers of its creator, it could
  destroy the spells of other (Dispelling).
  Lastly, DreamKiller found he could
  control his wielder should they prove
  unruly (Possession)
  DreamKiller’s main motif is to find a
  mundane wielder and aid that wielder
  indirectly without fully disclosing its
  true identity. In exchange for this, often
  exacts a price without the wielder’s
  knowledge (basically I anticipate that
  the next time someone wielding it
  screws up and proclaims Karma, the
  karma will go to the sword if the sword
  can bail them out- spell defense, etc.).
  DreamKiller fears magicians and if its
  aura masking is pierced it will either flee
  or try to find some way to have its
  mundane wielder kill the nosy magician.
  Statistics: (Optional)
  Force 5, Spirit Energy 3.
  The sword is a Unique Enchantment 
  Spirit Foci (5) which raises 
  DreamKiller’s physical attributes by 
  5.
  Free Spirit Powers:
  Aura Masking, Possession, 
  Dispelling, Sorcery.
  Spells:
  Death Touch, Inc Reactions +3, 
  Armour, Mind Probe, 
  Heal 
  Deadly,
  Personal Anti-
  Spell 
  Barrier, Ram.
  King Crimson
  Robert Winterhalter
  Archetype:
  Vampire Gang Leader
  Background:
  King Crimson is the leader of a gang
  called the Bloods.  Crimson was infected
  with the HMVV when he rented out his
  gang to transport some chemicals from
  one lab to another lab through some
  heavy gang territory. Crimson was the
  one carrying the actual vials and when
  they were attacked one of the vials
  broke and mixed into a gunshot wound
  he’d taken.
  
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  Needless to say he was not pleased at
  being infected by some unknown (to
  him) virus.  For about a week he thought
  he was going to die from the pain that it
  was causing in his body.  During this
  time one of his lieutenants decided that
  this would be the best time to make his
  bid for power and attack Crimson.
  Crimson found that his strength was
  much greater than it was before and
  when he killed the upstart lieutenant he
  was compelled to imbibe of his blood.
  This disturbed him, but he felt an
  incredible rush of power.
  Since then he has decided that he will
  only feed when he has to or when the
  Bloods get into a violent fight.  He
  refuses to infect anyone except for those
  of his lieutenants that want to be
  infected and that he can trust.  So far he
  has infected the gang’s street mage and
  three lieutenants, one of which he later
  had to kill.
  It 
  seems 
  strange 
  that 
  instead 
  of
  destroying Crimson’s morals, becoming
  a vampire has actually boosted his
  morals.  He is very conscious of his
  power and feels that he must use it
  wisely.  His gang has also instigated far
  fewer raid on other gangs since his
  infection.  At the moment he is
  wondering if it was a wise decision to
  infect the gangs mage or not, because he
  feels that if the mage overthrows him
  that the Bloods will go on a pan-Seattle
  rampage.
  Lucas
  Steve Mancini
  Archetype:
  Banshee Bounty Hunter
  Description:
  Lucas is a traditional banshee with pale
  skin and gaunt features. He often wears
  cosmetics to "hide" his pale complexion
  and passes his fangs off as cosmetic
  surgery from when he was younger and
  "into that heavy metal gothic vampyre
  music." He prefers leather clothes and a
  black leather long coat with the words
  "Dead or Alive" inscribed across the
  back in blood red.
  Biography:
  Lucas is the twin brother of One Eyed
  Jack, an elven assassin of some notoriety
  in Seattle. Where his brother used his
  physical adept powers to become an
  assassin, Lucas became a bounty hunter
  in England. Unfortunately for Lucas, one
  target early in his career was a vampire.
  After his infection, Lucas lost all his
  physical 
  adept 
  powers 
  and 
  magic
  attribute. 
  Turning 
  to 
  more 
  "dark"
  methods, Lucas maintained his current
  occupation. In fact, he eventually turned
  in his sire. Given the new immunity his
  infection has bestowed upon him, he has
  since turned to using neurotoxins and
  tranquilizers.
  The Mortician
  Steve Mancini
  Archetype:
  Ghoul Fixer
  Description:
  "When your desperate, and in the
  darkest, 
  meanest 
  sections 
  of 
  the
  Payullup, and you wish you were dead,
  
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  there is one person who can help.... The
  Mortician!"
  The Mortician is always dressed in the
  finest black funeral parlor style suits. His
  horrendous odor is often covered by a
  heavy dose of the most expensive men’s
  colognes with a faint after scent of
  embalming fluid. His complexion is that
  of a corpse. He often wears the finest
  wigs to cover his balding head and his
  nails are manicured to razor sharpness.
  His eyes are an eerie black background
  with red pupils. They are in fact cyber
  eyes he had installed to compensate the
  near blind attribute of his race.
  Biography:
  The Mortician was in fact a registered
  mortician before "the change" hit him.
  Once afflicted, business fell through the
  floor. Now, his business is funded by
  many "shady" characters who would
  like the use of a fully licensed mortician
  who can provide legal death certificates
  and also "properly" dispose of the
  bodies. Business as a mortician and fixer
  is so good that he can honestly say he
  has never had to "scrap some off the top"
  to survive.
  Yes, the Mortician is insane. But his
  brilliance as a business man and
  "shadow figure" outweighs this slight
  impairment. Unknown to many of his
  clients, he has fed them human flesh
  prepared in ways that would fool even
  the best chefs. He has recorded these
  instances- he refuses to do business with
  those who will not eat dinner with him.
  These recordings are his insurance
  policy against backstabbers.
  O’Dell, Shamus
  Robert Winterhalter
  Archetype:
  Vampire Gang Leader
  Background:
  Shamus O’Dell is a shadowrunner and
  the behind the scenes leader of a gang
  called the Howlers.  Shamus was born
  (and infected with the HMVV) in Ireland
  in 2013 as one of that countries
  increasing number of elven births.  He
  became a banshee in 2051 while on a run
  sponsored 
  by 
  the 
  Tir 
  Nan 
  Og
  government against an elven mage that
  they found to be doing "unacceptable"
  research.  Shamus quickly fled the
  country after being infected and he
  currently has a 250,000¥ bounty on his
  head by the Tir Nan Og government.
  Shamus is highly skilled with firearms,
  computers (though he is not a decker),
  electronics, explosives, and paramilitary
  tactics. He has no known cyberware or
  magical ability, but it is suspected that
  he has a rather large sum of nuyen
  stashed away in some hidden accounts.
  Though he is the leader of the Howlers,
  none of the members but his two
  lieutenants have ever seen him.  He uses
  the lieutenants to relay all of his orders
  and has trained them to be excellent
  leaders in small group tactics.  The
  Howlers have fought excellently both in
  defending their turf and attacking other
  gangs.  It seems like they are being
  trained to work as a paramilitary unit.
  Shamus O'Dell's feeding habits are on
  the conservative side.  He usually only
  feeds off of squatters and the like, but on
  
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  occasion he will feed off of an enemy.
  He has yet to let someone that he has fed
  off of survive the experience.
  
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  Plotlines
  A Look at the Dark Side
  David J. Altman
  The ’runners are approached by a very
  desperate man. He wants them to find a
  person, or more specifically, an identity -
  --- his own, in fact. He has a lot of cred
  quite a bit of jewelry and magical
  artifacts. He has no identification or
  memory. He remembers running away
  from some people trying to kill him at
  the waterfront a few days ago over some
  kind of deal. Other than that he
  remembers nothing.
  When the ’runners go searching they
  find out that their mystery man is
  wanted but a lot of people, who all
  know him by different names and
  identities. So who is he ?  Is he Baron
  von Clausewitz the terrorist, Francesco
  Vitesse the hitman, Jonthon Poldon the
  philanthropist, or Tomaas DeVega the
  spy ?  Or maybe he is all of these people
  . . . and more than anyone thinks.
  A New High
  David J. Altman
  There is a new high in the Sprawl. And
  guess what --- its actually a chemical.
  The stuff is called Edge, looks like ruby
  dust, put it in the stimhaler and shoot.
  This stuff is like LSD on LSD. Edge
  makes BTLs and other drugs look like
  babyfood. After a hit of this stuff you’re
  Arnie Awesome in a bad mood. So
  what’s the prob ?  No one knows who is
  making the stuff. The Yaks, Rings,
  Tongs, and Families are seriously pissed.
  Edge is cutting into their profits, and
  they can’t seem to find the source to stop
  it. Everybody they send out comes back
  ritually mutilated. So what do they
  do????  They hire the characters to find
  who and what is behind Edge. Or Else.
  A Rage in the City
  David J. Altman
  Its all over the Net. Worst slaughter in
  two decades. 31 people killed. Club Shox
  destroyed by the mayhem and the
  resultant fire.
  World Newzcorp Association 12/06/54 -
  02:11:42
  The building is utterly devastated . .
  .furniture broken . . . blood, glass, and bodies
  everywhere . . . eyewitnesses are suffering a
  mass trauma caused amnesia . . . nobody can
  remember what happened . . . police have no
  clues, but suspect gang warfare . . . gangs
  deny responsibility.
  The ’runners had a few close friends die
  at the club. No one seems to know what
  happened. But the ’runners want to
  know who is responsible. People in the
  know tell them to drop it . . . but they
  can’t. As they dig deep into the shadows
  they uncover the beginnings of the truth
  --- a truth so horrible that it can’t be
  made public. What happens when two
  titanic supernatural entities clash over
  
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  turf, 
  using 
  minions 
  mundane 
  and
  abominable to secretly battle over a
  power both crave with supernormal
  passion ?  What can the ’runners do to
  stop this horror from continuing?
  
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  Aerial Perspective
  Paolo Marcucci
  The team has a meeting with J at the
  base of the Space Needle. They are hired
  for a quick & dirty job: go up to the
  Needle 
  and 
  carry 
  off 
  a 
  Renraku
  researcher. There is no time, this is the
  first time he leaves the arcology in years,
  maybe there will not be a second chance.
  When they are up, Renraku finds out the
  plan and sends a strike team. First of all,
  elevators are disconnected, then some
  Stallions begin to fly around the Neddle.
  Meanwhile, the strike team is arriving
  through stairs.
  Will our heroes survive this? Will they
  manage to escape? And will they escape
  with the hostage?
  Ascension of Power
  Steve Mancini
  You have been invited to dinner... at the
  Murdered Mime. You know what that is
  dontcha chummer... Yak territory. Your
  Mr Johnson is an impeccably dressed
  young Japanese male, sitting alone at a
  table. Speaking in Cityspeak as if it was
  his native tongue he will explain that he
  needs some wetwork done. He will
  provide the players with a complete
  dossier on the target- another Japanese
  male. In fact, he will explain the target is
  his own brother and yes, they are
  connected in some way, shape or form
  to the Yakuza.
  He will offer the players a simple
  reason- his brother has elected to deal
  with 
  the 
  Chinese 
  Tongs, 
  and 
  if
  discovered by his oyabun, it will bring
  great shame to his family. He wants his
  brother killed, and he wants the Tong to
  take the fall for it.
  The brother is well protected, having
  various bodyguards, both magical and
  cybered. After the players wax the
  brother (hopefully), word on the street
  will place the blame on them. Yes the
  Yak want the foolish Gaijin who took
  down the son of the Oyabun.
  Within hours, the runners will be found
  by a squatter. Or at least that is what he
  looks like. It is your Mr Johnson. Those
  of a magical nature will easily recognize
  that he is a follower of Rat. Ready for the
  next job? He has been discovered- his
  father thought that he killed his brother
  out of greed and a thirst for power. Now
  he is on the run and he needs the
  runners to collect the evidence tying his
  brother to the Tong. He has no money-
  he had to flee from his home. If the
  runners do it however, they will be
  saving their own necks and he will owe
  them a favor. Not a bad debt to have-
  from the future Oyabun of Seattle?
  Ashmen
  Marcel Emami
  Runners:  "You mean we should get a
  fragging ashcan?"
  Johnson: "Yes, the R&D wanted to hide
  their results because they knew that there
  would be a raid that night, but they could
  only move the data out of the building the
  next morning with the other stuff. So the
  team that picked up the can the next
  morning (after the raid), collected a wrong
  one - a real ashcan. The lost one was detected
  the next day when they had everything in
  
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  their new building and controlled what they
  got."
  Runners: "So why don’t they just get the
  real one? Why hire a team of runners for this
  ?"
  Johnson: "Because they left the building
  and sold it to another corporation.  ...Yes
  that corporation that started the raid. That’s
  why they moved it out. So far the new
  corporation hasn’t installed all their own
  security. You go in, pick up the ash can and
  get out, should be a cake walk"
  The ashcan was disposed by the new
  corporation that now owns the Baxter-
  Building as a consequence of cleaning
  and bomb-disposal. The Baxter-Building
  has now a bizarre mixture of very tight
  security and very lax security. It should
  be easy to get in, go to the forth floor
  (former R&D floor) , do not find the
  "ashcan", find evidence that a small
  enterprise called "Get it Out" collected it.
  Just after they got this information the
  runners should be noticed and the strike
  team should arrive (hit the runners hard
  and heavy but kill not all of them). After
  the runners got out of the building they
  should go to "Get it Out" where they are
  told that Miles Grayson has sold the
  ashcan "it was brand new". He sold it to
  Lincoln 
  Dillon 
  a 
  local 
  fixer 
  who
  recognized that the "ashcan" has bigger
  value than just an ashcan. He let out
  word on the street that he has real
  interesting stuff. If the runners follow
  this clue they find an interrogation team
  of a third corporation that just killed
  Dillon but has his confession stored. (A
  very very nasty GM can put this
  confession 
  stored 
  into 
  headware
  memory of one of the corporation team.
  But this is not recommended.) Naturally
  the interrogation team doesn’t want to
  give the data voluntarily.
  The buyer of the "ashcan" is a former
  company man who wants some little
  retirement money. So he wants to sell
  the "ashcan" to the corporation for a
  reasonable fee.
  The optimal solution (IMHO) for the
  runners is get the data from Talltree (the
  former company man) for the same
  prize he bought it. Tell his Mister
  Johnson that he intended to buy
  something that belongs to his own
  corporation for too high prize (so he can
  keep his face) and give the data to their
  Mister Johnson.
  Behind the Mask
  Chris Innanen
  SIMSENSE PERSONALITIES AREN’T
  ALWAYS WHAT THEY SEEM...
  Glamorous sim-starlet doesn’t show up
  for Corp A’s commercial recording, but
  does appear in Corp B’s vid ads the next
  day. They claim it/she is only an
  ersatzoid, 
  a 
  computer 
  simulation,
  granted by permission of the starlet.
  Corp A agents went to her residence,
  but there is no sign of her.
  Johnson: "I want her found! We have
  millions invested in this ad campaign!"
  Bloody Dagger
  Daniel Waisley "NightFox"
  
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  Johnson:  "Its not Johnson, its Smith.  Mr
  Smith.  I want you to find a stolen artifact,
  precisely an old sacrificial dagger."
  The run doesn’t sound bad, all you have
  to do is get the dagger from Koeme
  Enterprises.  Of course, Mr Kromby, the
  CEO of Keome is well known to be a
  large philanthropist, so why would he
  want a bloody dagger?  The dagger is on
  the 32nd floor, the only floor which is
  not connected to the rest of the building,
  though it is connected to the 31st floor
  which is.  The connection can only be
  made by physically doing it.  The
  elevator goes all the way to the top, but
  only with a pressed in hardware
  command - it isn’t in the computer.
  There is another elevator from the 31st
  to 32nd so that staff with the right stuff
  can go up.
  Kromby is not in at the time, but two
  girls strapped to the beds in the guest
  bed room are, along with the dagger on
  the night stand between them.  The girls
  seem to be connected to the dagger
  somehow, they are coherent and can’t be
  taken to far away form the dagger
  safely.
  Mr Smith if contacted seems to know
  what to do, though you though he was a
  normal.  If you bring the girls and the
  dagger to him, he’ll see what can be
  done.  Of course, when the runners get
  there, they do see Smith, but he doesn’t
  stay in their vision for long, vision that is
  soon clouded by neuro-stun gas. When
  they wake up in the sewer prisons all
  they have are nice white robes, the
  perfect things for sacrifices.  Now all
  they have to do is escape and save the
  girls before they all die.  Isn’t life fun
  chummer.
  Book Trade
  Paolo Marcucci
  Johnson:  "Well, gentlemen, looks like we
  have a little problem here. Our rare and
  absurdly precious paper library has been
  stolen. And we have received some letters
  (on paper, yes) asking for a big ransom. Of
  course money is not a problem for us, but we
  want to know who is so interested in old
  books. Ah, just another thing: chip versions
  of the books were seen sold at a small street
  market. There are things, in those books, that
  we don’t want to be known. The books are
  VERY old, maybe thousands of years..."
  Budweiser gets Even
  George Campbell
  Having been considered inferior to
  many imported brews for over 5
  decades 
  Budweiser 
  decides 
  to 
  get
  revenge.  They send Mr. Johnson out to
  the local dives to find a group partaking
  of Budweiser and make them an offer
  they can’t refuse - make a run on
  Guinness Inc. and get their secret brew.
  However there is a glitch - the location
  of 
  Guinness 
  Inc.’s 
  home 
  base 
  is
  unknown and rumored to be heavily
  guarded by both Sam’s and Shamen who
  follow the Wheat totem.  These Shamen
  guard the secrets with a religious fervor
  and act heavily against any who oppose
  them.  They have practical impunity
  when it comes to the local law due to
  their Christmas gifts to the local police
  chief (consisting of a dozen cases of their
  finest brew of the year).
  
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  Catch The Courier
  Phillip Steele
  The Johnson arranged a hasty meeting,
  you’ve to be at the airport in 20 minutes
  for the 7:32 sub-orbital from Japan.
  Johnson:  "There’s a bonded courier on the
  plane with some very important data.  We’ve
  had word that another corp has sent a team
  to ’collect’ the information itself.  You’re job
  is to make sure the courier gets back to me
  safely."
  Problem 1 the streets are really packed
  (it’s rush hour).  Problem 2 the other
  group is already there and the plane is 3
  minutes early and their mage has
  convinced the courier to come with them
  before the runners arrive.
  The 
  Chocolate 
  Chip 
  Cookie
  Factory
  Robert Watkins
  The group (preferably a notoriously
  munchkinous group) gets a group
  through a small time fixer. They have to
  break into Grandma Grundy’s Chocolate
  Chip 
  Cookie 
  Factory, 
  a 
  small
  manufacturer of chocolate chip cookies
  located in Renton. It’s a large factory,
  and security is moderately tight. Their
  mission: To acquire Grandma Grundy’s
  Chocolate Chip Cookie recipe.
  Once penetrating the outer grounds, the
  runners may find out that the factory is
  actually the site of a large Mafia arms
  dump, with security to match. A light,
  stealthy group may be permitted to
  enter the cookie factory (the Mafia don’t
  want 
  to 
  blow 
  their 
  cover). 
  A
  munchkinous group will be deemed a
  threat and taken care of.
  Chuck and Die
  Chris Innanen
  A FEAST FIT FOR NO ONE, LEAST OF
  ALL ROYALTY...
  Royalty is coming to town. Not anyone
  really important, just the prince of a
  small country somewhere overseas and
  his consort. But someone’s about to
  make a ’run on their lives. Poison to be
  exact, one that’s encapsulated so that it
  doesn’t show up on any detectors, is
  immune to heat up to 240c, and is quite
  deadly and untreatable. They barf, then
  they keel over dead. You’ve got a choice,
  chummers: do the dirty deed or damn it.
  Johnson #1: "We want them out of
  commission. Just get this into their food..."
  Johnson #2: "If they die while visiting us,
  it’ll be real bad for sales. Stop it."
  
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  Cold as Ice
  Chris Innanen
  YOU CAN NEVER PREDICT THE
  WEATHER, 
  EVEN 
  IN 
  AN
  ARCOLOGY...
  The environmental systems in 
  the
  Arcology owned by Corp A have gone
  haywire, making the temperature and
  weather conditions in large sections of
  its bulk wane too hot, too cold, foggy,
  rainy, snowy, and so on. Needless to
  say, the residents are drowning the
  Corp’s PR department with complaints.
  Johnson: "Maintenance is useless bunch of
  dolts! <brrr> It’s COLD in here..."
  The Collector 1
  Chris Innanen
  CORPS DONATE MONEY TO THE
  ARTS, AND SOME PEOPLE TAKE
  ADVANTAGE OF IT...
  An art collector specializing in street
  artists scammed a Corp out of a large
  sum of money, promising to deliver a
  number of statues and paintings to the
  Corp museum. When the Corp traced
  down a few of the artists, none had been
  paid, though the collector picked up the
  pieces.
  Johnson: "No one pulls a fast one on us. I
  don’t care about the pics, I want HIM."
  The Collector 2
  Chris Innanen
  ALL THE BETTER TO SEE YOUR
  PAINTING WITH, MY DEAR...
  An art collector pushes the advancement
  of cyber-eyes to get an edge on art
  counterfeiters, but his new eyes see too
  much. Someone’s snuffed him out,
  taking only one of the valuable works
  that were in his office. (The secrets of the
  new eyes died with him, so don’t get too
  greedy, chummers.)
  Johnson: "Drugrunners. We’re sure of it.
  Something to do with the paints."
  Compass to Atlantis
  Chris Innanen
  MAGIC WILL TAKE YOU WHERE NO
  MERMAN HAS GONE BEFORE...
  Lodged near the bottom of the deepest
  region of the sea, resting on a ledge in a
  trench hundreds of miles long, buried
  under mile after mile of oppressive
  water, waits Atlantis. For centuries it has
  lay dormant, untouched by treasure
  hunters, researchers, and government
  funded deep sea exploration teams. It
  has existed for so long, the motions of
  the Earth’s crust has carried it to its
  doom, a crushing death between the
  subsiding plates of rock. Time is running
  out 
  for 
  it, 
  and 
  the 
  old 
  magics,
  reawakened by the impending disaster,
  have begun to call out for aid. The old
  knowledge must be preserved, and the
  dead city knows it no longer can protect
  its charge of information with obscurity.
  An unimportant ancient artifact long
  forgotten in the vaults of the corp
  museum came to life, glowing and
  pulsing with an inner light. The curators
  and experts examined it determining its
  origin, the mythical oceanic city-state
  
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  Atlantis, and its purpose, to lead a party
  there.
  Johnson: "We’ll give you a guide to get you
  down there. No sub goes that deep."
  Corpus Juris
  Chris Innanen
  WHEN YOU’RE IN CORP TERRITORY,
  THE CORP MAKES THE RULES...
  You were just walking past the Arcology
  shops, mindin’ your own business, when
  two corp cops jump out and slap the
  cuffs on ya. Well, you weren’t looking
  for trouble, just a new set of threads, so
  you don’t take’em apart on the spot but
  wait to see what’s what. The OotD takes
  one look at’cha and turns all frowns an’
  apologies, givin’ ya 30Y "for damages"
  and turns ya lose with a slap on the
  back. What the frag was all that about? It
  isn’t till a little later that yer tailor
  notices the bug...
  Word on the Street: "The Corp’s puttin’
  the tag on all the runners they can. They’re
  MAD."
  Cult of Immortality
  David J. Altman
  The ’runners are approached by a couple
  of very professional looking heavies.
  The heavies want the ’runners to attend
  dinner at a local Mafia don’s house.
  Over dinner, the don reveals his
  problem. It seems his daughter has
  gotten involved, heavily involved, in a
  fanatical religious cult called "The Cult
  of Immortality". The cult leader, an
  extremely charismatic man has taken a
  personal interest in the don’s daughter.
  The daughter is now a guest at the cult
  leaders residence. The residence itself is
  a huge fortress like mansion filled with
  kids who are followers of the cult. The
  cult promises power and immortality to
  "The Chosen". Apparently the don has
  tried to infiltrate the cult with his own
  men, but each time they have shown up
  dead within a few days. Now the don is
  desperate. He wants the ’runners to
  infiltrate the cult, extract his daughter,
  and kill the cult leader (the don feels
  that if the cult leader were to remain
  alive his daughter would be at risk).
  Problem is, once they infiltrate, they find
  out that the cult leader and the Chosen
  are vampires, the girl is being kept as a
  ritual sacrifice under heavy guard, and
  the ritual is happening tomorrow at
  midnight.
  Cybernation
  Chris Innanen
  DREAMING UP A CITY OF CHROME
  TO CALL HOME, LIKE IT OR NOT...
  People are disappearing at night as they
  sleep, you could be next! You’d be
  drugged into a deep coma, hauled off to
  a 
  secret 
  city 
  buried 
  beneath 
  the
  mountains, and be turned into slave-
  cyborgs for a power mad dictator more
  than half crazed by his own lack of
  humanity and burned-out brain. Unless
  you can fight your way out before all the
  operations begin (though one of the first
  things they implant is an alpha-wave
  inducer that’ll put you to sleep under
  computer control) you may spend the
  
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  rest of your misbegotten life in the realm
  of the CyberKing.
  Word on the Street: "Annek wasn’t in her
  room, but I found this canceled ebony
  credstick."
  Defrost Before Use
  J.D. Falk
  In the late 1990’s, a group of scientists
  decided to try their hand at cryogenics.
  In a freak accident involving a cup of
  coffee, some numbskull’s hip, and an
  uninsulated switch, they -- plus a few
  technicians and the delegation from the
  military who were touring the facility --
  were accidentally frozen.
  Now, about sixty years later, another
  freak accident defrosts them, and they
  have no choice but to attempt to adjust
  themselves to immense changes in the
  world around them.
  This is not truly a plot, only a good
  beginning to a campaign.  It is best for a
  group of players not overly familiar
  with this genre of game, but could
  conceivably be used with any group.
  Each player should have one character,
  and there should be at least one Scientist
  (specializing in knowledge skills, also
  some 
  B/R, 
  corp 
  or 
  government
  etiquette, etc.), one Technician (B/R
  skills, 
  and 
  probably 
  some 
  limited
  combat ability wouldn’t hurt), and one
  Military officer (with combat skills,
  military 
  and 
  possibly 
  government
  etiquette, and probably some knowledge
  skills).  At the GM’s discretion, one or
  more of the characters could begin to
  goblinize, or develop some magical
  ability.
  Possibilities after this include meeting an
  N.P.C. to tell them what’s what in the
  sprawl, or (even more like a B-movie
  plot), that NPC could be an A.I. who
  uses them to do meat jobs.  This NPC
  will keep them from being immediately
  eaten alive in the shadowy underworld
  we ’runners call fun, but won’t give
  them EVERYTHING.  One possibility
  for a motive would be a fixer who is
  trading them info about this time for
  info about their old lives, which is then
  sold to an unknown historian.
  
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  Delicate by Design
  Chris Innanen
  OLDEST 
  PROFESSION 
  MEETS
  NEWEST TECHNOLOGY...
  They’re the most attractive "women"
  you’ve ever seen. They’re built so
  lifelike, a gynecologist couldn’t tell’em
  from Eve herself. And they’ve got a
  price tag most CEOs would balk at. But
  there’s just one problem...
  Word on the Street: "They’re REAL, I tell
  you! 
  Flesh 
  an’ 
  blood! 
  The 
  Corp’s
  brainwashed’em!"
  The Delicate Sound of Thunder
  Steve Mancini
  The team is hired by a Lion shaman who
  also happens to be the grandson of the
  legendary 
  Indian 
  military 
  leader,
  Thunder 
  Tyee. 
  The 
  grandson 
  has
  adopted the name Searching for Great
  Thunder for the purpose of the run. He
  is convinced that there are records of the
  assassination of his grandfather and he
  wants these records. They are hidden, he
  believes, 
  in 
  the 
  old, 
  non-matrix
  connected 
  computers 
  of 
  a 
  former
  government 
  installation 
  located
  somewhere in the NAN (you chose
  locale). Only problem is this installation
  has become the fortress of a renegade
  group of Indian marauders who prey on
  travelers of the local highways. The
  grandson wants the documents at any
  cost- he has no care for these highway
  robbers.
  Espionage
  David J. Altman
  The characters are urgently called by
  their most trusted Fixer. He tells them
  that some very unusual Mr. Johnsons
  want to arrange a meet. The Fixer looks
  jumpy and nervous as he gives them the
  meet location and time.
  Upon arrival the characters can tell that
  this shadowrun is "Big Time". The Mr.
  Johnsons are very sharp. Their actions
  scream special operations. Nor are the
  characters wrong in their assessment.
  The Mr. Johnsons represent CIA-Rand
  Information Systems. They want to hire
  the characters to "tag and bag" (locate
  and kidnap) two troubleshooters from
  CIA-Rand’s largest competitor - KGB
  InteliSource.
  A short while later the characters are
  approached 
  by 
  two 
  other, 
  rather
  dangerous looking gentlemen. They also
  want to hire the characters. These two
  gentlemen are from KGB InteliSource,
  they want the characters to find and
  bring back two renegade agents who
  have 
  "defected" 
  with 
  some 
  very
  important information. Bad part is both
  corps want the same guys. What are
  they going to do?!?!?
  Give Away
  Chris Innanen
  FREE IN EVERY BOX...
  There was a little screw up in the
  packaging department. How the data
  got into their computers no one knows.
  But in just a few of the hundreds of
  thousands of boxes of kiddie cereal that
  the factory put out that day, the usual
  plastic 
  secret 
  decoder 
  ring 
  that
  
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  unscrambles 
  the 
  messages 
  flashed
  during the cereal’s cartoon was replaced
  by a plastic secret decoder ring that
  unscrambles half the Corp’s top secret
  files. They want them back.
  Johnson: "Here are the addresses of the
  brats that bought the boxes. I hate kids."
  Grassroots Rebellion
  George Campbell
  Sick and tired of being trod upon by the
  large megacorps people of all races and
  backgrounds are coming together just
  outside of Seattle to put an end to them -
  one at a time if need be and at any cost.
  They want to hire your team to train
  them in the skills the need to have a
  chance at survival. Of course the
  megacorps would rather see them all
  dead and you with them, so the
  campsite begins to look like another
  Desert War only in the forest.  Then you
  find out the core of the movement is
  actually in the pay of Ares and are but a
  front 
  to 
  cut 
  down 
  some 
  of 
  the
  competitors and at the same time to
  weed out undesirables from the masses.
  High Steel
  Chris Innanen
  HIGHJINX 
  AT 
  THE 
  OLD
  CONSTRUCTION SITE...
  Corp B played dirty, stealing a juicy
  contract to build the new Pokatok
  stadium from Corp A. Corp A did a
  little digging of their own, and now
  wants proof to their accusation that B is
  using sub-standard building materials
  making the stadium a death trap.
  Johnson: "Sure we get the contract if they
  lose, but this is for public safety."
  I Want My Son Back!
  Dwayne Baker
  Mr Johnson, a vice president of public
  relations for Knight Errant, (or LoneStar
  if the players need a legal out); contacts
  the runners to locate and retrieve his
  son. Mr Johnson explains that his son
  had decided to go to SSECCa Technical
  Academy and after some discussion Mr.
  Johnson had agreed to the school. His
  son was doing extremely well there and
  had an ideal GPA despite his wide
  ranged 
  involvement 
  in 
  athletics,
  vehicular technologies and computers
  during his first semester. During his
  second semester he started not being at
  his dorm, withdrawn from society
  despite 
  his 
  continued 
  school
  involvement. Things got worse over the
  next to years when he graduated I didn’t
  even find out until a month later.
  Recently I was running some things on
  the computer ran a trace on my son’s
  SIN and got a message that no such SIN
  exists.
  Johnson: "I WANT MY SON BACK!!   I
  don’t care what you do or who you kill.  Just
  bring him back!"
  GM Notes: Mr. Johnson’s son is still
  working through the SSECCa Technical
  Academy & Mr. Finaish. Remember that
  Mr. Finaish Can call on 25 - 40 students
  to repel the runners. These students are
  mostly half trained partially cybered
  individuals.
  Recommended Materials:
  
  Net Enhancements for Role-Playing Shadowrun
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  SPRAWL: 
  SSECCa 
  Technical 
  Academy
  CHARACTER: 
  Mr. Finaish
  CHARACTER: 
  Dr. Elenbright
  CHARACTER: 
  Coach Cackrin
  CHARACTER: 
  Dr. Lientze
  CHARACTER: 
  Dr. Reaves
  CHARACTER: 
  Dr. Eizenreich
  
  Net Enhancements for Role-Playing Shadowrun
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  Is it Live or is it Memorex?
  Thomas Frost
  Anonymous, 
  androgynous 
  smarmy
  media geek: "OK, this is all non-
  disclosure, of course, and I think we’re all
  adults here, hmm? First off, yes, FeelGood is
  being bought out by Idee-8.  Yes, that
  includes the entire simsense division.  YES,
  that includes the fabulous Donna d’Aubry,
  performer extrordinaire, star of the triple-
  iridium "Tunnel Vision" -- what do you
  mean, you’ve never sensed it?  Do you all
  live in a hole or something?  WELL -- the
  idea is, we want to let out that she’s jumping
  ship for Idee-8 BEFORE the buyout --
  corporate extraction, cloak-and-dagger, all
  that fun stuff -- AND we want you to be the
  extraction team, AND we want to -- are you
  ready? -- TAPE THE WHOLE THING IN
  SIMSENSE.  We’ll let Joe and Jane White
  Bread 
  actually 
  live 
  the 
  life 
  of 
  a
  Shadowrunner!  Isn’t it absolutely AIR?
  Couldn’t you DIE?"
  This particular Mr. (Ms.?) Johnson wants
  the team to fake a corporate extraction
  while wearing simsense gear.  Their
  company wants recordings of the team’s
  meetings with a pseudo-Mr. Johnson
  and with their contacts, and during the
  run itself.  The characters are assured
  that their faces will be replaced with
  other (more photogenic) ones, so that no
  one will recognize them from the
  simsense.
  The reality:
  The rumors of a buyout are false,
  planted.  Idee-8 has been working
  Donna d’Aubry, and FeelGood would
  rather eliminate the problem rather than
  have their top star defect.  But as long as
  their moving her out, why not make a
  production out of it and record her last
  performance?
  The simsense gear is either real or fake
  (GM’s discretion).  The meetings, the
  planning, and the run will be staged.
  The opposition will be token, right up to
  the time they’re about to get away with
  it. After all, we can’t have anyone
  knowing this was staged, can we?
  It’s up to the characters to find out this is
  bogus.  Maybe they’ll find out the
  buyout rumor is planted; maybe they’ll
  find that Idee-8 has been working Ms.
  d’Aubry.  Maybe they’ll be able to
  survive this run.  Maybe not.
  Couldn’t you just DIE?
  Jupiter’s Day
  Paolo Marcucci
  Astronomy still exist in 2050. But it is
  carried mainly by machines, leaving
  human astronomers just to evaluate data
  and build great theories. An evil decker
  has infiltrated the astronomy matrix and
  had twisted incoming data to show that
  Jupiter in on crash route with Earth.
  After 
  a 
  period 
  of 
  pure 
  panic,
  astronomers detach the observation
  computers and see the difference in raw
  and processed data. Two months later,
  the network is cleaned and its work is
  restarted. The same thing happen with
  Mars, and, two months later, with
  Venus. 
  After 
  three 
  times, 
  the
  astronomers don’t care much about the
  data showing that the Zurich Orbital is
  on crash route with south Seattle and
  disconnect the matrix for big time
  
  Net Enhancements for Role-Playing Shadowrun
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  maintenance. But the ground tracking
  stations loose any contact with the
  Orbital...
  Johnson:  "Sure, the ticket is prepaid, and
  don’t worry about gravity loss..."
  NOTE:  in a revolving space station,
  bullets follow strange paths and can be
  REALLY dangerous is they don’t hit
  some target.   Gelled rounds would
  therefor be commonplace
  Kentucky Fried Chicken
  Daniel Waisley "NightFox"
  The run is simple, all you have to do it
  get 
  the 
  willing 
  target 
  from 
  this
  corporation and bring him to us.  Dead
  people are not a bother.
  William 
  Mitchell 
  is 
  a 
  Paranormal
  biologist 
  who 
  specializes 
  in 
  the
  medically 
  and 
  artificially 
  altering
  Paranormal animals.  He really doesn’t
  like what he does, even though he is
  very good at it.  He wants out of his
  corp, but he doesn’t have a chance to get
  free unless someone helps him.
  All you have to do is get him from his
  third floor room in the building and off
  the corp grounds.  Of course it doesn’t
  help that the place is surrounded by
  meta-chickens commonly known as
  cockatrice.
  The big problem for the runners is when
  Mitchell’s science team mate wants to
  come with him.
  All in all its not that bad of a run, and
  should not prove to be too hard.
  The Lazarus Agenda
  Steve Mancini
  In this world, you do get a second
  chance. 
  There 
  is 
  the 
  power 
  of
  Resurrection and it is contained in a set
  of six books. These books are being held
  by a group of Snake shamans that have
  spread them across Seattle and the
  NAN. The runners are being hired to
  steal these books for a clan of Bear
  Shamans who wish to copy them.
  The elves have done some things right.
  They have recognized that a person has
  six primary aspects to their being- Love,
  Hate, Physical, Spiritual, Past, and
  Future. By collecting these six aspects, it
  is possible to resurrect a person, giving
  them *one* more chance. The ritual
  cannot be learned, it is far too complex
  and taxing. It must be cast from the
  books, by a ritual team composed of the
  same totem or tradition (in the case of
  hermetic should a group ever get their
  hands on the books and translate them).
  Each of the aspects is consumed by the
  ritual and bestows upon the person 1
  point of their life back. They come back
  a whole person- none of their "worldly"
  intrusions come with them. The are
  whole, with most of their skills, and
  none of their cyberware. If magical, that
  too may return. (For greater detail,
  contact me and I will email you).
  Let 
  Your 
  Deckers 
  Do 
  The
  Walking
  J.D. Falk
  With a nod to Micah Levy and The
  Powerhouse for the discussion which
  spawned this idea....
  
  Net Enhancements for Role-Playing Shadowrun
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  THIS PLOT IDEA IS WRITTEN FOR
  HIGH-LEVEL 
  DECKERS, 
  BUT
  COULD BE ADAPTED.
  A message is sent to the "spokesperson"
  of the PC group, asking them to meet
  virtually at a relatively public site in The
  Matrix, 
  perhaps 
  a 
  specific 
  theater
  environment in The Rosebase (see
  previous 
  SPRAWL 
  submission).
  Searches can show that this message,
  although taking a circuitous route,
  originated from a mid-sized mobile
  telecommunications corporation called
  Robins 
  Communication 
  Systems,
  Limited.
  At the meet, the representative from
  RCSL has the persona of a gray, boring
  businessman, which (in a place like The
  Rosebase) really makes him stand out.
  He tells the group that the UCAS
  Federal 
  Telecommunications
  Commission is coming down hard on
  them, thanks to a larger rival, UCAS
  Bell.  It seems that UCAS Bell has some
  information in their possession which
  could put RCSL permanently out of
  business, and RCSL wants to know what
  this information is so that they can
  reorganize the company in such a way
  that only a small number of assets are
  closed down by the UCAS FTC.
  This information is very well hidden,
  but it is known that it was attached to a
  message 
  sent 
  privately 
  from 
  the
  chairman of UCAS Bell to the chairman
  of the UCAS FTC.  One of these
  important people, both of whom have
  unlisted private numbers, has the file.
  In exchange for this service, RCSL is
  willing to give you free unlimited
  telecommunications anywhere in the
  world, real life or virtual, and a Matrix
  construct of their very own (this is like
  having ones’ own Internet site at no cost,
  only better!)
  To spice up the adventure (and leave
  room for non-Decker characters), the
  GM should add in the need to break into
  various places to get passcodes and
  other information.
  Lone Star Purging
  Steve Mancini
  The runners are contacted via a fixer
  who claims that a head honcho at Lone
  Star is looking for them. He has a job
  that requires their expertise.
  Apparently a Lone Star elite response
  team has gone astray. They have begun
  to do some dirty work on the side and
  he wants it stopped. In order to preserve
  the good name of Lone Star, he wants
  the geeked in the line of duty. No
  survivors.
  Unfortunately for the runners, and the
  commissioner, the elite team has wired
  the Commissioner’s office and new he
  was meeting with some team. So while
  they may no know it is the runners that
  are after them, they are well prepared.
  Lost: Money
  E.C. Trager
  The PCs are approached by Crown
  Imperial Technologies.  One of their
  many vice-presidents is missing, and he
  
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  didn’t leave a forwarding address.
  According to the Johnson, former v.p.
  Tom McFarlen skipped town with quite
  a bit of CIT’s money, embezzled over a
  period of over six months.  CIT isn’t sure
  how much money is missing, but they’re
  offering a reward of a half-million nuyen
  to 
  the 
  person/group 
  that 
  brings
  McFarlen back...alive. The only lead?
  Sketchy 
  reports 
  that 
  he’s 
  hiding
  somewhere in Quebec...yes, Quebec.
  Background:
  It turns out McFarlen has taken a small
  bit of CIT’s assets...that is, if you
  consider fourteen (14) million nuyen a
  small bit. Crown Imperial does know
  how much is missing, but won’t reveal it
  for obvious reasons.
  Contacts, 
  cash, 
  and 
  an 
  adequate
  knowledge 
  of 
  French 
  has 
  gotten
  McFarlen a cushy residency outside
  Quebec City.  He really is a nice guy; the
  question is, will the PCs care less when
  they find out what Tom’s got in
  savings?!
   Two other groups of runners are
  already in Quebec frantically searching
  for Tom.  The players’ cleverness and
  decision making time will determine
  who gets there first...
  Lost Treasure
  David J. Altman
  Estate. Mz. Hampton, a renowned
  socialite has asked the players to come
  immediately. 
  Upon 
  arrival 
  to 
  the
  mansion and its grounds, the players are
  instantly rushed into the drawing room,
  were a distraught Mz. Hampton is
  waiting for them. It seems that her
  nephew, a magically active teenager
  who is a spoiled brat, insulted a mage in
  a restaurant. The other mage called for a
  magical duel, and (Jeremy Hampton) the
  nephew accepted. The duel taxed young
  Jeremy to his limits and he snapped.
  Apparently, he was last seen driving
  away toward the big bad sprawl. Mz.
  Hampton wants the players to locate
  and bring back Jeremy.
  But as soon as they get on the case they
  notice strange things, the kid moves
  from place to [place like greased
  lightning, eats a lot (his own body
  weight), 
  and 
  there 
  is 
  a 
  terrorist
  organization after him.
  So what’s the real deal?  Mz. Hampton is
  an only child, she has no nephews . . .
  what she does have is a baby dragon.
  During one of her tours working with
  the 
  Paranatural 
  Wildlife 
  Fund 
  in
  Amazonia, she an egg. It belonged to a
  dragon she was told, but to a non-
  sentient variety. She imported it back
  home. Later, when the dragonlet started
  doing math and turning into a young
  boy she realized she had a Great Dragon
  on her hands. She decided to adopt
  it/him, and did so in secrecy. Now
  fifteen years later someone found out
  her secret, and tried to kidnap the
  dragon for themselves -- after all, what
  better weapon. But the kidnapping was
  botched and the dragon got away. Now
  he is frightened, confused, and angry.
  The terrorists are after him. How will
  the players deal with situation?  Its up to
  them.
  Meals on Wheels
  
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  David J. Altman
  A new medi-corp is in town, its called
  Medimax, and its challenging the big
  boys. No matter where the emergency is
  Medimax is there giving aid ---- AT
  LOW LOW PRICES. Of course, they
  can’t save everyone, but hey they are
  doing a great job. But rival corps and a
  screwball female reporter are suspicious.
  What’s up with Medimax ? How can
  they afford to give those "LOW LOW
  PRICES". An investigation will prove
  that some of the people that Medimax
  carts off for dead are still alive (but
  barely, they are under the influence of a
  poison that slows metabolism). Further
  investigation will reveal Medimax is
  owned by OrganFinder LTD. So is that it
  ?  Is Medimax just trying to bodyjackal
  some organs ? Not by a long shot,
  discover the ’runners as they find
  people’s parts being secretly shipped via
  an 
  exclusive 
  catering 
  service 
  (Par
  Elegance Catering) to Wendigo dinner
  parties all over the city. What do they do
  now ?
  Making Up for Lost Time
  Neal Porter
  The characters are ask to attend a meet
  with their most reliable fixer (read one
  who hasn’t double crossed them...
  Much). 
  Upon 
  attendance 
  they 
  are
  offered a job for three days, paying a
  huge 50K¥ each for their time. BUT, the
  catch is that at the end of the contract
  they are to be mind-wiped for those
  days. When/If the characters agree the
  'Johnson' places a metal globe on the
  table, asking all of them to watch it
  closely as they require a significant
  event to wipe back to. The globe then
  opens and the characters are blinded by
  a bright light, and everything goes
  black.
  As the light slowly returns the players
  find themselves strapped into couches
  with strange helmets on their heads, in a
  white room. And Yes it is three days
  later.
  What happens now is up to the GM, you
  could just leave it at this and have the
  players wondering what has happened.
  Or 
  the 
  PCs 
  could 
  suddenly 
  find
  someone, or something hunting them
  (My favorite was insect spirits), and
  have no idea why.
  In any event its up to the PCs to find out
  just exactly what they did in that 'lost'
  time.
  No Name Avenue
  Chris Innanen
  IT ISN’T ON ANY MAPS, NO ONE’S
  BEEN THERE FOR YEARS...
  Two rival Corp's arcologies are built
  next 
  to 
  each 
  other 
  and 
  are
  interconnected by bridges and tunnels.
  A 
  boundary 
  dispute 
  leads 
  to 
  an
  investigation that discovers a strip of
  land, once a street but now totally
  enclosed by the arcologies, that neither
  Corp owns. The only access to that area
  is through the utility tunnels under each
  arc, but the security teams sent in
  haven't returned and the interference
  from the machinery on all sides makes it
  impossible to maintain contact.
  
  Net Enhancements for Role-Playing Shadowrun
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  Johnson: "I wants someone to go down and
  find out what the frag is going on!"
  No Strings Perceived
  Chris Innanen
  MONOWIRE ’SI’ US...
  Remember monowire, that nasty thread
  with the mean bite? Well, it’s gotten a
  little meaner if the Corp pre-ads can be
  believed: TRANSPARENT monowire.
  That’s 
  right, 
  while 
  you’re 
  jauntily
  walking down the corridor looking out
  for goons, guns, and good old opaque
  monowire, you’ll never see what cut
  your head off. Now, if you can just get
  to the little old professor that invented
  the stuff and convince him to "forget"
  the whole thing before the Corp gets its
  greedy hands on the recipe, you might
  just live out a long life... Baring job-
  related accidents, of course.
  Word on the Street: "Oh, him? Yeah, he
  works for that dinky lab on 3rd and
  Mulburry..."
  Playing the Other Side
  Dwayne Baker
  After the acquisition of new toys from a
  fixer 
  (read 
  as: 
  illegal 
  goods) 
  the
  shadowrunners are caught by a heavily
  armed squad of Lonestar security.
  Lonestar having been tipped of the
  transaction by the fixer came ready to
  deal with most all circumstances. The
  team is eventually captured after a
  shortly lived battle and taken to jail or a
  secured 
  hospital 
  whichever 
  is
  applicable. During preparations for the
  court proceedings the shadowrunners
  are called to the prosecuting attorney’s
  office. Under heavy supervision and
  without the use of their attorney (forced
  to stay outside) the runners are given a
  chance at redemption.
  The deal is simple: The runners can
  plead not guilty and face a judge which
  has been bought by the prosecuting
  attorney or plead guilty and be sent to
  jail. The trick is that if they plead guilty
  the prosecuting attorney will arrange for
  their escape and after the run the
  clearing of the courts records of any and
  all wrong doings (no one said anything
  about clearing photoscans, fingerprints,
  descriptions, and lists of enhancements).
  The prosecuting attorney will arrange
  for the runners to be new cops to the
  Bellevue district. The object is to
  identify, locate and eliminate a band of
  bad cops associated with the Yakuza
  without being recognized and killed by
  the Yakuza, Mafia, or Police. Of course
  during this they must report and try to
  stop all crime, make arrests, and in
  general act like a respectable cop. It
  would be terrible to be taken in for being
  a dirty cop while your still a wanted
  man.
  GM’s note: the Seoulpa ring "the
  Phantom Lakers" are the money backing
  this op. They figure the Yakuza will
  blame the Mafia and start a gang war.
  During the War the Phantom Lakers will
  cut themselves a bigger slice of the pie;
  most from the Yakuza, but part from the
  Mafia.
  Prodigal Son
  Steve Mancini
  
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  A Renraku executive hires the team to
  extract his runaway son from a cult
  organization called Arcane Inc. This
  cult/company promises that all people
  are inherently magical and that through
  proper training and discipline, it is
  possible to be magical. The school is
  basically a sucker trap for rich folks who
  wish they were magical.
  The company does however, have
  magic. Its four leaders are in fact
  hermetic mages, one of which cloaks
  himself in a shamanic tradition so as to
  through 
  folks 
  off. 
  Through 
  fancy
  illusions, and a few mind control spells,
  these four have swindled a great deal of
  money from several thousand people.
  The leader is an initiate who quickens
  spells to their ’followers’ and leads them
  to believe it is their own magic
  manifesting. In addition to these mages,
  the 
  company 
  has 
  hired 
  several
  bodyguards to protect the compound
  which is located in the woods of the Fort
  Lewis 
  district 
  (basically 
  put 
  the
  compound somewhere away from the
  real world).
  Last question- is the son truly magical?
  You decide....
  Project GoldBird
  Nathan Yourchuck
  The characters are contacted by a Mr.
  Johnson, 
  preferably 
  one 
  with
  connections in the chemical industry or
  something.  He offers them the usual
  amount of money for them to go in and
  steal a prototype
  Johnson: "It’s a prototype device created by
  the GoldBird team.  We don’t know what it
  looks like or how big it is."
  Teams that conduct investigative work
  beforehand 
  will 
  discover 
  that 
  the
  company financing Project GoldBird (I
  used Biogene) does not usually conduct
  research into this field.  The goal of
  project GoldBird is to somehow refine
  impure substances and separate them
  into their raw elements.  However, the
  company that owns Project GoldBird
  usually 
  does 
  research 
  in 
  genetic
  manipulation and such. Characters will
  not be able to learn much more than the
  above information concerning project
  GoldBird.
  When the team finally breaks into the
  bowels of the Project GoldBird facility
  they will find a locked vault, supposedly
  containing 
  the 
  GoldBird 
  prototype.
  Inside is a caged goose - hooked up to
  an electronic watering/feeding system,
  and that’s all.  This goose is the GoldBird
  prototype (and it lays gold eggs).
  Characters touching the goose will find
  that they cannot let go, and it is possible
  for the whole team to be stuck together
  in a big line (just like the old fairy tale -
  GMs should be sure to have fun with
  this).
  Red Christmas
  Daniel Waisley "NightFox"
  On December 24 2011 Magic came back
  to the world, and the next day, during
  the first hours of Christmas, Santa
  returned.  No old chris-cringle didn’t
  come back to give presents to all the
  little boys and girls, rather he came to
  
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  take them away, at least the Gnomes.
  He stole them from their homes and
  hospitals where they had been born
  short hours before and spirited them
  away to the North Pole. Why does know
  one remember? magic perhaps, or
  something else.
  Mr Johnson meets with you, he looks
  like a normal dwarf, but thinner and less
  bulky.  He tells you that he is not a
  dwarf but a gnome, a hitherto unknown
  metatype.  What he wants is simple, he
  wants you to travel to the north pole
  and free his brethren from Santa Claus
  who has been keeping them in virtual
  slavery working on **insert whatever
  plot device you want**.  He was able to
  escape with the help of his Totem -
  Penguin (the large flabby nosed variety).
  What happens is up to you.  the gnomes
  name is Opus.
  Rumpilstilskin
  Steve Mancini
  Team 
  will 
  be 
  hired 
  by 
  eccentric
  anthropologist who goblinized into a
  Troll. He believe government has proof
  of elves existing prior to the Awakening
  and that they were captured and held in
  ’concentration’ camps on pacific islands.
  He is looking for Hard copies of
  government documents since they never
  made it through the Computer Crash.
  The troll will provide them with
  longitude/latitude to the island. The
  team will find a base, long abandoned
  and quite obsolete. For the violent folks
  in your party you can have the island
  populated with various para- normals,
  some of which may be new and yet
  undiscovered. Among the ruins there is
  no proof of such a camp. This was a
  nuclear test sight! (Players may now
  figure out that they have been in a toxic
  zone).
  At a later date, have the troll contact
  them again. He has found further proof.
  This 
  proof 
  will 
  refer 
  to 
  Project
  Rumpstilskin. The ’subject’ will always
  be referred to as Rumpilstilskin. When
  the government went to hell, the CIA
  sanctioned the official termination of all
  members of the project.  If the team
  searches the computer logs, etc. (some
  medium) they will discover that one of
  the ’terminations’ will not make sense...
  (maybe they shall discover a forgery, or
  misquoted death rate.)... the assassin still
  lives, his subject was a gorgeous woman
  (at that time) and he could not do it. She
  then ran away and hid in the mountains
  (choose a group).
  
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  She was a minor administrator. All she
  knows is that the subject of project
  ’Rumpilstilskin’ was transported along
  with a ton of equipment (cryogenic, but
  she doesn’t know it) to another location,
  a backup lab that was only known about
  by top security officials. She also heard a
  superior talk about the transport planes
  being slagged on route home by CIA
  missiles.
  If the team is smart, they can deduce
  that the ’black box’ of the vehicle will
  contain the flight plans, and exact
  destination of the plane. This will
  require the team to hit the oceans, search
  out the vehicle, and ’dive’ for the piece
  of equipment. Good chance to introduce
  ’aquatic combat’ and such fun things.
  (Line of Sight minimal, guns useless,
  etc...)
  The flight box will refer to a small island
  in the pacific, very close to the island
  where 
  they 
  tested 
  radiation 
  and
  biological weaponry. It is classified as
  ’hazardous’.
  Once the team hits the lab, they shall
  encounter Heavy primitive security that
  is lethal. Also on the island will be the
  ’children’ of the lab workers left here.
  They will have developed into a
  ’worshipper’ cult. Some/most will have
  awakened magically- no cyber.. all
  magic. The strongest group shall be a
  group of quasi-druids- Wyrm Totem.
  The sleeper is a young dragon; caught
  asleep and frozen in cryogenic stasis
  chamber. It is magically active, though
  lacking in skill. The ’clan’ will not allow
  the players into the ’shrine’ resulting in
  the team turning back never to discover
  the dragon or killing/subduing the
  entire tribe.
  As for the professor- he will never find
  his evidence, though a sleeping dragon,
  young and not too knowledgeable about
  the world around him is a decent
  consolation prize...
  Santa’s Not-So-Little Helpers
  Chris Innanen
  WHEN THE MAGIC RETURNED, SO
  DID A FEW OTHER "MAKE BELIEVE"
  THINGS...
  He’s been holed up in the Arctic since
  his return, sending out his elves to scout
  out the territory. He hasn’t liked what
  he’s seen, but he’s ready for action now.
  Cyber-Claws is coming to town...
  Word on the Street: "This guy in red
  chrome came up and shoved this gift down
  my pants!"
  CyberCaws: "HO HO HO! Have you been
  a GOOD LITTLE BOY? NO?!?? THEN
  TAKE THIS!!!"
  The Seduction
  Steve Mancini
  The team is going to be hired by a mid-
  level security executive from some
  corporation (when I ran it I used MCT).
  Apparently there is a leak in one of the
  companies think tanks and he has been
  put in charge of the investigation. Well
  two weeks later and he still has no clues.
  With 
  the 
  corporate 
  hatchetman
  
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  knocking at his door, he has decided to
  turn to some outside help.
  A corporate think tank which has been
  nicknamed "The Prophets" has been
  very successful at predicting the rise and
  fall of several big corporation stocks for
  some time now. This group of six
  financial wizards work collectively in
  matrix examining corporate reports,
  stock market figures, etc.  Well recently,
  someone has begun to parallel the corp’s
  marketing strategy that is based on this
  think tanks predictions. There is an
  obvious leak in the group. The runners
  are to find the leak and report back to
  the mid-level security exec. He wants
  the credit for the find and he will pay
  the runners handsomely to keep their
  mouths shut.
  So basically what we have is 6 people, at
  least one of which is giving prized
  information away. As the team trails the
  6, one very devious financial wizard has
  invested a large sum of his money in a
  fake id. He has also purchased several
  tech toys that allow him to come and go
  from his apartment unnoticed. (Be
  creative- I had him have a second exit
  leading to a sewer designed. He snuck
  out to his other car which was hidden in
  a garage a block away.)
  So now that we have our sneak, where
  does he go? He likes to slum around in a
  sleazy part of down. He is also a
  habitual frequenter of a strip joint. Once
  the team tracks him there they will catch
  him in the act- of being essence drained!
  He has been addicted to the pleasure or
  E-drain and the vampire using him
  knows it. In fact, she has been running
  this game over on several corps so far.
  She finds an exec, seduces him, gets him
  addicted and "bleeds him dry" of
  information... and essence. Along the
  way, she has "made" a few friends,
  including an ork merc who she infected
  to wendigo- he is also a shark shaman
  and acts as her bodyguard. Now you
  know, but if she knows you know, then
  there is trouble over the horizon- trouble
  that will visit each player when they are
  alone... and most vulnerable. She will go
  after those she thinks the weakest first-
  the mundanes. Once she has them
  "converted" its just a big snowball
  toward each team member. You have
  your Johnson’s answer- but is the
  trouble following it worth the price?
  The Sentinel Project
  Steve Mancini
  Mission:
  Ares has a new security system they are
  calling Sentinel. Your Mr. Johnson
  works for the competition, and wants
  this project stopped dead in it tracks.
  The Sentinel project is Ares first crack at
  integrating 
  an 
  AI 
  with 
  rigger
  technology.
  The Team will be hired to sabotage the
  system 
  on 
  the 
  day 
  it 
  is 
  to 
  be
  demonstrated before the Pres. of Ares
  R&D. The team will be hired to infiltrate
  base, and ’reprogram’ the Android with
  a program provided by the Johnson. He
  will hint that the Sentinel may become
  disoriented by the reprogram and
  wander off to find a new home. *wink*
  The reprogramming could take the
  combined effort of a rigger and a decker
  if you have the players and wish to
  make them useful.
  
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  After breaking into an Ares R&D lab (a
  feat in and of itself) the runners will
  discover the ’system’ is a rigger’s
  sentience trapped in the system, then
  reproduced, then erased of its human
  memory.
  Behind the Scenes:
  The Mr. Johnson works for Ares. He is
  not in the division that developed the
  Sentinel project but has a personal stake
  in its failure. If it succeeds, a promotion
  ear-marked for him will go to someone
  else.
  The program the players are carrying is
  designed to confuse the Sentinel alright-
  but not is navigation- instead it is going
  to mess with the vehicles targeting
  system- designating the President of
  R&D and his entourage as hostile
  enemies.
  Death, 
  destruction, 
  and 
  corporate
  mayhem are sure to follow.
  Spree
  Chris Innanen
  EVERYONE IS BUYING, BUT NO ONE
  SEEMS TO KNOW WHY...
  Sure it’s been advertised like crazy in the
  vids, plastered all over the billboards
  and wall screens, and pictured in every
  magazine 
  from 
  Vogue 
  to 
  Sports
  Illustrated’s Cyper Issue... But WHY
  would anyone actually want to BUY it?
  Funny thing is, they ARE. Millions of
  them. And the rival Corps want to know
  how it’s being done.
  Johnson: "Even my wife brought one home
  last night! And we don’t HAVE a yak..."
  Thou Shalt Not...
  Steve Mancini
  The team will be contacted by a well
  admired priest. The nice guy of the
  neighborhood who is respected and
  loved by all. He is the kind of guy who
  would provide them shelter if their
  cause was just.
  He has been asked by his superiors to
  locate some street people who can help
  them discretely with a problem.
  A local priest, who is also a Dog
  Shaman, 
  has 
  been 
  growing 
  more
  unstable 
  with 
  this 
  dichotomy
  (Priest/Shaman). While he is sworn to
  uphold the bible, the calling of Dog is
  growing stronger- he has developed his
  magical talents without permission.
  Unfortunately, this growing anxiety has
  pushed him over the edge- he has
  abandoned his congregation. A quick
  survey of the situation has discovered
  that he has begun a path of twisted
  magic- toxic magic. In his personal diary
  the priests have found that he has set a
  "path" for himself in which he must
  violate each of the 10 commandments.
  Only after this, will he find his true self.
  The church wants him returned, ALIVE,
  to their graces BEFORE he commits the
  final act and turns toxic forever.
  What I Would Like...
  Christopher Ryan
  
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  The PCs are contacted via one of their
  fixer contacts who asks them to assist in
  obtaining a few items needed for
  presents (perhaps for Christmas or
  Birthdays). 
   
  Naturally 
  these 
  items
  should be quite exotic and difficult to
  get.  Some suggestions for items are:
  Tribal artifact 
  (weapon/carving/whatever)
  Painting from renown artist
  (who maybe publicly 
  shy
  and reluctant to deal 
  with PCs)
  Autograph from famous, reclusive 
  urban brawler (who has lots 
  of hirelings to deal with 
  troublesome fans)
  This plot can be used to give the PCs the
  run-around or to lead to further sub-
  plots. A good run-around would be to
  have A want something B has, who in
  turn wants something C wants, etc.
  
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  Sprawls
  Atomix Voodoo Fastfood Cafe
  David J. Altman
  Atomix 
  Voodoo 
  Fastfood 
  Cafe 
  is
  actually a prototypical fastfood stand
  positioned on the corner of two medium
  sized thoroughfares in a very tough part
  of the Sprawl. Its name derives from its
  two owners: a dwarf named Atomix and
  a large Jamaican male named Voodoo. A
  few tables are out front, and usually a
  few rather mean looking individuals are
  always 
  in 
  line 
  buying 
  something.
  Actually, the fastfood stand is a front for
  Atomix and Voodoo’s real business ---
  arms and artifacts sales. Atomix is a
  world class armorer and mechanic,
  while Voodoo is a very adept houngan.
  The front works because Voodoo is
  actually also a great short order cook.
  The cafe has two menus, the regular and
  the special. If anybody orders from the
  regular menu they get food. But the
  special menu are all just code names for
  arms or artifacts. The price is 100 times
  the price listed on the special menu.
  Example: An extra Banger superSpicy
  Submarine sandwich (Panther Cannon)
  with 
  extra 
  hot 
  sauce 
  (phosphorus
  grenade) 
  three 
  crunchy 
  meatballs
  (fragment grenades) three orders of
  LongFries (three boxes of sniper ammo)
  and two Czech coffees (two kilos of C4
  explosive).
  Beth’s Cafe
  James Mann
  The first Beth’s opened in Seattle in 1954.
  It started off as a little hole-in the wall,
  and worked it’s way throughout the
  entire building, and into the buildings
  next to it.  Now it takes up a bit less than
  half a block.
  Beth’s is unique in the fact that it still has
  the atmosphere of the late 1940s-50s.
  You can still sit at a stool at the bar and
  watch the cooks make grease fly, you
  can sit in a booth with your friends and
  order one of their world-famous 12-egg
  omelets, and split it between 4 of you
  (unless one of you is a troll, they can
  generally eat 2 by themselves), you can
  even draw a picture with crayons and
  stick it up on the wall, if you feel so
  inclined.
  The employees are generally friendly, as
  are the regulars, and there is always a
  spirit of humor in the air.  Beth’s is one
  of the last places to actually have a
  jukebox, offering an assortment of out-
  of-date music that’s sure to please just
  about anyone.
  The Beth’s Cafe location in Seattle is on
  the west side of the 7300 block of Aurora
  Ave. N., Just northwest of Greenlake.
  There is a Beth’s Cafe located in just
  about every major metroplex, though
  the location is up to the GM.
  Blitz!
  
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  Marcel Emami
  Blitz! is a basic description of what your
  senses undergo when you enter this club
  parked on the fringes of the Haight-
  Ashbury district in San Francisco.  The
  floor is composed of translucent tiles
  that flash to the beat of the music in
  every color imaginable and then some.
  Two of the walls are made up entirely of
  tridscreens, and no two are tuned to the
  same broadcast.  The displays are linked
  to a timer that randomly switches all
  broadcasts to a different monitor every
  five seconds.  See something you want
  to watch for a bit? Good luck.
  The thundering music is provided by
  the speakers that comprise the far wall,
  with the center section being a single
  woofer nearly twenty feet high and just
  as wide (mind your heart).  The lights
  hanging from above are all different
  colors and strobe to randomly selected
  patterns that change every five seconds
  or so.
  When you approach Athea, the short,
  blond 
  female 
  bartender 
  with 
  the
  tragically thinning hair, be sure to ask
  for the ask for the special of the house:
  their famous Blue Martini.  Oh, and
  watch out for Menna and Rosie, perhaps
  the fattest set of twins you’ve ever seen:
  they may ask you to dance...
  CPR 121
  Dylan Northrup
  This is a computer lab located on the
  Local University.  Located in Cooper
  Hall, this serves as the place where
  many a paper is written and printed.  It
  also serves as the gateway for many
  aspiring deckers.  There are only a few
  decks here, and what there is ain’t much,
  but it is better than hurtling your way
  around the Matrix.  If you get to know
  the attendants on duty, you can usually
  pull a little after hours work. Rumor has
  it this is the very same room that Piper
  Flatline used to work out of.
  Dockside Tavern
  David J. Altman
  The Dockside Tavern is located in the
  warehouse district of the docks. The
  outside is covered in rusted metal
  sheeting, dilapidated wood, and graffiti.
  No sign or other markings indicate the
  club, one has to know where it is. Upon
  entering through the saloon type doors,
  one sees a cozy, dimly lighted English
  tavern style bar. The interior is tastefully
  done in a maritime motif, and the spirits
  and music are excellent. The Tavern
  itself is a meeting place for freetraders,
  smugglers, pirates, and raiders. The
  owner, Matt "Broadsides" Blackwell, is a
  jolly sort who turns into a monster if
  angered. In general, the place lends itself
  to 
  drunken 
  carousing, 
  gambling,
  merrymaking, and . . . other pursuits. It
  also is a place to conduct illicit business
  discreetly. Its pierside location make it
  easy to access by boat, car, or aero. The
  clientele tend to be a rough, rowdy, and
  mean bunch, so attitude is important.
  The Epicenter
  Chris Pedersen
  The Epicenter is a local meet.
  
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  It is based in a block that has been
  partially destroyed, so only the outer
  walls remains standing.
  It is full of people slamming, drinking,
  fighting, and occasionally doing deals.
  There is always deafening music and no
  lighting, which along with the crowds
  tends 
  to 
  make 
  the 
  place 
  a 
  tad
  claustrophobic.
  Sometimes there are gigs or go-gang
  swap meets, but usually its just packed
  with slammers looking for an evenings
  fun...
  Five Hands
  Marcel Emami
  First of all the Five Hands has nothing in
  common with the Hands of Five.
  The Five Hands is a big house of
  entertainment, you get everything you
  ever dreamed of as long as your
  credcard lasts. It’s your choice what you
  want and how much you’re willing to
  pay and that’s what you will get... .
  For the hungry there are several
  restaurants for every taste (Chinese,
  Indian, elfish, Amerindian, bavarian,
  steakhouse, lobsters and many more).
  For the tired there are masseuses, a
  swimming pool, some resting places and
  a hotel (whose offers range from coffins
  to the king-suite).
  For the hot there is a gym with trainers
  for your personal workout. You’ll find
  dance-floors where you can dance to
  everything from waltz over Rock’n Roll
  to the Darwin Bastards (if it was ever
  meant to danced at).
  For the thirsty there are several pubs or
  bars one for cocktails, one for Irish beer,
  one for German beers, ... Each of them
  styled in the typical manner. But in the
  16th floor you’ll find the bar that gives
  you everything.
  For the weary there are a simema, a
  theatre, a jazz-forum you can even get
  fullfilled you sexual dreams.
  But you have to know where to go: The
  elevators (after you passed a combined
  security check of sight, hands, chem-
  sniffer, emd and astral) are only marked
  with symbols (e.g. a sax for the jazz-
  forum, chop-sticks for the Chinese food,
  ... .[it’s open to the fantasy of the GM])
  You get really everything there but
  when you finished enjoying the Five
  Hands you can do business also there.
  The conference rooms are guarded with
  everything that manpower, electronic
  and magic can do. (After the Cobalt-
  Marie has got under a cloud recently the
  Five Hands got more clients). Each of
  this rooms has a big table with chairs
  around. Within the table are (one for
  three seats) computer displays for
  ordering something from the other
  branches of the Five Hands (e.g. a Nasi-
  Goreng with Guiness served by a nude
  elven-boy). Additionally every room is
  equipped with rudimentary computer
  gear for your use. If you need more just
  call the room service.
  
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  But never ever dare to mess up with the
  golden house rule : FIVE HANDS IS
  NEUTRAL GROUND.
  Rumors saying that the Yakuza and the
  Mafia are doing business here and do
  not break the rule can be confirmed.
  Even the megacorporations seem to
  obey the rule ... but rumors that the
  UCAS 
  and 
  the 
  salish-shidhe
  Government 
  meet 
  here 
  for 
  doing
  business is certainly a fairy tale (or not?).
  The Forge
  Mazda Hewitt
  It’s night, the neon is flashing, the air is
  electric, a high night life feel. People
  move unhurried, many stagger as they
  move to their final destination for the
  night.  The man in front carries a heavy
  guitar case, he take a left down an alley,
  the dark silent feel of closed shops.  He
  is following a whisper, a whisper that
  has been flowing through the city for a
  few days now.  "The Forge is open",
  "Thursday for the Jam".  The Bass gets
  louder, he ignores it, its not the kinda
  thing he’s looking for.  He takes another
  left, over the two drunks that lie there.
  The faint sound of guitar echoes down
  the 2m wide ally.  Pinned to the heavy
  black wooden door on the left is a
  tattered bit of A4.
  The Forge
  Tonight   The Jam
  All Welcome
  Free if yer gonna play
  He pushes the door, The sound of raw
  blues hits him almost as hard as the
  heavy blue smoke.  What looks like a
  young metaler stands up.  The man lifts
  his guitar case and nods, the metaler
  stands aside.
  He surveys the room.  A scattered set of
  tables, perhaps 20 people. A small but
  friendly stage, more of a step than a
  stage, fit maybe two.  The forge fire
  flickers that and the candle the only
  lighting.  She sings "Mohma, I ain’t
  gonna let that man mess me around".
  Bob sits in the corner with his tea and
  ever present joint.  Bob’s the manager
  and compare, an old Dwarf, his hair
  long ago migrated down the back of his
  neck and onto his chin.  He hands the
  stranger the joint, "you wanna go on
  next?".
  The Forge is a meeting place for buskers,
  they 
  arange 
  pitches 
  here, 
  swap
  information.  If you know who to ask
  you can find out pretty much any thing
  that happen on the street.  Buskers are
  every where and they are very good at
  watching.  But there also many old
  boring stories to be told.  Bob will know
  everyone who come in and makes it his
  business to know anyone new.
  Inner Circle
  Angus Chan
  This 
  is 
  a 
  sprawl 
  like 
  no 
  other.
  Magicians, Street Sams, or other meat
  based runners have no hope of entering,
  since it doesn’t really exist. Deep within
  the far reaches of the matrix, there is a
  place that is virtually identical to real life
  and this is where the hottest of the
  hottest deckers hang out to exchange the
  
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  latest in information, programs or
  anything else that may be converted to
  an electronic medium.
  Like in real life, there are ’shops’,
  ’taverns’, 
  and 
  motels 
  where 
  a
  technomancer may arrange for a meet -
  the Inner Circle is so realistic, one may
  even purchase ’real-estate’ and own a
  dwelling within it.  Just don’t forget that
  you’re in the matrix while you’re here,
  or things could get nasty (i.e.. Starve to
  death without even knowing about it).
  The cowboys who have created this little
  area within the net frequent a ’bar’
  labeled as the Inner Light because the
  building literally glows from the inside
  out, making it an impressive sight to see.
  To meet with them, you better have
  something more to offer than just a
  friendly hello.
  Oh, and watch out for the IC, its a real
  killer.
  The Habitat
  David J. Altman
  The Habitat is a very private club just
  east of the zoo, located in the interior of
  a heavily forested park. Its exterior is
  hardwoods carved in relief sculptures of
  woodland and jungle scenes (usually of
  predators stalking prey). The only
  lighting outside is provided by torches.
  Everything about the outside says
  luxury, but in a eerie archaic way.
  People walking past claim that the music
  is heavily percussion based, usually with
  primitive motif. The parking lot is filled
  with expensive cars. Membership of the
  club 
  includes 
  scholars, 
  ’runners,
  cooperators, and underworld figures.
  None 
  knows 
  the 
  membership
  requirements. The owner, Castillano
  Falsone (a known high level fixer), says
  the club is dedicated to fun and nature
  appreciation.
  GM Note: The Habitat’s members are all
  Weres
  Heaven’s Door
  J.D. Falk
  "Mama, take this badge from 
  me,
  I can’t use it anymore.
  Its gettin’ dark, too dark to 
  see,
  Feels like I’m knockin’ on
  Heaven’s door."
  These words from a classic old folk song
  adorn an ornate brass plaque hung in
  the foyer of the bar known as Heaven’s
  Door, open only to members and their
  specific guests.  The clientele, for the
  most part, consists of disgruntled law
  enforcement officers who have tired of
  the beaurocrats in the government
  complaining about crime in the streets
  and then turning around and cutting the
  police budget.  Some members, of
  course, are retired from the police force,
  but still keep in touch with their old
  friends and contacts.
  Upon entry, one is required to check
  their gun and badge along with their
  coat.  Only the bouncers, mostly people
  who were kicked off the force for being
  
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  too violent, 
  are 
  allowed 
  to 
  carry
  weapons, though they’re rarely needed.
  It is not specifically a fancy place, but
  nor is it totally casual. There is usually a
  broad mix of styles, from the mock-
  Elven to the classic Mafia-style suits.
  Any type of drink is available, and it is
  not unknown for a member to have the
  bartender (a large, hulking bald man,
  almost Troll-sized) drug their guests’
  drink, usually with some type of truth
  serum.  Most kinds of food are available,
  mainly depending on who the cook is
  that day.  Steak is common.
  The furnishings are as varied as the rest
  of the place -- not a motley miss-
  matched collection, but if you look
  carefully you’ll notice that most of the
  decor is made up of things that aren’t
  usually seen together.  The walls are
  paneled with real wood, and most of the
  furniture is wooden as well (mostly
  appropriated during raids on rich
  criminals, and "lost" if not needed as
  evidence).
  Besides being a gathering place, this is
  also a meeting place, where officers can
  meet with reporters, fixers, or other
  contacts "off the record" and either leak
  things or find out what the word is on
  the street. Innumerable cases have been
  solved within these walls before any
  evidence was even collected.
  Every so often the management will hire
  a band to play, varying in style like
  everything else.  But always, without
  fail, the last song of the night will be that
  classic folk song "Knockin’ On Heaven’s
  Door."
  NOTE: The song was written by Bob
  Dylan, and has been covered by a hell of
  a lot of groups including Eric Clapton,
  Bob Marley, and Guns ’N Roses.  My
  theory is that it will continue to be
  covered by group after group, and enter
  folk status around the same time as The
  Awakening.
  Megamother Bloze Bar & Grill
  J.D. Falk
  Known to its usual crowd of customers
  simply 
  as 
  The 
  Megamother, 
  this
  hangout is common to students at the
  University of California in Los Angeles
  (CFS).  For the most part, there are two
  main groups: Wizzers and Deckers
  (meaning, simply, students from the
  school of Magic and students from the
  school of Cybernetic Navigation.)
  For the Deckers, there are a lot of high-
  quality "pay phones" which consist
  simply of a jack for your Cyberdeck and
  a slot for your Credstik.  (Prices are
  lower than other pay phones due to the
  sheer 
  volume 
  of 
  use.) 
  It 
  is 
  not
  uncommon for beginning Deckers to
  stay there for days -- the bartenders
  understand, and have even been known
  to enter Cyberspace themselves to
  remind the Decker to jack out and eat
  something, or to pay their bar bill.
  On the Magic side, major magic is not
  allowed in the bar, due to general
  agreement.  Pity the poor schmuck who
  tries to get out of paying their bill
  through the use of magic -- any other
  
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  mage notices, and the consequences are
  dire.
  In general, The Megamother looks like
  any other popular place -- its clearly a
  bar, plus flashing lights, a bit of a dance
  floor (usually used to project 3D images
  of some Decker’s project), and some
  tables scattered around.  The food is
  mediocre, and the drink is usually
  watered down, but nobody seems to
  mind.
  Mike’s Place
  Brad Caldwell
  Mike’s Place is a two-story nightclub on
  the edge of a university.  It caters to the
  university crowd and has a live band
  every 
  weekend. 
   
  The 
  bouncer 
  is
  chromed and is able to manhandle the
  most 
  rowdy 
  of 
  customers. 
   
  The
  bartender, an older man named John
  Doe, mixes the drinks strong.  Every
  Thursday night is Happy Night and the
  drinks are half-priced.  On the weekend,
  beer busts are not uncommon if the
  band is expected to be good.
  Montgomery 
  Community
  Television
  J.D. Falk
  Built in 1986 as a public access cable
  television 
  facility, 
  this 
  nonprofit
  organization fell upon hard times as the
  Montgomery 
  County, 
  Maryland
  government reduced funding over the
  years.  As cable and broadcast television,
  telephone 
  companies, 
  and 
  other
  organizations 
  built 
  the 
  information
  network which was to become The
  Matrix, this and other cable and low-
  power broadcast TV stations were
  shunted aside and largely forgotten.
  As time went on, the MontCom studios
  became a mecca of artistic videography.
  When a small contingency in the
  Betapunk video artistry organization
  split off for form the U-Punks (so named
  in honor of the Sony 3/4" U-Matic
  videotapes they used) in 1998, they
  found 
  a 
  home 
  on 
  the 
  Rockville
  MontCom studios.
  By 2040, MontCom had linked to the
  Matrix, and deckers such as Joe Young V
  (grandson of the engineer who kept
  MonCom’s 3/4" equipment going until
  2018) will provide hookups for any
  community which would like flatscreen
  viewing of the eclectic, obscure shows
  the facility is so well known for.
  Presently, anybody who has passed their
  examinations can send video recordings
  for broadcast.  They gave up on
  magnetic tape in 2030, after their last
  second-hand 
  D-5 
  digital 
  videotape
  player broke down (it is now in a
  museum), and currently accept most
  standard chip or disc formats, as well as
  direct data transfers.
  Though still licensed by the U.C.A.S.
  Federal Communications Commission,
  no government or corporation has
  control over them any longer.  The
  actual "broadcast" facility, still near the
  county seat (where its been since 1986) is
  heavily fortified, and surrounded by the
  "Derwood Free Zone," an area of
  seeming anarchy which is actually
  closely controlled by MontCom.
  
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  Any strangers allowed inside would be
  watched carefully, but would soon
  discover 
  that 
  good 
  behavior 
  and
  acceptance of the staffs’ eccentricities
  would be met by friendliness on the part
  of most, and extreme indifference on the
  part of Joe Young V.
  GM Note: Most employees and "access
  users" (to employ the archaic term) at
  MontCom are equipped with recording,
  low-light-capable eyes, and absolutely
  anything could be recorded.  It is quite
  common for exciting happenings to
  show up on the flatscreen feed, even if
  that is likely to get some or all of the
  participants "in trouble."
  Authors’ Note: The actual nickname for
  Montgomery Community Television is
  M.C.T., but in the world of Shadowrun
  that acronym is already taken.
  The Neon Parrot
  J.D. Falk
  Centered around the oddly off-color
  grand piano located directly in the
  center of the establishment, The Flaming
  Parrot seems to cater to the upper
  middle class businessman.  Except for
  the pianist, the customers are all men in
  suits.
  All men in suits.
  This deceptively straight bar caters to
  gay businessmen who, usually to keep
  their jobs, haven’t come out of the closet.
  It is here that they meet, talk business,
  and surreptitiously slip off in pairs.
  The only person usually seen at The
  Flaming Parrot who is not a man in a
  suit is the lounge singer/pianist, a
  transvestite 
  who 
  calls 
  him/herself
  Penny Lane.  "Penny" has a penchant for
  ad-libbing 
  new 
  lyrics 
  to 
  classic
  Broadway songs, usually to follow along
  with whatever conversation he/she may
  be having.  Even when not making new
  lyrics, the tune he/she plays usually has
  something to do with the topic of
  conversation around the piano.
  Often, 
  straight 
  customers 
  who’ve
  wandered in for one reason or another
  will be given subtle pressure to sing a
  duet with Penny Lane.
  People’s Drug
  Marcel Emami
  Based on a drug store chain that existed
  throughout 
  most 
  of 
  the 
  twentieth
  century before being subjected to a name
  change brought about by a takeover,
  People’s is the drug store that believes in
  customer service over anything else.
  The usually helpful employees will go to
  great lengths to satisfy and need, but
  don’t be fooled: theft or trouble making
  will not be tolerated. All employees
  carry stun devices similar in appearance
  to credsticks, and are thoroughly trained
  in various martial arts.
  And if you’re lucky enough to visit store
  1468 around Federal Dee Cee, ask for
  Mike the Manager: he can order some
  rather unusual equipment you really
  wouldn’t expect to see in a drug store...
  
  Net Enhancements for Role-Playing Shadowrun
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  Pern Cafe
  George Campbell
  The Pern Cafe is owned and operated by
  one Billy Rae.  She is a 20th century sci-
  fi/fantasy junkie and named the cafe
  after the world of her favorite series -
  that of Anne McCaffery’s Pern novels.
  Over the bar is proudly displayed her
  tattered yellowing paperback collection
  of these 20 or so novels. The cafe serves
  as a meeting area for those geeks who
  are into sci-fi/fantasy novels, RPG’s, and
  computers but do not possess the
  knowledge or facilities to jack into the
  Matrix (yes the ones mentioned in the
  Fearless 
  Leader’s 
  portfolio). 
   
  The
  highlight of these geeks is when a
  decker (usually a rookie who’s just
  gotten a datajack) comes into the pub.  It
  is very rare indeed when a notable
  decker enters the cafe. The one exception
  to this is during Pern Con, a holdover
  from the 20th century sponsored by Billy
  once a year.  It takes place at a nearby
  hotel but many people frequent the cafe
  during it.  Billy hires a few of the more
  notable deckers (that she can wrangle
  into it) to come and give talks about
  various aspects of decking and to give
  tips to youngsters just starting out. The
  popular legend is that Dodger once
  stopped in the cafe out of the blue, but
  no one can prove it one way or the
  other.
  Rix NeoCafe Americaine
  David J. Altman
  Rix NeoCafe Americaine is a blast from
  the past mixed up with some new tek.
  Rix DiAngelo worked in the sim biz for
  twenty years, and was a huge success.
  But Rix never really liked the sims, he
  much preferred the classic golden age
  movies of Hollywood like "Casablanca".
  So when Rix retired he brought his
  dream to life. After creating and exact
  duplicate of Rick’s Cafe Americaine of
  the movie Casablanca he added a few
  trideo 
  screens, 
  some 
  really 
  cool
  holoprojection 
  gear, 
  and 
  a 
  few
  characters not seen in the original movie
  (although according to Rix they should
  have been) like a bruiser bouncer and
  some gorgeous women. Now when one
  enters Rix NeoCafe Americaine one sees
  a fashionable restaurant bar (and for the
  select and creditworthy) the casino,
  done in the neoclassic 20 deco style. And
  old movies playing on the trideo screen,
  as well as holoprojected into the
  restaurant proper. Suits and tie are
  mandatory. Music is jazz, swing, and big
  band. Its a ritzy place.
  The Rosebud
  J.D. Falk
  Welcome to The Rosebud, chummer.
  The movies start in about fifteen
  minutes, so you might want to head
  over to the bar and get a beer or
  something.
  Movies tonight?  Well, we’ve cranked up
  the old 75mm film projector -- that damn
  thing’s almost hundred years old, now --
  and we’ll be showing this old flick called
  Blade Runner, from back in the 1980’s.
  Believe it or not, there’s this bunch of old
  geezers comin’ in, not one of ’em less
  than eighty years old, who want to
  watch with us!  They say its a "cult hit,"
  
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  or something like that.  Me, I don’t
  know.
  After that, we’ve got some stupid
  comedy from 1994 about this annoying
  detective going after a dolphin -- really
  just to clear the palate, I don’t expect
  anybody to really like it.  Then a
  television series from 2010 talking about
  what things will be like in the 2050’s --
  damn were they wrong!  No thought of
  the awakening! -- and while that’s going
  on everybody can vote on what to show
  next.
  Where do we get ’em?  Well, we’ve got
  this deal, see, with the night watchman
  at the Museum of Mass Media, he lets us
  borrow old film reels and videodiscs for
  the night sometimes.  We’ve also got the
  largest 
  collection 
  of 
  old 
  movies
  anywhere on the ’net -- yup, that’s right,
  all digitized, and any decker can come in
  and watch ’till their flesh rots away from
  the ’trodes for all we care.
  We just keep running this stuff all night,
  here.  The place is pretty quiet during
  the day, really, but business ain’t too
  bad.  Lots of kooks and drekheads
  lookin’ for a quiet place to get a drink or
  a bag of popcorn.  Yeah, that old
  machine is kept running night and day.
  We’ve replaced most of the moving
  parts with new simmetal, but it still
  works the same way it did seventy-five
  years ago, popping bag after bag and
  pouring soy margarine all over it.
  Here, chummer, have a bag on me.
  Come on, sit down -- the previews are
  starting!  What are previews?  Sorta like
  commercials... c’mon, I’ll explain......
  The Rosebase
  J.D. Falk
  >>>>>[ Hey, chums, I heard about this
  place where they gots old movies and
  stuff on the ’net -- anybody know
  anything about it?]<<<<<
  -Jebediah <18:33:20/01-24-54>
  >>>>>[ 
  What 
  kind 
  of 
  drek 
  is
  that?]<<<<<
  -Gattling Guru
  <18:49:13/01-24-54>
  >>>>>[ No drek, Gattling Guru.  There’s
  a few out there, usually connected to
  museums and costing mucho credito,
  but the best (and cheapest, since its free)
  is The Rosebase.  I did some research
  there for college, but haven’t been there
  in a few years. ]<<<<<
  -Sam
  <PLAY:IT:AGAIN/01-24-54>
  >>>>>[ Yes, boys.  The Rosebase is what
  you seek.  It is the virtual side of The
  Rosebud.  Have you ever been there?
  They played one of my favorite movies
  yesterday.  The Blues Brothers, from
  almost 75 years ago.  Here’s the matrix
  directions:
  *INCLUDE FILE:
  ~ROSEBASE.DIRECT~*
  See you there!  I plan to now go practice
  my lines from the movie, you’ll see what
  I mean when you get there... ]<<<<<
  -The Penguin
  <you:don’t:argue/with-a
    nun>
  
  Net Enhancements for Role-Playing Shadowrun
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  >>>>>[ Thanks, Penguin!  I’ll go check it
  out! ]<<<<<
  -Jebediah <17:10:32/01-25-54>
  >>>>>[ I still don’t see what good it is.
  Who needs old drek when you’ve got
  sims?]<<<<<
  -Gattling Guru
  <18:31:54/01-25-54>
  >>>>>[ Damn, but that was great! I
  think I learned more there than I ever
  did in school!  Sam, I can’t see how you
  could’ve stayed away -- that place is
  totally wiz!  Damn, but I gotta get some
  sleep. Wow.  Amazing. ]<<<<<
  -Jebediah <03:52:29/01-26-54>
  >>>>>[ 
  What’s 
  the 
  place 
  like,
  Jeb?]<<<<<
  -Symetrix <10:08:41/01-25-54>
  >>>>>[ Wiz.  There’s a bunch of nodes --
  I don’t know how many -- each set up
  differently.  Some are masked to look
  like old theaters, with what looks like a
  big 
  flatscreen 
  showing 
  the 
  movie.
  Another was sort of like your classic
  living room from the 2030’s, with a
  primitive trid projector in the corner and
  couches for us deckers.  The weirdest
  one I found was this node that looked
  like a spaceship, and had these three
  guys -- Mike, Tom, and Crow -- making
  fun of the move on the screen inside!  I
  watched them for a while (they’re really
  good!) but the movie was such drek that
  even with their hilarious comments I
  had to leave.  That’s when I noticed that
  I’d been up all night.  I was drinking
  soykaf 
  pretty 
  much 
  nonstop 
  this
  morning at work. ]<<<<<
  -Jebediah <18:52:32/01-26-54>
  >>>>>[ Glad to hear you like it,
  Jebediah.  Come to the bar sometime.
  The movies are fun to watch virtually,
  but the ambiance is better live. ]<<<<<
  -The Penguin
  <you:don’t:argue/with-a-
    nun>
  SimRooms™
  Paolo Marcucci
  SimRooms™ is a virtual office building.
  The SimRooms™ Inc. company owns a
  series of matrix nodes connected to form
  a set of locations that can be rented by
  organizations or individuals.
  There are four main areas, characterized
  by unique colors:
  RED:
  ultra-high security
  GREEN:
  entertainment and 
  relaxation
  BLUE:social activities
  YELLOW:
  cultural events
  The rent of a SimRoom™ rates from
  100Y 
  to 
  2000Y 
  a 
  day. 
  Yellow
  SimRooms™ are the cheapest, and more
  used by runners. Blue SimRooms™ are
  the equivalent of parks or something
  like 
  the 
  old 
  newsgroups, 
  green
  SimRooms™ are used by trideo and
  simsense companies.
  Red SimRooms™ are quite protected,
  ICs are known to be used around there.
  SSECCa Tech Academy
  
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  Dwayne Baker
  The Seattle SouthEastern Community
  College and Technical Academy from
  hereon known as SSECCa, is a small 2
  year college near the Enumclaw district
  of 
  Auburn. 
  Despite 
  its 
  less 
  than
  desirable location many students with
  influential backgrounds come to this
  well rounded school before deciding
  upon a major. SSECCa is known for
  their psychology, thaumaturgy, athletic,
  computer, engineering and vehicular
  technologies depatments. Security for
  the campus is reasonably good being
  provided by their northern neighbor
  Federated 
  Boeng’s 
  Auburn 
  Facility.
  SSECCa has almost everything a student
  could desire (OTHER THAN EASY
  COURSES) including: a firing range
  used for student leisure and 
  self
  protection classes, offsight racing track
  (in Puyallup) for testing of the vehicular
  technologies projects (as well as Friday
  night races), direct matrix connections
  through a mini matrix hacking ground,
  several 
  magic 
  groups 
  for 
  those
  magically active regardless of tradition,
  and an extensive arena for sporting
  events (SSECCa competes against much
  larger 4-year universities). The faculty is
  always very interested in their students.
  Their interest is not truly academically
  based but more financially. The head of
  Academic Purchasing, Mr. Finaish, is
  actually a local fixer who with the
  assistance of Dr. Elenbright (Head of
  psychology), 
  Dr. 
  Reaves 
  (Head 
  of
  vehicular technologies), Dr. Eizenreich
  (Head of Thaumaturgical studies, and a
  5th level initiate), Coach Cackrin (Head
  of Athletic Dept., and a physical adept),
  and Dr. Lientze (Head of Computer
  Sciences) 
  manipulate 
  the 
  best 
  and
  brightest 
  into 
  the 
  shadows. 
  Using
  manipulative 
  magic, 
  complete
  psychiatric profiles, and good old lies
  the team convinces the students that
  society is against them and that they
  truly desire to run the shadows. After
  this the Fixer, Mr. Finaish, has exclusive
  contracting rights on the students for 2
  years. At time of "graduation" the
  students are outfitted with a fake
  credstick if they desire to have their old
  SIN removed from the Matrix. (The
  students get half the money for any run
  they do under contract and Mr. Finaish
  supplies the Equipment.) The Health
  facilities on campus also include a
  backroom shadowclinic to any student
  (generally the clinic has access to alpha
  grade cyberparts).
  Steel Rat
  Brandon Bradley
  The Steel Rat is a two level nightclub in
  the Renton district of Seattle. where it
  gets its name is immediately obvious as
  the entire front of the club is a HUGE
  rat’s head made of steel. Two Trolls
  bouncers guard the front door and let in
  only those with reservations. (See GM’S
  NOTE)
  The front doors open to a wide stairway
  leading down to the first level where
  there is a long angled bar along two of
  the walls. Also on the first floor is a
  triangular shaped stage with two wings
  jutting out forward ending in triangular
  shaped platforms. The club often hosts
  various bands and favors no particular
  style of music. "If it’s new and different
  
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  it is at ’The Rat.’" At night large crowds
  fill the floor to dance to ’the latest rage.’
  However the real business takes place
  upstairs. The second floor has two wide
  balconies running the length of the club.
  This floor is reached by either of two
  spiral staircases, one on either end of the
  club. Connecting these balconies are two
  wide walkways which pass over the
  dance floor below, and suspended in the
  center of the entire club is a circular
  platform which holds only a single table.
  There are two catwalks which connect
  this platform to the other walkways. It
  costs a bit more to obtain this table, but
  for your =Y= you get two guards posted
  at the ends of each catwalk, and a white
  noise generator under the table.
  The ’Rat’ allows weapons until five o’
  clock at which point everyone is asked
  to 
  check 
  them 
  with 
  one 
  of 
  the
  employees. If anyone objects they are
  very politely asked again, and even a
  third time. After that they will be
  politely ’removed’ from the club. When
  asked about this policy employees will
  state that it is for ’insurance purposes’
  since too many fights break out at night
  otherwise.
  GM’S NOTE:
  Politeness at ’The Rat’ is kept at all times.
  Even 
  if 
  a 
  patron 
  starts 
  trouble
  employees will still be polite, even if this
  means ’politely’ shooting the individual.
  In cases where a patron is hurt in any
  way flowers and a get well card are sent.
  The Bouncers out front though show a
  definite 
  prejudice 
  for 
  their 
  Troll
  ’brothers’ and will take special care of
  them and their gear. This includes not
  requiring them to have reservations, and
  inadvertently 
  ’overlooking’ 
  the
  occasional small weapon.
  Temple of War
  David J. Altman
  The Temple of War is a glossy black
  pyramidal structure, roughly fifty feet
  high. It has no openings other than the
  huge bronze double- doors that face the
  street. No embellishments mar the
  outside of the building. The first floor is
  called the Shrine and Garden of War. It
  contains 
  several 
  rooms 
  in 
  which
  sculpture, picture, painting, holo, and
  mosaic depict the history of war. The
  Temple has nothing to do with religion,
  rather 
  the 
  temple 
  is 
  a
  brother/sisterhood 
  of 
  professional
  mercenaries. The temple acts as an agent
  and 
  support 
  organization 
  for 
  its
  members. Membership requirements are
  a mystery, but members tend to be very
  talented in their fields. As well as acting
  as a professional organization, the
  temple also offers a wide variety of
  services to its members. These include
  use of its facilities, as well as several
  other more secret assets. Members tend
  to be secretive about the temple and its
  functions. They are by no means
  xenophobic or unsociable, rather they
  tend to reveal little about the temple or
  its members. No one who is not a
  member knows what is on the other
  floors of the temple. Security around the
  building is tight. The temple has the
  kind of security most megacorps only
  dream of. No shadowrun has as yet been
  successful in penetrating the building.
  
  Net Enhancements for Role-Playing Shadowrun
  97
  What’s With You, Kid?
  J.D. Falk
  With bad poetry, and much worse wine,
  We help the drudges pass the time.
  Another round, emote a line,
  And watch those sons of bitches pine
  For long ago and far away,
  In what they thought a simpler day,
  With childhood’s’ verse of curds and
  whey.
  And to them did their mothers say
  What’s with you, kid?
  The barkeep looks an evil man
  Who’d kill a Troll with just one hand--
  The kind what’s feared throughout the
  land,
  And listens to a hard rock band.
  But don’t be scared, he’s really nice,
  And always gives the best advice.
  He’ll mix you drinks, and feed his mice,
  And say (not both’ring to entice)
  What’s with you, kid?
  Just take a seat at bench or booth.
  Listen, or talk if long of tooth.
  Many secrets, in their youth,
  Have here been proven to be truth.
  One never knows what one might find
  When wand’ring here just to unwind;
  And though cruel fate may be unkind,
  The chums here won’t knife your
  behind.
  So as my verse gets much too long
  Be glad I don’t break in to song
  (I’ve got a voice much like King Kong!)
  I say to you, and pass the bong,
  What’s with you, kid?
  Win-dot-bat
  J.D. Falk
  In the aftermath of the global upheaval
  caused by Microsoft going out of
  business 
  in 
  the 
  early 
  2020’s, 
  one
  warehouse 
  filled 
  with 
  Windows
  software was forgotten.  It wasn’t
  emptied, or sold.  In fact, legally, it still
  belongs 
  to 
  the 
  Bill 
  Gates 
  estate.
  (Ironically, 
  the 
  warehouse 
  has 
  no
  windows.)
  But in actuality, its been turned into a
  bar cum dance hall cum gang hang-out,
  called (for some unknown historical
  reason) Win-dot-bat. Its popularity has
  come and gone in the twenty or thirty
  years its been in operation, but its
  always there.
  The bar (made up of old IBM terminals
  welded together) is tended by a bitter
  elf, who still hates his Elfinness.  His
  name forgotten with the Awakening, his
  identity is now linked forever with the
  history of the bar -- people know him
  only as Progman.
  Newcomers to the place are simply
  ignored 
  until 
  they 
  become 
  more
  recognized -- the only way to become a
  regular is to roll with the punches,
  ignore the insults, and -- most of all --
  stay alive until the other regulars
  recognize you.
  There are no rules except that you pay
  for your drinks, accost the regulars, and
  never, ever say anything good about old
  Microsoft products.  Nothing.
  And don’t mention Vulcans to the
  bartender.
  
  Net Enhancements for Role-Playing Shadowrun
  98
  Winking Lizard
  Erik Hultgren
  The Winking Lizard looks to be a typical
  bar in the cleaner side of Seattle.
  However, there lurks behind that leering
  iguana 
  a 
  darker 
  side 
  that 
  only
  "members" know of.  The actual bar only
  takes up a small bit of the building that
  the bar is housed in.  Behind it, hidden
  by soundproof walls and high security is
  what could only be described as The
  Arena. The Arena looks like a roman
  coliseum, with seats around the outside
  where patrons can sit.  The movers and
  shakers in Seattle come here with their
  bodyguards and henchman.  They will
  bet just about anything on the outcome
  of a fight, especially if it is their servant
  in the pit.  Most fights are with non-
  lethal weapons, but grudge matches
  tend to be fought to the death. Dead
  bodies are hauled long and far away so
  no trace will be found.
  Xaos
  David J. Altman
  Xaos is an underground moving club. It
  travels the Sprawl from location to
  location. The reason for this high
  mobility is because of the type of club it
  is: namely its blaze club. Blaze clubs re
  unusual in that they not only have the
  usual dance, drugs, and booze action,
  they also have "Special Events" . . . these
  can be anything, from a frenzypit (a
  mosh pit where people use weapons) to
  gladiator games to Random Hit Night
  (the night where everybody gets some
  kind of drug in their drink randomly -
  whether you want to or not). Xaos has
  decor that meshes the utterly insane in
  one corner with picturesque Victorian in
  another, with Gothic in another, and
  nightmarish in another. Music and
  events are never announced in advance,
  you have to show up to find out. Music
  is 
  picked 
  according 
  to 
  audience
  preference or to match the "special
  event" theme. Patrons of the club are
  usually regulars, and to get membership
  you must be sponsored in by a current
  member.
  The Zone
  David J. Altman
  Deep underground is a vast cavern that
  has been converted into citylet. The
  place is called The Zone. Here, trolls,
  orks, humans, elves, and dwarves live
  side by side. Everything goes. Its a total
  free zone. No rules except the ones you
  can enforce yourself. The Zone is
  approximately ten square blocks in size.
  The cavern is filled with small buildings,
  no larger than three stories high, built
  along winding alleys. The cavern is
  lighted by streetlamps , and is often
  damp and foggy. Its divided into
  separate neighborhoods, usually on the
  basis of race, ethnicity, or shadowland
  affiliation. Its always partytime in The
  Zone, crowds jostle, gangs roam. Its a 24
  hour a day place. Anything or anybody
  you want can be found here. Every vice
  fulfilled. Any deal made. Imagine fusing
  The Village (of New York), the Red
  Light District of Frankfurt, and the
  ghettos of Los Angeles and Brooklyn,
  and the bazaar atmosphere of Baghdad
  and you have The Zone.
  
  Net Enhancements for Role-Playing Shadowrun
  99
  
  Net Enhancements for Role-Playing Shadowrun
  Page 100
  David J. Altman 
  <KHANX@NETCOM.COM>
  Dwayne Baker 
  <DABAKER@UMR.EDU>
  Brandon Bradley 
  <BPBRADLE@MAJOR.CS.MTU.EDU>
  Brad Caldwell 
  <CALDWELL@LATECH.ENGR.EDU>
  George Campbell 
  <DAISHI@NWU.EDU>
  Angus Chan 
  <AK929@FREENET.CARLETON.CA>
  David Dauwen 
  <JB16@UTMARTN.BITNET>
  Marcel Emami 
  <RAB@FIM.INFORMATIK.UNI-MANNHEIM.DE>
  J.D. Falk 
  <JDFALK@CAIS.CAIS.COM>
  Thomas Frost 
  <FRPST@UMIACS.UMD.EDU>
  Robert A. Hayden 
  <HAYDEN@KRYPTON.MANKATO.MSUS.EDU>
  Chad Hessoun 
  <HESSOUN@KENYON.EDU>
  Mazda Hewitt 
  <PLYJMH@PLN1.LIFE.NOTTINGHAM.AC.UK>
  Martin Hillgrove 
  <HILLGROV@GN.ECN.PURDUE.EDU>
  Erik Hultgren 
  <EHULTGRE@KENTVM.KENT.EDU>
  Chris Innanen
  <CGI@APLCOMM.JHUAPL.EDU>
  Benjamin Legangneux 
  <LEGANGNE@EERIE.EERIE.FR>
  Steve Mancini 
  <PHI@SAGE.CC.PURDUE.EDU>
  James Mann 
  <COHORT@HEBRON.CONNECTED.COM>
  Paolo Marcucci 
  <MARCUCCI@OAT.TS.ASTRO.IT>
  Dylan Northrup 
  <NORTHRUP@CHUMA.CAS.USF.EDU>
  Chris Pedersen 
  <SBP1002@HERMES.CAM.AC.UK>
  Neal Porter 
  <NAP@BRAIN.PHYSICS.SWIN.OZ.AU>
  Tim Rayburn 
  <RAYBURN@DECSTER.UTA.EDU>
  Christopher Ryan 
  <CHRISR@ICIS.QUT.EDU.AU>
  Joshua Seely 
  <SEELY@DIRAC.PHYSICS.JMU.EDU>
  David Sherohman 
  <ESPER@IMA.UMN.EDU>
  Phillip Steele 
  <P.C.STEELE@NCL.AC.UK>
  Geoff Surrette 
  <MANTIS@WAM.UMD.EDU>
  E.C. Trager 
  <RASPUTIN@WAM.UMD.EDU>
  Daniel Waisley "NightFox"
  <DJWA@NAUVAX.UCC.NAU.EDU>
  Robert Watkins 
  <BOB@IT.CS.NTU.EDU.AU>
  Robert Winterhalter 
  <WINTERH@EMUNIX.EMICH.EDU>
  Nathan Yourchuck 
  <NYOURCHU@GAC.EDU>
  
SOURCE: textdata/thevault/Shadowrun [multi]/3rd Party/Shadowrun Foundations.pdf