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Infected Greetings Prologue
Preparing To Play
Difficulty
Background Story Grimes kept the systems designer on board to clean up the mess The Shark had left, and hired a decker on the side to look into The Shark. The decker's research led towards a rival company named JoyCo, and alluded that The Shark had been working for them. Grimes then hired the decker to construct a custom virus to attack the JoyCo Matrix systems. At some point JoyCo upgraded their Matrix systems, locking the hired decker out; the virus will need to be introduced from inside JoyCo's physical facilities. Prior to putting his system back online, Grimes calls in a lot of markers to get a fixer to connect him with a group of runners. This group of runners is supposed to infiltrate the JoyCo building and upload the virus into their Matrix system.
Things To Know The Fun Begins
What's Up, Chummer? The PCs will be asked to meet with Mr. Johnson at a nightclub/restaurant named Crusher 495, in the Touristville section of the Redmond Barrens.
Tell It To Them Straight The call is from one of your usual contacts. They let you know a Johnson wants to meet you tonight at a club called Crusher 495. Don't be late and dress appropriately. He'll have a reservation for a table under your name for 2000 hours. When the PCs meet Grimes, read the following: “Welcome. I am Eliot… err, Mr. Johnson. I need you all to do a little job for me. I want you guys to break
in to a place and launch a program on their computer system, leave an item and then get out of there. I hope
you can help me …?”
Hooks
Behind The Scenes Grimes is not a professional Johnson, but he is a businessman, and once the meet truly starts, his business side will take over and regain some of his calm. He will still want to get the meet over as quickly as possible, fearful of Lone Star and the possible repercussions of hiring a shadow team. Grimes is simple when telling the runners what he wants: break into JoyCo Greetings Company and run the virus program from a chip (he will show them the chip in its container) on their host, then leave a sealed envelope in the manager's office. He doesn't really have a timeframe; he just would like it done soon. He also does not care if there is property damage, but he would prefer that there be no casualties. The host and other computer systems must not be tampered with, to ensure that the virus runs successfully. He has a limit of 20,000¥, and will start his offer at 10,000¥ for the team. This can be negotiated upwards by a successful Negotiation (5) test, with each success increasing the amount by 1,000¥. If they try to negotiate for an advance payment, at most they will be able to get half of the final sum. All through the meeting he will be nervous and drinking. His blood filter cyberware will take care of the alcohol, but this might get the runners to buy him more drinks in hopes of taking advantage of him. Let them. When he and the runners have concluded their business, he will give them the chip, the envelope and an anonymous telecom account to contact him at when the job is done so he can pay them. Once this is done, he leaves, nervously looking over his shoulder frequently.
Crusher 495 The nightclub is large and usually has about 20-40 patrons in the club and 20-30 in the restaurant at any time on a given night, double on weekends and other special event nights. Grimes would like the meet to happen around 8 PM in the restaurant. He will be there around 7:30 and will get a table under the name of the lead character or their negotiator. More information about Crusher 495 is on p. 63, New Seattle.
Debugging
Did I Do That?
Tell It To Them Straight Read the following to a PC as they leave the club:
When you do make your way out of the club, you need to wend your way through a larger crowd than before. As
you slide through the group by the door, an extremely attractive woman accidentally bumps into you, smiles
after blowing you a kiss and enters the club, leaving you with the smell of her sweet perfume.
It almost makes you want to go back in the club, but you have work to do.
Hooks The characters should leave this scene with legwork in mind; finding some information about JoyCo and The Shark is probably first on their agenda.
Behind the Scenes After placing the bug she will briefly go back into the club, then leave through one of the back exits and head back to her vehicle. After she sees the characters enter their vehicle and start to leave, she will enter her vehicle and activate the bug/microphone and listen to what they are saying. She will then follow with the bug on until she has them in sight, then turn it off the tracking signal and continue listening. All Juniper knows at the moment is that Grimes is a competitor of The Shark and that there is the danger he is going to try some espionage against JoyCo. She is to find out what she can and report it to The Shark via an anonymous LTG account. If the player characters manage to notice Juniper tailing them and interrogate her, she won't reveal what she knows unless the runners resort to torture. Juniper will portray innocence at first if the PCs interrogate her, all the while looking for her chance to escape.
Debugging The Joy Of It All
Tell It To Them Straight
The stretch near the lake where the JoyCo offices are located is lively tonight. As you cruise around, you
see several Lone Star vehicles already in the area. It's going to be a busy night. You see JoyCo just up
ahead on the right, and a block past that you see a very lively Gates Casino. Maybe getting into this place
at night won't be so easy after all.
Hooks The area is brightly lit and neon of every conceivable color is glaring from shops along the drive. Stress the feeling of being in the open or conspicuous in this area. Lone Star patrols the area by car on a regular schedule and as a result there are few gangers or other low-lifes in the area. Play up the high-class feeling, but remember, wherever there is money there are people looking to lighten other people's pockets.
Behind The Scenes The Gates Casino sprawls along the east side of Shoreland Drive just a block from JoyCo. This casino is the main attraction in the area, and most pedestrians and traffic will be coming or going from there. One thing the GM will want to note: The Gates Casino is run and owned by the Finnigan family, so Mafia enforcers will be interested in securing the area almost as much as the Star. For more information on this section of town, see pp. 40-41, New Seattle. The characters can observe JoyCo up close if they are stealthy, but there isn't too much to see from the outside. See p. 14 for more detailed information on the building. The night guard comes on at 2000 hours. He's a runner named Tim “The Swede” Johansen who works this as part of the cover for The Shark, who maintains an office in the back out of which she and some other Yakuza Johnsons operate. This guy can be as tough as you need for your group, at least on equal ground to the most powerful character. On some nights The Swede and other runners meet here to plan runs or conduct other business; he's taken to storing hot goods in the unused storage rooms. The one thing that could really mess with the characters' plans is Juniper. If her bug is still with the characters, she will be listening to the group plan every step of the way, and she will be sending information to The Shark as soon as she gets it. This could easily lead to a group of Yakuza goons coming to deal with the characters, or an anonymous call to either the Mafia or the Star. If the team makes plans that Juniper intercepts, a Yakuza team will be sent to deal with the characters before they can execute the plans. If they form an impromptu plan and make their moves quickly, then Juniper will probably tip off Lone Star. Getting the Mafia involved is a last resort for Juniper, as she knows that there is Yakuza involvement and doesn't want to draw the Mafia closer to them. If the bug was found, Juniper will have to move to other forms of surveillance. She will try and use a shotgun or laser microphone to listen to the characters' conversations. If she has time and opportunity, she might even approach the character she targeted earlier and try to get to know him or her.
Debugging If the team takes reasonable precautions, they should be able to make plans and do the run without Juniper's interference. If they don't find the bug or don't have hefty doses of good old-fashioned paranoia, the GM can feel free to run the Shark Bites (below) scene and teach them a lesson. Shark Bites can also be used if the GM thinks that the players aren't moving fast enough.
Picking Up The Pieces Shark Bites
Tell It To Them Straight Your defiant swagger, your charming good looks, or maybe your sense of fashion has caught their attention. They're coming towards you, and it doesn't look like they plan on just talking.
Hooks Place this scene wherever you feel it is necessary. It should happen, though, in a semi-public place since they are not there to kill the runners, but simply intimidate them into not completing the run.
Behind The Scenes The runners should be careful here. They could easily draw Lone Star attention to themselves or end up wounded, both of which would make the rest of the run a lot tougher. Here is where they learn control. Make sure the Yaks never outright say what they mean. Leave it to the players to decipher and feel the threat. The gamemaster should feel free to use any of the sample characters from Shadowrun Third Edition to make up the thug party, making them tougher if necessary. The thugs should be a step (or two) below the runners in terms of competence, but they will outnumber the runners.
Debugging If the characters are badly outclassed (or just plain unlucky) the arrival of one or two Lone Star officers might create enough of a distraction for the runners to get out of dodge.
Picking Up The Pieces
JoyCo Number of People Present: Manager, Assistant Manager, 3 Salespeople, and 3D6 customers.
JoyCo is a medium-sized store, around 30 x 35m in size. It has customer entrances on the east, south, and west sides, and a shipping door on the north side. Customers entering the store will be bombarded with simsense advertisements, sound effects, and flatscreen video images for everything from birthday cards to anniversary jingles to somber funeral thank-you cards. Most of the floor space is devoted to kiosks, where people can download and quickly customize a variety of greeting cards, or create a custom card from scratch. Bubbly clerks wander throughout the store, helping customers and selling knick-knacks and small gifts. Several clerks also hang out near the center sales area, assisting customers with any packages that may need to be sent postal mail. The showroom is open from 0900 to 2000 (9 AM to 8 PM) daily. There are also motion sensors and video cameras on the inside of the store, slaved to the computer system in the back office. During the hours the store is closed, the sensors and cameras actively notify anyone in the security room of any disturbance. If the alarms are not deactivated within one minute, they will send a silent alarm to Lone Star, which should bring a response team in 3-5 minutes.
Assistant Manager's Office
Manager's Office
Security Room
Conference Room
Computer Room The doors to the security office, the back office hallway, the computer room door and all exterior doors have rating 4 maglocks. The back office itself has a rating 5 maglock. The other doors have rating 2 maglocks. The day guard and the managers all have cards for the rating 2 maglocks. The Swede has a card for the rating 4 maglocks and only The Shark has access to the back office. Some of the rooms in JoyCo have been left blank for the GM to use as she wishes—they can be storage space, more offices, conference rooms, or anything that the GM needs to help tell the story. Legwork
Eliot Grimes
Happy Times Greeting Company
JoyCo Greeting Card Company
The Shark
Awarding Karma Award individual Karma as normal following the rules on p. 244, Shadowrun Third Edition. Additional Karma may be awarded to each team member based on the list below.
Cast of Characters Juniper (surveillance specialist)
Dice Pools: Combat Pool 7 Karma Pool/Professional Rating: 3/3 Race: Human Gender: Female Active Skills: Athletics 3, Biotech 3, Car 3, Computer 5, Electronics 4, Etiquette 5, Interrogation 5, Intimidation 4, Negotiation 5, Pistols 4, Stealth 5, Unarmed Combat 4 Knowledge Skills: Chemistry 2 (Pharmaceuticals 4), English 4 (Cityspeak 6) [Read/Write] [2/NA], Forensics 4, Gang Identification 4, Magic Background 2, Medicine 4, Police Procedures 4, Spanish 3 (Read/Write 1), Underworld Politics 4 Weapons: Browning Max-Power (2) [HP, SA, 9M, 10(c), 2 clips regular ammo] Range (TN): 0-5 (4), 6-20 (5), 21-40 (6), 41-60 (9) Armor: Form Fitting Half Suit [3/1] Tim “The Swede” Johansen (bouncer/shadowrunner)
Dice Pools: Combat Pool 7 Karma Pool/Professional Rating: 4/4 Race: Human Gender: Male Active Skills: Biotech 1 (First Aid 3), Edged Weapons 5, Etiquette 3, Gunnery 6, Heavy Weapons 5, Heavy Weapons B/R 3, Pistols 6, Pistols B/R 4, Projectile Weapons 4, Submachine Guns 4, Stealth 1 (Sneaking 3), Throwing Weapons 4 Knowledge Skills: Arms Dealers 4, Body Armor Fabrication 3, Demolitions Background 4, English 4 (Read/Write 2), Gambling Card Games 4, Gunsmithing 5, Miltech Manufacturers 3, Physics 2 (Ballistics 4), SWAT Team Tactics 4, Swedish 5 (Read/Write 2) Cyberware: Boosted Reflexes (2), Cybereyes (Display Link, Flare Comp, Low Light, Electronic Vision Mag 3), Smartlink-1 (alphaware) Weapons: Browning Max-Power (2) [HP, SA, 9M, 10(c), smartlinked, 2 clips regular ammo] Range (TN): 0-5 (4), 6-20 (5), 21-40 (6), 41-60 (9) Ingram Smartgun [SMG, BF/FA, 7M, 32(c), 5 clips regular ammo, folding stock and gas-vent for 3 points recoil compensation, smartlinked] Range (TN): 0-10 (4), 11-40 (5), 41-80 (6), 81-150 (9) Armor: Armor Jacket [5/3] The Shark (decker)
Dice Pools: Combat Pool 8, Hacking Pool 4 Karma Pool/Professional Rating: 4/4 Race: Human Gender: Female Active Skills: Bike 4, Computer 6 (B/R 4), Cyber Implant Combat 4 (Spurs 6), Electronics 6 (B/R 4), Etiquette 1 (Matrix 3), Pistols 5, Stealth 4, Unarmed Combat 4 Knowledge Skills: Data Havens 5, English 3 [Decker Lingo 5] (Read/Write 2/NA), Jackpoint Locations 4, Japanese 3 (Read/Write 1), Matrix Gangs 4, Seattle Corporate Hosts 4, Seedy Yakuza Bars 4, Yakuza Organization 4 Cyberware: Datajack, Headware Memory (300Mp) Weapons: Fichetti Security 500 [LP, SA, 6L, 12(c), 2 clips regular ammo] Range (TN): 0-5 (4), 6-15 (5), 16-30 (6), 31-50 (9) Armor: Armor Vest with Plates [4/3] Cyberdeck: Renraku Kraftwerk-8 (MPCP-8/5/6/7/6, Hardening 4, Active Memory 1000, Storage Memory 2000, I/O Speed 360, Response Increase 2) Programs: Browse-5, Sleaze-8, Deception-5, Decrypt-5, Read/Write-5, Relocate-5, Spoof-5, Attack (Medium)-5, Armor-5, Cloak-5, Medic-5 [total size of all programs 792Mp] Yakuza Hitsquad (2 per runner)
Dice Pools: Combat Pool 5 Karma Pool/Professional Rating: 3/3 Race: Human Gender: Male Active Skills: Car 3, Etiquette 3 (Yakuza 4, Street 5), Interrogation 3, Intimidation 4, Negotiation 3, Pistols 5, Submachine Guns 5, Unarmed Combat 4, Knife 3, Club 3 Knowledge Skills: Area Knowledge (local turf), Local Politics 2, Rumor Mill 4, Smuggling Routes 2, Underworld Finance 3, Underworld Politics 3 Cyberware: Smartlink-1 Weapons: Browning Max-Power [HP, SA, 9M, 10(c), smartlinked, 2 clips regular ammo] Range (TN): 0-5 (4), 6-20 (5), 21-40 (6), 41-60 (9) Ingram Smartgun [SMG, BF/FA, 7M, 32(c), 5 clips regular ammo, folding stock and gas-vent for 3 points recoil compensation, smartlinked] Range (TN): 0-10 (4), 11-40 (5), 41-80 (6), 81-150 (9) Armor: Armor Jacket [5/3] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||