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LVN01 - THE DELIAN DATA TOMB

BY /U/LEVENTNOIR OVERVIEW
The human looked over the hustle of activity. The Delian Alexis Francosia, a local Business Intelligence Analyst at
Data Tomb LLC was going under. Well, there went four Lymwoods Holding Company, has been asked to learn the
weeks careful planning and operation and now it was time to intended recipient of a shipping package that was routed
inform her client that more drastic measures would be through the city docks some years ago. The shipping
needed. Independent operators. company had archived all information in the Delian Data
A FIRST SHADOWRUN Tomb LLC. and an operation was on to extract the required
data. However, the Delian Data Tomb has gone into
The purpose of this document is to help a first (or receivership, and a new approach is needed.
experienced) time GM take some new players and play The data sought is located on a host currently offline, in
Shadowrun. While this is mechanically suited for 5th the safe of the CEO, and in paper form with an archivist.
Edition, the themes and setting should be easily adaptable. The runners will have to deal with the security of the
This is a Game Master only document, as it contains building proper, the security for the Delian Data Tomb
details about opposition and information that plays should specifically, and locate the data.
discover through play.
The starting point for any Role Playing Game should be a
Session Zero. This is a conversation about what themes, This is meant to be an introductory Shadowrun so there are a
scenes, morals, and limits. This is especially important in a number of general principles that should be followed to
game with dark themes and actions, such as Shadowrun. make it easier for the players.
This Geek and Sundry pages gives a good overview.
After you have talked over what is acceptable or not, you The characters should be considered professional enough
will need a Game Master (GM), pens, pencils, dice, and some to automatically notice any security devices or details that
characters. You can make your own, or you can use aren't mentioned to require a perception check. Announce
/u/Bamce's pregenerated starting characters. their presence as part of the narration of the scene when
The Game Master should read over this entire document characters first encounter them.
and familiarise themselves with it, then we can get into the
game. Additionally, it would be easy (Threshold 1 Security
Procedures or Security Devices knowledge skill) for a
DELIAN DATA TOMB character to recognise what the device / procedure is and at
Delian Data Tomb is a multi stage introduction to the basics least one way to neutralise it.
of shadowrunning as commonly presented. It poses common If a character does not have the exact knowledge skill
styles of opponents, targets, employers and crimes. The GM
should let players who come up with effective solutions to listed, one that is close enough may be used instead.
succeed, and to trust in the skills and knowledge of the
characters. Most of all, Shadowrun is not a game of fighting
your way through, but solving the problem posed in the way THE MEET
that you are most comfortable and skilled at.
This run assumes an urban setting, but can be easily One of the players gets a call from a fixer they know sort of
adapted to whatever location you wish. ok. "Chummer. I got a job. Total Milk Run. Now if you want
more details, you'll come to the 5th floor of the office building
at 14th street, two hours from now."
Lessons are presented in red text, and are
intended to be read to players after resolving the
The runners will have to scramble to get to the meet
relevant portion of the run.
location, and will have to travel across town to get there.
While shadowrunners with cars will be able to drive right
outside the meet location before Gridguide sends the car to a
parking garage, those without will have to walk or get the bus.
Regardless, the downtown location is too well patrolled and
GM help is presented in white boxes, and help the GM with
observed to get away with heavy armament or armour.
handling various parts of the run that might be delicate,
difficult or unfamiliar.
Ask the characters what armour, weapons and items they are
bringing to the meet, and if they describe something that
will cause them problems, call for a Threshold 1 check on
an Area Knowledge skill. If successful, the character
recognises the poor idea.

1
On the journey there, describe the AR in the air. The weird What's the timeline? A: Once the liquidation is complete
magic the gangers are using to mug people. Take the the data will be burned. I expect no more than two or
advanced and the fantastic, then make it dirty, dark and three days. Don't bother contacting me if you can't get the
normal. data.
Arriving at the location, there's no specific security apart How do we contact you? A: Leave a datachip with the info
from what might be in the general area. The corp with the in locker 931 at the metro. Come one day later for the
law contract is on patrol, and will arrest and detain anyone credstick if I approve.
carrying overt weapons or armour: Anything heavier than an After the back and forth, the Mr Johnson makes an initial
armoured jacket, or larger than a pistol. The character will be offer of 5,000n¥ per character. If players wish to negotiate,
fined 500n¥ if the weapon is Restricted. If the weapon is test one characters Negotiation + Charisma [Social] vs 12
Forbidden, it will be a 3000n¥ fine and the character will be dice. Mr Johnson will pay an extra 500n¥ per net hit on this
detained for six hours, causing them to miss the meet. test.
The Mr Johnson leaves with the dwarf, and the troll
Lesson: This game is one where the characters remains for five minutes to stop the runners following. The
are operating in a setting with a system of law Mr Johnson and Dwarf take the time to scan for bugs, and
put in place to profit and control. While laws can retreat to a bar nearby for a few hours.
be broken, and security evaded, picking an open
fight with the law is a poor idea.
Lesson: Mr Johnson wants the team to succeed.
Mr Johnson knows information. Mr Johnson
When the characters enter the office building at the location doesn't want to overpay runners. Mr Johnson has
given, they find that the lobby is empty apart from an protection. Mr Johnson is anonymous.
automated information system that shows that the 5th floor
is being renovated between tenants. The 5th floor is open,
missing anything but the bare walls, and a man of DELIAN DATA TOMB
indeterminate age, ethnicity, and status stands waiting for
you, flanked by one huge, hulking troll enhanced with
cybernetics and a dwarf, mystical patterns tattooed into her If the players don't start the run on their own, it's fine for
face. The Mr Johnson is at the meet. their Fixer to ring them and ask if the Meet went well. The
The Mr Johnson is Alexis Francosia, and he has pulled GM can use this character to suggest that the runners go
some strings with his contacts to get a new, untested, but investigate the target location.
cheap team to try them out on a low risk job. The troll is his
bodyguard Krogar, and the dwarf is a corporate mage Ms
Colleen. The location of the Delian Data Tomb is easily learned, with a
As the runners approach, the Mr Johnson smiles, and Threshold 3 Area Knowledge Check, or a Threshold 1 Matrix
opens his arms. "Hello. Let's be brief. Delian Data Tomb has Search. A Threshold 3 Matrix Search will additionally reveal
just gone into receivership. They are located a few blocks that Delian Data Tomb is an unrated corp in receivership. It
from here, and currently are being liquidated. I'm willing to provided secure, long term data storage services to clients,
pay for one specific bit of information: Who was the recipient and was doing well until involved in a corporate political
of shipping order 81218451?" scandal some weeks ago. Clients fled, and contracts elapsed,
causing the corp to go under and be bought up for a song. If
any of the players call up any business related contacts or
The troll and dwarf stay silent through the entire have an appropriate knowledge roll, they may learn this
proceedings, and only act if the Runners become information as well.
threatening or hostile. If the characters do this, step out of Researching the location of their offices further, or going to
character and talk about why they are doing this. Being observe reveals that the Delian Data Tomb comprises of four
floors in a office tower block in a C rated security zone.
violent now causes the job to never occur and the session
Observant runners will note a corporate security drone on
to end. patrol every 5 minutes, and a car patrol every half hour.
If the runners take some time to look around and observe,
The runners might have many questions, and Mr Johnson mention the Data Liberators. These are a street gang with
will answer them as long as they are not overly tiresome. The many highly augmented members carrying scratch build
characters might ask some of the following questions of the electronics, and weird polo shirt / denim jacket combination
Mr Johnson. He is willing to answer, and has reasonable clothing. A Threshold 2 Gangs knowledge skill check would
information about the job in general. reveal that this gang is ideologically opposed to secure data,
and has been harassing the employees of the liquidating
Where is the data? A: Assumedly on the host, whose corporation. They might also harass the shadowrunners if
general matrix connections have been severed and only they look too corporate.
slaved devices can still connect. Otherwise, look for
datachips.
What is the opposition? A: The security contract is active
until the end of the liquidation, so expect a Bronze
Corporate defense Contract.

2
The Data Liberators can be used as an avenue to push the However, if the runner is obviously armed or violent, the
players, by offering money for any data they can steal. "Hoi. first action is to call in High Thread Response then attempt a
You look like some freedom of information types. How would delaying action with pepper punch rounds, retreating, and
you like to help our ideals, and make a bit of money?" Have delaying. The building has its own Bronze Corporate defense
the data liberator tell the character that getting in should be Contract, and thus, High Threat Response will arrive in 1d6
easy enough but the corpsec keep on kicking the gangers out. x 5 minutes after being called. Use approximately 10-20
The gangers are offering 1,000n¥ for whatever data the Professional Rating 5 opponents who arrive in a VTOL or
characters can steal. If the players ask if the gangers can armoured truck.
help, they'll charge 2,000n¥ to cause a distraction with a fight
at the front entrance, causing three of the four guards at the
loading dock to leave and assist. If a fight breaks out with the Make it clear to your players that fighting these HTR units is
Data Liberators due to poor conversation or overt threats, suicide. They are specialist response units for eliminating
use six Professional rating 1 Street Scum. shadowrunners that are extremely dangerous. Runners
should be very aware when HTR are on the way with multiple
The Data Liberators aren't directly linked into this run but are alarms going off. They would also know they have a limited
rather a flavour aspect. Don't force any interactions or fights. time to escape.

The main entrance to the tower block is up a short flight of A similar security checkpoint is present at the rear of the
stairs from road level, which combined with the ram proof building where vehicles can enter an underground loading
bollards make vehicular assault nearly impossible. Set dock, but there is an additional Rating 4 Olfactory Scanner to
slightly back from the road, the main approach leads through check for explosives or ammunition.
a small courtyard set with shrubs. The external walls are
made of concrete (Structure 12, Armour 20), with the
external glass doors and windows made of ballistic glass The olfactory scanner is powerful enough to reliably detect
(Structure 8, Armour 12). explosives and ammunition, so runners breaking in this
If the runners walk into the main entrance they will find entrance would know to not to bring such items unless they
themselves in a lobby with four human Professional Rating 2 disable the sensor or are willing to set off the alarm.
security guards who require all visitors to pass through a
rating 3 MAD Scanner arch and subject any bags to X-Ray.
Additionally, they will perform a Rating 2 SIN check on any
Shadowrunners if the guards notice any weapons. If the Lesson: Targets are protected. The protection
runners fail the MAD scanner, have unlicensed or forbidden calls for backup. Fighting your way in isn't the
items, the security guards will refuse entry. best approach.
Lesson: Injuries can be explained away or
dismissed, but major escalation will result in
The runners should notice all of these features and expect major escalation of response.
Lesson: There are multiple factions and groups
the response. Runners can bypass the madscanner and X-ray
present, and opportunities for profit might arise
with Palming checks contested by the guards Perception just as easily as they cause dangerous problems.
skill. Alternatively, smooth talking runners might Con the
guards, or Negotiate a bribe. Pulling weapons and shooting
the guards is a valid option, but pulling weapons and THE OFFICE FLOOR
Intimidating can also work. Once inside the office building proper, the runners can take
If runners want to search for an unguarded entrance, let the stairs or the lift to the 8th through 11th floors. These are
them, revealing a locked side door hidden down an alleyway. the floors that Delian Data Tomb operated from. The stairs
Encourage and reward inventive solutions to the puzzles that
are only unlocked on the 8th floor with the doors to the 9th,
10th and 11th floors locked. The lift requires a keycard
characters encounter.
before traveling to the 9th, 10th or 11th floors.

Should it come to a fight, these guards, as well as the ones in The runners will recognise that a keycard would be needed,
the offices of the Delian Data Tomb are little more than rent- and if they attempt to bypass the keycard reader they should
a-cops, meant to deter muggers, escort out fired employees, be allowed to go to the floor they wish, but will be lacking
and call for backup. If the corpsec encounter a the information as to where to be looking for the
shadowrunner or other intruder, their course of action will be
to radio the incident, then escort the runner offsite. information.
The guards are equipped with biomonitors, and a major
injury or unconsciousness will trigger a silent alarm after one
minute unless confirmed to not be a problem. A guard's
death will trigger an HTR callout immediately.

3
There is no active magical security, but as part of the
security contract, a force 3 ward covers the four floors of the Lesson: Multiple layers of security exist, and are
Dalian Data Tomb. Once an hour a force 3 spirit will move varied in nature. Some is difficult to disable, but
through the astral, assensing for magical auras of force 4 or easy to avoid by limiting your options.
greater. If such a powerful disturbance is noted, an astrally
projecting PR3 security mage will investigate further, and if
needed, call HTR. The runners may enter the 8th floor and walk around, but if
If the runners attempt to enter the floors with active spells they do not blend into the blue collar labourers with a
or foci, then an astral intersection may occur. Threshold 2 etiquette check, security will come to throw
them out. Additionally, clothing that does not fit a Low
Lifestyle also causes suspicion, and a security approach.
Any character with astral perception should be offered a While the liquidation is occurring, there is a much laxer
chance to astrally perceive and notice the ward. If the social security presence, with the trained receptionist and
character does not, then have them roll a Threshold 2
counter social infiltrator having been fired already. The
receiver overseer, a Julienne Andrews, is in charge, but due
Security Procedures test, and on a success suggest that to the number of contractors and temp workers, will only call
there are often magical defenses at corporate sites. for security if the runners cannot produce an id badge.
However, if the runners can bluff their way past the overseer
(resisting Con with 9 dice), the overseer can answer any
appropriate questions, such as where the host is, or where
Lesson: Some defenses are passive. Others are
monitored, and some only care about specific
the CEO's office might be.
actions.
Characters should automatically notice if they would stand
out due to clothing. A character wishing to pickpocket a id
The runners can freely enter the offices from the 8th floor as
the reception is unmanned and the main security door open. badge should roll a Palming test against the 4 perception
The offices are separated from the lifts and stairs by ballistic dice of the labourer.
glass (Structure 8, Armour 12), while internal walls are much
weaker plastiboard (Structure 4, Armour 6).
Looking into the offices, the runners will see approximately
15 people in the process of disassembling a Option 4a Lesson Some security is social. Blending in can
stop you being spotted and questioned. Having
Standard Corporate Office (Cubicle Layout). The partitions id and good explanations can avoid problems.
are being unscrewed and stacked, while chairs and desks are
being stacked up.
Sharp eyed shadowrunners will notice with a Threshold 2 Once the runners have managed to enter the offices without
Perception Check that there are two more Professional alerting any security forces, they should be attempting to
Rating 2 security guards per floor, and with a Threshold 3 find the data required. There are a number of options which
Perception Check that there are Rating 3 Motion Sensors they could pursue.
and Rating 3 Cameras, approximately 10 of each. These By asking around or simply exploring, the characters could
were slaved to the host, but are not currently. If the motion learn the following possibilities.
sensor is triggered between 21:00 and 6:00, it will call
security to investigate. The cameras are loaded with weapon 1. The Host. It is currently offline and up on the 9th floor.
detection software, and will alert security if they see any 2. The CEO's office. He suffered in the Crash 2.0, and keeps
weapon that requires any license or is forbidden. datachip backup of important client information in a safe
in his office on the 11th floor.
3. The Archive is a paper based backup system that
Players may be hesitant to operate around cameras and
occupies the 10th floor.
motion sensors, and will attempt to avoid, disable, or hack
them. Avoiding the cameras is a Sneaking test vs 4 dice,
The runners will need to borrow or steal a keycard from
one of the liquidating labourers to access these floors. A
while avoiding the motion sensors is laid out in SR5 631.
Negotiation or Intimidation check against 6 dice will have a
The cameras and motion sensors can be disabled by keycard handed over, and a 50n¥ bribe will also get the
shooting or otherwise breaking them and because they are keycard handed over. Alternatively, the Rating 3 Maglock on
not networked to anything, will not raise alarms. Hacking the the door or the Rating 3 Keycard reader can be disabled.
cameras will be very time consuming, as each Edit File
action can only edit 2-3 seconds of video. Overall, the best Lesson: There may be multiple options and paths
course of action is the chance of alarms being triggered by to success in a shadowrun, investigate which is
best for your team's skillset.
entering during the day, and not visibly armed. These settings
are common, and can be guessed with a Threshold 2
Security Procedures test.

4
THE SECURE FLOORS If the players attack or hack the spider and she notices, she
The 9th, 10th and 11th floors are secured against the will immediately call security and trigger an HTR response.
general public, and have the same security guards, sensor This close to the target information, the runners should have
presence and wards as the 8th floor. However, these floor
have nobody apart from the two security guards actively time to grab the data and run out before anything too
moving around in them. serious arrives.
This is because the liquidators have not reached these
areas yet. The only non-guard on these floors is the
liquidating Spider, known as Calculatrix. She is on the 9th THE SAFE
floor and working in VR to inventory the host as well as what The second location the players can investigate is the CEOs
electronics can be sold for. office. This office is among the executive offices, and is easily
She has a Hermes Chariot cyberdeck which she is using to found from AR and physical nameplates. This office is built
plug directly into a Host terminal. The Deck is running a out of densiplast (Structure 8, Armour 12). In addition, a
Rating 4 Agent that is looking for interesting icons on the rating 5 Maglock and Keycard reader secure the door, and
secure floors every 5 minutes, and will first investigate, then the keycard is with the CEO at their home. If the characters
raise the alarm if icons of any non civilian items are noted. force the door, a Rating 3 Proximity Wire in the carpet will
Additionally, if the spider or the agent spots a cyberdeck or alert security. This wire will disarm if the lock is disengaged.
any F rated augmentations or weapons, the spider will call The safe is obvious in the wall, but the code is unknown,
HTR. Being a corporate spider, she will not attempt to hack and will require a Threshold 5 Locksmith Test to crack.
or engage in matrix combat with the characters. Alternatively, it can be ripped out of the wall, and opened by
breaking a hole in its Structure 8, Armour 16 case. Use of
thermite will likely destroy the datachips inside.
If none of the party are deckers or technomancers, and have
wirelessly active items what would cause an HTR respones, THE ARCHIVE
step OOC and explain the characters are walking into secure The Archive is the last location where the data is stored.
areas and do not know what is out there. Items running
Taking up the entire 10th floor, it was considered a easy
assignment by the two security guards, who are patrolling
wirelessly are easily able to be spotted and could alert the easy to check aisles of storage.
security. The security response to forbidden items in a If the characters wish to search the Archive, they will soon
secure area could be extreme. realise it's a difficult prospect, and it will require a
If there is a decker or technomancer, the character is able to Perception + Intuition [Mental] (18, 1 Minute) Extended Test.
spot the spider if they make a Matrix Perception test. Additionally, if the guards are still patrolling, the players will
need to hide to avoid them, requiring a Stealth skill check vs
6 dice every 1 minute.

Lesson: There might be security which is able to Lesson: There are multiple ways to obtain the
detect you without you knowing it is there. objectives, and planning and research will reveal
Whenever possible, minimise the chance you them.
might be detected.

DATA IN HAND, THE CHARACTERS


THE HOST LEAVE THE DATA TOMB
The first location the players can find the data is on the Host.
The Host is a Rating 3 host (A4, S3, D6, F5) that can only be If the characters obtain one of the three copies of the data,
accessed from one of three Terminals, one on each of the they can then call the Mr Johnson if they obtained a
secure Floors. Merely plugging into the terminal will give commcode. Either way, they will have to leave a datachip with
access to the Host. The host has an architecture and layout the info in locker 931 at the metro.
reflective of the corporate offices, and the Spider is present Once past the initial ring of security around the Dalian
with her Avatar of a shirtsleeved accountant. A Patrol IC is Data Tomb, the security contract doesn't provide for pursuit,
present in the form of a jumpsuited labourer. If the Host so the PCs are away. They might be on file somewhere, but
detects an intruder, it will launch Probe and Track IC. that's not a problem for now, there's no profit in hunting
The data is a file in a impossibly large filing cabinet, and them.
requires a Threshold 1 Matrix Search to find. It is not If the players place surveillance on the locker, at 7am each
encrypted nor databombed. day, Mr Johnson will come by and check it. If the datachip is
there, he will slot it, and if he seems happy, leave the
appropriate amount of money and a commcode in the locker
in return. Mr Francosia may even have repeat work.

5
Lesson: The system wants to work, it's in WRAP UP
everyone's interest to be effective, professional, Once the players are safe, use the table on 372 of the core
and get the agreed upon crime done. If you do rulebook to calculate Karma, or just give the players 5 for a
so, then the system will care less about you. success or 3 for a failure. Then talk over what went well,
There is no profit in pursuit, if you get away and
it's not personal, you've done good.
what was fun, what was not, what they players want and
where they might go next.
For further reading, the following posts can help:
ALARMS WAILING, THE RUNNERS Design of a Shadowrun
REALISE THEY'RE IN DREK GMing, Challenge and Power
Writing Good Crimes for Shadowrun
High Threat Response is a response unit specifically Rule Zero: Shadowrunners Exist
designed to stop professional shadowrunners and other high
skill criminals. They arrive 1d6 x 5 minutes after being
called, but expect the first police response (4 Professional Anyone can GM, best of luck, and have fun!
Rating 3 police in a patrol car) to arrive 1d6 minutes after
being called. The police will set up a perimeter, and process
people through it with Rating 4 SIN scans. More police will
continue to arrive until approximately 50-60 police form a
complete perimeter.
High Threat Response is a group of 10-20 Professional
Rating 5 opponents who arrive in a VTOL or armoured truck.
HTR always comes with high strength matrix, magical and
vehicular support. They will come in via the most direct and
violent method, with shock, awe, and armour piercing
rounds. They are trying to neutralise the PCs as quickly as
possible, and don't care about keeping them alive.
The characters will know the capabilities of HTR, and if
they realise that HTR is on the way, running and failing the
job may be a smarter idea. A failed job, and possibly dead
characters is not something that should put you off GMing,
nor your players off playing. Talk OOC about your decisions,
and how the players made decisions. You can always run this
module again.

It can be hard to bring down such an unbalanced response on


your players, especially on what might your and their first
time playing. It's ok. Shadowrunners tend to start off with
most of the skills and gear they might end up with straight
out of character creation. If a character dies, or a player
wants to change character, the group will not be hindered by
the new player.
If the entire team dies, then talk about it, and make sure
everyone is ok with it. Then pick up the campaign with new
shadowrunners. One of the in setting reasons for using
shadowrunners is because they are easy to get a hold of and
are disposable. Mr Johnson doesn't care if you die, there's
always more in the shadows hoping for that better life, or
just any break that will do.

Lesson: Lesson: Not every run is a success.


Failure can mean abandoning the job, capture, or
death.

6
Gear: Taser [Pistols, Acc 4, DV 9P, AP -5, SS, RC -, 4 (m)],
NAMED NPCS DR 4 Commlink, Hermes Chariot (A 2, S 4, D5, F4, Rating 4
ALEXIS FRANCOSIA Agent
B A R S W L I C INIT ARMOUR
4 4 4 4 3 2 3 6 7+1D6 8

Core Skill Dice Pools: Con 12, Etiquette 12, Intimidation


12, Negotiation 12
Side Skill Dice Pools: Blades 8, Pistols 8, Unarmed
Combat 8.
Gear: Knife [Blades, Acc 5, DV 5P, AP -1, Reach -], Heavy
Pistol [Pistols, Acc 6, DV 8P, AP -1, SA, RC -, 10 (c)],
Actioneer Business Clothes, DR 5 Commlink.
KROGAR
B A R S W L I C INIT ARMOUR
9 4 6 11 3 2 4 1 10+3D6 20

Core Skill Dice Pools: Pistols 12, Unarmed Combat 12.


Side Skill Dice Pools: Con 5, Etiquette 5, Intimidation 5
Gear: Cyberspurs [Unarmed Combat, Acc 10, DV 14P, AP
-2, Reach 1], Heavy Pistol [Pistols, Acc 6, DV 8P, AP -1, SA,
RC -, 10 (c)], Full body armor, DR 3 Commlink.
MS COLLEEN
B A R S W L I C INIT ARMOUR
4 4 4 4 6 5 3 3 7+1D6 9

Core Skill Dice Pools: Assensing 12, Spellcasting 12,


Summoning 12, Drain Resist 11 (Log+Wil)
Side Skill Dice Pools: Con 5, Etiquette 5, Intimidation 5,
Pistols 8
Gear: Heavy Pistol [Pistols, Acc 6, DV 8P, AP -1, SA, RC -,
10 (c)], Armoured Vest, DR 3 Commlink.
Spells: Detect Magic Extended, Fireball, Manabolt, Mass
Agony
JULIENNE ANDREWS
B A R S W L I C INIT ARMOUR
3 3 3 3 3 4 4 5 6+1D6 0

Core Skill Dice Pools: Con 9, Etiquette 9, Intimidation 9,


Negotiation 9
Side Skill Dice Pools: Pistols 6
Gear: Taser [Pistols, Acc 4, DV 9P, AP -5, SS, RC -, 4 (m)],
DR 2 Commlink.
CALCULATRIX
B A R S W L I C INIT ARMOUR
3 3 3 3 3 4 4 2 6+1D6 0

Core Skill Dice Pools: Computer 8, Electronic Warfare 8,


Hacking 8, Hardware 8, Software 8
Side Skill Dice Pools: Pistols 5

7
Gear: Stun Baton [Clubs, Acc 4, DV 9S(e), AP -5, Reach 1],
QUICK STATBLOCKS FOR GRUNTS Heavy Pistol /w Pepper Punch [Pistols, Acc 6, DV 4P, AP +3,
These are statblocks that should be easy to use, as final dice SA, RC -, 10 (c), Pepper Punch SR5 410], SMG /w APDS
pools have been precalculated, and are presented here for [Automatics, Acc 5, DV 7P, AP -4, SA/BF/FA, RC 2, 30 (c)], 1
easy reference should they arise in the job. Smoke Grenade, 1 Gas Grenade (Pepper Punch), Armoured
Jacket /w non conduct 3, chem resist 3, DR 4 Commlink, 1
PR1 STREET SCUM dose Cram (included in statline).
Patches and colours wearing members of gangs. They’re
confident and aggressive, and will take cover and rely on PR3 SECURITY MAGE
their pistols. They’re not bright and not brave, breaking when This mage responds to magical alerts by appearing astrally,
25% of their number are down. and using mana based spells against any active magical
threats.
B A R S W L I C INIT ARMOUR
B A R S W L I C INIT ARMOUR
4 4 4 4 3 2 3 2 7+1D6 9
4 4 4 4 5 5 3 3 7+1D6 9
Core Skill Dice Pools: Blades 8, Intimidation 8, Pistols 8,
Unarmed Combat 8. Core Skill Dice Pools: Spellcasting 12, Summoning 12,
Side Skill Dice Pools: Con 5, Etiquette 5, Intimidation 5 Drain Resist 10 (Log+Wil)
Gear: Knife [Blades, Acc 5, DV 5P, AP -1, Reach -], Heavy Side Skill Dice Pools: Assensing 7
Pistol [Pistols, Acc 6, DV 8P, AP -1, SA, RC -, 10 (c)], Gear: Armoured Vest, DR 3 Commlink.
Armoured Vest, DR 1 Commlink. Spells: Deathtouch, Mass Confusion, Phantasm, Stunbolt
PR2 SECURITY GUARDS PR5 HIGH THREAT RESPONSE
Night patrol watchmen, rent a cops, event security. They’re Seraphim, Red Samurai. It is a foolhardy or exceptional
there to stall you, delaying with taser, pistols and smoke. runner team who encounters these opponents. They use
They will retreat, trading space for time, shooting from cover suppressive fire aggressively, shot from cover, take aim and
and providing covering fire. They will break when 50% of focus fire. They will retreat or chase as appropriate, use
their number are down. smoke and gas for cover and area denial. They will move out
of threatened areas, and conduct combat maneuvers. They
B A R S W L I C INIT ARMOUR will break when 75% of their number are down.
4 4 4 4 4 3 4 3 8+2D6 9 B A R S W L I C INIT ARMOUR
Core Skill Dice Pools: Automatics 10, Clubs 10, Pistols 6 7 6 6 5 4 5 3 11+3D6 18
10, Unarmed Combat 10.
Side Skill Dice Pools: Con 6 Etiquette 6, Intimidation 6, Core Skill Dice Pools: Automatics 16, Clubs 16,
Perception 6, Running 6, Throwing Weapons 6. Perception 16, Pistols 16, Sneaking 16, Unarmed Combat 16.
Gear: Stun Baton [Clubs, Acc 4, DV 9S(e), AP -5, Reach 1], Side Skill Dice Pools: Con 9 Etiquette 9, Intimidation 9,
Taser [Pistols, Acc 4, DV 9S(e), AP –5, SS, RC —, 4 (m)], Leadership 9, Running 9, Small Unit Tactics 9, Throwing
Heavy Pistol [Pistols, Acc 6, DV 8P, AP -1, SA, RC -, 10 (c)], 1 Weapons 9.
Smoke Grenade, Armoured Vest, DR 2 Commlink, 1 dose Gear: Stun Baton [Clubs, Acc 4, DV 9S(e), AP -5, Reach 1],
Cram (included in statline). Heavy Pistol /w Pepper Punch [Pistols, Acc 6, DV 4P, AP +3,
SA, RC -, 10 (c), Pepper Punch SR5 410], Assault Rifle /w
PR3 POLICE PATROLS Smartlink [Automatics, Acc 7, DV 11P, AP -2, SA/BF/FA, RC
Knight Errant and Lone Star officers on patrol. Trained, well 3, 42 (c)], 2 Smoke Grenade, 2 Gas Grenade (Pepper Punch),
armed and armoured, they can handle treats with a scale of 2 Fragmentation Grenade, Full Body Armour /w chemseal,
force from batons to armour piercing automatic fire. They DR 5 Commlink.
shot from cover, take aim and focus fire. They will retreat or
chase as appropriate, use smoke and gas for cover and area
denial. They will break when 50% of their number are down.
B A R S W L I C INIT ARMOUR
4 5 4 5 5 3 5 3 9+2D6 12

Core Skill Dice Pools: Automatics 12, Clubs12,


Perception 12, Pistols 12, Unarmed Combat 12.
Side Skill Dice Pools: Con 7 Etiquette 7, Intimidation 7,
Running 7, Sneaking 7, Throwing Weapons 7.

8
 
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