CAT - Shadowrun 4th - Runner's Toolkit Contacts Adventures And Sprawl Sites, Shadowrun, 4th Edition

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. . . TABLE OF CONTENTS . . .
Who You Know
3
Runs To Go 15
Adventure Ideas 16
Assassination 16
Blackmail 16
Bodyguard 17
Courier/Smuggling 17
Datasteal 18
Distraction 18
Destruction 19
Encryption/Decryption 19
Enforcement 20
Extraction (Kidnapping ) 20
Hoax/Counterfeit 21
Investigation 21
Plant 21
Retrieval of Object 21
Security 22
Tailchaser 22
War 22
Wild
ings 23
Runs on the Fly Generator 23
Sprawl Sites
Credits:
Contacts, Adventures,
Sprawl Sites
Contacts Writing: Davidson Cole,
Adam Jury, Robyn King-Nitschke
Contact Stats: Drew Littel
Adventures Writing: Elissa Carey
Sprawl Sites Writing: Peter Taylor
Sprawl Sites Maps: Sean Macdonald
Editing: Rob Boyle, Davidson Cole
Development:
Rob Boyle and Peter Taylor
Art Direction:
Rob Boyle and Mike Vallaincourt
Screen and Booklet Layout:
Jason Vargas, Adam Jury, Matt Heerdt
Screen Artwork: Tyler West
Cover Art: Marc Sasso
Illustration:
Klaus Scherwinski
Inspiration: Dazzling Malicious
(dev-editing music)
Shout-Outs:
is one goes to the SR
Con Crew and the SR Missions
Gang—keep on running !
Contacts
4
Armorer
4
Bodyguard
4
Club Owner
5
Corporate Manager
5
Corporate Scientist
6
Corporate Secretary
6
Gambler
6
Go-Ganger
7
Grassroots Politician
7
Hate Group Member
7
ID Manufacturer
8
Janitor
8
Nomad
8
Paramed
9
Parasecurity Expert
9
Pawn Broker
9
Pirate
9
Political Intern
10
Radical
10
Rent-a-Cop
10
25
Slumlord
11
Snitch
11
Spider
12
Stripper
12
Talent Scout
12
Copyright© 2011
e Topps Company, Inc.
All Rights Reserved. Shadowrun and Matrix
are registered trademarks and/or trademarks
of
e Topps Company, Inc., in the United
States and/or other countries. No part of this
work may be reproduced, stored in a retrieval
system, or transmitted in any form or by any
means, without the prior permission in writ-
ing of the Copyright Owner, nor be other-
wise circulated in any form other than that in
which it is published.
Tamanous Member
13
Taxi Driver
13
Trid Pirate
13
Urban Anthropologist
14
Vory Shestiorka
14
2
Contacts, Adventures, Sprawl Sites
. . . WHO YOU KNOW . . .
Jake’s usual haunt was the same as always—dark and dingy. The room was nauseatingly thick with despair,
just the way the regulars liked it. Jake swirled his well synthahol. The stuff reeked, but by the fi fth or sixth drink, he
barely noticed. The hulking man who just sat next to him—Eddie—regarded the scene briefl y, then growled, “Finish
your drink, short man. I ain’t staying here.”
“What, another surveillance drone crawl up your ass?” Jake replied with an air of defi ance, yet he quickly
polished off his swill. Eddie had a high tolerance for smart-ass banter, but a quick fuse when it came to patience.
Eddie shrugged off the comment. Jake stood, ready to go.
“Where we headed then?”
“We’ll talk in the car. I’ll play taxi-driver.” Jake nodded and the two slipped out into the night.
Inside Eddie’s beat-up Honda Spirit, he mentally argued with the lousy early-generation AR interface, telling
the autopilot to head downtown at a leisurely pace. The vehicle began to drive itself, never breaking the speed limit or
any other traffi c laws, infuriating the reckless drivers on the road.
Following a few minutes of silent cigarette smoking, Jake re-opened the conversation. “I’m surprised you’re in
town. I heard you skipped.”
“I did. I came back.” Eddie exhaled a long, thin, whistling stream of smoke and smiled. He was about to ask for
a favor, and he needed to lighten his mood a bit. Smoke tricks always seemed to help.
“Welcome back.”
“I’m skipping again.” Eddie opted to keep his mouth shut at this point and give Jake the opportunity to continue
the conversation. Dramatic effect. Pique his interest.
Jake narrowed his eyes at Eddie, sensing the approach of the favor. Favors for Eddie usually meant trouble—
not that trouble was necessarily a bad thing. Lately, Jake’s life had been duller than a slate grey corp cubicle. Jake
knew he was being baited, but he gobbled the hook anyway. “Just what are you playing, here?”
“I am putting you in charge of fi nding me, Jake.”
“I’m looking right at you, and you’re a fl aming idiot. What sort of scam are you running?”
“You’re in charge of fi nding me.” Eddie pulled a credstick from his coat and tossed it into Jake’s lap. Jake didn’t
even bother to ask how much. Eddie always made sure he compensated the PI handsomely for his time. “But you’re
not going to fi nd me.”
“I’m not going to fi nd you.” Jake pocketed the credstick. “Consider yourself misplaced.”
“And if anyone comes looking, you heard from a reliable source that I was just seen somewhere that I ain’t.
Understood?”
Jake chuckled. “You’re going to pay me to fail. That’s gonna do wonders for my rep.”
“What rep?” Eddie said with a smirk. It was his turn now for a few digs at his old friend. “But it won’t be easy
being wrong all the time.”
“I dig through smoke and mirrors for a living, Edward.” Eddie hated being called Edward. “I can damn sure
toss up some of it myself. Did I ever tell ya I used to be quite the actor?”
“Yeah. I’m sick of hearing it.”
“Well, you’re gonna keep hearing it. I had talent.” Dashed dreams always have a way of sobering up a conver-
sation. “How long you want me to keep up this charade?”
3
Contacts, Adventures, Sprawl Sites
Contacts, Adventures, Sprawl Sites
Contacts, Adventures, Sprawl Sites
“Six months, eight on the outside, and things should
be clear.
“You’ve got yourself a deal. From this moment on, you
are the most elusive man I’ve ever had the displeasure to
look for.” Jake eyed a bar up the street a bit on the right.
“Pull over.”
Eddie commanded the car to stop at the curb. Jake
popped open the door and grunted as he lifted his slightly
aching, thoroughly intoxicated frame from the car. Without
even a glance back to his old friend, and current employer,
Jake slammed the car door shut and strolled into the bar.
The words “Eddie who?” skipping through his mind, over
and over again.
CONTACT METATYPE
Each of the contacts presented here may be of any metatype.
The stats listed assume the contact is human. To adjust the
metatype, apply the following modifi ers, as appropriate. Note
that no attribute may be reduced below 1.
Metatype B A R S C I L W EDG INI
Dwarf +1 — –1 +2 — — — +1 –1 –1
Elf — +1 — — +2 — — — –1 —
Ork +3 — — +2 –1 — –1 — –1 —
Troll +4 –1 — +4 –2 –1 –1 — –1 —
CONTACTS
e following section provides a selection of useful
contacts a player or gamemaster might choose from. All game
rules and additional advice for handling contacts are in the
Friends and Foes
chapter, pp. 280–287 of
Shadowrun, Fourth
Edition, 20th Anniversary Edition.
Information in that chapter
is not duplicated in this booklet.
e following section provides a selection of useful
electronic) nicely
led o
, ready for your hot little hands at a
modest price. If your tastes in weaponry are a little more exotic
or lean towards the military-grade, she should still be able to
hook you up—either with the gear or with someone else who
can get it. She will also be able to recommend a street doctor
who can handle the implantation of weapon systems.
e armorer knows her goods are in high demand from
all sorts of unscrupulous parties on both sides of the law and is
likely to employ bodyguards for personal safety and the safety
of the merchandise. She will almost certainly be competent
at defending herself and will have the technical know-how to
perform at least basic repairs on weapons and armor. Her web
of contacts will include runners, smugglers, other fences, street
docs, military types, and even corporate suits. Essentially, she
knows almost anyone worth knowing across the entire criminal
spectrum (and beyond).
e easiest and best way to establish an armorer as a
contact is to do business with her … lots of business. An occa-
sional customer is going to have a di
cult time moving beyond
client status. Regular visits, dropping copious amounts of
nuyen, and a penchant for discussing the latest in
rearm tech
will quickly put a runner in an armorer’s good graces. While it
may be expensive to develop and keep this type of contact, their
broad-reaching in
uence can prove invaluable.
B A R S C I L W EDG ESS Init IP
2 3 2 3 3 3 3 3 2 5 5 1
Active Skills: Armorer 5, Con 2, Demolitions 2, Etiquette 2
(Street +2), Firearms Skill Group 2, Hardware 2, Negotiation 3,
Perception 2
Knowledge Skills: Ballistics 3, Chemistry 2, Engineering 3,
Firearm Design 3, Weapons 5
Cyberware: Olfactory Booster 3, Reaction Enhancer 1,
Smartlink
ARMORER
Us es : Weapons and armor, repairs and upgrades
Places to Meet: Shooting range, bar, workshop, dojo
Similar Contacts: Fence, gunsmith, weapons specialist
Somewhere in the city, the armorer has a stash of weapons,
armor, and other goodies, serial numbers (both physical and
BODYGUARD
Us es : Inside information, security
Places to Meet: An event, club
Similar Contacts: Bouncer
e bodyguard’s job sounds simple: watch out for trouble,
and protect the client from it. For the modern bodyguard, that
involves more than just knowing the lay of the land and clearing
4
Contacts, Adventures, Sprawl Sites
typical behaviors and habits or just gossip about their personal
lives.
ey’ll also have intel on the security and layout of facili-
ties they’ve visited, which may prove useful.
B A R S C I L W EDG ESS Init IP
4 3 3 (4) 3 2 3 2 4 3 3.3 6 (7) 1 (2)
Active Skills: Athletics Skill Group 2, Close Combat Skill
Group 3, Dodge 3, Intimidation 4, Perception 4, Pilot Ground
Cra
2, Pistols 3
Knowledge Skills: Law 3, Lone Star Procedures 3, Media
Stars 4, Paparazzi Control 4
Cyberware: Cybereyes (Rating 2 with Flare Compensation,
ermographic Vision, Vision Magni
cation), Wired Re
exes 1
Bioware: Orthoskin 3
Active Skills:
Group 3, Dodge 3, Intimidation 4, Perception 4, Pilot Ground
Cra
2, Pistols 3
Knowledge Skills:
Stars 4, Paparazzi Control 4
Cyberware:
ermographic Vision, Vision Magni
cation), Wired Re
exes 1
Bioware:
CLUB OWNER
Us es : Additional contacts, information, private meeting places
Places to Meet: Club, local political meeting
Similar Contacts: Local dive owner, club kid, bar
y
Let’s face it. People get into the club business for two
reasons—nuyen and a certain degree of fame within the scene.
ey want nothing more than to please the clientele in order to
keep them (and their wallets) coming back and spreading the
word. People new to the biz will have boundless enthusiasm for
having a good time and will expend a ton of energy and resources
to keep the customers happy. A decade down the road, though,
most club owners will be jaded by the scene and strictly going
through the motions—“it’s a tough life but someone has to get
you drunk.” Usually, when a club owner gets to this point, only
money talks, everything else walks. A club owner will always
treat regulars with a certain degree of respect and camaraderie,
but the longer he has been in the muck, the tougher it is to
penetrate his inner circle.
To stay a
oat in the cutthroat club scene, a club owner has
had to battle other owners, undesirables in the neighborhood
(some of whom are regulars), and the city government, who
will have made life tough at every opportunity. He’ll have spent
more time arguing with city inspection agents and going back
and forth with his lawyer and
nancial consultants than most
other small business owners, and he has more than a few tricks
up his sleeve. He knows bands and comedians; strippers and
whores; politicians and bankers; gangers and runners; Ma
a
dons and Yakuza oyabun.
You don’t necessarily need to patronize his club for him to
help you out, but it will sure help if you do. Just don’t bring heat
down on his head, or you’ll never get beyond the doorman again.
B A R S C I L W EDG ESS Init IP
3 3 3 2 5 3 3 4 2 6 6 1
Active Skills: Con 3, Etiquette 4, Forgery 2, Intimidation 2,
Negotiation 3, Perception 2
Knowledge Skills: Booze 3, Business 3, Fine Cuisine 3, Fine
Restaurants 3, High Society Rumors 4, Local Culture 3, Local
Politics 4
the way for a simsense starlet. He keeps track of multiple feeds
from external drones monitoring the area, and likely works
with a hacker to guard against electronic threats and a magi-
cian to guard against magical threats. A bodyguard team that
can’t protect their client from all three types of threats—meat,
magic, and matrix—isn’t likely to land any lucrative contracts.
Rarely o
-duty, a bodyguard will frequently work 16-hour
days, keeping one eye on his party and the other on everyone
else. However, even the middling bodyguard is compensated
handsomely for his time.
ose who attend to the elite rungs of
society o
en become millionaires in their own right.
Bodyguards fall into a few categories: corporate body-
guards, employed by a single corporation and o
en assigned
long-term to a single VIP; freelance bodyguards, who are
accredited professionals o
en working for corporations such
as Lone Star when extra security is required for an event; and
shadow bodyguards, who work illegally for criminal syndicates
or for corps as deniable assets.
Most bodyguards are unwilling to betray their clients, no
matter what the bribe may be. Reputation is everything in their
business and once it is tarnished, work may never be available
again. Unscrupulous bodyguards exist, however, even at the
highest levels of the business, though even these rare indi-
viduals would not sell out their clients for anything less than
several year’s salary (a
er all, they would need that money to
re-forge a new reputation in another city).
ey may be more
eager to pass on info about former clients, including their
CORPORATE MANAGER
Us es : Access codes, inside information
Places to Meet: PTA meeting, corporate event, happy hour
Similar Contacts: City bureaucrat
5
Contacts, Adventures, Sprawl Sites
lives.
ey’ll also have intel on the security and layout of facili-
ties they’ve visited, which may prove useful.
B A R S C I L W EDG ESS Init IP
4 3 3 (4) 3 2 3 2 4
CLUB OWNER
Us es :
Places to Meet:
Similar Contacts:
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