Shadowrun 4E CMP 2010-02 Copycat Killer.pdf

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© 2011 The Topps Company, Inc. All
Rights Reserved. Shadowrun and
Matrix are registered trademarks
and/or trademarks of The Topps
Company, Inc., in the United States
and/or other countries. Catalyst
Game Labs and the Catalyst
Game Labs logo are trademarks of
InMediaRes Productions, LLC.
Writing
Steven “Bull” Ratkovich
Art
Doug Chaffee
Maps
Adam Large
Prooing
A.A. Salati, Jean-Marc
Comeau, Jeremy
Weyand, Matt
Manganaro
Shadowrun Missions Logo
Brent Evans &
Matt Heerdt
Layout & Design
Matt Heerdt
Shadowrun Missions
Coordinator
Steven “Bull” Ratkovich
Shadowrun Line Developer
Jason Hardy
In Memoriam, Doug Chaffee 1936-2011
CONVENTION MISSION PACK 2010-02 COPyCAT KIllEr
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. . . EMERALD CITY HEARTBREAK . . .
T h e o r k g r o a n e d a s h e s a t u p i n b e d , p u s h i n g t h e
h e a v y c o v e r s o f f o f h i m s e l f. S u n s t r e a m e d t h r o u g h t h e w i n -
d o w s , a n d h e f u m b l e d o n t h e n e a r b y n i g h t s t a n d n e a r b y
f o r h i s g l a s s e s . H e n e e d e d t o g e t c o r r e c t i v e s u r g e r y , b u t
h a d j u s t n e v e r m a d e t h e t i m e . S li p p i n g t h e w i r e f r a m e s o n
h e s q u i n t e d a t t h e b e d s i d e c l o c k . 0 8 : 5 5 . H e m u m b l e d t o
h i m s e l f a n d s t a g g e r e d o u t o f b e d . I n h i s f o r t y y e a r s h e ’ d
n e v e r b e e n a m o r n i n g p e r s o n , a n d h e d i d n ’ t f e e l li k e h e w a s
e v e r g o i n g t o a d j u s t t o i t n o w . W h il e m a k i n g h i s w a y t o
t h e b a t h r o o m , h i s c o m m li n k c h i r p e d , a n d t h e i c o n s h o w e d
a l a u g h i n g c o y o t e . W i t h a g r i m a c e , h e a n s w e r e d t h e c a ll.
“ J o h n n y . ” T h e o r k s a i d l a t l y . “ L e m m e g u e s s . Y o u a i n ’ t
b e e n t o b e d y e t . ”
“ Y o u k n o w i t ! ” T h e v o i c e o n t h e o t h e r e n d s a i d c h e e r -
f u ll y . “ W a s h e a d i n g t h e r e s o o n , b u t w a n t e d t o t o u c h b a s e
a n d s e e h o w t h i n g s w e r e g o i n g f o r y o u o u t t h e r e . M y o f f e r
s t ill s t a n d s , y o u k n o w . ”
“ I k n o w , a n d I a p p r e c i a t e i t . B u t t h i n g s a r e i n e . B ill y ’ s
s e t t l e d i n , s t a r t i n g r u n n i n g w i t h h i s o w n c r e w . R e b e c c a ’ s
d o i n g f a n t a s t i c i n s c h o o l. A n d h e ll, b e i n g a i x e r i s c a k e . I
s i t b a c k , m a k e a f e w p h o n e c a ll s , m e e t w i t h a f e w u p p i t y
y o u n g r u n n e r s t o o b i g f o r t h e i r b r i t c h e s , a n d l e t t h e m o n e y
r o ll i n . I t s u r e b e a t s t h e d r e k o u t t a g e t t i n g s h o t . ”
“ O r b e i n g h o u n d e d b y a d r a g o n . ” J o h n n y r e p li e d . E v e n
w i t h n o v i d - f e e d o n t h e c o m m c a ll, t h e o r k c o u l d s e e h i m
g r i n n i n g . “ O r b e i n g h u n t e d b y b u g s p i r i t s . O r — “
“ O k , o k , e n o u g h . Y e s . I t ’ s m u c h b e t t e r. I a l r e a d y s a i d
t h a t . ” I r r i t a t i o n l o o d e d h i s v o i c e . “ I t ’ s e a r l y a n d I j u s t w o k e
u p , c h u m n m e r. W h a t d i d y o u n e e d ? ”
“ I’ m g o n n a b e i n t o w n i n a c o u p l e d a y s o n b i z . F i g u r e d
I’ d c r a s h o n y o u r c o u c h , l e t y o u b u y m e s o m e b e e r. ”
“ Y e a h , s u r e . X u x a g o i n g t o b e … H o l d u p . I g o t a n o t h e r
c a ll, I s h o u l d t a k e i t . B e r i g h t b a c k . ” T h e o r k m e n t a ll y p u t
J o h n n y ’ s c o m m c a ll o n h o l d , a n d a n s w e r e d t h e o t h e r li n e .
“ H o i T o s h , w h a t ’ s u p ? ” H e li s t e n e d t o t h e v o i c e o n t h e o t h e r
e n d f o r s e v e r a l m i n u t e s , t h e n h u n g u p n u m b l y . H i s l e g s
r u b b e r y , h e s t u m b l e d b a c k t o s i t o n t h e e d g e o f t h e b e d .
“ B u ll ? ” J o h n n y ’ s v o i c e c a m e t h r o u g h t h e c o m m . “ Y o u
t h e r e ? I t h i n k w e g o t c u t o f f. ”
“ I’ m h e r e J o h n n y . ” B u ll r e p li e d , h i s v o i c e d e v o i d o f e m o -
t i o n . “ I … I n e e d t o c a ll M a r i e . T h a t w a s a f r i e n d a t K n i g h t
E r r a n t . I t … S h e … ”
B u ll’ s v o i c e c r a c k e d a n d t e a r s r o ll e d d o w n h i s f a c e .
“ R e b e c c a ’ s d e a d . ”
2
Copycat Killer
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INTRoDUCTIoN
CMP–02 Copycat Killer is a Shadowrun Missions campaign
adventure. Full information on the Shadowrun Missions campaign
is available at shadowrun4.com/missions and includes a guide to
creating Missions characters and a regularly updated FAQ. All
maps, player handouts, and other playing aids are found at the
end of this document.
RUNNING THE ADVENTURE
Gamemastering is more of an art than a science, and every
gamemaster does things a bit diferently. Use your own style when
it comes to preparing and running the adventure and do whatever
you feel is best to provide the best Shadowrun game you can for
your players. Shadowrun Missions adventures are designed to run
in a standard four-hour convention time slot.
Please keep this in mind when running the adventure. You
should leave at least 15–20 minutes at the end of the time slot
to complete any necessary paperwork and pass out the players’
Debrieing Logs. (Make sure that you have enough copies of the
Debrieing Log for this adventure to give one copy to each player
ater running the adventure.) his section ofers some guidelines
you may ind useful in preparing to run CMP–02 Copycat Killer
(or any Shadowrun Missions adventure).
PREPARING THE ADVENTURE
CMP–02 Copycat Killer is intended for use with Shadowrun,
Fourth Edition, and all character and rules information refers to
the fourth edition of the Shadowrun rules.
ADVENTURE STRUCTURE
CMP–02 Copycat Killer consists of several scenes. hese
scenes form the basis of the adventure, which should be completed
in approximately four hours. If you are running short on time, you
should streamline each and be a little more generous with clues,
target numbers, and other requirements to aid in guiding the
players through the adventure.
Each scene outlines the most likely sequence of events, as
well as how to handle unexpected twists and turns that inevitably
crop up. Each one contains the following subsections, providing
gamemasters with all the information necessary to run it.
STEP 1: READ THE ADVENTURE
Carefully read the adventure from beginning to end. Get a
feel for the overall plot and what happens in each scene. hat way, if
something diferent happens, you won’t be caught of guard and you
can adapt things smoothly.
STEP 2: TAkE NoTES
Take notes for yourself while reading through the adventure
that you can refer to later on. Possible things to note include:
major plot points (so you can see them all at a glance), the names of
various non-player characters, possible problems you notice, situ-
ations where you think a particular character can shine and other
things you’ll want to keep in mind while running the adventure.
Scan his provides a quick synopsis of the scene’s action,
allowing you to get a feel for the encounter at a glance.
Tell It to hem Straight is written to be read aloud to the
players, describing what their characters experience upon entering
the scene. You should feel free to modify the narrative as much as
desired to suit the group and the situation, since the characters
may arrive at the scene by different means or under different
circumstances than the text assumes.
STEP 3: kNoW THE CHARACTERS
Prior to the start of the adventure, examine the PCs’ record
sheets and Debrieing Logs for your reference and have basic infor-
mation about their important abilities handy so you can refer to
it during play. Also go over the characters and keep their previous
events listed on the Debrieing Logs in mind when determining
non-player character actions in various scenes if such a dynamic
has been included.
Behind the Scenes covers the bulk of the scene, describing
what’s happening, what the non-player characters are doing, how
they will react to the player characters’ actions and so forth. It
also covers the setting of the encounter, going over environmental
conditions and other properties of the location as well as providing
any descriptions of important items.
STEP 4: DoN’T PANIC!
Gamemastering involves juggling a lot of diferent things.
Sometimes you drop the ball and forget something or you just
make a mistake. It happens, don’t worry about it. Nobody is
perfect all of the time and everybody makes mistakes. Just pick up
from there and move on. Your players will understand and forget
about it once you get back into the action.
Pushing the Envelope looks at ways to make the encounter
more challenging for experienced or powerful characters and other
ways you can add some “extra spice” to the scene. his subsection
should usually only be used for home games, or games where time
is not a factor. At most convention and Open Play events, game-
masters should omit this information. It adds to the scene, but
does not contain important information.
Debugging ofers solutions to potential problems that may
crop up during the encounter. While it’s impossible to foresee
everything that a group of player characters might do, this section
tries to anticipate common problems and other suggestions for
dealing with them.
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GENERAL ADVENTURE RULES
Shadowrun Missions adventures use the rules presented in
Shadowrun, Twentieth Anniversary Edition ( SR4A ). Standard
rules such as success tests, the Rules of One and Six, and other
common mechanics are described in SR4A and are not repeated
in this adventure.
Please keep in mind when preparing for the adventure, that
the PCs will not necessarily comprise a balanced party. It’s entirely
possible that the party will be made up entirely of technomancers
or back-to-nature shamans. If the characters run into a brick wall
because of such complications, show lexibility and use your best
judgment in how you lead them back to the plot.
MISSIoN SyNoPSIS
Six months ago Edmund Jefries, Governor Brackhaven’s
press secretary, had lunch with a friend of his from college, George
Mathers, a mid-level bureaucrat at Knight Errant. Both had pretty
strong anti-metahuman leanings, though Jefries had to be more
circumspect about it due to his political oice. As the conversa-
tion proceeded, Jefries expressed to his friend his frustration over
what he referred to as the “underground problem”. Metahuman
rights groups were pushing to have the Ork Underground declared
an oicial district of Seattle, granting it access to tax money, law
enforcement, and all the legal beneits that the other districts
enjoyed. Meanwhile, the Governor’s Office was interested in
shutting the Underground down as much as possible, viewing it
primarily as a haven for criminals and a source of many of the city’s
problems.
During the conversation, Jefries made an of-hand comment
about how it was a shame that the Mayan Cutter had been killed
and that the cutter could have solved a lot of the city’s problems if
he’d killed a few of the leaders of these groups. Mathers, wanting
to impress his friend, decided ater the meeting that maybe he
could do something about this, even if Jefries’ hands were tied
due to his political position. He had a lot of contacts in Humanis,
the Human League, and a number of other hate groups, and
proceeded to make some rather discreet phone calls.
A couple of months ago, George Mathers finally started
putting his plan into place. He found a disgruntled ex-UCAS
Army Ranger named Shawn Walker, a man whose racism
bordered on the psychotic. He coached Walker in the Cutter’s
killing techniques, and provided him with targets, all members of
organizations such as the Ork Rights Committee and Mothers of
Metahuman or their close friends and family. Walker was to mix in
some random metahuman kills in with the targets to make it less
obvious that there were the speciic targets for the kills.
he runners are hired by William MacCallister when his
daughter Rebecca is killed by the new Mayan Cutter. He wants the
runners to ind the Cutter and stop him, and bring him in alive.
his run is personal to him. He can give the runners two starting
points, a contact he knows at Knight Errant who’s involved in the
investigation, Detective Tosh Athack, and some information on
what his daughter was doing in the Ork Underground when she
was killed.
he runners have to untangle a web of rumors and specula-
tion surrounding the Mayan Cutter and discover who was the
Mayan Cutter and if the reappearance of the Cutter is due to a
copycat or not. hey quickly realize that while the copycat knows
the Cutter’s methods well, his targets are more varied. he real
Cutter is indeed dead, and on the surface the new Cutter’s targets
are more random than the original, who targeted mainly poor,
SINless, metahumans.
Doing some digging, research, and putting two and two
together, the runners eventually figure out that the Cutter is
targeting immediate family and the close friends of affluent
members of the metahuman activist groups Mothers of
Metahumans and the Ork Rights Comittee. During the investi-
gation, they get jumped by members of the Troll Killers, a racist
street gang that was hired by George Mathers in an attempt to
stop the runners.
NoN-PLAyER CHARACTERS
Non-player characters (NPCs) are essential to any adventure.
hey are the allies, antagonists, and background characters in the
adventure that interact with the player characters. NPCs in this
adventure have already been created and can be found throughout
the adventure.
Minor NPCs are found in the individual scene that they
appear in, and generally have a brief write up, noting only their
important skills and the gear they are carrying. Note that their dice
pools are pre-calculated to save the gamemaster time.
Major NPCs can be found in the Cast of Shadows at the end
of the adventure, and have more detailed write ups, and include
most of the skills and the gear they have access to.
he NPCs in this adventure should generally stand up to the
average player character but may need some adjustment to suit a
particular group of characters, especially a more experienced and
powerful group. he scenes and NPC descriptions ofer tips on
adjusting the NPCs to suit the abilities of the characters in your
group. To adjust the power level of an NPC, refer to the Prime
Runner Creation and Advancement Table (p. 285, SR4A ). Take
the player characters’ abilities into consideration when assessing
the NPCs in this adventure and modify them accordingly.
MISSIoN DIffICULTy
GMs are encouraged to use their own judgment, and to
adjust the diiculty of the encounter to take into account the abili-
ties of the players. If the players have no magical support, replace
magical defenses with mundane ones. If the players are weak on
combat, reduce the number of enemies by one or two. Conversely,
if they’re steam-rolling the opposition, add one or two enemies to
the ight. Missions should be a challenge to the party, but should
never be insurmountable for a team playing it smart.
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Following up clues they’ve found, they eventually track down
the copycat and have a confrontation with him. Depending on the
investigation and if they take the copycat alive, they can ind out
about George Mathers, which they can turn over to MacCallister
or to Tosh. here is no way to trace things back to Edmund Jefries.
BEHIND THE SCENES
his scene’s primary goal is to set the runners in Seattle if
they’re not normally from that city (Usually running in New
York or Denver, for example). he runners have access to all their
normal gear and riggers have access to their drones and a “loaner”
for their primary vehicles.
Play up the ambiance of Seattle, and the history for a shad-
owrunner. his is a town where everything can and does happen,
and many of the pivotal moments in history have taken place here.
Almost everyone involved in the shadows considers Seattle to be
the “big time”. It’s a rough town with a ton of competition, and
almost every player in the biz has a stake in Seattle. For runners
outside of Seattle, there’s an almost mythical quality to the place.
It’s like Mecca or Graceland for many shadowrunners, a holy place
for them. Fastjack, Kid Stealth, Dirk Montgomery, Jack Skater,
Zapper Weisman, Hatchetman. he cream of the shadowrunning
crop has done their biz there. he runners are likely to be disap-
pointed, of course, because Seattle’s dirty, grimy, illed with crime,
and pretty much just like any other city. But still, it’s Seattle.
If the player or character is new to Missions, talk to them and
ind out where they plan to set up their “home base”, and let them
know that New York ends ater Mission 12. If they are planning
to play in New York still, assume they’re from there and read the
above accordingly. Otherwise, have them settle into Seattle as their
home town and skip to A Fixer’s Call.
SCENE 0: THE NEW kIDS IN ToWN
SCAN THIS
his scene gives the gamemaster options for introducing the
adventure to runners who may not be from Seattle, or who may
not have run for Mr. MacCallister before.
TELL IT To THEM STRAIGHT
If the runners are not native to Seattle and their last run
wasn’t set there, read the following:
Two days ago, your ixer set you up on an out-of-town job.
It sounded simple, a bodyguard mission for some high-ranking
corp sarariman. Your travel was arranged and they even managed
to smuggle your gear here. It’s never that simple though and by
the time your plane touched down at Sea-Tac Airport, your mark
had already been taken out. Without a job to do, you picked up
your gear, grabbed a hotel, and decided to see the sites, blowing
the meager retainer you’d been given for making the trip. Ater all,
you’re shadowrunners, this is Seattle, and this town gave birth to
the shadowrun.
So for the last couple days, you’ve been on vacation. You’ve
visited Underworld 93 and Club Penumbra, stopped to check out
the ACHE, cruised by the Redmond Barrens (wearing full body
armor and guns irmly in hand), beat up a few Halloweeners, and
even visited the infamous Crime Mall. You were out late last night
ater bribing the doorman to let you into the 3 rd level of Hell at
Dante’s Inferno, and had planned to sleep in and sleep it of before
heading back home today.
However, it’s barely noon when your commlink buzzes. You
lip it on, and see the face of your friendly neighborhood ixer on
the other end.
“Looks like you had a good night.” He says with a grin.
“Listen, since your last job was a washout and you’re already in
town, I have a friend who needs some help. Meet a Mr. William
MacCallister at the Big Rhino at one o’clock. Ask for him at the
door. And play nice, this guy’s got a lot of connections and, well,
this job’s personal. He’ll pay well if you play straight with him.”
Once the runners accept the meet, head to A Daughter Lost.
DEBUGGING
The only real problem here is if a player doesn’t want to
accept the meet. If they seem hesitant, their ixer very reluctantly
ofers them a 100¥ bonus just to attend the meeting. He tries to
talk them into it irst without the cash ofer, since he was given
that by MacCallister and he gets to keep it if they go without it.
If the runners have been in Seattle recently but are not
native, read the following:
You just wrapped up a job, you’re tired and you’re ready to go
home, relax, and spend some of your hard earned nuyen. It’s noon
and you’re just inishing packing when your commlink beeps and
on the other end is your ixer.
“Hey, great job with that last run. he client was very happy
with your performance. But listen, since you’re still in Seattle,
I have a proposition for you. I have a friend there who needs
some help. his guy’s got a lot of connections and, well, this job’s
personal. He’ll pay well if you play straight with him. Meet him
at the Big Rhino at one o’clock. His name’s William MacCallister,
ask for him at the door.”
5
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