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S H AD O W RUN

BOUNDLESS
MERCY
INTRODUCTION. . . . . . . . . . . . 4 CREDITS
Writing: Ray Rigel, Beth Miller

RECON. . . . . . . . . . . . . . . . . . . . 8 Assistant Line Developer: Peter M.


Andrew Jr.
Product Development and Editing:

SEARCH. . . . . . . . . . . . . . . . . . 20 Robert McKittrick


Cover and Internal Layout: Matt Heerdt

RECOVER. . . . . . . . . . . . . . . . . 32 Art Direction: Brent Evans, Kat Hardy


Art: Balixa, John Emmons

DESTROY. . . . . . . . . . . . . . . . . 48
Maps: Mauro Peroni, Sean MacDonald
and Eric Trautmann
Dedication: To my wife Shelly: For not

PLAYER HANDOUTS. . . . . . . 62 killing me in my sleep. The Kaladi


Brothers for giving me a place to
write. Pete for trying to keep me
focused and on track-ish. And the rest
of the Shadowrun community for
encouraging me to keep doing what I
love. Stay in the shadows. Robert M

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2 BOUNDLESS MERCY
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BOUNDLESS MERCY 3
S H AD O W RUN

INTRODUCTION

INTRODUCTION characters actions, and so forth. It also covers the


setting of the encounter, going over environmental
conditions and other properties of the location as
The following adventures were originally part of the Shadow- well as providing any descriptions of important items.
run Convention Missions campaign. They were run at various
conventions and tournaments. Full information on the Shadow- Pushing the Envelope looks at ways to make the en-
run Missions campaign is available at http://www.shadowrunt- counter more challenging for experienced or powerful
abletop.com/missions and includes a guide to creating Mis- characters and other ways you can add some extra
sions characters and a regularly updated FAQ. Player handouts spice to the scene. This subsection should usually only
and other playing aids are found at the end of this book. be used for home games, or games where time is not
a factor. At most convention and Open Play events,
gamemasters should omit this information. It adds to
PREPARING THE ADVENTURE the scene but does not contain important information.
The adventures are intended for use with Shadowrun, Fifth Debugging offers solutions to potential problems
Edition, and all character and rules information refers to the that may crop up during the encounter. While its im-
Fifth Edition of the Shadowrun rules. possible to foresee everything that a group of player
characters might do, this section tries to anticipate
ADVENTURE STRUCTURE common problems and other suggestions for dealing
The adventures consist of several scenes. These scenes with them.
form the basis of the adventure, which should be complet-
ed in approximately four hours. If you are running short on RUNNING THE ADVENTURE
time and are in an organized play environment, you should
streamline each and be a little more generous with clues, Gamemastering is more of an art than a science, and ev-
target numbers, and other requirements to aid in guiding the ery gamemaster does things a bit differently. Use your own
players through the adventure. If you are playing at home, style when it comes to preparing and running the adventure
make the adventure as long or as short as you would like! and do whatever you feel is best to provide the best Shad-
Each scene outlines the most likely sequence of events, as owrun game you can for your players.
well as how to handle unexpected twists and turns that inevita- These adventures were originally designed to run in a
bly crop up. Each one contains the following subsections, pro- standard four-hour convention time slot. Please keep this in
viding gamemasters with all the information necessary to run it. mind when running the adventure. When running at a con-
vention, you should leave at least 1520 minutes at the end
Scan This provides a quick synopsis of the scenes ac-
tion, allowing you to get a feel for the encounter at a of the time slot to complete any necessary paperwork and
glance. pass out the players Debriefing Logs. (Make sure that you
have enough copies of the Debriefing Log for this adventure
Tell It to Them Straight is written to be read aloud to
to give one copy to each player after running the adventure.)
the players, describing what their characters experi-
This section offers some guidelines you may find useful in
ence upon entering the scene. You should feel free
preparing to run any Shadowrun Missions adventure.
to modify the narrative as much as desired to suit the
group and the situation, since the characters may ar-
STEP 1: READ THE ADVENTURE
rive at the scene by different means or under differ-
ent circumstances than the text assumes. Carefully read the adventure from beginning to end. Get a
feel for the overall plot and what happens in each scene.
Behind the Scenes covers the bulk of the scene, de-
scribing whats happening, what the non-player char- That way, if something different happens, you wont be
acters are doing, how they will react to the player caught off guard and you can adapt things smoothly.

4 BOUNDLESS MERCY
STEP 2: TAKE NOTES NON-PLAYER CHARACTERS
Take notes for yourself while reading through the adventure Non-player characters (NPCs) are essential to any adven-
that you can refer to later on. Possible things to note include: ture. They are the allies, antagonists, and background char-
major plot points (so you can see them all at a glance), the acters in the adventure that interact with the player charac-
names of various non-player characters, possible problems ters. NPCs in this adventure have already been created and
you notice, situations where you think a particular character can be found throughout the adventure.
can shine and other things youll want to keep in mind while Minor NPCs are found in the individual scene that they ap-
running the adventure. pear in and generally have a brief write up, noting only their
important skills and the gear they are carrying.
STEP 3: KNOW THE CHARACTERS Major NPCs can be found in the Cast of Shadows at the
end of the adventure and have more detailed write ups in-
Prior to the start of the adventure, examine the PCs record
cluding most of the skills and gear they should be able to em-
sheets and Debriefing Logs for your reference and have ba-
ploy.
sic information about their important abilities handy so you
The NPCs in this adventure should generally stand up to
can refer to it during play. Also go over the characters and
the average player character but may need some adjustment
keep their previous events listed on the Debriefing Logs in
to suit a particular group of characters, especially a more ex-
mind when determining non-player character actions in var-
perienced and powerful group. The scenes and NPC descrip-
ious scenes if such a dynamic has been included.
tions offer tips on adjusting the NPCs to suit the abilities of
the characters in your group. To adjust the power level of an
STEP 4: DONT PANIC! NPC, refer to the Building Prime Runners section of SR5 (p.
Gamemastering involves juggling a lot of different things. 385). Take the player characters abilities into consideration
Sometimes you drop the ball and forget something, or you when assessing the NPCs in this adventure and modify them
just make a mistake. It happens, dont worry about it. Nobody accordingly.
is perfect all of the time, and everybody makes mistakes. Just
pick up from there and move on. Your players will understand MISSION DIFFICULTY
and forget about it once you get back into the action.
Gamemasters are encouraged to use their own judgment
and to adjust the difficulty of the encounter to take into ac-
GENERAL count the abilities of the players. If the players have no mag-
ADVENTURE RULES ical support, replace magical defenses with mundane ones.
If the players are weak on combat, reduce the number of
Shadowrun Missions adventures use the rules presented in
enemies by one or two. Conversely, if theyre steam-rolling
Shadowrun, Fifth Edition (SR5). Standard rules such as suc-
the opposition, add one or two enemies to the fight. Mis-
cess tests, the Rules of One and Six, and other common me-
sions should be a challenge to the party, but should never be
chanics are described in SR5 and are not repeated in this
insurmountable for a team playing it smart.
adventure.
Please keep in mind when preparing for the adventure
that the PCs will not necessarily compose a balanced party. A NOTE ON COMMLINKS
Its entirely possible that the party will be made up entirely By 2077, commlinks have become a universal appliance. Be-
of technomancers or back-to-nature shamans. If the charac- cause just about every NPC is going to have one, they wont
ters run into a brick wall because of such complications, show always be statted out in the adventure text. For NPCs who
flexibility and use your best judgment in how you lead them do not have a statted commlink, assume it has all necessary
back to the plot. ratings at 3. These commlinks will not contain any valuable
paydata.

BOUNDLESS MERCY 5
>> BOUNDLESS MERCY <<

PAPERWORK shadowrunners, this is Seattle, and this town gave birth to


the shadowrun.
After running a Shadowrun Missions adventure (if they are
So for the last couple days, youve been on vacation. Youve
being run at a convention or other organized-play environ-
visited Underworld 93 and Club Penumbra, stopped to check
ment), there are several important pieces of paperwork that
out the ACHE, cruised by the Redmond Barrens (wearing full
need to be filled out.
body armor and guns firmly in hand), beat up a few Hallow-
The first is to make certain to distribute a copy of the ad-
eeners, and even visited the infamous Crime Mall. You were
ventures Debriefing Log to each player. As the gamemaster,
out late last night after bribing the doorman to let you into the
please make certain to fill this out and sign off on it for each third level of Hell at Dantes Inferno, and had planned to sleep
character. In the interests of time, you may have each play- it off before heading back home today.
er fill out the sections, with appropriate values that you give However, its barely noon when your commlink buzzes.
them. Please consider the PCs actions in the scenario when You flip it on, and see the face of your friendly neighborhood
providing Reputation modifiers, per those rules (p. 372, SR5). fixer on the other end.
The second is to make sure that all players have updated
their characters calendar. PCs are allowed to go on one run B: Your last run was a resounding success/failure with the
per week. The calendar is used to track the characters monthly heat from the corps picking up as they investigate. Your fixer
lifestyle expenses, adventures, and their downtime exploits. thinks this might be a good time to lay low out of town. Seattle
is nice this time of year, and he knows how to get you some
SCENE 0: NEW work while youre there.

KIDS IN TOWN C: Riots are entertaining. Riots you started, not so much.
Leaving town just seemed like a logical choice. Your fixer says
SCAN THIS he can get you work anywhere. So out of town you go. Next
stop Seattle, the city that started shadowruns.
This scene is designed to transport runners from any campaign
into the settings for these missions. While there will be travel D: The job was supposed to be cake, VIP protection for
involved in this series of missions, they start in Seattle, so get- some local rapper. Everything was locked in, chartered flight
ting the players there will allow for the ball to start rolling. for you and your gear, transport once you arrived, valet service
it was going to be nice for once.
TELL IT TO THEM STRAIGHT Then a damn Pineapple Express blew in off the coast and
your flight got delayed. By the time it finally started boarding,
Here are a few ways to get your team to the area if they
your fixer commed you the bad news: The J was short on time
arent already there.
and had to look for other talent to keep his VIP safe. Drek!
Well the good news is that youre in Seattle with all your
A: Two days ago, your fixer set you up on an out-of-
toys, and your fixer promises that hell find you some work
town job. It sounded simple, a bodyguard mission for some
thatll make it worth your time.
high-ranking corp salaryman. Your travel was arranged and
they even managed to smuggle your gear here. Its never
that simple, though, and by the time your plane touched BEHIND THE SCENES
down at Sea-Tac Airport, your mark had already been taken This is just a transition for players bringing their characters in
out. Without a job to do, you picked up your gear, grabbed a from other campaigns. Modify it to fit your party, particular-
hotel, and decided to see the sites, blowing the meager re- ly if the runners are already in Seattle following a different
tainer youd been given for making the trip. After all, youre mission or already live in the Metroplex.

6 BOUNDLESS MERCY
>> BOUNDLESS MERCY <<

BOUNDLESS MERCY 7
S H AD O W RUN

RECON

MISSION SYNOPSIS suspicions. He decides to do something about it.


Laurent contacts the runners and asks them to investigate
the ruined chapterhouse outside of Auburn for any information
Several years ago, an old friend of Laurent Nazaire was at- they can find that would indicate that she is right, and if she
tacked by a nosferatu during an investigative mission she is, who is responsible for the fire. The ruins were abandoned
was performing on behalf of the Illuminates of the New by the Initiates after they scoured it for any useable artifacts
Dawn (IoND) while she was a member of the local chapter- and telesma, but a group of Spectres, a local wiz-gang, are
house. She subsequently became Infected and withdrew squatting there at the moment. They are not very tough in
from society to haunt the streets of Capitol Hill. In the pro- and of themselves, but they managed to seed the woods
cess, Elizabeth Nunn became Our Lady of Mercy, feeding on surrounding the lodge with some pretty potent spirits.
the Essence of the suicidal and the dying. The building itself is in shambles and dangerous to
Laurent, through his ties to the shadows, kept a rough navigate. A device providing access to the host is in the
track on her whereabouts. When a job came through against basement, tucked away in a utility closet that is partially buried
the Outer Order Circle, Chapterhouse 13 (his old friends and hidden behind some rubble. There is no power going to
former chapterhouse) he sent a team of runners to her to it, so a decker must power it up, log into it, and discover the
provide some solid information. Not so incidentally, the move private correspondence from Magus Tyrone Girardi and his
opened the door for Laurent to regain contact. protg, Magus Jason Stackowski, who was the former ritual
After the destruction of the chapterhouse, Laurent leader of OOCC13.
contacts her to tell her of the incident. She had always
suspected that her accident was nothing of the sort, and now
that she is confident that her former brothers and sisters in
the Illuminates will no longer hunt her, she tells Laurent of her
SCENE 1: THE JOB
ELLIOTS SCAN THIS
Elliots is a first-class French restaurant located on the The team meets with Laurent Nazaire, who hires them to sift
waterfront of Seattles downtown district. The views of the through the remains of Outer Order Chapterhouse 13 to find
waterfront and the Sound are spectacular, particularly at night, any information regarding their research that may have sur-
vived the destruction of the house.
with the tables lit by candlelight, making this a great spot for a
romantic dinner. Elliots fortunes improved considerably after
Tom Cantrelli bought the place a few years ago and brought in TELL IT TO THEM STRAIGHT
Chef Sooki Dulane, who works wonders in the kitchen. Cantrelli Your afternoon started uneventfully enough. You got up,
also replaced a lot of the staff, getting rid of their undeserved scratched whatever itched, shaved whatever needed it, and
snobbery and making his establishment considerably more showered off everything else. After eating breakfast at a
inviting. Cantrelli achieved his dream with financial assistance time almost anyone else would consider a late lunch, your
from the Gianelli Family, something they dont let him forget, fixer pings your comm with just one wordBizand a
commcode to call. Her timing, as always, is perfect.
even though hes successfully paid his debts. Members of the
I hope I am not contacting you too late, the dark-skinned
family are known to dine here, and Cantrelli cant turn them
dwarf says with a thick accent. French perhaps. But if you are
away, particularly since their presence has thus far kept away available, I think I have a job for you. Meet me at Elliots on
other influences such as the Seoulpa Rings. Pier 60 at 1900 this evening, and well discuss it. Please be
sure to dress appropriately.

8 RECON
BEHIND THE SCENES reason to suspect they were involved in experimenting with
HMHVV and its different variants by intentionally allowing
If the runners have encountered Laurent Nazaire before, they
people to become infected and then studying them. He
recognize him when he appears on their commlink. Adjust
wants the team to bring him any data they can find regarding
the dialogue accordingly if the runners have played any of
this practice. He knows everything in the Legwork section
the other Boundless Mercy missions or worked for Nazaire.
regarding the IoND and will share if they ask. He will not
Elliots isnt the most upscale restaurant in Seattle, but
reveal anything about his information source, a woman
its far enough up there that the rich and famous wouldnt
named Elizabeth Nunn. She was an old friend of his before
be ashamed to be seen eating there. If the runners arrive
she became infected with HMHVV-1A. They lost touch after
sporting obvious armor or weapons, they will be turned away
at the door. MAD scanners at the door (Rating 7, built into the that, but she looked him up after he sent a runner team to
decorations just inside the door) alert security, who discreetly her to pick her brain about the local chapterhouse of the
asks the runners to check any hidden weapons it detects Illuminates of the New Dawn. She now lives in an abandoned
unless the runner has ties to the Gianelli Family. church in the Capitol Hill area, where she is known to the
When the runners approach the matre d, he looks down locals as Our Lady of Mercy for her habit of only attacking
his nose at them if they are not wearing decent attire and people who already want to die.
points out a nearby clothing store. If they mention Nazaire, She has since learned that her infection wasnt an
he leads them to a secluded table in the far corner of the accident. She was intentionally infected during a mission for
restaurant. Its a tight fit if the entire party attends. A gnome the chapterhouse and asked Laurent to hire a team to find out
waiter in a neat white shirt, black pants, and black apron why she was set up and who was responsible. Laurent agreed
struggles to bring over one more chair to fit any troll party to do it as a favor for an old friend.
members, but its secluded and reasonably private. The chapterhouse was an old hunting lodge in the forest
If any of the runners did not take the hints about their garb on the far-east side of Auburn. Laurent admits he doesnt
from Laurent and the matre d, Laurent comments gently, If I know what shape the building is in or if theres even anything
remember correctly, I had warned you to dress appropriately. there to find.
I do believe Jamieson is unhappy with us now.
After everyone orders, Laurent explains he wants to hire
the runners to explore the abandoned ruins of an old hunting
lodge and find any surviving data files the former occupants
CAPITOL HILL
might have left behind, but he wont give them any details on The neighborhood was once home to Seattles
the files or the location until they agree to the job. Millionaires Row along 14th Avenue E. Its now just a fancy
He offers the team 5,000 nuyen each. If they comment place in the heart of Seattle Metroplex and has many luxury
on the low pay, he tells them they are welcome to either apartment buildings and condominiums. The most avant-garde
keep anything else of value they may happen to find, or bring
of Downtowns neighborhoods, Capitol Hill is where you can
them to him for a fair price (forty percent of list price, non-
find independent cafs, secondhand and vintage clothiers,
negotiable). If they make an effort to negotiate, he offers an
additional 500 nuyen per net success (maximum of 5 net occult and specialty bookshops, galleries, and chic boutiques.
hits) on an Negotiation + Charisma [Social] Opposed Test, It has also long been the center of Seattles alternative
but he wont be able to pay as much for any loot they bring sexuality subcultures, including several neighborhood bars,
back to him (standard fencing price of twenty-five percent of nightclubs, and hangouts.
list price, non-negotiable).
Once the team agrees to the job, Laurent gives them
the location of the ruins and tells them they were a former
chapterhouse of the Illuminates of the New Dawn. He has

RECON 9
>> BOUNDLESS MERCY <<

PUSHING THE ENVELOPE TOMMY, BUSBOY


This is a straight meet the Johnson scene. If the party de- (PROFESSIONAL RATING 1)
cides to cause trouble or a fight breaks out, Knight Errant B A R S W L I C ESS
will be called in. If they manage to suppress or incapacitate 4 2 3 3 3 2 3 2 6
the first responder, heavier units will be summoned (p. 383,
Condition Monitor 10
SR5). There may also be further repercussions with the mafia
Armor 0
at a later date.
Limits Physical 5, Mental 4, Social 5
Initiative 6 + 1D6
KNIGHT ERRANT RESPONDER
Skills Blades 8, Clubs 7, Etiquette (Street) 6 (8),
(PROFESSIONAL RATING 3) Intimidation 7, Sneaking 7, Unarmed Combat 8
B A R S W L I C ESS M Gear Metalink commlink (Device Rating 1), uniform (0)
Weapons Knife [Blade, Acc 5, Reach , DV 5P, AP 1]
3 3 4 3 4 4 4 4 6 6
Condition Monitor 10
Armor 12 SCENE 2: EN ROUTE
Limits Physical 5, Mental 6, Social 6
Physical Initiative 8 + 1D6 SCAN THIS
Skills Clubs 5, Law Enforcement (Professional
Knowledge) 3, Perception 3, Pistols 5, Unarmed The runners come across the guardians that the Specters
Combat 5 have deployed in the woods for an early defense.
Gear Armor jacket (12), commlink (Device Rating 3), 2
sets handcuffs
TELL IT TO THEM STRAIGHT
Weapons Colt America L36 [Light Pistol, Acc 7, DV 7S, AP
+1, SA, RC , 11(c), w/ gel rounds] Heading east out of the Auburn sprawl of industrialization,
Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP buildings begin getting sparse. Eventually a lone road (that
5, SS, RC , 4(m)]
is overgrown and seldom traveled these days) leads towards
Stun baton [Club, Reach 1, Acc 4, DV 9S(e), AP 5]
the chapterhouse. The constant background of AR chatter
fades to almost silence the further away from the sprawl you
DEBUGGING go, making things drab and boring for anyone who isnt the
The only things that could really go wrong here are if the back-to-nature type. The paranoid might think things are
team gets feisty with the matre d, Jamieson, or refuses the quietmaybe too quiet. The lack of buildings and fences
job for such low pay. leaves no visual clues for borders; the Salish-Shidhe border
If they choose to not accept the deal, Laurent thanks them is close at hand.
for their time and the mission ends. If the runners start any
trouble, Jamieson mentions the establishments guidelines BEHIND THE SCENES
and ducks into the kitchen. The sous chef and the busboy
come out to ask the runners to leave. If theyve already made This is a fairly straightforward not-s- random encounter
their way to Laurents table, the sous chef whispers to Laurent scene. Feel free to play up the foreign nature of the woods
that his guests are not welcome here and ask him finish his over the sprawl. A few random Perception tests for wildlife
transaction quickly. As a consequence, Laurent will not would not be out of line. Apply a Noise Rating of 4 to any
include the offer to fence any loot. Matrix actions due to the static zone in the woods, and a
Noise Rating of 3 once the party is in the clearing surround-
MARIA, SOUS CHEF ing the lodge itself.
There is a watcher and a total of three beast spirits (Force
(PROFESSIONAL RATING 2) 8) patrolling the woods. The watcher is easily spotted by an
B A R S W L I C ESS Assensing + Intuition [Mental] (1) Test, and one of the beast
4 4 4 4 4 4 3 4 6 spirits can also be seen with an Assensing + Intuition [Mental]
Condition Monitor 10 (3) Test. They will not molest the runners until they get within
Armor 6 view of the ruins, and then the beast spirit materializes and
attacks the runners while the watcher goes to fetch the other
Limits Physical 6, Mental 5, Social 6
two spirits. The first arrives in time to participate in the second
Physical Initiative 8 + 1D6
Combat Turn, whether the runners succeed in defeating the
Skill Artisan (Cooking) 6 (8), Blades (Knives) 8
(10), Etiquette 8, Intimidation 8, Leadership 5, first spirit in that time or not. The second spirit also arrives
Throwing Weapons (Knives) 7 (9), Unarmed during the second Combat Turn, but not until the second
Combat 7 Initiative Pass.
Qualities None The spirits will choose astral combat with any magically
Gear Chefs jacket w/ hat (6), Sony Emperor commlink active characters before materializing and attacking everyone
(Device Rating 2)
Weapons Specialty knife [Blade, Acc 6, Reach , DV 6P,
AP 1, w/ personalized grip]
10 RECON
>> BOUNDLESS MERCY <<

else. Should they materialize, play up how easily they shrug SALISH-SHIDHE SCOUT PATROLS
off the physical damage (thanks to their hardened armor).
(PROFESSIONAL RATING 4)
Each spirit has two services remaining.
After alerting the beast spirits, the watcher returns to the B A R S W L I C ESS EDG
mage who lead the ritual summoning itwho happens to be 5 4 5 5 4 3 3 2 3.3 3
a member of the Specters. Condition Monitor 11
Armor 10
WATCHER (FORCE 8) Limits Physical 6, Mental 4, Social 4
Physical Initiative 8 + 2D6
B A R S W L I C
Skills Firearms skill group 11, Gymnastics 8, Navigation 7,
* * * * 6 6 6 6 Perception 7, Sneaking 9(11), Survival (Woods) 11
Limits Physical n/a, Mental 8, Social 9 (13), Throwing Weapons 10, Unarmed Combat 13
Astral Initiative 16 + 1D6 Augmentations Cybereyes [Rating 1, w/ low-light, smartlink,
thermographic], plastic bone lacing, wired reflexes
Skills Assensing 16, Astral Combat 16, Perception
1
16
Gear Chameleon suit (9), Maersk Spider (Device Rating
Powers Astral Form, Manifest, Search, Sapience
4)
Weapons AK-97 [Assault Rifle, Acc 5, DV 10P, AP 2, SA/BF/
SPIRIT OF BEASTS (FORCE 8) FA, RC , 38(c), w/ smartlink, regular ammo, 3
spare clips]
B A R S W L I C ESS EDG M Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP
10 9 8 10 8 8 8 8 8 4 8 -1,RC 0, SA, 15(c), w/ smartlink, regular ammo,
3 spare clips]
Condition Monitor 12/12 Tomahawk [Throwing Knife, Acc 6, DV 6P]
Limits Physical 13, Mental 11, Social 11 Unarmed [Unarmed Combat, Acc 6, DV 6P]
Physical Initiative 16 + 2D6
Astral Initiative 16 + 3D6 MCDONNELL-DOUGLAS NIMROD
Active Skills Assensing 16, Astral Combat 16, Perception 16(18),
Unarmed Combat 17 HANDL SPEED ACCEL BODY ARMOR PILOT SENS
Powers Animal Control, Astral Form, Enhanced Sense 4 4 5 4 6 3 3
(Hearing, Low-Light Vision, Smell), Fear, Upgrades VTOL, 2 weapon mounts, software
Materialization (Hardened Armor 16), Movement, upgrades
Sapience
Programs Autosofts: Clearsight 3, Defense 2,
Optional Powers Concealment, Confusion, Guard, Natural Weapon Electronic Warfare 1, Maneuver 3, Target
(Choose 2) (DV 8P, AP), Noxious Breath, Search, Venom (Pistols) 3
Weapons Ingram Valiant [LMG, Acc 5(6), DV 9P,
PUSHING THE ENVELOPE AP 2, RC 2(3), BF/FA, 100 (belt) w/
smartlink, regular ammo]
If the party has too easy of a time of it with the astral threats,
add a string or two of monofilament tripwire around the pe-
SALISH-SHIDHE PATROL LEADERS
rimeter of the clearing. It requires a Perception + Intuition
[Mental] (3) Test to spot the wire, which causes 8P damage. (PROFESSIONAL RATING 5)
The Salish-Shidhe is close and patrols along the border are B A R S W L I C ESS EDG M
not uncommon. If the runners go too far east, are causing 5 5 7 6 5 4 4 3 6 3 6
large explosions, or are just causing trouble, introduce them
Condition Monitor 11
to the Salish-Shidhe border patrols or possible smuggler
Armor 11
activity near the border. Salishe-Shidhe border patrols are
Limits Physical 8, Mental 6, Social 6
usually on foot in deep woods and quite at home in that
Physical Initiative 11 + 3D6
terrain. A patrol make-up is usually 2 Leaders, 3 Scouts and
a Combat Mage. One of the Scouts is generally a Rigger. Skills Archery 13, Gymnastics 8, Navigation 9, Pistols 13,
Perception 7, Sneaking 10(12), Survival (Woods) 11
(13), Throwing Weapons 8, Unarmed Combat 11
Augmentations None
Adept Powers Enhanced Accuracy (Archery), Improved Reflexes 2,
Improved Strength, Mystic Armor 2
Gear Chameleon suit (9)
Weapons GA Combat Bow [Bow DR 6, Acc 7, DV 11P, AP 2,
w/ Armor Piercing arrows, 30 arrow quiver]
Colt Government [Heavy Pistol, Acc 6, DV 7P, AP 1,
RC , SA, 14(c), w/ smartlink, regular ammo, 3
spare clips]
Tomahawk [Throwing Knife, Acc 6, DV 7P]

RECON 11
>> BOUNDLESS MERCY <<

COMBAT MAGE BEHIND THE SCENES


(PROFESSIONAL RATING 3) This hunting lodge was the scene of a rather large firefight,
B A R S W L I C ESS EDG M and wooden buildings are not designed to deal with battle
3 4 4 3 4 3 4 4 6 3 5 damage. The walls are Armor 0, Structure 1, and the floor
is Structure 3. An Architecture + Logic [Mental] (2) Test or
Condition Monitor 10
Perception + Intuition [Mental] (4) Test will let the player
Armor 9
know that any fighting inside the building might result in
Limits Physical 5, Mental 5, Social 6
structural collapse. Any character with Body of 6 or more
Initiative 7 + 1D6
or Body 3 or more with aluminum or greater bone lacing,
Skills Astral Combat 8, Automatics 6, Conjuring skill group need to roll an Edge test (that is, simply roll dice equal to
9, Counterspelling 9, Gymnastics 8, Perception 7,
Pistols 8, Sneaking 8(10), Spellcasting 14, Survival their Edge attribute, including spent points). Each success is
(Woods) 8(10), Unarmed Combat 8 the number of minutes before the floor collapses and they
Spells Armor, Clout, Increase Reflexes, Levitate, Lightning fall into the basement. A Perception + Intuition [Mental] (2)
Bolt, Manaball, Manabolt, Physical Barrier Test is required to notice the creaking and popping of the
Gear Chameleon suit (9) floorboards pending collapse. Should the floor collapse, the
Weapons AK-97 [Assault Rifle, Acc 5, DV 10P, AP 2, SA/BF/ character suffers falling damage (DV 5S, AP 4, resisted by
FA, RC , 38(c), w/ smartlink, regular ammo, 3 Body + Armor) from falling onto the debris in the basement.
spare clips] The Specters arrived earlier that day to scavenge any loose
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP
1,RC , SA, 15(c), w/ smartlink, regular ammo,
telesma the Illuminates team might have left behind. They
3 spare clips] havent found anything and havent had a chance to explore the
basement by the time the runners arrive. A pair of the Specters
DEBUGGING and the ritual leader are physically standing guard, while the
other four are astrally projecting from a house in downtown
If the team does not have any magical support, reduce the Redmond about thirty kilometers away, protected by a Force 6
spirits to Force 6. Circle of Protection and with an additional ritual leader and pair
of gangers standing physical guard at that location.
SCENE 3: Anyone who enters the lodge astrally is immediately
attacked by the entire gang, no questions asked. Otherwise,
SHAKY GROUND there are seven more members more than willing to talk
instead of fight, especially after the runners have defeated
SCAN THIS their spirits.

The runners reach the crumbling remains of the chapter- SPECTER GANG MEMBERS,
house. A half-dozen members of the Specters have camped HERMETIC MAGES
out to pick over the bones to see if anything worthwhile was
left behind after the Illuminates sanitized the site. (PROFESSIONAL RATING 2)
B A R S W L I C ESS M
TELL IT TO THEM STRAIGHT 3 3 4 3 4 4 4 4 6 6
Condition Monitor 10
That was unpleasant.
Now that youve got a chance to actually look at the Armor 12
building, or whats left of it, at least, you realize that calling it a Limits Physical 5, Mental 6, Social 6
ruin is accurate. Its a one-story wooden structure, with several Physical Initiative 8 + 1D6
distinct scorch marks along one of the walls and countless Astral Initiative 8 + 3D6
bullet holes. Something major must have happened inside Skills Assensing 6, Astral Combat 7, Conjuring skill group
9, Counterspelling 9, Leadership 7, Pistols 5, Ritual
the building from how precariously the whole building seems
Spellcasting 7, Spellcasting 10
to lean on its far side. The whole thing gives the impression
Qualities None
that it would all collapse if a troll breathed too close to it.
Spells Detect Life, Light, Physical Barrier, Powerbolt,
The front doors have been blown off their hinges, and their
Silence, Stunball
fragments lie on the ground.
Gear Armor jacket (12), Renraku Sensei commlink
(Device Rating 3), Spellcasting (Combat) focus
(Force 2)
Weapons Fichetti Security 600 [Light Pistol, Acc 6(7), DV 7P,
AP , SA, RC (1), 30(c)]

12 RECON
>> BOUNDLESS MERCY <<

KANDER, SPECTER RITUAL


LEADER, HERMETIC MAGE
THE SPECTERS
(PROFESSIONAL RATING 2)
Most wizzergangs tend to be of the flash and bang
B A R S W L I C ESS M
variety, where a bunch of wiz-kids learn how to throw some
3 3 4 3 4 4 5 5 6 6
fireballs or lightning bolts and get high off the mayhem of just
Condition Monitor 10
blowing things up, at least until the cops catch up with them,
Armor 12
or their own egos set off a power struggle that finishes off
Limits Physical 5, Mental 6, Social 7
the gang in a spectacular fireworks display. The Specters are
Physical Initiative 9 + 1D6
apparently smarter and lower key than that. They focus most
Astral Initiative 10 + 3D6
of their activity on the astral plane, operating primarily in spirit
Skills Assensing 9, Astral Combat 7, Conjuring skill group
11, Leadership 8, Pistols 5, Sorcery skill group 11 form, with their physical bodies safely stowed somewhere
Qualities None else. This lets them engage in astral surveillance (for later
Spells Bugs, Influence, Physical Barrier, Powerball, blackmail or sale of the information), carrying messages,
Silence, Stunbolt, Watcher Ritual some astral vandalism or haunting (and the associated
Gear Armor jacket (12), Mage sight goggles (10m), extortion for them to stop), and even some magical security or
Renraku Sensei commlink (Device Rating 3), bodyguarding. Their colors are silver and green. They operate
Spellcasting (Combat) focus (Force 2)
primarily in the Seattle Metroplex and are quite familiar with
Weapons Fichetti Security 600 [Light Pistol, Acc 6(7), DV 7P,
AP , SA, RC (1), 30(c)] the ins and outs of the local astral footprint and ecology.

PUSHING THE ENVELOPE


If the party defeats the Specters fairly unscathed, have an- SCENE 4:
other pair of Force 6 beast spirits inside the cabin with the
gang. One spirit only has one service remaining, the other UNDERGROUND
has three.
SCAN THIS
SPIRIT OF BEASTS
Having gotten past the Specters, the runners gingerly make
(FORCE 6) their way into the basement to find the late Illuminates stor-
B A R S W L I C ESS EDG M age device tucked away in a utility closet.
8 7 6 8 6 6 6 6 6 3 6
Condition Monitor 10/10 TELL IT TO THEM STRAIGHT
Limits Physical 10, Mental 8, Social 8 Now that youve dealt with the squatters and their retinue,
Physical Initiative 12 + 2D6 its time to start looking for that storage device. The struc-
Astral Initiative 12 + 3D6 ture before you is barely recognizable as a building. The first
Skills Assensing 12, Astral Combat 12, Perception 12(14), floor is essentially a poorly portioned space, which only
Unarmed Combat 13 leaves the debris-strewn basement. Looks like this will be a
Powers Animal Control, Astral Form, Enhanced Sense challenge to navigate, let alone find an intact device.
(Hearing, Low-Light Vision, Smell), Fear,
Materialization (Hardened Armor 12), Movement,
Sapience BEHIND THE SCENES
Optional Powers Concealment, Confusion, Guard, Natural Weapon
(Choose 2) (DV 6P, AP), Noxious Breath, Search, Venom Even though the IoND came in and cleansed the area, the
cleanup team missed the storage device, which is inside of
a utility closet that is in turn almost hidden behind a set of
DEBUGGING tumbled-down shelves. The only person aware of the device
If the encounter is too difficult, start all the gangers off with is Magus Tyrone Girardi, and he was too busy evacuating the
3 stun damage on each of their Condition Monitors from more sensitive Seattle IoND operations to remember its ex-
spellcasting, or remove the ritual leader. istence. This device happens to be a backup for the Seattle
based chapterhouses and should not have been forgotten.
As the OOCC13 hunting lodge is little more than ruins,
searching it is dangerous. A successful Structural Engineering
+ Logic [Mental] (2) or Architecture + Logic [Mental] (3) test
assists the team in negotiating the ruins more safely; each hit
above the threshold adds an additional die to Gymnastics tests.

RECON 13
>> BOUNDLESS MERCY <<

Successful navigation through the ruins requires a PUSHING THE ENVELOPE


Gymnastics + Agility [Physical] (3) Test. Failure results in
possible damage from debris (debris falls, feet go through A mother barghest, her mate, and their litter of pups have
holes, character brushes into sharp debris). The runner must taken up residence in the basement.
resist either 3S or P damage (gamemaster decision).
Assuming no one has fallen through the floor into the BARGHEST (ADULTS)
basement already, a successful Perception + Intuition [Mental]
B A R S W L I C ESS EDG M
(6) Test (teamwork applies) reveals a door to the basement in
the kitchen floor (number 4 on map). A Body + Strength (2) 8 5 6 6 4 2 5 5 6 4 5
Test opens the door, revealing a dark space below the cabin. Condition Monitor 12/10
The stairs leading down are missing several steps and wont Armor 3
sustain much weight. The runners either negotiate their way Limits Physical 9, Mental 5, Social 7
down (successful Gymnastics + Agility [Physical] (3) Test) Physical Initiative 11 + 2D6
or climb down (successful Gymnastics + Strength [Physical] Movement 10/30/+4
Test, 2 meter distance). Skills Intimidation 13, Perception 11(13), Running 11,
Another successful Perception + Intuition [Mental] (6) Tracking 11(13), Unarmed Combat 13
Test (teamwork applies) locates the utility closet with the Powers Armor 3, Dual Natured, Enhanced Senses (Hearing,
node. There is no power to the node, therefore, the runners Smell, Sonar), Fear, Immunity (Barghest Howls),
Natural Weapon (Bite: DV 8P, AP 1), Paralyzing
need to remove it or supply power somehow. Removing it is Howl
easy (Hardware + Logic [Mental] (2) Test). Hooking it up to a
power source does not require a test (vehicle, safehouse with
power, etc. suffices).
DEBUGGING
If the team does not find the hidden door (or falls into the
basement), allow the players to make a Logic + Intuition
[Mental] (2) Test to remember seeing busted-out windows

14 RECON
>> BOUNDLESS MERCY <<

in the foundation and realize that there is a basement there. DEBUGGING


Additionally, a surviving Specter could reveal the location.
If the team does not have a decker or a technomancer who
can extract and decrypt the data, they should be able to hire
SCENE 5: one who can with little difficulty, for perhaps 200 nuyen for

READING BETWEEN a relatively simple job. Alternately, if they return the node to
Laurent, he can get it hacked and decrypted.
THE LINES
OOCC13 HOST
SCAN THIS RATING ATTACK SLEAZE DATA PROC. FIREWALL
After obtaining the device, the runners hack into it. The de- 8 9 8 10 11
vice contains private correspondence between Magus Ty- Installed IC: Blaster, Tar Baby
rone Girardi and his protg, Magus Jason Stackowski, de- Slaved Devices: n/a
tailing the infection and surveillance of Our Lady of Mercy. Spiders: n/a
Sculpting: Stone tower, lit with a giant candelabra in the ceiling. Files
TELL IT TO THEM STRAIGHT are all represented by large, dusty tomes. Size of the file is reflected in
the size of the book.
Once you get the device up and running you are amazed by

SCENE 6: MERCIFUL
the volume of information contained within it. This device
has the motherload of paydata, even if you dont know what
half of it means. Maybe it needs a closer look.
SCAN THIS
BEHIND THE SCENES The runners return to Laurent with the data. After asking
Once the runners (or a hired decker/technomancer) hack them to stick around while he reviews it, they are introduced
into the node they begin searching for information relat- to Elizabeth Nunn/Our Lady of Mercy.
ed to experiments with HMHVV. The runners discover files
mentioning the study of HMHVV patients and its practical TELL IT TO THEM STRAIGHT
applications. All patients are listed as codes. Attempts to
The church looks like its been abandoned for decades. The
cross-reference the codes to patient names find a seriously
stained-glass windows have been replaced with plastiboard.
corrupted file that cannot be fixed or recovered at this time.
The walkway leading up to the main entrance is cracked, but
The node contains several communications between a
it looks like new flowers have been planted.
Magus Tyrone Girardi and Magus Jason Stackowski. They
Laurent awaits you at a cellar door.
refer to active surveillance on an escaped patient in Seattle
The door hinges squeak as you open it and peer into the
and the difficulties in maintaining surveillance of the patient.
darkness. At the bottom of the stairwell you find another door
The patient escaped from a local facility, though the exact
that opens into what can only be described as a surprisingly
location is not mentioned.
clean crypt. Candles light the bouquet-filled crypt and another
In addition to the basic information concerning HMHVV
door stands wide open on the other end. You see a beautiful
patients and the private communications, there are a few
dark-haired woman dressed in an elegant, professional outfit
intact video files. Most of the video files mean nothing to
through the open doorway, obviously straightening the room.
the team; however, Laurent and Our Lady of Mercy will be
The room appears both comfortable and welcoming.
interested in them. Note that the video files contain several
Laurents female friend asks you to have a seat and offers
different clips, some of which show a precious assault on
you refreshments. In a beautiful voice, she asks you to call
the chapterhouse. Feel free to make up a variety of different
her Elizabeth.
scenes that have nothing to do with the current mission (as
far as the runners know). If the runners turn over the extra
video feeds to Laurent, he pays them an additional flat rate of BEHIND THE SCENES
1,000 nuyen each, without negotiation, because the runners The team contacts Laurent, who asks them to meet him at
are welcome to sell it elsewhere. Any other contacts offer an abandoned church in Capitol Hill. He mentions that he
them 500 nuyen, but allow a Negotiation test that provides will introduce them to Ms. Johnson.
100 nuyen per net hit, to a max of 1,000 nuyen extra. There The runners arrive and meet Laurent outside the church.
are a total of five clips worth selling. He leads them through the crypt and into Our Lady of
Mercys inner sanctum.
PUSHING THE ENVELOPE Our Lady of Mercy cast Physical Mask on herself,
appearing as an attractive dark-haired woman. She also
The envelope-pushing can happen elsewhere, so no addi-
maintains masking at all times. Laurent introduces her as
tional pushing is needed in this scene.
Elizabeth Nunn (not Our Lady of Mercy).

RECON 15
>> BOUNDLESS MERCY <<

Laurent and Elizabeth review the data, which confirms You will earn a flat amount of Karma and nuyen,
their suspicions. However, when they get to the videos, regardless of how well (or poorly) the players do, listed
Elizabeth takes greater interest, as she has proof that Girardi below. For other missions results and rewards that you track
is alive. on the Debriefing Log (objectives completed, reputation and
Elizabeth thanks the team profusely for their work and lets contacts earned, etc.), take the average results of the group
them know that Laurent will be in contact with them in a few youre gamemastering for. So if four out of six players earned
days if they find additional information on the device. Laurent a point of notoriety, you will earn one as well. If only two
pays them the agreed upon amount and confirms that he will players out of five earn a +1 Loyalty with Simon, though, you
be in contact with them should additional work come up. would not get that +1 Loyalty..

PUSHING THE ENVELOPE REPUTATION


This is just the wrap-up up meeting with the Johnsons for During the adventure, runners may perform actions that
the runners to hand of their data and get paid. No envelope will add to their Street Cred, Notoriety, or Public Awareness
pushing required. (p. 372, SR5). Besides the scenario specific gains listed be-
low, gamemasters should consider the characters actions
DEBUGGING throughout the game and award additional points as appro-
priate. If a player earns Public Awareness or Notoriety, dont
The only real thing to go wrong here is if the runners attack be afraid to give them extra points.
Elizabeth. If they do, Laurent will jump in on her side and, if +1 Street Cred if the players defeat the Specters in
he cant convince the runners to back down, will assist her in a fight
destroying them without prejudice. She will be a major fac-
tor in the next several missions, so even if the runners seem-
+1 Public Awareness if the team sells off the paydata
to someone other than Nazaire
ingly manage to kill Elizabeth, she will find a way to survive.

CONTACTS
PICKING UP
Successfully completing objectives or performing the ac-
THE PIECES tions listed below will earn characters specific Missions con-
tacts at a Loyalty of 1, and players should be given the Con-
MONEY tact Sheet included at the end of this book. If they already
have that contact, they gain a +1 Loyalty to that contact (up
5,000 nuyen each (+500 nuyen per hit, maximum of to a maximum of 4).
5) for recovering the data files Characters might interact with NPCs not specified by the
1,000 nuyen each for video feed (if sold to Nazaire) Mission and may earn these NPCs as a contact at Loyalty 1.
500 nuyen each (+100 nuyen per hit, maximum of 5) They may also work with non-Mission specific contacts that
for video feed (if sold to someone other than Nazaire) they have already earned or that they bought at character
creation, and gain a +1 Loyalty to these contacts, with a
maximum Loyalty of 4. Gamemasters should not grant
KARMA these lightly, and players should have to work to earn these
2 Karma for surviving contacts by going the extra mile to impress the NPC, offering
up favors, or paying them well above the standard rates for
2 Karma for defeating the Specters
information or services.
1 Karma for defeating the Barghests
+1 Loyalty (up to a maximum of 4) with Laurent Nazaire
1 Karma for finding IoND node (Connection Rating 5) completing the mission.
1 Karma for finding video feed on node +1 Loyalty with Elizabeth Nunn (up to a maximum of
4) (Connection Rating 3) for completing the mission.
GAMEMASTER REWARD
When running this adventure, you may choose to count the LEGWORK
Mission as played for their personal Shadowrun Missions
character. You must choose to do this the first time your When a PC gets in touch with a contact, make an unopposed
run this Mission only, and take the optional results to match Connection + Connection Test for the contact. The results of
those the team you gamemastered for earned. You may not this test determine how many ranks of information the con-
choose to wait for a better attempt to choose your rewards. tact knows about the question. If the relevance of the sub-
Youre on the honor system here, so please dont skew the ject is a specialty of the contact, they get +3 to this test. The
adventure to help the players gain extra rewards just so that player then makes an unopposed Charisma + Etiquette + Loy-
you can get better results. alty test, the results of which determine how many ranks of

16 RECON
>> BOUNDLESS MERCY <<

information the contact is willing to divulge for free, up to ATLANTEAN FOUNDATION


the max ranks of information they know. If the contact knows
more, they will require a payment of 500 (Loyalty x 100, Contacts to Ask: Any Arcane, Laurent Nazaire, Fixer
minimum 100) per rank of information they still know. If the
PCs have worked all of their contacts, and are still missing Contacts Matrix Search Information
important information, they may request that a contact ask 0 0 They help those displaced in floods
around. If they do so, have the Contact make an extended if I remember right.
[Connection + Connection (20 minutes)] Test. Additional in- 1 1 minute The Atlantean Foundation seeks out
formation will be available at a cost of 1,000 (Loyalty x arcane artifacts and knowledge. Not
100, minimum 200). A Matrix Search action (p. 241, SR5) much is known about them.
may also be utilized to gather information from the following 2 5 minutes They compete with the Draco
charts, using the appropriate thresholds and search times. Foundation, a rival organization.
3 30 minutes They have a dwarf in Seattle,
LAURENT NAZAIRE Laurent Nazaire. Hes the area head.
Contacts to Ask: Any Arcane, Fixer, Talismonger, Magician, Hell do anything to try to stay a step
Street Shaman, Mafia, Tamanous ahead of the Draco Foundation.
4 2 hours They sent a strike team against the
Contacts Matrix Search Information Illuminates of the New Dawn for
0 0 How do you pronounce that again? some artifact thefts.
1 1 minute Laurent Nazaire is the head of the 5 Nazaire is using their considerable
Atlantean Foundations Seattle resources to help a friend out of
Branch. Hes a Haitian dwarf with a some trouble.
strong accent. He was pretty active
in the foundations hunt for ancient
magical artifacts.
ILLUMINATES OF
2 5 minutes You can keep asking around, but
THE NEW DAWN (IOND)
nobody has any dirt on this guy. Contacts to Ask: Any Arcane, Talismonger, Magician, Street
Down-to-earth? Open? Honest? I Shaman
dont trust anyone like that myself.
Gives me the jitters, you scan? Contacts Matrix Search Information
3 30 minutes The guy is obsessed in his quest to 0 0 Your plates will illuminate the
acquire and study arcane artifacts room! Try our new Dawn dishwash
before the Draco Foundation can detergent.
get their hands on them. Hes got a 1 1 minute Sure, sure. Theyre big into
personal rivalry with them. magocratic progressivism
4 2 hours I hear hes helping an old friend basically, they believe hermetics
out with some personal problems, mages are way superior to everyone
something to do with the Illuminates else, and so they should be in
of the New Dawn. charge.
5 According to rumors, his friend is 2 5 minutes The local Outer Order circles
not a run of the mill metahuman, headed up by some New Century
theres something off about her. Parts apparatchik called Tyrone
Girardi. Word is he sometimes walks
on the shadowy side of the line.
3 30 minutes Heard their chapterhouse in
Bellevue was pretty well destroyed
in a nasty dust-up recently. Sounds
like their leaders are going to
ground.
4 2 hours They apparently made enemies of
the groups that were part of the
whole artifact rush.
5 Word is that the Lady of Mercy is on
a warpath against them, and she has
Nazaire backing her.

RECON 17
>> BOUNDLESS MERCY <<

OUR LADY OF MERCY/ CAST OF SHADOWS


ELIZABETH NUNN
Contacts to Ask: Squatter (Capitol Hill area), Store owners/ LAURENT NAZAIRE
employees (Capitol Hill area), Hospital personnel (Group Laurent Nazaire
Health Central Hospital) is the head of the
Seattle Atlantean
Contacts Matrix Search Time Information Foundation branch.
0 0 You into the neo/ancient/goth thing A Haitian dwarf
or what? with a French-Que-
1 1 minute She hangs out in the Capital Hill area becois accent, hes
and is pretty spooky. open, down-to-
2 5 minutes Hear that the local squatters love earth, and seeming-
her because she protects them from ly very honest. This
unsavory types. makes many in the
shadow communi-
3 30 minutes This fixer, Laurent Nazaire, is ty nervous because
helping her in a vendetta against they dont believe it,
the Illuminates of the New Dawn. but thus far, no one
Apparently, they are old friends. has been able to dig
4 2 hours She used to be a member of the up any dirt on him.
IoND until there was a falling out Hes been a key fig-
with her local chapterhouse. ure in the Atlantean
5 Word has it she is some sort of Foundations hunt
vampire. for ancient magical artifacts, and he is obsessed in his quest
to study these artifacts and discover everything about them.
He knows that if the Draco Foundation gets their hands on
THE SPECTERS the artifacts, theyll lock them up tight away from the world,
Contacts to Ask: Gangers, Any Arcane, Magicians, Knight Errant so he knows he needs to get to them first

B A R S W L I C ESS EDG M
Contacts Matrix Search Time Information
4 3 3 4 7 6 4 5 6 3 9
0 0 Is it Halloween already?
Condition Monitor 10/12
1 1 minute Theyre a wiz-gang out of Seattle
Armor 8
2 5 minutes They tend to be less flashy than Limits Physical 5, Mental 8, Social 8
some of the other gangs out there, Physical Initiative 7 + 1D6
maybe smarter.
Astral Initiative 8 + 3D6
3 30 minutes They mostly operate in the astral, Active Skills Banishing 9, Binding 10, Blades 4, Conjuring 10,
stashing their bodies someplace Counterspelling 1, Computers 4, Gymnastics 3,
safe and being real good about not Enchanting skill group 4, Etiquette 9 (Corporate +2),
being followed back to them. Leadership 9, Negotiation 10, Perception 7, Pistols 4,
Ritual Spellcasting 10, Spellcasting 10
4 2 hours It would take a real big score to
Knowledge Skills Arcana 4, Corporate Politics 3, English N, French 5,
get them to come out in the meat.
Magical Groups 3, Security 3 (Magical +2), Wines 4
Either that, or some pretty desperate
Qualities None
gangers.
Initiate Grade 3
5 Heard tell that a few of them are Metamagics Masking, Shielding, Psychometry
picking over the bones of some Gear Commlink (Device Rating 6), sustaining foci x 3 [Small
abandoned magicians clubhouse. golden lizard pin (Rating 5), emerald tie pin (Rating 4),
and a small silver rose pin (Rating 4)], power focus
(1meter-long gnarled mahogany staff topped with
a large pearl, Rating 3), Zoe Executive Line suit (8)
(longcoat, shirts, trousers)
Spells Analyze Device, Analyze Magic, Armor, Astral
Window, Catalog, Detect Magic (Extended), Fashion,
Flamethrower, Heal, Improved Invisibility, Magic
Fingers, Manabolt, Physical Mask, Sterilize, Stunbolt,
Trid Phantasm
Bound Spirits Spirit of air (Force 6, 5 services), spirit of earth (Force
5, 3 services), spirit of man (Force 5, 4 services), spirit
of water (Force 4, 4 services)

18
Weapons None
RECON
>> BOUNDLESS MERCY <<

OUR LADY OF MERCY/ B A R S W L I C ESS EDG M


ELIZABETH NUNN 4 4 4 4 5 5 5 5 7 3 6
Our Lady of Condition Monitor 10/11
Mercy has already Armor 12
lost her hair and Physical Initiative 9 + 1D6
taken on the pointed Limits Physical 6, Mental 7, Social 8 (varies with Essence)
teeth common to Active Skills Banishing 4, Binding 4, Summoning 4, Disguise 4,
nosferatu. Her skin Etiquette 4, Leadership 4, Negotiation 4, Perception 7,
is pale, and she has Sneaking 3, Counterspelling 2, Ritual Spellcasting 6,
a slight odor of earth Spellcasting 6, Unarmed Combat 4
about her. When she Knowledge Skills English N, Illuminates of the New Dawn 9
plans on visiting the Qualities None
hospital, she wears Initiate Grade 1
nurses smocks Metamagics Masking
and uses Physical Gear Commlink (Device Rating 4), nurses smocks, Ladys
Mask to disguise Greatcoat (12)
her features. When Spells Control Emotions, Detect Life, Manabolt, Mind Probe,
Physical Mask
she is searching
the streets and Powers Compulsion, Enhanced Senses (hearing, low-light
vision, thermographic vision), Essence Drain*,
alleyways, she Fear, Immunity (age, pathogens, toxins), Infection,
wears a long ladys Influence, Natural Weapon (bite), Regeneration,
overcoat and a Sapience
ladys hat. Our Lady of Mercy was once an up-and-coming Weaknesses Allergy (sunlight, severe), Dietary Requirement
member of the Illuminates of the New Dawn. She was very (meta-human blood), Essence Loss (every 6 months).
attractive and goal-oriented, but she contracted HMHVV Weapons Bite [Reach 1, DV 5P, AP ]
1A during an operation for the Illuminates. Once her circle
members discovered her infection, they decided to earn a * The maximum Essence that a nosferatu can drain is
little extra cash and attempted to turn her in for the bounty. equal to three times its natural maximum Essence.
She barely escaped, and hid from them for several years until
recent events brought her out of hiding. Her affliction has
caused her to look at life differently, and she believes she is
helping those who are about to die pass peacefully to the
afterlife.

RECON 19
S H AD O W RUN

SEARCH

MISSION SYNOPSIS the hotel uncovers the magical/medical experiment rooms


and subjects in various states of life and death in the lower lev-
el of the hotel. Unfortunately for them, the IoND left behind
Our Lady of Mercy discovered Magus Tyrone Girardi is re- several booby traps (alchemical preparations) to slow down or
sponsible for her infection and had her under surveillance. disable enemies. Searching the lower level reveals an escape
Laurent Nazaire arranged to get the server files decrypted route via the sewers. The IoND is not far away.
and found clues (specifically, a video) showing Girardi es- The runners enter the sewers and catch up with the rear
caping from the an Illuminates of the New Dawn chapter- guard of fleeing IoND. The team captures a member who re-
house. Our Lady of Mercy wants him taken alive so she can veals Girardi had been there, but he fled to another safehouse.
interrogate him. The files indicate that an IoND safehouse is Unfortunately, the next safe house is a bust, as far as find-
located in Puyallup. Nazaire sends them to find it. ing Girardi goes, but they face a much larger force of IoND.
The team goes to Puyallup and discovers the location of the The runners either sneak, deceive, or force their way in and
safehouse. When they get to the destination (a dilapidated ho- discover Girardi has escaped town. They find he fled to his
tel), they find no activity beyond patrolling watchers. The team patrons compound (either through decking or interrogation)
infiltrates the hotel only to find it deserted in haste. Searching The runners meet with Lazaire and Our Lady of Mercy.
Should the runners reveal the existence of the hotel lab to
Our Lady of Mercy, she is deeply upset and tells them that
she must see the abandoned hotel for herself. They arrive at
BACKGROUND COUNTS the hotel, and she is filled with horror and disgust. This steels
Background counts impose a negative dice pool penalty her resolve to track Girardi to the ends of the earth.
equal to their Rating for all tests that are linked to or utilize Should the runners not mention the horrors of the lab, she
magic in any way (i.e., spellcasting, summoning, assensing, informs the runners that she must discuss some things with
any test made while astrally projecting, and any active skill Nazaire and will be in contact with them over the next couple
that benefits from active adept powers such as Killing Hands, of days.
Critical Strike, Great Leap, Improved Skills, etc.). Dual Natured
creatures and spirits suffer this penalty to all actions. SCENE 1: MEET
Aspected background counts grants a boost to any limit
that utilizes magic in any way (see above) to any metahuman, RINSE REPEAT
spirit, or dual-natured creature that matches the aspected
domain. This includes spellcasting Force limits, so spellcasters SCAN THIS
need to be careful, as it can be hard to control the additional The team (or another team) successfully retrieved the Illu-
surge of mana. Any magically active being that does not match minates of the New Dawn (IoND) server from the ruined
the aspected domain should treat this as a normal background chapterhouse in the first mission in this book, Recon. Nazaire
count and suffer penalties. arranged to get the server files decrypted and found clues
Background counts above 12 are called either a flux (for (namely, a video) showing Girardi escaping. Our Lady of
aspected domains) or a void (for magically dead zones), and Mercy wants him taken alive so she can interrogate him. The
files indicate there is a safehouse to which he fled. Nazaire
they are dangerous. Any being that is magically or astrally
sends them to Puyallup to find and capture Girardi.
active in any way (dual natured, astrally perceiving, casting a
spell, has an active adept power, has an active foci, etc) takes
background count 12 unresisted Stun Damage each turn that
TELL IT TO THEM STRAIGHT
they are active and exposed to the flux or void (if the number is Read to runners who participated in the Recon Mission: Your
zero or a negative, no damage is experienced). commlink chirps, and you see you have a message from

20 SEARCH
Laurent Nazaire. Its been a few days since your last run for Our Lady of Mercy (Elizabeth Nunn) asks the runners to
him, and you finally recovered from your encounter with locate the safehouse and take Girardi alive for questioning.
that wiz-kid gang out at the lodge. The message is short and She offers the team 6,000 nuyen each. Each net hit
to the point. You are to meet at the abandoned church after (capped at 5 hits) on an Opposed Negotiation test increases
the sun goes down. the pay by 500 nuyen per net hit, with a maximum increase
Read to runners who did not participate in the Recon Mission: of 2,500 nuyen.
Your commlink chirps with an incoming text only. Your fixer Our Lady of Mercy informs the team the safehouse
has forwarded a message from one of his Johnsons with a should be in the Puyallup Barrens, but nothing more could
job offer. The forwarded message is short and to the point: be gleaned from the data due to the amount of corruption.
Please send trusted associates to the attached address after
the sun sets. A quick search shows the address is an aban- DEBUGGING
doned church in Capitol Hill.
Once the runners arrive at the church, read the following to all: There should be nothing to debug at this time.
The church has definitely seen better days. The stained-
glass windows have been replaced with plastiboard. The
walkway leading up to the main entrance is cracked, but it
SCENE 2: FINDING
looks like new flowers have been planted. THE ILLUMINATES
A dark skinned dwarf, Laurent, awaits you at a cellar door.
He nods wordlessly and opens the door.
IN THE DARK
The door hinges squeak as you open it and peer into the
darkness. At the bottom of the stairwell you find another SCAN THIS
door that opens into a surprisingly clean crypt. Candles light The team must work the neighborhood to find the safe-
the bouquet-filled crypt, and another door stands wide open house. All clues point to an abandoned hotel.
on the other end. You see a beautiful dark-haired woman
dressed in an elegant, professional outfit through the open
doorway, obviously straightening the room.
TELL IT TO THEM STRAIGHT
The room appears both comfortable and welcoming. Lau- Ah, the Puyallup Barrens. Very few places are below even
rents female friend asks you to have a seat and offers you the lowest expectations, but here you are. Rotting garbage
refreshments in a beautiful voice. assaults your sense of smell as you pass what can just barely
be called buildings. The air hangs heavy with grey soot and
BEHIND THE SCENES ash, not even the light, acidic drizzle can remove enough
particulates to make breathing easier, making a filter or
The runners arrive and meet Laurent Nazaire outside the breather required. This is a dismal neighborhood with an
church. He leads them through the crypt and into Our Lady even more dismal population. This is just the place for a
of Mercys inner sanctum. member of a not-so-secret magical society to hide.
Our Lady of Mercy cast Physical Mask on herself, appear-
ing as an attractive dark-haired woman. She also maintains
masking at all times. Laurent introduces her as Elizabeth
BEHIND THE SCENES
Nunn (not Our Lady of Mercy). The Puyallup Barrens is a large area. There are numerous
Nazaire had a decker examine and decrypt the files from abandoned buildings in which the IoND could be hiding.
the server recovered from the IoND chapterhouse for clues. The runners have very little to go on besides a picture of
To his surprise, video surveillance showed the head of the Girardi.
chapterhouse (Magus Tyrone Girardi) escaping. The server The air will cause discomfort if breathed without a filter of
indicates he might have gone to a local IoND safehouse. sorts; a simple scarf will help for a short time.

SEARCH 21
>> BOUNDLESS MERCY <<

The team will have to get out and start talking to the resi-
dents. The majority of residents have no clue what the IoND
SCENE 3: SHINING
is. It will take a fair amount of bribery and actual legwork to A LIGHT ON THE
ILLUMINATES
get some useful information from them.
This can be handled a couple of different ways or even
through a combination of methods.
Legwork in this case can be handled as an Extended Eti- SCAN THIS
quette Test with a threshold of 8. Teamwork is allowed. If the
The team must infiltrate the hotel to find Girardi, but they
face of the party steps forward and really roleplays well, feel
find it deserted in haste. The runners come across booby
free to award the player with the location.
traps (alchemical preparations) left behind, which means it
A decker may attempt to hack traffic cameras or other
wasnt abandoned that long ago. The lower level of the ho-
devices. Unfortunately, most of the Puyallup Barrens surveil-
tel has several magical and medical work rooms. The lower
lance devices have been disabled due to vandalism, violence,
level has access to the sewers which were used to evacuate
and theft. The decker will be able to find one functioning de-
the IoND personnel.
vice that will show Girardi in the passenger seat of a grey van
heading in the general direction of the hotel. Note that the
Barrens have a general noise Rating of 2. TELL IT TO THEM STRAIGHT
Perseverance and enough nuyen succeeded in revealing
PUSHING THE ENVELOPE the Illuminates of the New Dawn safehouse. Finding that
the safehouse is a large, three-wing dilapidated hotel really
While working the streets, a local street gang, the Lords of
came as a surprise. It looks more like a festering sore with
Chaos, decides to target the runners for some harassment.
the overrun weeds and rusty steel covered windows. Ash
There is one ganger per character for less-experienced
covers the grounds with almost the deathly pallor of winter.
teams, otherwise two gangers per runner.

DEBUGGING BEHIND THE SCENES


NOTE: The ground floor and upper levels is a domain as-
The team may take an inordinate amount of time to find the
pected to members of the Illuminates of the New Dawn at
appropriate information. Feel free to adjust the information
Rating 2. The lower level is also aspected at Rating 3. Some
they receive in order to move the storyline forward, but not
of the exam rooms have a separate background count Rat-
so much that the face feels useless.
ing of 3-5 due to the experiments.
The IoND used the hotel as a secret base of operations for
LORDS OF CHAOS GANG MEMBER various experiments. It is large enough to hide much of what
(PROFESSIONAL RATING 2) the IoND doesnt want to be seen. The hotel has three floors
B A R S W L I C ESS (ground level, first, and second floor) as well as a basement
area. Ground-level windows are covered with rusted corru-
4 4 3 4 3 2 3 3 6
gated steel, whereas the upper levels have mostly intact win-
Condition Monitor 10
dows. The IoND wanted the hotel to maintain as much of its
Armor 9
abandoned look as possible while remaining functional.
Limits Physical 5, Mental 4, Social 5 After the assault on the chapterhouse, the IoND is afraid
Physical Initiative 6 + 1D6 they are the target of a bigger plan and are moving as many
Skills Blades 8, Clubs 7, Etiquette (Street) 6 (8), of their assets out of town as possible.
Intimidation 7, Pistols 8, Unarmed Combat 7
External security consists of camouflaged video camer-
Qualities Toughness
as. However, the IoND is in the final phases of evacuating,
Gear Armor vest (9), Meta Link commlink (Device
so no one is monitoring them. There are also two watchers
Rating 1), 1 dose each of cram and jazz
patrolling the perimeter. The building does not have wards in
Weapons Browning Ultra-Power [Heavy Pistols, Acc 5 (6),
DV 8P, AP 1, SA, RC , 10 (c)] place, though more sensitive areas have them.
Knife [Blade, Acc 5, Reach , DV 5P, AP 1] The upper levels have rooms set aside as quarters, ground
level has quarters, communal use areas (showers, entertain-
ment, food preparation, and dining). Cursory examination re-
veals the inhabitants departed recently (within the last hour,
unless the characters have been observing the place longer).
If the runners have been observing the building, they will note
no one left the building for the duration of their surveillance.
The lower levels have been converted for both ritual mag-
ic and medical experimentation. Several of the rooms still
have subjects strapped to the tables sitting in the middle of

22 SEARCH
>> BOUNDLESS MERCY <<

magic circles. Some subjects are dead, others dying, still oth- cessful Perception + Intuition [Mental] (1) Test with a 3 dice
ers are something like healthy? pool modifier due to distance. Audio enhancement applies,
The IoND didnt just leave everything for grabs though. but not visual.
They have left behind a few mystical booby traps, alchemical
preparations. All the booby traps are on the lower level (or on PUSHING THE ENVELOPE
the steps down to) the lower level. The booby traps can be
discovered with a successful Arcana + Intuition [Mental] (1) In the rush to evacuate, one or more of the subjects are
Test or with a successful astral Assensing + Intuition [Mental] loose and attack the first thing they find (the runners).
(1) Test. In order to disarm the booby traps, the character
must touch the preparation and make a successful Opposed DEBUGGING
Disenchanting + Magic [Astral] Test vs. the preparations The runners may take too much damage from the booby
Force + the alchemists Magic Rating (in this case, dice pool traps. Adjust them as necessary to allow the team a chance
of 12). Each net hit reduces the preparations potency by 1 (p. to complete the run. Teams may not search the entire lower
307, SR5). level to find the escape route; use Perception checks as nec-
Booby traps (alchemical preparations, p. 304, SR5) have essary to move the runners in that direction.
been left in various locations left up to gamemaster to chal-
lenge runners. Possible locations include steps, doorframes,
WATCHER, FORCE 6 (2)
door handles, etc. The traps consist of a Fireball, Force 6, Con-
tact trigger, Potency 4 (initial) preparation. The booby traps B A R S W L I C ESS M
will last for an initial 8 hours, and will lose 1 point of Potency * * * * 4 4 4 4 6 6
each hour thereafter. When triggered at full Potency, the boo-
Condition Monitor 10
by traps roll 10 dice.
Astral Initiative 12 + 2D6
The IoND used the sewers to make their escape. When
Limits Physical n/a, Mental 6, Social 6
the team searches the lower level, they discover the access
point and can make out noises in the distance with a suc- Skills Assensing 7, Astral Combat 7, Perception 7
Powers Astral Form, Manifest, Search, Sapience

SEARCH 23
>> BOUNDLESS MERCY <<

IOND ABANDONED HOTEL HOST BEHIND THE SCENES


HOST: IOND The last four IoND members are escaping via the sewers.
RATING ATTACK SLEAZE DATA PROC. FIREWALL They stayed behind to set the booby traps and are confi-
3 4 3 6 5 dent that no one will pursue them. The team is able to eas-
ily sneak up on them as long as they use stealth. Make an
Installed IC: Black IC, Probe, Tar Baby, Track
opposed roll against the IoNDs Perception (teamwork test).
Slaved Devices: Physical security (cameras exterior only)
When the team captures one or more of the IoND, they
Spiders: None
may freely interrogate the captive. Have them roll Intimida-
Sculpting: Security room
tion + Charisma [Social] against Charisma + Willpower. The
existing applicable modifiers are: hostile and harmful (6 dice
Running through the lower halls on all fours resembling a
pool modifier to interrogator). Apply appropriate modifiers
large horned mastiff. Suddenly it roars at spotting the party
beyond these from p. 140, SR5.
it rises to it full height revealing a troll in tattered coveralls.
Should the team fail to leave an IoND member alive, they
Mystic sigils have been carved into its flesh, and wires have
find the location on one of the IoNDs commlinkshe had it
been attached at various points. It is a strange hybrid of man,
pulled up in a navigation application.
machine, and magic.

RAMPAGING TROLL PUSHING THE ENVELOPE


TEST SUBJECTS A basilisk has taken up residence in the sewer system. The
IoND disposed of their waste in the sewer system, which
(PROFESSIONAL RATING 6)
drew and kept the basilisk in the area. The initial sewer traffic
B A R S W L I C ESS M caused it to stay a distance away, but now its quieter so it
10 (12) 5 8 10 5 2 5 1 2.4 2 decides to investigate.
Condition Monitor 14
Armor 11 (Hardened 6) DEBUGGING
Limits Physical 13, Mental 5, Social 4
The runners may balk at going into the sewers; they have to
Physical Initiative 8 + 3D6
in order to get the next locations address.
Skills Perception 13, Running 14, Sneaking 14, Unarmed
Combat 15
Qualities Toughness
IOND OUTER ORDER MEMBER
Augmentations Bone density 2, wired reflexes 2 (PROFESSIONAL RATING 4)
Powers Dual Natured, Enhanced Senses (Hearing, Sight), B A R S W L I C ESS M
Hardened Armor 6, Natural Weapon (Claws,
Reach 1, DV 11P, AP 4) 4 2 3 3 5 4 3 4 6 6
Condition Monitor 11

SCENE 4: HUNTING Armor


Limits
12
Physical 5, Mental 6, Social 6
IN THE DARK Physical Initiative 6 + 1D6 (10 + 3D6)
Astral Initiative 6 + 2D6

SCAN THIS Skills Alchemy 10, Arcana 8, Assensing 7, Banishing


9, Counterspelling 4, Gymnastics 6, Etiquette 8,
The runners go into the sewers and catch up with the rear guard Perception 10, Ritual Spellcasting 12, Spellcasting
of the escaping IoND. If they are able to capture one alive, they 12, Summoning 9
discover Girardi was there but fled to another safehouse. Qualities Analytical Mind, Focused Concentration 4, Quick
Healer, SINner
TELL IT TO THEM STRAIGHT Gear Armor jacket (12), commlink (Device Rating 3), ear
buds (Rating 1), glasses (Rating 1, w/ image link),
The dilapidated hotel just above your head felt like a five- reagants (50 drams)
star hotel compared to the sewers below. You thought the Spells Analyze Magic, Analyze Truth, Improved
Barrens above reeked of human waste; well, this is human Invisibility, Increase Reflexes (cast at Force 4 with
4 hits and sustained with Focused Concentration),
waste in the raw. If you didnt hear the obvious sounds of Fireball (alchemical), Flamethrower, Manabolt,
metahuman movement up ahead as well as see flickering Watcher ritual, Ward ritual
light, nothing could force you to come down here.

24 SEARCH
>> BOUNDLESS MERCY <<

BASILISK gate him/her. A successful Intimidation + Charisma [Social] vs.


Intimidation + Willpower Opposed Test (p.141, SR5; the New
B A R S W L I C ESS EDG M Dawn members have a dice pool of four) will reveal the need
6 3 3 7 5 1 3 1 6 1 4 to speak with Magister Tamera Plinick to get the answer the
Condition Monitor 11 team seeks. To get past the IoND guards, have the infiltrating
Armor 7 character(s) make a Sneaking + Agility [Physical] Opposed Test
Initiative 6 + 1D6 vs. the guards Perception + Intuition [Mental] (the guards have
Limits Physical 8, Mental 4, Social 5 a dice pool of 11). Apply any appropriate modifies for light,
Movement 3/15 (6/24 swimming) Invisibility spells, or spirit powers. Sneaking around inside the
Skills Perception 7, Running 9, Sneaking 9, Swimming 15, safehouse requires a successful Sneaking + Agility [Physical]
Unarmed combat 9 Opposed Test vs. the IoND members Perception + Intuition
Powers Armor 7, Natural Weapon (Bite, Reach , DV 8P, AP [Mental] (the guards have a dice pool of 10).
2), Petrifaction Deception: Successful deception and discussion with enough
Weaknesses Vulnerability (Own gaze) IoND members will reveal Girardi is gone. The team may decide
to either con their way in or attempt to impersonate an Initiate

SCENE 5: TAKE ME
of the New Dawn. Conning their way in would require a Con +
Charisma [Social] Opposed Test (+1 dice pool modifier for IoND
TO YOUR LEADER members being distracted) vs. Con + Charisma [Social]; the dice
pools are 4 for guards and 3 for members. Attempting to im-
personate IoND membership would require an Impersonation
SCAN THIS + Charisma [Social] test vs. Perception + Intuition ([Social] with
Unfortunately, this safehouse is another bust, but the group fac- a dice pool of 11 for guards and 10 for average members. A
es a much larger force of IoND thugs. Once they infiltrate the second Con test against an New Dawn member will reveal that
compound, trick the IoND members, or assault it, they discover Magister Tamera Pinick knows where Girardi has gone.
Girardi has skipped town. They also discover he went to his pa- Brute force: A team may decide to shoot first and ask ques-
trons compound, either through decking or interrogation. tions later. Taking a live IoND member and interrogating him/
her is optimal in this option. The Outer Order members will start
TELL IT TO THEM STRAIGHT to head for the vans in this event, allowing the guards to handle
the attackers.
So, the hotel was a bust. Girardi seems to be one step ahead To discover Girardis location, the team must interrogate
of you. However, the information you received from the sew- the right IoND member, which requires them to speak with or
er rats seems solid. This safehouse is much nicer than that interrogate Magister Tamera Plinick (see Cast of Shadows).
old hotel and in a prettier neighborhood. The safehouse is a The team should discover the person to whom they need to
three-story Victorian style home with a wraparound porch. speak via any of the above methods. An alternative would be
It reminds you of those houses you see in trids about farms, hacking into the safehouse host, which provides the general
or horror flicks. It would seem almost tranquil if it werent for location of Girardis patron.
the half-dozen IoND members putting boxes into the back of Magister Tamera Plinick will not give up the information
those panel trucks and the other half-dozen heavily armed easily. If the team is not able to subdue her quietly or come
guards attempting to stay hidden around the property. up with a really good reason a lowly member of the organi-
zation would need this information, she will raise an alarm
BEHIND THE SCENES and bring everything she can to bear against the runners. Her
spirits will variously attempt to protect her directly and elimi-
The team has an idea where Girardi is located. They make
nate any threats to her wellbeing. She can generally be found
their way to the safehouse and see that it too is in the pro-
on the safehouses upper floor, although she will flee toward
cess of evacuation. However, the evacuation is obvious from
one of the vans if the players enter with guns blazing.
the vehicles being loaded and the sheer amount of activity.
The team has several options: covert infiltration, talking
their way in (deception), or brute force. If the team does not PUSHING THE ENVELOPE
take necessary precautions to remain hidden or blend in, the Another group discovered the problems the IoND are expe-
IoND members will take swift, violent action. riencing and decided to take advantage of it. They hire a pair
Infiltration: Successful infiltration and search of the com- of snipers to shoot anyone on the property, which includes
pound reveals Girardi is not there. Should the team remain the runners.
successfully hidden long enough, they will be able to gain
enough knowledge from listening to the IoND members to
ascertain this information. If the team listens to enough dis-
DEBUGGING
cussion (Perception + Intuition [Mental] (8, 10 minutes) Ex- There are several things that could go wrong herein a tour-
tended Test, the group may use teamwork to gather the data nament situation, let them happen. The best team moves
quickly. An alternative is to snag an IoND member and interro- forward, those who do not handle the situation well will

SEARCH 25
>> BOUNDLESS MERCY <<

earn their struggles. For home or less competitive games IOND GUARDS
reduce the number of Outer Order numbers by half to facili-
(PROFESSIONAL RATING 4)
tate the party reaching Magister Tamera Plinick.
B A R S W L I C ESS
IOND OUTER ORDER MEMBER 6 9 5 (7) 8 5 4 4 5 1.45
(PROFESSIONAL RATING 6) Condition Monitor 11
Armor 18 (fire 22, non-conductivity 24)
B A R S W L I C ESS M
Limits Physical 9 (10), Mental 6, Social 6
4 2 3 3 5 4 3 4 6 6 Physical Initiative 9 (11) + 3D6
Condition Monitor 11 Skills Automatics 18, Clubs 16, Gymnastics 13, Heavy
Armor 12 Weapons 16, Intimidation 14, Perception 11,
Limits Physical 5, Mental 6, Social 7 Sneaking 19, Unarmed Combat 19
Physical Initiative 6 + 1D6 (10 + 3D6) Augmentations (all betaware): Cybereyes (Rating 4, w/ eye
recorder unit, flare compensation, image link,
Astral Initiative 6 + 2D6
low light vision, smartlink, thermographic vision,
Skills Alchemy 10, Arcana 8, Assensing 7, Banishing vision enhancement 3, vision magnification),
9, Counterspelling 4, Gymnastics 6, Etiquette 8,
cyber safety, muscle replacement 3, wired
Perception 7, Ritual Spellcasting 12, Spellcasting
12, Summoning 9 reflexes 2
Qualities Analytical Mind, Focused Concentration 4, Quick Gear Commlink (Device Rating 5), AR gloves, ear buds
(Rating 1), subvocal microphone, SWAT armor
Healer, SINner
w/ helmet (18) (Fire resistance Rating 4, Non-
Gear Armor jacket (12), commlink (Device Rating 3), ear conductivity Rating 6)
buds (Rating 1), glasses (Rating 1, w/ image link),
Weapons Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, AP
reagents (50 drams)
2, SA/BF/FA, RC 4, 42 (c), w/ cyber safety,
Spells Analyze Magic, Analyze Truth, Fireball integral smartlink, gas-vent 3, shock pads]
(alchemical), Flamethrower, Improved Invisibility, Grenade launcher [Grenade Launcher, Acc
Increase Reflexes (cast at Force 4 with 4 hits 4 (6), DV 10S, AP 4, SS, RC , 6 (c), w/
and sustained with Focused Concentration), airburst link, flash-bang grenades]
Manabolt, Watcher ritual, Ward ritual Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP 5]

26 SEARCH
>> BOUNDLESS MERCY <<

SPIRIT OF EARTH (FORCE 5) runners that she must discuss some things with Nazaire and
will be in contact with them over the next couple of days.
B A R S W L I C ESS EDG M
9 3 4 9 5 4 5 5 5 3 5 TELL IT TO THEM STRAIGHT
Condition Monitor 13/11
Girardi seems one step ahead at each turn, but just barely.
Limits Physical 11, Mental 6, Social 7
It is obvious he is on the run and fears for his life. You meet
Physical Initiative 14 + 2D6
Laurent Nazaire and Elizabeth to provide the information
Astral Initiative 10 + 3D6
you have on his departure and possible whereabouts. It is
Active Skills Assensing 10, Astral Combat 10, Exotic Ranged
obvious that Elizabeth is upset he had departed Seattle.
Weapon (as needed) 8, Perception 10, Unarmed
Combat 8 She thanks you for your hard work, provides your pay,
Powers Astral Form, Binding, Guard, Materialization and asks you to be prepared for another try at Girardi in the
(Hardened Armor 10), Movement, Sapience, Search near future.
Optional Power Confusion
BEHIND THE SCENES
SPIRIT OF WATER #1 (FORCE 5) Our Lady of Mercy/Elizabeth is upset that Girardi slipped
B A R S W L I C ESS EDG M their grasp.
If the runners tell her about the abandoned hotel, she is
5 6 7 5 5 5 5 5 5 3 5
visibly upset and pays them the agreed-upon amount and
Condition Monitor 11/11
tells them to be ready for a follow up job offer.
Limits Physical 8, Mental 7, Social 7
If the runners avoid telling her about the horrors, she pays
Physical Initiative 12 + 2D6 them their agreed amount and tells them to be ready for a
Astral Initiative 10 + 3D6 follow-up job offer.
Active Skills Assensing 10, Astral Combat 10, Exotic Ranged
Weapon (as needed) 11, Perception 10, Unarmed
Combat 11 PUSHING THE ENVELOPE
Powers Astral Form, Concealment, Confusion, Engulf, There is no need to push the envelope at this point.
Materialization (Hardened Armor 10), Movement,
Sapience, Search
Optional Power Accident DEBUGGING
Weakness Allergy (Fire, Severe) There shouldnt be anything to debug.

SPIRIT OF WATER #2 (FORCE 5)


PICKING UP
B
5
A
6
R
7
S
5
W
5
L
5
I
5
C
5
ESS
5
EDG
3
M
5
THE PIECES
Condition Monitor 11/11
Limits Physical 8, Mental 7, Social 7
MONEY
Physical Initiative 12 + 2D6 6,000 nuyen (+500 per success, maximum of 5 net
Astral Initiative 10 + 3D6 hits) for investigating the safehouse and providing
Active Skills Assensing 10, Astral Combat 10, Exotic Ranged Our Lady the information that Gerardi has left town.
Weapon (as needed) 11, Perception 10, Unarmed
Combat 11
Powers Astral Form, Concealment, Confusion, Engulf, KARMA
Materialization (Hardened Armor 10), Movement, 2 Karma for surviving
Sapience, Search
Optional Power Binding
1 Karma for finding the second safehouse
Weakness Allergy (Fire, Severe) 1 Karma for obtaining the information that Girardi
skipped town

SCENE 6: 2 Karma for taking Our Lady to the first safehouse

EVENING CHURCH GAMEMASTER REWARD


When running this adventure you may choose to count the
SCAN THIS Missions as played for their personal Shadowrun Missions
The runners meet with Lazaire/Our Lady of Mercy. If the character. You must choose to do this the first time your run
runners tell her about the abandoned hotel and what they this Mission only, and take the optional results to match
found, Our Lady of Mercy is visibly upset. She informs the those the team you gamemastered for earned. You may not

SEARCH 27
>> BOUNDLESS MERCY <<

choose to wait for a better attempt to choose your rewards. skipped town. 1 Loyalty with her if they fail to obtain
Youre on the honor system here, so please dont skew the the information
adventure to help the players gain extra rewards just so that +1 Loyalty with Elizabth Nunn (up to a maximum of
you can get better results. 4) if they reveal the horrors of the first IoND safe-
You will earn a flat amount of Karma and nuyen, regard- house. 1 Loyalty if they did not reveal the horrors of
less of how well (or poorly) the players do, listed below. For the first IoND safehouse to her.
other missions results and rewards that you track on the De-
briefing Log (objectives completed, reputation and contacts
earned, etc.), take the average results of the group youre LEGWORK
gamemastering for. So if four out of six players earned a point
of Notoriety, you will earn one as well. If only two players out When a PC gets in touch with a contact, make an unopposed
of five earn a +1 Loyalty with Simon, you would not get that Connection + Connection Test for the contact. The results of
+1 Loyalty. Along those lines. this test determine how many ranks of information the con-
tact knows about the question. If the relevance of the subject
Karma Earned: 6 is a specialty of the contact, they get +3 to this test. The play-
Nuyen Earned: 7,000
er then makes an unopposed Charisma + Etiquette + Loyalty
test, the results of which determine how many ranks of infor-
REPUTATION mation the contact is willing to divulge for free, up to the max
During the adventure, runners may perform actions that ranks of information they know. If the contact knows more,
will add to their Street Cred, Notoriety, or Public Awareness they will require a payment of 500 (Loyalty*100, mini-
(p. 372, SR5). Besides the scenario-specific gains listed be- mum 100) per rank of information they still know.
low, gamemasters should consider the characters actions If the PCs have worked all of their contacts, and are still
throughout the game and award additional points as appro- missing important information, they may request that a con-
priate. If a player earns Public Awareness or Notoriety, dont tact ask around. If they do so, have the Contact make an
be afraid to give them extra points. extended (Connection + Connection (1 hour)) test. Addi-
tional information will be available at a cost of 1,000- (Loy-
+1 Street Cred if the players reveal the IoND activities alty*100, minimum 200).
at the first IoND safehouse to Our Lady A Matrix Search action (p. 241, SR5) may also be utilized
to gather information from the following charts, using the ap-
+1 Notoriety for any player who hides (or failed to in-
propriate thresholds and search times.
form) Our Lady of the activities at the first safehouse
+1 Public Awareness if the team goes in guns blazing
at the second IoND safe house
LAURENT NAZAIRE
Contacts to Ask: Any Arcane, Fixer, Talismonger, Magician,
Street Shaman, Mafia, Tamanous
CONTACTS
Successfully completing objectives or performing the actions Contacts Search Time Information
listed below will earn characters specific Missions contacts at 0 0 How do you pronounce that again?
a Loyalty of 1, and they should be given the Contact Sheet 1 1 minute Laurent Nazaire is the head of the
included with this Mission. If they already have that contact, Atlantean Foundations Seattle
they gain a +1 Loyalty to that contact (up to a maximum of 4). Branch. Hes a Haitian dwarf with a
Characters might interact with NPCs not specified by the strong accent. He was pretty active
Mission and may earn these NPCs as a contact at Loyalty
in the Foundations hunt for ancient
1. They may also work with non-Mission specific contacts
magical artifacts .
that they have already earned or that they bought at charac-
ter creation, and gain a +1 Loyalty to these contacts, with a 2 5 minutes You can keep asking around, but
maximum Loyalty of 4. Gamemasters should not grant these nobody has any dirt on this gut.
lightly, and players should have to work to earn these con- Down-to-earth? Open? Honest? I
tacts by going the extra mile to impress the NPC, offering up dont trust anyone like that myself.
favors, or paying them well above the standard rates for in- Gives me the jitters, you scan?
formation or services. 3 30 minutes The guy is obsessed in his quest to
acquire and study arcane artifacts
+1 Loyalty (up to a maximum of 4) with Laurent before the Draco Foundation can
Nazaire for providing him with the information that get their hands on them. Hes got a
Girardi skipped town. personal rivalry with them.
+1 Loyalty with Elizabeth Nunn (up to a maximum of 4 2 hours I hear hes helping an old friend
4) for providing her with the information that Girardi out with some personal problems,

28 SEARCH
>> BOUNDLESS MERCY <<

something to do with the Illuminates 4 2 hours They apparently made enemies of


of the New Dawn. the groups that were part of the
5 According to rumors, his friend is whole artifact rush.
not a run-of-the-mill metahuman. 5 Word is that Our Lady of Mercy is on
Theres something off about her. a warpath against them, and she has
Nazaire backing her.
ATLANTEAN FOUNDATION
Contacts to Ask: Any Arcane, Laurent Nazaire, Fixer
OUR LADY OF MERCY/
ELIZABETH NUNN
Contacts Search Time Information Contacts to Ask: Squatter (Capitol Hill area), Store owners/
0 0 They help those displaced in floods, employees (Capitol Hill area), Hospital personnel (Group
if I remember right. Health Central Hospital)
1 1 minute The Atlantean Foundation seeks out
arcane artifacts and knowledge. Not Contacts Search Time Information
much is known about them. 0 0 You into the neo/ancient/goth thing
2 5 minutes They compete with the Draco or what?
Foundation, a rival organization. 1 1 minute She hangs out in the Capitol Hill are
3 30 minutes They have a dwarf in Seattle, and is pretty spooky.
Laurent Nazaire. Hes the area head. 2 5 minutes I hear that the local squatters love
Hell do anything to try to stay a step her because she protects them from
ahead of the Draco Foundation. the unsavory types.
4 2 hours They sent a strike team against the 3 30 minutes This fixer, Laurent Nazaire, is
Illuminates of the New Dawn for helping her in a vendetta against
some artifact thefts. the Illuminates of the New Dawn.
5 Nazaire is using their considerable Apparently, they are old friends.
resources to help a friend out of 4 2 hours She used to be a member of the
some trouble. IoND until there was a falling out
with her local chapterhouse.
ILLUMINATES OF THE 5 Word has it she is some sort of
vampire.
NEW DAWN (IOND)
Contacts to Ask: Any Arcane, Talismonger, Magician,
Street Shaman

Contacts Search Time Information


0 0 Your plates will illuminate the room,
try our new Dawn dishwashing
detergent!
1 1 minute Sure, sure. Theyre big into
magocratic progressivism
basically, they believe hermetic
mages are way superior to everyone
else, and so they should be in
charge.
2 5 minutes The local Outer Order Circles
headed up by some New Century
Parts apparatchik called Tyrone
Girardi. Word is he sometimes walks
on the shadowy side of the line.
3 30 minutes Heard their chapterhouse in
Bellevue was prettly well destroyed
in a nasty dust up recently. Sounds
like their leaders are going to
ground.

SEARCH 29
>> BOUNDLESS MERCY <<

CAST OF SHADOWS OUR LADY OF MERCY/


ELIZABETH NUNN
LAURENT NAZAIRE Our Lady of Mercy
Laurent Nazaire has already lost her
is the head of the hair and taken on
Seattle Atlantean the pointed teeth
Foundation branch. common to nosfer-
A Haitian dwarf atu. Her skin is pale,
with a French-Que- and she has a slight
becois accent, hes odor of earth about
open, down-to- her. When she plans
earth, and seeming- on visiting the hos-
ly very honest. This pital, she wears
makes many in the nurses smocks
shadow communi- and uses Physical
ty nervous because Mask to disguise
they dont believe it, her features. When
but thus far, no one she is searching the
has been able to dig streets and alley-
up any dirt on him. ways, she wears a
Hes been a key fig- long ladys overcoat
ure in the Atlantean and a ladys hat.
Foundations hunt Our Lady of Mercy was once an up-and-coming member
for ancient magical artifacts, and he is obsessed in his quest of the Illuminates of the New Dawn. She was very attractive
to study these artifacts and discover everything about them. and goal-oriented, but she contracted HMHVV 1A during
He knows that if the Draco Foundation gets their hands on an operation for the Illuminates. Once her circle members
the artifacts, theyll lock them up tight away from the world, discovered her infection, they decided to earn a little extra
so he knows he needs to get to them first cash and attempted to turn her in for the bounty. She barely
escaped, and hid from them for several years until recent
B A R S W L I C ESS EDG M events brought her out of hiding. Her affliction has caused
4 3 3 4 7 6 4 5 6 3 9 her to look at life differently, and she believes she is helping
Condition Monitor 10/12 those who are about to die pass peacefully to the afterlife.
Armor 8 B A R S W L I C ESS EDG M
Limits Physical 5, Mental 8, Social 8
4 4 4 4 5 5 5 5 7 3 6
Physical Initiative 7 + 1D6
Condition Monitor 10/11
Astral Initiative 8 + 3D6
Armor 12
Active Skills Banishing 9, Binding 10, Blades 4, Conjuring 10,
Counterspelling 1, Computers 4, Gymnastics 3, Physical Initiative 9 + 1D6
Enchanting skill group 4, Etiquette 9 (Corporate +2), Limits Physical 6, Mental 7, Social 8 (varies with Essence)
Leadership 9, Negotiation 10, Perception 7, Pistols 4, Active Skills Banishing 4, Binding 4, Summoning 4, Disguise 4,
Ritual Spellcasting 10, Spellcasting 10 Etiquette 4, Leadership 4, Negotiation 4, Perception 7,
Knowledge Skills Arcana 4, Corporate Politics 3, English N, French 5, Sneaking 3, Counterspelling 2, Ritual Spellcasting 6,
Magical Groups 3, Security 3 (Magical +2), Wines 4 Spellcasting 6, Unarmed Combat 4
Qualities None Knowledge Skills English N, Illuminates of the New Dawn 9
Initiate Grade 3 Qualities None
Metamagics Masking, Shielding, Psychometry Initiate Grade 1
Gear Commlink (Device Rating 6), sustaining foci x 3 [Small Metamagics Masking
golden lizard pin (Rating 5), emerald tie pin (Rating 4), Gear Commlink (Device Rating 4), nurses smocks, Ladys
and a small silver rose pin (Rating 4)], power focus Greatcoat (12)
(1meter-long gnarled mahogany staff topped with Spells Control Emotions, Detect Life, Manabolt, Mind Probe,
a large pearl, Rating 3), Zoe Executive Line suit (8) Physical Mask
(longcoat, shirts, trousers)
Powers Compulsion, Enhanced Senses (hearing, low-light
Spells Analyze Device, Analyze Magic, Armor, Astral vision, thermographic vision), Essence Drain*,
Window, Catalog, Detect Magic (Extended), Fashion, Fear, Immunity (age, pathogens, toxins), Infection,
Flamethrower, Heal, Improved Invisibility, Magic Influence, Natural Weapon (bite), Regeneration,
Fingers, Manabolt, Physical Mask, Sterilize, Stunbolt, Sapience
Trid Phantasm
Weaknesses Allergy (sunlight, severe), Dietary Requirement
Bound Spirits Spirit of air (Force 6, 5 services), spirit of earth (Force (meta-human blood), Essence Loss (every 6 months).
5, 3 services), spirit of man (Force 5, 4 services), spirit
of water (Force 4, 4 services) Weapons Bite [Reach 1, DV 5P, AP ]
Weapons None
30 SEARCH
>> BOUNDLESS MERCY <<

MAGISTER TAMERA PLINICK


Magister Tamera Plinick is the head of Outer Order Circle
Chapterhouse 12 (OOCC12) which is located in Seattle. She
reports to Magus Tyrone Girardi and is concerned about the
recent hit on the OOCC13 hunting lodge and the Bellevue
chapterhouse. When Girardi instructed her to clear out as
quickly as possible, she didnt hesitate in getting the mem-
bers of her chapterhouse moving.

B A R S W L I C ESS EDG M
2 4 (8) 3 2 5 4 6 5 6 4 6
Condition Monitor 9/11
Armor 8
Limits Physical 3, Mental 7, Social 7
Physical Initiative 9 + 1D6
Astral Initiative 12 + 2D6
Active Skills Archery 4, Assensing 3, Athletics skill group 7,
Binding 7 (Water Elementals +2), Close Combat skill
group 4, Counterspelling 3, Gymnastics 3 (Climbing
+2), Electronics skill group 4, Etiquette 3, Locksmith
4, Perception 3, Spellcasting 7 (Illusion +2), Stealth
skill group 7 (Sneaking +2), Summoning 7 (Water
Elementals +2), Tracking 3
Knowledge Skills Corporate Politics 4, English N, Finance 3, Fine
Cuisine 4, Modern Literature 3, Safehouses 4,
Security Systems 3
Qualities Catlike, Day Job, Magician, Natural Athlete, SINner
Initiate Grade 3
Metamagics Masking, extended masking, flexible signature
Gear Actioneer Business Clothes, cellular glove molder
(Rating 3), chameleon suit, AR gloves, ear buds
(Rating 1), electronics kit, glasscutter, goggles
(Rating 4, w/ flare compensation, image link,
smartlink, ultrasound), Hermes Ikon commlink
(device rating 5), keycard copier (Rating 5), lockpick
set, subvocal microphone, Sustaining focus (Health,
Force 5: currently sustaining Increase Agility, 4 hits),
Sustaining focus (Illusion, Force 5: currently unused),
8 spare crossbow bolts
Spells Analyze Device, Catalog, Detect Life, Ignite,
Improved Invisibility, Increase Agility, Levitate, Mass
Confusion, Physical Mask, Stealth
Bound Spirits Spirit of earth (Force 5, optional power: Confusion, 4
successes), spirit of water (Force 5, optional power:
accident, 3 successes), spirit of water (Force 5,
optional power: Binding, 3 successes)
Weapons Heavy crossbow [Heavy Crossbow, Acc 5, DV 10P,
AP 3, Modes: SS, RC , 4 (m)]

SEARCH 31
S H AD O W RUN

RECOVER

INTRODUCTION to find the location where Magus Girardi of the Illuminates


of the New Dawn is currently located.
Though they know the general location of the compound,
Recover is a Shadowrun Missions living campaign adventure. they dont know the exact location. The runners are in a dif-
Full information on the Shadowrun Missions living campaign ferent city and need to work the streets/local fixers/runners
is available at shadowruntabletop.com/Missions and in- to find it. Legwork brings them into contact with Hellbent, the
cludes a guide to creating Missions characters and a reg- area leader for the Hellsouls, who can provide them the nec-
ularly updated FAQ. All maps, player handouts, and other essary info for a price.
playing aids are found at the end of this document.

MISSION SYNOPSIS SCENE 1:


FETCHEZ LA VACHE
Laurent Nazaire and Elizabeth Nunn, known as Our Lady of
Mercy, arrange for a coyote to get the runners to Montreal SCAN THIS
Nazaire and Our Lady of Mercy meet with the runners at
Elizabeths hideout in Seattle to give them the details of this
BACKGROUND COUNTS mission.
Background counts impose a negative dice pool penalty
equal to their Rating for all tests that are linked to or utilize TELL IT TO THEM STRAIGHT
magic in any way (i.e., spellcasting, summoning, assensing,
If the runners have previously completed the Search Mission: As
any test made while astrally projecting, and any active skill promised, you received a commlink message from Nazaire
that benefits from active adept powers such as Killing Hands, asking you to meet him back at the abandoned church in
Critical Strike, Great Leap, Improved Skills, etc.). Dual Natured Capitol Hill. It still feels odd to enter a church for biz, espe-
creatures and spirits suffer this penalty to all actions. cially one converted into a home, but apparently Elizabeth
Aspected background counts grants a boost to any limit likes meeting here.
that utilizes magic in any way (see above) to any metahuman, Once again, you enter the crypts and are astounded at the
spirit, or dual-natured creature that matches the aspected cleanliness of it. Elizabeth is in a better mood than when last
domain. This includes spellcasting Force limits, so spellcasters you saw her, but she also appears full of restrained energy.
If the runners have NOT completed the Search Mission: An-
need to be careful, as it can be hard to control the additional
other day, still no nuyen. The sky is just starting to darken to-
surge of mana. Any magically active being that does not match
ward dusk when your commlink chirps with a call from your
the aspected domain should treat this as a normal background
fixer. Got any big plans for the evening? Didnt think so.
count and suffer penalties. Thats goodmeans youre available for some work. I got a
Background counts above 12 are called either a flux (for Mr. Johnson wanting a few boys and girls for some well-pay-
aspected domains) or a void (for magically dead zones), and ing shenanigans. The meets in an hour, at the old Catholic
they are dangerous. Any being that is magically or astrally church in Capitol Hill.
active in any way (dual natured, astrally perceiving, casting a
spell, has an active adept power, has an active foci, etc) takes BEHIND THE SCENES
background count 12 unresisted Stun Damage each turn that
The runners meet Nazaire and Our Lady of Mercy at her
they are active and exposed to the flux or void (if the number is abandoned church/lair to discuss the next step in capturing
zero or a negative, no damage is experienced). the elusive Girardi.

32 RECOVER
Our Lady is anxious to get started and is slightly frustrat- TELL IT TO THEM STRAIGHT
ed that previous attempts have failed to locate your quarry,
though they revealed previously unknown information. Arriving at the provided coordinates, you are able to go as far
as a trailhead on the far north edge of Seattle. Everett, to be
The task is to get to Montreal, work the local scene to
exact. You grab your gear and make your way into the already
discover Girardis exact location and capture him. Our Lady
dark woods as a light mist falls. After a short trek, the woods
of Mercy will not accompany the team, but she will want to
open onto a clearing with a large, dark shape sitting to one
be kept up to date with their progress. She is obviously very
side, as if hiding near the trees. A tall, broad figure steps from
anxious for informationany informationbut is keeping her
the side of the dark shape and nods in your direction. A better
cool. A Judge Intentions (3) Test (p. 152, SR5) will tell the run-
look at him reveals an ork with hair that may have never been
ners that she wants Girardi dead and will also give them a +1
touched by a brush, a shirt which appears to have been but-
dice pool modifier to their Negotiation test, if they attempt to
toned in the dark, pants that look inside out, a combat boot on
gain a larger payment.
one foot and a sneaker on the other. This must be Wild Willy.
She realizes the last portion of the task requires travel and
is more risky, so she offers the runners 8,000 nuyen each.
Each net hit will increase the final pay by 500 nuyen, with a
BEHIND THE SCENES
cap of 4 net hits (2,000 nuyen extra each). Nazaires coyote contact is a member of the Cascade Orks
Nazaire arranges travel to Montreal via a coyote. The team named Wild Willy. Willy has been running the NAN/Everett
may take any equipment with them, except large drones and/ border for years and knows every kilometer like the back of
or vehicles. He instructs the runners to meet his contact, a his hand. He runs a GMC Banshee for his trips and is ready
coyote and sometime smuggler who goes by Wild Willy, at to depart when the runners arrive.
a set of coordinates at 2100 hours. Should the runners check The runners follow the coordinates until they reach a trail-
the coordinates, mapsofts display nothing but a pasture sur- head for a walking trail. The GPS shows the meet point is an-
rounded by trees. other 100 meters in the woods.
The runners discover a field in the middle of the woods
with a GMC Banshee resting in it. Wild Willy assists loading
PUSHING THE ENVELOPE and stowing their equipment, speaking only when asked a
There is no need to push the envelope. direct question. Unless the question has to do with vehicles,
the answers are unintelligible or nonsense.
DEBUGGING Once everyone and everything is aboard, Wild Willy takes
off and points the GMC Banshee toward Montreal, at around
Its assumed that the runners are currently in Seattle. If they 2200 local.
are not, the meet can be handled virtually. Our Lady of Mer-
cy will not be part of the virtual meet, but Nazaire will be.
The coordinates for the meet with Wild Willy will change to
PUSHING THE ENVELOPE
a similar setting closer to their location. Its the woods at night, and a group of hell hounds crossed
the border looking for prey. The runners look pretty tasty as

SCENE 2: GO TIME
they load the Banshee.

DEBUGGING
SCAN THIS The runners may have a hard time with the hell hounds if
Nazaire provides a coyote to get them to Montreal where they show up in the Pushing the Envelope section. Have
Girardi is currently hiding. Wild Willy pull out a sawed-off shotgun and take out a cou-
ple of hell hounds.

RECOVER 33
>> BOUNDLESS MERCY <<

If the runners attempt to hijack the Banshee, let its an- PUSHING THE ENVELOPE
ti-theft system take care of it. The vehicle has a biometric
lock on the ignition, and it will send an 8S(e) pulse through The Draco Foundation heard the Illuminates of the New
the crew compartment once every fifteen seconds until de- Dawn evacuated many of their safehouses and believes the
activated through a manual key input entry into the sensor runners took some artifacts to Montreal. Unfortunately, the
control board. Draco team received bad information and mistakenly at-
tacks the party, believing they are part of the Initiates.

HELL HOUNDS (6)


DEBUGGING
B A R S W L I C ESS EDG M
The main thing that could go wrong here is if the runners de-
6 4 5 6 4 2 4 3 3 6 5 cide to do something silly, like attack Willy or try to steal his
Condition Monitor 11/10 ride. In that unhappy event, the Banshee will have biometric
Armor 2 locks on the ignition to keep them from stealing it, and La Gen-
Limits Physical 8, Mental 4, Social 6 darmarie will show up to arrest the runners (if they dont wise
Physical Initiative 10 + 3D6 up and flee in the Eurovan) as attempt to hack it. Use the Draco
Movement x2/x6/+24 Foundation Hirelings stats for the Gendarmarie officers.
Skills Exotic Ranged Weapon 4, Intimidation 3, Perception The other possible issue would be if the runners try to ar-
3, Running 4, Sneaking 5, Tracking 5, Unarmed range their own transportation and housing in Montreal. Un-
Combat 3 less one of the runners is local to the city, their contacts will
Powers Armor 2, Dual Natured, Elemental Attack (Fire), all be at 2 on any legwork rolls due to the fact that it is un-
Enhanced Senses (Hearing, Low-Light Vision, familiar territory. Laurent is the exception, but he will remind
Smell), Fear, Immunity to Fire, Natural Weapon the runners that he has already made arrangements for them
(Bite: DV 7P, AP 1)
and, if the runners dont find them satisfactory, hed be more
than willing to hire someone else who would find them less
SCENE 3: BIENVENUE objectionable.

A MONTREAL DRACO FOUNDATION


SCAN THIS HIRELINGS (4)
(PROFESSIONAL RATING 4)
Though the runners know what city the compound is in, they
dont know the exact location. They are in a different city B A R S W L I C ESS
and need to work the streets/local fixers/runners to find it. 4 4 4 (5) 3 3 3 4 3 4
Condition Monitor 10
TELL IT TO THEM STRAIGHT Armor 14
Limits Physical 5, Mental 5, Social 5
Ah, Montreal. Well, an abandoned airstrip outside Montreal,
Physical Initiative 8 (9) + 2D6
at any rate. Not much to see except the lights of the city
Skills Automatics 5, Blades 4, Gymnastics 5,
in the distance. If this were a sightseeing trip, youd be de-
Perception 3, Unarmed Combat 4
manding your money back from the tour guide. But, seeing
Augmentations Wired reflexes 1
as how youre sneaking into Quebec illegally, having noth-
Gear Armor jacket w/ helmet (14), AR gloves,
ing around to see means youre not going to be seen either.
commlink (Device Rating 3), contact lenses
Probably. (Rating 3, w/ flare compensation, image link,
smartlink), ear buds (Rating 1), subvocal
BEHIND THE SCENES microphone, 3 spare clips regular ammo
Weapons Ingram Smartgun X [SMG, Acc 4(6), DV 8P, AP
The five-hour ride from Everett to Montreal went smoothly, , BF/FA, RC 2 (3), 32 (c), w/ detachable
touching down around 0600. Wild Willy sets the Banshee folding stock, gas-vent 2, smartgun system,
down at a semi-abandoned airstripapparently smugglers regular ammo]
frequent it. Nazaire arranged ground transportation through Sword [Blade, Acc 6, Reach 1, DV 6P, AP 2]
Wild Willy.
The runners must figure out where the compound is, and
they have very little to nothing for information. Willy points
at a nondescript Renault-Fiat Eurovan that has obviously seen
better days and grunts that the address for a safehouse is al-
ready programmed into its autopilot. Safe is a relative term,
though, as the place is in West Island, one of the more run-
down neighborhoods in Montreal.

34 RECOVER
>> BOUNDLESS MERCY <<

DRACO FOUNDATION SCENE 4: HOPE YOU


ADEPTS (2)
GUESSED MY NAME
B A R S W L I C ESS M
5 5 (7) 6 (8) 5 4 4 4 3 6 6 SCAN THIS
Condition Monitor 11 The safehouse Nazaire arranged for the runners is in one of
Armor 14 the worst neighborhoods in all Montreal, West Island. Here
Limits Physical 7 (8), Mental 6, Social 6 they will meet Hellbent (see Cast of Shadows), the area
Physical Initiative 12 + 3D6 Hellsoul leader, who provides them the information they
Skills Athletics skill group 8, Blades 11, Gymnastics needfor a price.
(Defense) 13 (14), Etiquette (Street) 7 (9), Firearms
skill group (Pistols) 12(14), Perception (Visual)
12(14), Pilot Ground Craft (Car) 15(17), Unarmed TELL IT TO THEM STRAIGHT
Combat 13
The coordinates Wild Willy gave you drops you off in a run-
Qualities Ambidextrous
down neighborhood known as West Island. Besides the few
Adept Powers Attribute Boost (Agility) 1 (Active, 2 hits), Combat
AROs that pop up in French, it would be as if you hadnt
Sense 2, Critical Strike 1, Improved Ability (Blades)
1, Improved Ability (Pistols) 2, Improved Reflexes 2,
left Seattle. The neighborhood looks almost the same as the
Killing hands Puyallup Barrens, only more soul sucking.
Gear Armored jacket w/ helmet (14), AR gloves,
commlink (Device Rating 3), contact lenses (Rating BEHIND THE SCENES
2, w /image link and smartlink), fake SIN (Rating 4),
West Island is the absolute worst neighborhood of all Mon-
quick draw holsters
treal. Gangs, Gabriel hounds, the Infected, shadowhounds,
Weapons 2 x Colt Governments [Heavy Pistols, Acc 6,
DV 9P, AP 2, SA, RC , 14(c) w/ internal and even incubi roam this area. This is an area rife with dan-
smartlink, EX ammo]
Sword [Blade, Acc 6, Reach 1, DV 9P, AP 2]
Unarmed [Acc 8, Reach 0, DV 5P, AP ]
Combat knife [Blade, Acc 6, Reach , DV 8P,
AP 3] RECOVER 35
>> BOUNDLESS MERCY <<

gers and the team must find a way to get the information PUSHING THE ENVELOPE
they need without the inhabitants consuming them.
The West Island area suffers from a Noise rating of 2 due There are several options here. A glitch on any part of the Et-
to the ramshackle infrastructure and the lack of local Matrix iquette test will result in some of the gang members attack-
support. There is no background count, but the entire area ing to defend their clubs honor. One of the gangs groupies
has a desperate undertone to it. could drunkenly stumble into one of the runners, spilling her
The safehouse is a low-rent flop on the second floor over drink him, and her equally drunk boyfriend will jump in to
a pretty rough bar. Its not the clubhouse of any particular defend her. Additional gang members could be coming in
gang, but enough members of the Hellsouls drink here that to drink and jump into the fray. La Gendarmarie could raid
theirs are the only gang colors visible. Other patrons include the bar.
a few locals, a couple of prostitutes, and a scared looking pair
of college kids that obviously walked into the wrong bar but DEBUGGING
are too proud to walk out the door again. If the runners cant locate the clubhouse on their own, a
The runners must meet Hellbent, the area Hellsoul leader bartender with a black eye and split lip (compliments of a
(see sidebar). The Hellsouls dont like strangers in their terri- drunken Hellsoul) could discreetly slip the location to the
tory, unless those strangers are useful. In this case, Hellbent quietest, least obviously armed of the runners.
sees the runners as useful and expendable. There are at least
a couple dozen Hellsouls hanging around the clubhouse
HELLSOUL ORK GANGER
ready for action, but they will not attack strangers unless a
clear threat is present or is made. (PROFESSIONAL RATING 4)
Legwork to locate Hellbent can be handled as an Etiquette B A R S W L I C ESS
+ Charisma [Social] (8, 30 minutes) Extended Test, with team- 6 6 (8) 6 (7) 6(8) 4 2 2 2 3.7
work allowed. If the face of the team steps forward and really
Condition Monitor 12
role-plays well, feel free to award the player with the name.
Armor 12
Conducting the negotiations in French lowers the threshold
Limits Physical 8 (10), Mental 4, Social 4
by 1 for every French-speaking character that is assisting, up
Physical Initiative 8 (9) + 1D6
to a maximum modifier of 5.
The other way to get an introduction would be to success- Skills Automatics 3, Close Combat skill group 4,
Gymnastics 4, Perception 4, Running 1
fully beat down the Hellsouls, either in a bar brawl or single
Qualities Toughness
combat. Actually killing any of them will make any negotia-
Augmentations Muscle replacement 2, reaction enhancers 1
tions with Hellbent suffer a 2 dice pool penalty for the rest
of the mission, but there is no penalty for beating either the Gear Commlink [Device Rating 2], contacts [Device
Rating 2], leather jacket with club colors (12),
address of their clubhouse or an introduction to Hellbent out
smartlink
of the gangers. There is the same number of gangers drinking
Weapons Fiancetti Military 100 [Machine Pistol, Acc 5(7),
at the bar as there are runners. DV 6S, AP 4, SA/BF/FA, RC ,20(c), w/ ADPS
Hellbent is aware of the compound and wants the Illu- ammo]
minates gone. Unfortunately, previous attempts to oust the Knife [Blade, Acc 5, Reach , DV 3P, AP]
current residents proved unsuccessful. He is more than hap- Knucks [Melee, Acc 8, Reach , DV 7P, AP ]
py to send the runners in the right direction, but not without
getting something out of the runners. HELLSOUL HUMAN GANGER
(PROFESSIONAL RATING 4)
B A R S W L I C ESS
THE HELLSOULS 4 5 5 4 3 2 4 2 6
The Hellsouls are still the biggest, most powerful Condition Monitor 10
motorcycle club in Montreal. The Hellsouls evolved from a true Armor 12
motorcycle club into an organized-crime group running a city Limits Physical 6, Mental 4, Social 5
from small local beginnings. The words gang and club are Physical Initiative 9 + 1D6
freely interchangeable when describing this organization. They Skills Athletics skill group 16, Automatics 7, Close
accept members from any metatype or ethnicity, Francophone combat skill group 8, Perception 6
Gear Commlink [Device Rating 2], contacts [Device
or Anglophone. Largely responsible for decimating the Mafia
Rating 2], leather jacket with club colors (12),
at the turn of the century, they have since been at war with smartlink
other potential usurpers, bloodily bringing down club after Weapons Fiancetti Military 100 [Machine Pistol, Acc 5(7),
club that has tried to dethrone them. Nothing really happens DV 6S, AP 4, SA/BF/FA, RC , 20(c), w/
ADPS]
in Montreal without the Hellsouls say-so. They sit atop a Knife [Blade, Acc 5, Reach , DV 3P, AP]
feudal pyramid of smaller clubs and even more street gangs, Knucks [Melee, Acc 8, Reach , DV 7P, AP ]
all of which distribute drugs, chips, and guns while controlling
prostitution and extortion rings.

36 RECOVER
>> BOUNDLESS MERCY <<

SCENE 5:
RULES HAPPEN TO
OTHER PEOPLE
SCAN THIS
Having located the Hellsouls, the runners negotiate with
their leader for the location of the compound.

TELL IT TO THEM STRAIGHT


The home of the Hellsouls is just as rundown as every other
building in West Island, though the graffiti makes it one of
the most colorfulif youre into scenes of devils and dam-
nation, at any rate. The palpable aura of menace keeps the
cartoonish images from being even a little humorous. The
three guys lounging around outside the door and making no
effort to hide the heavy pistols hanging from waist or shoul-
der holsters also add to the ambience. The smugly confident
looks on their faces, despite the fact that they are outnum-
bered and probably outgunned, make it completely obvious
that theyve got plenty of friends waiting inside.
When you enter, there is a troll with devil-style horns and
red-tinted skin inside. He is armed with a bow styled like
flames and wears a ballistic mask styled into a devils face. He
steps out of your way to reveal a room in disarray. At the far
end sits Hellbent, lounging on a sofa. The room is scattered
with gang members deep in conversation, cleaning weapons
and sorting drugs; they eye the runners suspiciously.

BEHIND THE SCENES


Hellbent wants the Initiates out of the compound, but he is
a good enough leader not to throw his own members under
that particular bus and a smart enough leader to try to kill
two birds with one stone. He will agree to provide the loca-
tion of the compound to the runners if they manage to adul-
terate a shipment of simsense chips that his sources tell him
are due to ship out of a warehouse two days from now. That
warehouse is in an area not claimed by the gang, and theyd
like to change that. Hellbent is smart, though, and knows
that destroying the warehouse will only serve to reduce the
potential income of the area. This way, when he controls the
area, he can charge protection money to keep such dastard-
ly deeds from occurring on the property again.
No Negotiation test is necessary to get Hellbent to
agree to this arrangement, but he will not be easily intim-
idated into just giving it to them. He receives +3 to resist
Intimidation, because he has spent most of the day steel-
ing his spine. His people will not initiate hostilities without
Hellbents say-so, but they will also not be caught by sur-
prise. If things deteriorate, Hellbent will give the runners
one last chance to think about the wisdom of their actions,
pointing out how they need him. He will also remind them
that they are overwhelmingly outnumbered, and a long,
long way from home.

RECOVER 37
>> BOUNDLESS MERCY <<

When they agree to the job, Hellbent tells them that the HELLBOUND, TROLL
chips are a shipment from a pissant little corp in a nowhere HELLSOUL ENFORCER
little town off of Lake Erie. The routing number for the chips is
Yukon something or other. He didnt catch the actual num- B A R S W L I C ESS EDG
ber, but he knows it relates to the point of origin somehow. 10 (12) 4 3 (5) 7 3 2 3 2 1.56 1
If the players play nice, Hellbent will offer them an extra job Condition Monitor 13
if they can get as many of the chips altered as possible. He will Armor 18
not offer the extra funds if they have killed any of his men or Limits Physical 9 (11), Mental 4, Social 3
tried to pick a fight with him.
Physical Initiative 6 (8) + 3D6
Hellbent gives them a small black box and tells them to put
Skills Archery 5, Blades 6, Pistols 3, Running 1, Unarmed
each tray of chips inside the box, then he presses the nonde- Combat 4
script button on the side to wipe and re-write the chips inside. Qualities Allergy (seafood, moderate), High Pain Tolerance
It takes about 12 seconds. (Rating 2), Toughness
Each tray holds one hundred chips. There are fifty trays in Augmentations Aluminum bone lacing, cybereyes [Rating 2,
a case, so it should take ten minutes to wipe an entire case. w/ flare compensation, low-light, smartlink,
There are six cases total, and Hellbent will pay an extra 500 thermographic], dermal plating 2, skilljack (Rating
nuyen per runner for each case they completely rewrite. 3), skillwires (Rating 3), synaptic booster 2
Gear Armor jacket (12, fire resistance (Rating 3),
PUSHING THE ENVELOPE non-conductivity (rating 3)], ballistic mask
[armor +2, trodes], commlink (device rating 6,
A hungry pack of ghouls raids the gangs base of operations sim module), English linguasoft (rating 3), fake
and attacks everyone indiscriminately. There is one ghoul SIN (rating 4), sneaking activesoft (rating 3),
subvocal microphone, Survival activesoft (rating
for each player character and one for every two gangers in 3), Throwing Weapons activesoft (rating 3), 100
the building; they will have already slain the two outside. rounds APDS heavy pistol ammunition, 100 rounds
explosive ammunition, 40 barbed arrows (rating 7)
GHOULS Weapons Bow [Rating 7, Acc 6, DV 10P, AP 3, SS, Barbed
Arrows]
B A R S W L I C ESS EDG M Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 5,
SA, RC , 15(c), w/ APDS ammo, 3 spare clips]
7 3 5 6 5 2 4 1 5 3 1 Combat axe [Blade, Acc 4, Reach 2, DV 12P, AP 4]
Condition Monitor 12 3 x Frag grenades [DV 18P(f), AP +5, Blast 1/m]
Armor 1 3 x Thermal smoke grenades [Grenade, DV , AP
, Blast 10m radius]
Limits Physical 8, Mental 5, Social 5
Initiative 9 + 1D6
Movement 6/12/ +2m
DEBUGGING
Skills Assensing 4, Perception 5, Running 3, Sneaking 6, The only real thing that could go wrong here is the runners
Unarmed Combat 6 getting in over their heads, either from provoking the Hell-
Powers Armor 1, Dual Natured, Enhanced Senses (Hearing, souls or from Pushing the Envelope. If pushing the enve-
Smell), Natural Weapon (Claws: DV 7P, AP 1), lope, the Hellsouls will obviously fight on the runners side,
Sapience though their priority will be protecting their leader. The
Weaknesses Allergy (Sunlight, Moderate), Dietary Requirement ghouls should be chased off after the second full Combat
(metahuman flesh), Reduced Senses (Blind) Turn, if any have survived.
If the runners decide to take on the Hellsouls, despite all
HELLSOUL GANG MEMBERS (24) the warnings and the knowledge that they cant find the Il-
(PROFESSIONAL RATING 2) luminates without working with him, then the gamemaster
B A R S W L I C ESS may leave them to their fate. Any survivors that arent smart
enough to run away will be left at a suitable location: the
4 4 3 4 3 2 3 3 6
steps of the local precinct of La Gendarmarie, outside the
Condition Monitor 10 door of the safehouse, Nazaires hotel room, etc. They will
Armor 9 retain their weapons, but not any ammo that isnt specifically
Limits Physical 5, Mental 4, Social 5 in a hidden compartment, and they will have a new flaming
Physical Initiative 6 + 1D6 pitchfork tattoo on the side of their face.
Skills Blades 4, Clubs 3, Etiquette (Street) 3(4), If they do pick a fight and are smart enough to run for it,
Intimidation 4, Pistols 5, Unarmed Combat 4 they can still talk their way back into Hellbents good graces with
Qualities Toughness some suitable reparations and continue the mission. Otherwise,
Gear Armor vest (9), Meta Link commlink (Device no amount of legwork will get them the information because no
Rating 1), 1 dose each of cram and jazz one is brave enough, or stupid enough, to cross the Hellsouls
Weapons Browning Ultra-Power [Heavy Pistols, Acc 5 (6), to talk to them. Nazaire will be willing to arrange their transport
DV 8P, AP 1, SA, RC , 10 (c)] home, but he wont pay them without the location.
Knife [Blade, Acc 5, Reach , DV 5P, AP 1]

38 RECOVER
>> BOUNDLESS MERCY <<

SCENE 6: STOP, at the dock. Canisters are stacked and scattered across the
dock, some three canisters high. Time to find a valuable little
CHILDREN, WHATS needle in a very well-protected haystack.

THAT SOUND? BEHIND THE SCENES


If the runners scout the building during the day, they will
SCAN THIS see a busy industrial complex. Two guards are stationed
The runners get the opportunity to scout out the warehouse. in each guard shack. The cranes are operated remotely by
employees in small shacks at the base of each machine. A
TELL IT TO THEM STRAIGHT half-dozen dock workers load and unload cargo from the
containers inside each of the two warehouse buildings. The
The warehouse on Rue St. Maurice is far enough away from site manager is in his office, and a single clerk is working in
the St. Lawrence River that only someone with olfactory en- each office in the other two buildings.
hancements would notice by the smell. The logos on the If the runners scout the building at night, they will see the
sides of the buildings and cranes state the facility is owned place virtually deserted except for a set of six guards, one in
by the Franois Sea Freight. This area of town is an older sec- each guard shack and three patrolling the grounds, as well
tion; the age shows in the narrowness of the streets and the as a single Force 6 bound air spirit. The spirit is controlled by
obvious number of coats of point covering every building. one of the guards. It takes about fifteen minutes to complete
Cobblestone shows through the concrete in patches where a patrol; the rest of the time the patrolling guards are either in
time has not been kind to the road and scavengers have not the break room or chitchatting with the gate guards.
found it worthwhile to pry up. From the outside, the ware- Also on site at night are the night manager, three dock-
house compound is a set of one-story industrial structures workers, and a single drone rigger. The night manager is in
surrounded by a chainlink fence. A pair of cranes stand the office in the front building, and the others are all asleep in
ready to transport cargo containers to and from the ships the on-call room.

RECOVER 39
>> BOUNDLESS MERCY <<

The simsense chips are in container YU8-9832. On the side AWAKENED GUARD
is a large Yukon Shipping logo. There are several ways of locat-
(PROFESSIONAL RATING 3)
ing the container. If the runners hack the warehouse node, a
successful Computer + Intuition [Data Processing] (2) Test in B A R S W L I C ESS M
the warehouse node would get the location of a pallet shipped 3 4 4 3 4 4 4 3 6 6
in from Cleveland, Ohio. Any appropriate Geography + Logic Condition Monitor 10
[Mental] (1) Test or Mapsoft would let the players know that Armor 12(14)
Cleveland is on Lake Erie if they dont already know that. Limits Physical 5, Mental 6, Social 6
An (appropriate knowledge skillHistory, Trivia, or Use- Physical Initiative 8 + 1D6
less Knowledge, for example) + Logic [Mental] (3) Test will let Astral Initiative 8 + 3D6
that runner remember that phone numbers back in the early
Skills Assensing 4, Astral Combat 3, Conjuring skill
days of the Ma Bell and home phones began with letters in- group 6, Counterspelling 4, Leadership 3, Pistols 2,
stead of numbers. In this case, YU would be Yukon. Spellcasting 4
Physically locating the pallet will require a Perception + Intu- Gear Armor jacket [12 w/ Nonconductive 2], mage
ition [Mental] (42, 5 minute) Extended Test. A successful Edge + sight goggles (10m), commlink (Device Rating 3),
Intuition [Mental] (3) Test by a single player can cut the thresh- Spellcasting (Combat) focus (Force 2)
old in half because they chose the correct building the first time. Spells Detect Life, Light, Physical Barrier, Powerbolt,
Splitting the party and searching both buildings simultaneous- Silence, Stunball
ly would reduce the threshold to 21, but each half of the party Weapons Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 7P,
would be working toward that threshold independently. AP , SA, RC (1), 30 (c)]
Any of the clerks, managers, or dock workers can get into Knife [Blade, Acc 5, Reach , DV 5P, AP 1]
the system to find the location of the chips, but the dock
workers would have to know the container number in order AIR SPIRIT (FORCE 6)
to find it. The clerks can find the container number, but not B A R S W L I C ESS EDG M
the location. The managers can find all the information.
4 9 10 3 6 6 6 6 6 3 6
Anyone slotting the chips before they are wiped will ex-
perience a personal jam session with Johnny Banger, rocker Condition Monitor 10/11
to the stars. Anyone slotting the chips after they are wiped Physical Initiative 16 + 2D6
will experience a workout session with three other little old Astral Initiative 16 + 3D6
ladies, set to polka music and lead by an overly cheerful little Skills Assensing 6, Astral Combat 6, Exotic Ranged Weapon
old man with a poofy cloud of white curly hair on his head 6, Perception 6, Running 6, Unarmed Combat 6
and wearing super-short shorts. Powers Accident, Astral Form, Concealment, Confusion,
Elemental Attack, Energy Aura, Engulf,
Materialization, Movement, Sapience, Search
WAREHOUSE HOST
Special +10 meters/hit when sprinting
RATING ATTACK SLEAZE DATA PROC. FIREWALL
8 9 8 10 11 DRONE RIGGER
Installed IC: Blaster, Tar Baby (PROFESSIONAL RATING 2)
Slaved Devices: Three cargo cranes (Device rating 3) B A R S W L I C ESS
Spiders: n/a
4 3 5 3 4 5 2 2 3.2
Sculpting: Default industrial
Condition Monitor 10
Armor 12(14)
MUNDANE GUARDS
Limits Physical 5, Mental 6, Social 4
(PROFESSIONAL RATING 3) Physical Initiative 7 + 1D6
B A R S W L I C ESS Matrix Initiative 8 + 3D6 (hot-sim 8 + 4D6)
4 4 4 3 3 2 3 3 6 Skills Automotive Mechanic 8, Blades 1, Computer 4,
Gunnery 3, Hardware 6, Industrial Mechanic 4,
Condition Monitor 10
Pilot Ground Craft 6, Pistols 2
Armor 12(14)
Qualities Juryrigger
Limits Physical 5, Mental 4, Social 5
Augmentation Commlink (Device Rating 3), Control rig (Device
Physical Initiative 7 + 1D6 Rating 2)
Skills Automatics 3, Etiquette 3, Perception 4, Pistols 4, Gear Armor jacket [12 w/ nonconductive 2],
Running 3, Unarmed Combat 3 automotive mechanic shop, miniwelder w/ spare
Gear Armor jacket [12 w/ Non-conductivity 2], fuel canister
commlink (Device Rating 3) Weapons Yamaha Pulsar [Taser, Acc 5, DV 7S(e), AP 5, SA,
Weapons Colt Cobra TZ-120 [SMG, Acc 4(5), DV 7P, AP , RC , 4 (m)]
SA/BF/FA, RC 2(3), 32(c)] Knife [Blade, Acc 5, Reach , DV 5P, AP 1]
Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 7P,
AP , SA, RC (1), 30(c)]
Stun baton [Clubs, Acc 4, Reach 1, DV 9S(e), AP

40
5, 10 charges]
RECOVER
>> BOUNDLESS MERCY <<

WAREHOUSE MANAGER HELL HOUNDS


(PROFESSIONAL RATING 2) B A R S W L I C EDG ESS M
B A R S W L I C ESS 6 4 5 6 4 2 4 3 3 6 5
4 4 3 4 3 2 5 3 6 Condition Monitor 11/10
Condition Monitor 10 Armor 2
Armor 0 Limits Physical 8, Mental 4, Social 6
Limits Physical 5, Mental 4, Social 5 Physical Initiative 10 + 3D6
Initiative 8 + 1D6 Movement x2/x6/+24
Skills Blades 4, Clubs 3, Etiquette 3 (Corporate +2), Skills Exotic Ranged Weapon 4, Intimidation 3, Perception
Intimidation 4, Pistols 4, Unarmed Combat 3 3, Running 4, Sneaking 5, Tracking 5, Unarmed
Qualities Toughness Combat 3
Gear Renraku Sensei commlink (Device Rating 3) Powers Armor 2, Dual Natured, Elemental Attack (Fire),
Enhanced Senses (Hearing, Low-Light Vision,
Weapons Knife [Blade, Acc 5, Reach , DV 5P, AP 1] Smell), Fear, Immunity to Fire, Natural Weapon
Stun baton [Clubs, Acc 4, Reach 1, DV 9S(e), AP (Bite: DV 7P, AP 1)
5, 10 charges]

OFFICE CLERKS PUSHING THE ENVELOPE


(PROFESSIONAL RATING 1) A pair of Force 6 spirits of air are patrolling both day and night.
In addition, the patrolling night guard(s) have hell hounds
B A R S W L I C ESS
that they will let off the leash if the runners are spotted.
2 3 3 3 3 2 3 2 6
Condition Monitor 10 DEBUGGING
Armor 0
Limits Physical 4, Mental 4, Social 4 The biggest thing that could go wrong in this scene is for the
runners to not find the container at all. As this is the main
Initiative 6 + 1D6
thrust of the mission, they should have to spend some time
Skills Electronics skill group 3, Etiquette 4 (Corporate
+2), Unarmed Combat 2
puzzling out how to find the information. If necessary, allow
one of the employees to be bribed or bullied into getting the
Gear Commlink (Device Rating 2)
required information for them. Dont make it too easy on the
Weapons None
players, though!
DOCK WORKERS
(PROFESSIONAL RATING 2) SCENE 7: FINAL
B A R S W L I C ESS COUNTDOWN
2 3 3 3 3 2 3 2 6
Condition Monitor 10 SCAN THIS
Armor 0
Hellbent gets confirmation that the runners actions were
Limits Physical 6, Mental 4, Social 4
successful and provides the coordinates of the Illuminates
Physical Initiative 6 + 1D6 compound.
Skills Blades 4, Clubs 3, Etiquette 2 (Street +2),
Intimidation 5, Pistols 2, Unarmed Combat 4
Qualities Toughness
TELL IT TO THEM STRAIGHT
Gear Large wrench, Meta Link commlink (Device Well, that could have gone worse. Any run you can walk
Rating 1) away from, right?
Weapons Knife [Blade, Acc 5, Reach , DV 5P, AP 1] When you get back to the Hellsouls little slice of heaven,
Wrench [Clubs, Acc 4, Reach 1, DV 9P, AP ] it looks as if youve never left. Same broken windows, same
surly gangers, same pervasive stench, same everything.
Hellbent is waiting inside when the guards wave you in.
The smile on his face makes it pretty obvious that he knows
what happened, but hes gonna make you say it anyhow.
Well? he asks, his upper lip curling a little slyly. What do
I get to reward you with? The information you seek? Or the
friendly attentions of mes amis?

RECOVER 41
>> BOUNDLESS MERCY <<

BEHIND THE SCENES Hardware + Logic [Mental] (3) or Software + Logic [Mental]
(3) Test will let the runner who is examining the device know
If the runners managed to successfully corrupt some of the
that. A decent face should be able to talk their way past
chips, Hellbent will ask for the device back. After checking
Hellbent, if the team thinks to re-write some other chips,
it to see how many chips were wiped with it, he will hand
without getting caught in a lie.
over a data chip containing the location of the Illuminates
compound. If they earned it, he will also provide credsticks
to each of the runners with their bonus pay. The data chip is SCENE 8: YOU LOAD
SIXTEEN TONS AND
not encrypted.
If the runners dont manage to get their hands on the
chips, or are not able or willing to hand over the device to
Hellbent to show that they had doctored the chips, he will
WHAT DO YOU GET?
give them a chance to leave out of respect for Nazaire. If the
runners dont leave, the entire gang will attack the runners. SCAN THIS
Laurent and Elizabeth meet up with the runners to collect
PUSHING THE ENVELOPE their paydata and give them their nuyen.
At this stage, theres really nothing to push. Either the run-
ners completed the job, or are able to convince Hellbent TELL IT TO THEM STRAIGHT
that they completed it, or they didnt. If they didnt, then
Running around playing gofers for a bunch of foreign gang-
there is a likely to be a very nasty fight on their hands.
ers is not the easiest way to make a few nuyen but, admit-
tedly, its not the hardest either. Nazaire seemed pleased
DEBUGGING when you called him to arrange the important part of the
The device keeps track of how many chips it has over-writ- festivitiesyou getting paidand he gave you an address
ten, not what was previously on those chips. A successful that is in an actually decent part of Montreal.

42 RECOVER
>> BOUNDLESS MERCY <<

When you arrive at the location, a fairly nice hotel with GAMEMASTER REWARD
a restaurant, Nazaire is waiting for you at a table in the back
with a glass of red wine in front of him and a plate of appetiz- When running this adventure you may choose to count the
ers in front of the empty chairs. Sitting next to him is Elizabeth Missions as played for their personal Shadowrun Missions
Nunn. A hungry, eager look lights her eyes as she watches character. You must choose to do this the first time your run
you walk in. this Mission only, and take the optional results to match
those the team you gamemastered for earned. You may not
choose to wait for a better attempt to choose your rewards.
BEHIND THE SCENES Youre on the honor system here, so please dont skew the
Nazaire wanted to meet with the runners in person, rather adventure to help the players gain extra rewards just so that
than having them send the location electronically, because you can get better results.
Elizabeth wanted to be closer to the compound when she fi- You will earn a flat amount of Karma and nuyen, regard-
nally founds out where it is. It also gives her and Nazaire the less of how well (or poorly) the players do, listed below. For
opportunity to feel out the runners and assure themselves other missions results and rewards that you track on the De-
that the runners arent playing them. briefing Log (Objectives completed, reputation and contacts
When the runners hand over the datachip, Elizabeth will earned, etc.), take the average results of the group youre
just about snatch it out of their hands to slot it into a com- gamemastering for. So if four out of six players earned a point
mlink and appear to study it fervently while Nazaire finishes of notoriety, you will earn one as well. If only two players out
the business arrangements with the runners. Any remarks di- of five earn a +1 Loyalty with Simon, you would not get that
rected to her will be answered in a brisk, distracted manner. +1 Loyalty.
Karma Earned: 6
PUSHING THE ENVELOPE Nuyen Earned: 12,000
This is the payoff scene. There is no reason to push the envelope.
REPUTATION
DEBUGGING During the adventure, runners may perform actions that
will add to their Street Cred, Notoriety, or Public Awareness
The only thing that could go wrong here is if the runners (p. 372, SR5). Besides the scenario specific gains listed be-
try to lie to Laurent and Elizabeth by passing off a bogus low, gamemasters should consider the characters actions
address on them. If either of them succeed with a Judge In- throughout the game and award additional points as appro-
tentions test against the runners, they will be sent packing priate. If a player earns Public Awareness or Notoriety, dont
without a single nuyen. be afraid to give them more than one point.
+1 Street Cred if the players successfully sabotage
PICKING the simsense chips

UP THE PIECES
+1 Notoriety for any player who fights the Hellsouls
+1 Public Awareness if the team fights the Ware-
house guards
MONEY
8,000 (+500 per success, maximum of 4) for de-
livering the location of the Illuminates compound to
CONTACTS
Nazaire and Nunn.
Successfully completing objectives or performing the ac-
3,000 (500 per case) for sabotaging the simchip
tions listed below will earn characters specific Missions
shipment for Hellbent
contacts at a Loyalty of 1, and should be given the Contact
Sheet included in this book. If they already have that con-
KARMA tact, they gain a +1 Loyalty to that contact (up to a maxi-
mum of 4).
2 Karma for surviving
Characters might interact with NPCs not specified by the
1 Karma for obtaining the location of the compound Mission, and may earn these NPCs as a contact at Loyalty
2 Karma for sabotaging the simchip shipment 1. They may also work with non-Mission specific contacts
that they have already earned or that they bought at charac-
1 Karma if they got in and out of the warehouse with-
out being detained ter creation, and gain a +1 Loyalty to these contacts, with a
maximum Loyalty of 4. Gamemasters should not grant these
1 Karma for defeating the Hellsouls
lightly, and players should have to work to earn these con-
1 Karma for defeating the Warehouse guards tacts by going the extra mile to impress the NPC, offering up
favors, or paying them well above the standard rates for in-
formation or services.

RECOVER 43
>> BOUNDLESS MERCY <<

+1 Loyalty (up to a maximum of 4) with Laurent 4 2 hours I hear hes helping an old friend
Nazaire for providing him with the compound location out with some personal problems,
+1 Loyalty with Elizabeth Nunn (up to a maximum of something to do with the Illuminates
4) for providing her with the compound location. 1 of the New Dawn.
Loyalty with her if they fail to obtain the location. 5 According to rumors, his friend is
+1 Loyalty with Hellbent for successfully sabotaging not a run-of-the-mill metahuman,
all six cases of simsense chips. theres something off about her.

ATLANTEAN FOUNDATION
LEGWORK
Contacts to Ask: Any Arcane, Laurent Nazaire, Fixer
When a PC gets in touch with a contact, make an unopposed
Connection + Connection test for the contact. The results Contacts Search Time Information
of this test determine how many ranks of information the 0 0 They help those displaced in floods
contact knows about the question. If the relevance of the if I remember right.
subject is a specialty of the contact, they get +3 to this test. 1 1 minute The Atlantean Foundation seeks out
The player then makes an unopposed Charisma + Etiquette arcane artifacts and knowledge. Not
+ Loyalty test, the results of which determine how many much is known about them.
ranks of information the contact is willing to divulge for free, 2 5 minutes They compete with the Draco
up to the max ranks of information they know. If the contact Foundation, a rival organization.
knows more, they will require a payment of 500 (Loyalty
3 30 minutes They have a dwarf in Seattle,
x 100, minimum 100) per rank of information they still
Laurent Nazaire. Hes the area head.
know.
Hell do anything to try to stay a step
If the PCs have worked all of their contacts and are still
ahead of the Draco Foundation.
missing important information, they may request that a con-
tact ask around. If they do so, have the Contact make an ex- 4 2 hours They sent a strike team against the
tended (Connection + Connection (1 hour)) test. Additional Illuminates of the New Dawn for
information will be available at a cost of 1,000 (Loyalty x some artifact thefts.
100, minimum 200). 5 Nazaire is using their considerable
A Matrix Search action (p. 241, SR5) may also be utilized resources to help a friend out of
to gather information from the following charts, using the ap- some trouble.
propriate thresholds and search times.

ILLUMINATES OF THE
LAURENT NAZAIRE
NEW DAWN (IOND)
Contacts to Ask: Any Arcane, Fixer, Talismonger, Magician,
Contacts to Ask: Any Arcane, Talismonger, Magician, Street
Street Shaman, Mafia, Tamanous
Shaman
Contacts Search Time Information
Contacts Search Time Information
0 0 How do you pronounce that again?
0 0 Your plates will illuminate the
1 1 minute Laurent Nazaire is the head of the roomtry our new Dawn dishwash
Atlantean Foundations Seattle detergent!
Branch. Hes a Haitian dwarf with a
1 1 minute Sure, sure. Theyre big into
strong accent. He was pretty active
magocratic progressivism
in the Foundations hunt for ancient
basically, they believe hermetics
magical artifacts .
mages are way superior to everyone
2 5 minutes You can keep asking around, but else, and so they should be in
nobody has any dirt on this guy. charge.
Down-to-earth? Open? Honest? I
2 5 minutes The local Outer Ordercircles headed
dont trust anyone like that myself.
up by some New Century Parts
Gives me the jitters, you scan?
apparatchik called Tyrone Girardi.
3 30 minutes The guy is obsessed in his quest to Word is he sometimes walks on the
acquire and study arcane artifacts shadowy side of the line.
before the Draco Foundation can
3 30 minutes Heard their chapterhouse in
get their hands on them. Hes got a
Bellevue was pretty ad well
personal rivalry with them.
destroyed in a nasty dust up

44 RECOVER
>> BOUNDLESS MERCY <<

recently. Sounds like their leaders 5 Word has it he wants to get rid of an
are going to ground. out of town group that set up shop in
4 2 hours They apparently made enemies of his neighborhood, something Dawn.
the groups that were part of the
whole artifact rush. HELLBENT
5 Word is that the Lady of Mercy is on
Contacts to Ask: Any Street type, Any Gang Member
a warpath against them and she has
Nazaire backing her.
Contacts Search Time Information
0 0 Sounds more like a sad attitude or
OUR LADY OF MERCY/ synth metal band than a name.
ELIZABETH NUNN 1 1 minute Hes a gang leader in Montreal, not
sure for who though.
Contacts to Ask: Squatter (Capitol Hill area), Store owners/
employees (Capitol Hill area), Hospital personnel (Group 2 5 minutes I hear hes the West Island area
Health Central Hospital) leader for the Hellsoulspretty
powerful group, they are.
Contacts Search Time Information 3 30 minutes His headquarters is an abandoned
0 0 You into the neo/ancient/goth thing car-parts warehouse. There are
or what? loads of gangers there all times of
1 1 minute She hangs out in the Capitol Hill are the day and night. I heard he worked
and is pretty spooky. his way up from legbreaker.
2 5 minutes Hear that the local squatters love 4 2 hours He enjoys making people fight
here because she protects them for his pleasure. Acts almost like
from the unsavory types. one of those Roman Emperors
with gladiators. Watch out for his
3 30 minutes This fixer, Laurent Nazaire, is
champion Hellrazor.
helping her in a vendetta against
the Illuminates of the New Dawn. 5 Hellbent wants to purge this
Apparently, they are old friends. compound in his area, but his
guys havent been up to the task.
4 2 hours She used to be a member of the
Apparently his gang is pretty light
IoND until there was a falling out
on magic types right now due to a
with her local chapterhouse.
recent dust up with the guys in the
5 Word has it she is some sort of compound.
vampire.

FRANCOIS SEA FREIGHT


HELLSOULS
Contacts to Ask: Any Corporate type
Contacts to Ask: Any street type, Any gang member
Contacts Search Time Information
Contacts Search Time Information 0 0 Sounds like a freight company.
0 0 You part of a religious group? If so, I
1 1 minute The company specializes in
know a few with catchier names.
containerized shipments although
1 1 minute One of the biggest, most powerful some facilities handle palletized
clubs in Montreal. cargo as well. The stock price has
2 5 minutes They accept anyone as a member. remained pretty steady over the past
It doesnt matter if theyre a troll, three years, but the dividend is drek.
dwarf, Anglophone or Francophone. 2 5 minutes Their biggest hubs are in
3 30 minutes Hear they run everything in Northeastern North America. They
Montreal. Nothing major goes down are a multinational corporation,
in their city without their knowledge but theyre too small be part of the
and approval. Corporate Court system.
4 2 hours They have area leaders in each of 3 30 minutes Their Montreal and Nova Scotia
Montreals main sectors; a nasty facilities have Awakened security
fellow named Hellbent runs West assets, but most of the rest dont.
Island. 4 2 hours They have contracts with Wuxing

RECOVER 45
>> BOUNDLESS MERCY <<

and Maersk to handle overflow


shipments or to handle small
CAST OF SHADOWS
markets their megas arent
interested in. LAURENT NAZAIRE
5 Overall, it is a clean organization, Laurent Nazaire
but there are a few employees is the head of the
that can be convinced to help ship Seattle Atlantean
small items in containers with the Foundation branch.
right offer. I have a contact in the A Haitian dwarf
Cleveland office if you need an with a French-Que-
origination shipment from there. becois accent, hes
Nothing explosive though. open, down-to-
earth, and seeming-
ly very honest. This
makes many in the
shadow communi-
ty nervous because
they dont believe it,
but thus far, no one
has been able to dig
up any dirt on him.
Hes been a key fig-
ure in the Atlantean
Foundations hunt
for ancient magical artifacts, and he is obsessed in his quest
to study these artifacts and discover everything about them.
He knows that if the Draco Foundation gets their hands on
the artifacts, theyll lock them up tight away from the world,
so he knows he needs to get to them first

B A R S W L I C ESS EDG M
4 3 3 4 7 6 4 5 6 3 9
Condition Monitor 10/12
Armor 8
Limits Physical 5, Mental 8, Social 8
Physical Initiative 7 + 1D6
Astral Initiative 8 + 3D6
Active Skills Banishing 9, Binding 10, Blades 4, Conjuring 10,
Counterspelling 1, Computers 4, Gymnastics 3,
Enchanting skill group 4, Etiquette 9 (Corporate +2),
Leadership 9, Negotiation 10, Perception 7, Pistols 4,
Ritual Spellcasting 10, Spellcasting 10
Knowledge Skills Arcana 4, Corporate Politics 3, English N, French 5,
Magical Groups 3, Security 3 (Magical +2), Wines 4
Qualities None
Initiate Grade 3
Metamagics Masking, Shielding, Psychometry
Gear Commlink (Device Rating 6), sustaining foci x 3 [Small
golden lizard pin (Rating 5), emerald tie pin (Rating 4),
and a small silver rose pin (Rating 4)], power focus
(1meter-long gnarled mahogany staff topped with
a large pearl, Rating 3), Zoe Executive Line suit (8)
(longcoat, shirts, trousers)
Spells Analyze Device, Analyze Magic, Armor, Astral
Window, Catalog, Detect Magic (Extended), Fashion,
Flamethrower, Heal, Improved Invisibility, Magic
Fingers, Manabolt, Physical Mask, Sterilize, Stunbolt,
Trid Phantasm
Bound Spirits Spirit of air (Force 6, 5 services), spirit of earth (Force
5, 3 services), spirit of man (Force 5, 4 services), spirit
of water (Force 4, 4 services)
Weapons None
46 RECOVER
>> BOUNDLESS MERCY <<

OUR LADY OF MERCY/ HELLBENT


ELIZABETH NUNN Hellbent is the West Island area leader for the Hellsouls.
Our Lady of Mercy B A R S W L I C ESS EDG M
has already lost her 5 5 5 (6) 5 3 3 3 3 6 4 5
hair and taken on Condition Monitor 11/10
the pointed teeth
Armor 12
common to nosfer-
Limits: Physical 7, Mental 4, Social 5
atu. Her skin is pale,
Physical Initiative 8(9) + 2D6
and she has a slight
Active Skills Archery 4, Athletics skill group 4, Blades 4, Clubs
odor of earth about
4, Computer 1, Con 1, Disguise 1, Escape Artist 4,
her. When she plans Etiquette 2, First Aid 2, Intimidation 4, Lockpicking 3,
on visiting the hos- Negotiation 1, Outdoors skill group 1, Perception 3,
pital, she wears Sneaking 3, Throwing Weapons 9, Unarmed Combat
nurses smocks 9
and uses Physical Knowledge Skills Kung Fu 7, Montreal Parkour 7, Montreal Squats 6,
Mask to disguise Quebec Gangs 5
her features. When Languages English N, French N
she is searching the Qualities Bilingual, Code of Honor, Double Jointed, Natural
streets and alley- Athlete, Pain Resistance (rating 1)
ways, she wears a Adept Powers Critical strike (Unarmed combat) (Blades), Improved
long ladys overcoat ability (Unarmed Combat) (3), Improved Reflexes (1),
and a ladys hat. Improved Senses (low-light vision), Killing Hands,
Our Lady of Mercy was once an up-and-coming member Light Body (1)
of the Illuminates of the New Dawn. She was very attractive Gear Armored jacket (12), climbing gear, fake SIN (Rating
and goal-oriented, but she contracted HMHVV 1A during 1), flashlight, glasses [Rating 1, w/ image link],
lockpicks, Meta Link commlink (Device Rating
an operation for the Illuminates. Once her circle members 1), respirator (Rating 1), Squatter Lifestyle (2
discovered her infection, they decided to earn a little extra months), survival kit
cash and attempted to turn her in for the bounty. She barely
escaped, and hid from them for several years until recent
events brought her out of hiding. Her affliction has caused
her to look at life differently, and she believes she is helping
those who are about to die pass peacefully to the afterlife.

B A R S W L I C ESS EDG M
4 4 4 4 5 5 5 5 7 3 6
Condition Monitor 10/11
Armor 12
Physical Initiative 9 + 1D6
Limits Physical 6, Mental 7, Social 8 (varies with Essence)
Active Skills Banishing 4, Binding 4, Summoning 4, Disguise 4,
Etiquette 4, Leadership 4, Negotiation 4, Perception 7,
Sneaking 3, Counterspelling 2, Ritual Spellcasting 6,
Spellcasting 6, Unarmed Combat 4
Knowledge Skills English N, Illuminates of the New Dawn 9
Qualities None
Initiate Grade 1
Metamagics Masking
Gear Commlink (Device Rating 4), nurses smocks, Ladys
Greatcoat (12)
Spells Control Emotions, Detect Life, Manabolt, Mind Probe,
Physical Mask
Powers Compulsion, Enhanced Senses (hearing, low-light
vision, thermographic vision), Essence Drain*,
Fear, Immunity (age, pathogens, toxins), Infection,
Influence, Natural Weapon (bite), Regeneration,
Sapience
Weaknesses Allergy (sunlight, severe), Dietary Requirement
(meta-human blood), Essence Loss (every 6 months).
Weapons Bite [Reach 1, DV 5P, AP ]

RECOVER 47
S H AD O W RUN

DESTROY

MISSION SYNOPSIS The runners scope out the compound and must figure out
how to get to Girardi. The runners observe the compound and
note that Girardi will not leave it. Our Lady of Mercy will be
Simply put: This is the final chapter and boss fight. Legwork as patient as possible, but her patience can only go so far. At
from the Recover Mission provided to Laurent Nazaire and some point, its time for action.
Our Lady of Mercy reveals the location of Girardis com- The runners may decide that they need more equipment
pound in Montreal. to take the compound. This section allows them to interact
Before the runners assault the compound, Elizabeth Nunn with Hellbent, the leader of the Hellsouls from Recover, on a
has a short task for them to accomplish. Our Lady of Mer- more professional level. Hellbents position grants him the
cy has an acquaintance in Montreal who is having problems ability to acquire practically anything the runners wishwith
with children being abducted from the clinic she works in. Our a mark-up, of course.
Lady convinces the runners to assist her in discovering the The runners assault the IoND compound. They finally
abductors and stop them. The runners discover a ghoul mage reach Girardi and see him in a heated discussion with a mys-
leading a group of feral-turning ghouls, and they need to stop terious figure. Unfortunately, the mysterious figures escapes,
them with extreme prejudice. but the runners should be able to capture Girardi.
Our Lady of Mercy finally faces the person who was re-
sponsible for her condition. She uses her Mind Probe spell
BACKGROUND COUNTS on Girardi and discovers the truth behind her condition. In a
fit of rageand because the feral changes are kicking inshe
Background counts impose a negative dice pool penalty
drains him dry in front of the runners. The horror of this action
equal to their Rating for all tests that are linked to or utilize may lead the runners to attack Our Lady of Mercy, or they
magic in any way (i.e., spellcasting, summoning, assensing, may cheer her on, or they may end up doing something un-
any test made while astrally projecting, and any active skill expected. As runners are wont to do.
that benefits from active adept powers such as Killing Hands, The final scene could end in a couple of different ways. If
Critical Strike, Great Leap, Improved Skills, etc.). Dual Natured the runners did not attack Our Lady of Mercy, she will either
creatures and spirits suffer this penalty to all actions. cryptically reveal that there are far worse victims out there
Aspected background counts grants a boost to any limit than her, and possibly inform them pointedly that greater
that utilizes magic in any way (see above) to any metahuman, threats exist. She will pay them the agreed-upon amount,
spirit, or dual-natured creature that matches the aspected and they will travel away to wherever they are based. If the
runners attacked and killed Our Lady of Mercy, theyll end up
domain. This includes spellcasting Force limits, so spellcasters
stuck in a foreign country without friends and possibly some
need to be careful, as it can be hard to control the additional
dangerous enemies (Nazaire, other IoND chapters, maybe
surge of mana. Any magically active being that does not match some other loose entity).
the aspected domain should treat this as a normal background
count and suffer penalties.
Background counts above 12 are called either a flux (for
aspected domains) or a void (for magically dead zones), and
they are dangerous. Any being that is magically or astrally
active in any way (dual natured, astrally perceiving, casting a
spell, has an active adept power, has an active foci, etc) takes
background count 12 unresisted Stun Damage each turn that
they are active and exposed to the flux or void (if the number is
zero or a negative, no damage is experienced).

48 DESTROY
SCENE 1: will not engage the IoND directly. She leaves it to the runners to
do the legwork and heavy lifting. Once the compound is secure,
FINAL MEET she expects the runners to call her in to speak with Girardi.
She realizes the last portion of the task may require travel
and is more risky, so she offers the runners 8,000 nuyen each.
SCAN THIS Each net hit on a Negotiation + Charisma [Social] Opposed
Nazaire and Our Lady of Mercy meet with the runners to Test will increase the final pay by 500 nuyen, with a cap of 5
give them the details of their next mission. net hits (2,500 nuyen extra for each runner).
Nazaire arranges travel to Montreal via a Coyote, for out
TELL IT TO THEM STRAIGHT -of-town runners. The team may to take any equipment with
them, except large drones and/or vehicles. He instructs the
If the runners have previously completed the Recover Mis-
runners to meet his contacts.
sion: As promised, you receive a commlink message from
For runners already in Montreal, Laurent provides them
Nazaire asking you to meet him in VR.
the GPS coordinates to the landing zone, an abandoned
airstrip outside Montreal, so that they may meet the new
If the runners have not completed the Recover Mission: You
runners. He informs the runners that the out of town group
receive a commlink message from your regular fixer notifying
should arrive around 0600 hrs. The runners will have a Re-
you of a chance for an out-of-town run. He lets you know that
nault-Fiat Eurovan to use.
you can meet Mr. Johnson via VR right now.

Once all runners have entered the virtual room: Entering the PUSHING THE ENVELOPE
meeting identification into your device, your icon appears in This is early in the Mission, and theres no need to push the
a small conference room displayed in high resolution. Seated envelope just now.
at the head of the conference table is a dark-skinned dwarf
dressed in a professional business suit. A beautiful dark- DEBUGGING
haired woman dressed in an elegant, professional outfit is
sitting to his right. Laurent introduces himself and then intro- The runners are in this line of work because they want mon-
duces the woman as Elizabeth. ey, so hopefully they will behave like professionals. In the
end, if they dont want the job, they dont want the job. No
one can force money into their pockets!.
BEHIND THE SCENES
Nazaire and Our Lady of Mercy went to Montreal to plan
the final step in capturing the elusive Girardi. They will uti- SCENE 2: BEING
lize any runners already in Montreal and bring in additional (MORE) HUMAN
talent as necessary.
The virtual meet duplicates a conference room in a nice
Montreal hotel. Though Nazaire would prefer a sit-down
SCAN THIS
meeting, he knows he has to coordinate with runners in dif- Elizabeth has an additional task for the runners to complete
ferent countries, so this is the next best alternative. before the raid on the compound. A childrens clinic has
Our Lady is anxious to get started and is slightly frustrat- been having problems with critter attacks, and she would
ed that previous attempts have failed, though they revealed like the runners to clean out the critter nest.
previously unknown information.
The task is to raid the IoND compound and capture Girardi
alive. Our Lady of Mercy will accompany them to the area but

DESTROY 49
>> BOUNDLESS MERCY <<

TELL IT TO THEM STRAIGHT TELL IT TO THEM STRAIGHT


All members of the team are now in country. Its time to do The childrens clinic is located in West Island, the worst
some surveillance on the mages compound. The commlink neighborhood in Montreal. Characters who participated in
chirps, and you see Elizabeths face on the screen. I have Recover have already had a chance to start getting their bear-
a small task for you, of a personal nature. I understand that ings about the area. The redbrick, three-story structure has
you were not commissioned to do this, so Im willing to pay definitely seen better days. It looks like it was once a mom-
extra. What do you say? and-pop store of some kind that has been converted into
a depressing clinic. The security guard stationed outside
BEHIND THE SCENES looks more like a mall cop than a deterrent.
Entering the clinic, you find the walls painted in warm
During Elizabeths dark period in life, which was not so long bright colors with pictures of trees and animals. In one corner
ago, she frequented the local hospital to identify those who of the lobby is a play area with a few well-worn, faded toys
were dying and provided them a means to end their suffer- stacked in a brightly colored toy chest. Elizabeth stands just
ing. While visiting the hospital she came to meet several of inside the door, waiting for your arrival.
the nurses and become acquainted with them. Shortly after Elizabeth then leads you through the clinic to the sec-
arriving in Montreal, she discovered that one of the nurses, ond floor where you find brightly colored patient rooms
Kay St. Jacques, transferred to a local childrens clinic that with children attached to various medical devices. Out of
treats terminally ill children. the corner of your eye, you notice Elizabeth unsuccessfully
A mage, now a recently turned ghoul, leads a small holding back tears.
group of ghouls who are turning feral near the clinic and
have started abducting these children in the middle of the
BEHIND THE SCENES
night. Local authorities have not been able to discover the
ghouls nest and do not have the manpower to provide a The West Island area suffers from a Noise rating of 2 due to
security detail. The clinics security guards have not been the ramshackle infrastructure and the lack of local Matrix
able to stop the intrusions either and are at a loss as to how support. There is no background count, but the entire area
it is happening. has a desperate undertone to it.
Elizabeth contacts Kay and offers to resolve the situa- When questioned, Kay St. Jacques reveals what few de-
tion for her with the use of the runners. Elizabeth offers the tails she has concerning the abductions.
runners an additional 4,000 nuyen apiece. Each net hit on a The children were abducted at night.
Negotiation + Charisma [Social] Opposed Test increases the The security guards have no recollection of what
final pay by 500 nuyen, with a cap of 5 net hits (2,500 nuyen happened and have no injuries after the abductions.
extra per runner). Security footage reveals nothing. There are two cam-
Once negotiations are complete, Elizabeth informs you to eras, one focused on the lobby and another over the
meet her at the clinic at 2000 hours. back door.
The abductions do not occur on a regular basis, i.e.
PUSHING THE ENVELOPE not every five or six days or anything like that. They
Again, were still in the early stages, just getting the work appear random.
lined up. No need to amp up things just yet. It has been four days since the last abduction.
The clinic employs two guards; one works the day
DEBUGGING shift, and the other is on at night.
It is possible that the runners do not want to do this task. The reason they have so little security is because the
Elizabeth stresses how important it is to assist these poor Hellsouls (a Montreal-based gang) provide an addi-
children. Though the children are terminally ill, they should tional layer of security for free. However, the Hellsouls
be treated with dignity and respect while being provided a have been occupied in several operations recently and
comfortable transition from this life. What kind of monster have not been able to stop these abductions.
would take advantage of dying children?
Questioning either guard reveals the same information.

SCENE 3: A Judge Intentions test (p. 152, SR5), with no resistance from
either guard, will reveal they are telling the truth, unless there
CHILDRENS PLACE is a glitch or critical glitch.
There are two ground floor entrances, the main door to the
lobby and an employee entrance in the back. Both are mon-
SCAN THIS itored by a camera. If the runners examine the locks, which
The runners meet with Kay St. Jacques to discuss the situa- are old fashioned key locks, a successful Locksmith + Intuition
tion and figure out how best to resolve it. [Mental] (2) Test will reveal none were tampered with.

50 DESTROY
>> BOUNDLESS MERCY <<

If the runners review the security footage, a Perception keep the pace moving as they have a major encounter to
(Visual) + Intuition [Mental] (4) Test will notice a shadow cre- complete that may take up most of their time. If playing a
ated when the front door is opened, but no one enters the home, or untimed game, let the players take whatever time
lobby. Prior investigators missed this. If the runners question you feel in appropriate.
the guard about it, he does not remember opening the door
for any reason other than going to the bathroom. The fact that
he enters to use the bathroom is readily evident during the
SCENE 4: GHOULISH
review of the footage. BEHAVIOR
Assensing the area does not reveal a magical effect, as it
has been four days after the last problem.
SCAN THIS
This very night (around 0100 hours), the ghouls will make
their move. The ghouls are getting hungrier and need to take another
child. Therefore, they attack the same night that the runners
arrived at the clinic.
PUSHING THE ENVELOPE
Be patient. Things are about to go down. Hold off until then. TELL IT TO THEM STRAIGHT
It is a quiet night in West Island, not a soul stirs except for
DEBUGGING the devil rat pack in a nearby dumpster. The few streetlights
The runners will probably assume that the guard is assisting left functioning are pools of bright in the otherwise empty
the abductors and apply a tremendous amount of pressure sea of black. 0100 hours in Montreal feels the same as 0100
on him. He truly does not know what is going on. hours back in Chicago, or the Barrens of Seattle, or wher-
The team may spend a tremendous amount of time plan- ever. You hope something happens, anything to break the
ning their actions. If playing this adventure during an event, boredom of waiting.

DESTROY 51
>> BOUNDLESS MERCY <<

BEHIND THE SCENES GHOULS (7)


The ghoul mage and his follower ghouls make their move on B A R S W L I C ESS M
the clinic. The mage summons a spirit and has it use its Con-
7 3 5 6 5 2 4 1 5 1
cealment power on himself and his group (8 on Perception
Initiative 9 + 1D6
tests). The entire group sneaks towards the clinic. When the
mage is close enoughthat is, within twenty metershe Movement 6/12/+2
casts Influence on the guard to get him to open the door. Condition Monitor 12
Once they grab a child, they use the same tactic to exit the Limits Physical 8, Mental 5, Social 5
clinic. So far, it has worked exceptionally well, so the ghoul- Armor 1
ish gang is rather confident and not overly cautious. Skills Assensing 4, Perception 7, Running 3, Sneaking 3,
If the players have set themselves up in the lobby or near Unarmed Combat 6
the door, they will not miss the security guard turning and Powers Armor 1, Dual Natured, Enhanced Senses (Hearing,
opening the door wide, as if he is a bellhop. Smell), Natural Weapon (Claws: DV 7P, AP 1),
Sapience
Weaknesses Allergy (Sunlight, Moderate), Dietary Requirement
PUSHING THE ENVELOPE (Metahuman Flesh), Reduced Senses (Blind)
The gamemaster is always free to make the ghoul gang larg- Spells Analyze Magic, Analyze Truth, Improved
er, or to have a few of them hanging outside the clinic, ready Invisibility, Fireball, Flamethrower, Influence,
Manabolt
to ambush the PCs after the main fight.

SPIRIT OF MAN (FORCE 8)


DEBUGGING
(5 SERVICES)
Once again, this should not take an inordinate amount of
B A R S W L I C ESS M
time, so make sure to move the pacing along so the players
have enough time to finish the assault. Should the runners 9 8 10 6 8 8 9 8 8 8
have problems eliminating the ghouls, have the ghouls re- Initiative 18 + 2D6
treat as soon as half of them have been incapacitated. If the Astral Initiative 16 + 3D6
group has trouble with the ghouls, local Hellsouls can show Limits Physical 11, Mental 13, Social 11
up to lend a hand. Active Skills Assensing 8, Astral Combat 8, Perception 8,
Spellcasting 8, Unarmed Combat 8
SYNTHALLIX, GHOUL MAGE Powers Accident, Astral Form, Concealment,
Confusion, Enhanced Senses (Low-Light Vision,
B A R S W L I C ESS EDG M Thermographic Vision), Guard, Influence,
7 3 5 6 5 2 4 3 6 3 6 Materialization, Sapience, Search
Initiative 9 + 1D6 Optional Powers Fear, Movement, Psychokinesis
Condition Monitor 12/11 (Choose 2)
Spells Analyze Magic, Analyze Truth, Improved
Limits Physical 8, Mental 5, Social 6
Invisibility, Fireball, Flamethrower, Influence,
Armor 1 Manabolt
Skills Alchemy 4, Arcana 4, Assensing 4, Banishing
3, Counterspelling 4, Gymnastics 1, Etiquette 4,
Perception 9, Ritual Spellcasting 6, Spellcasting 6,
Summoning 3, Perception 5, Running 3, Sneaking 3,
SCENE 5:
Unarmed Combat 7 ENEMY CAMP
Powers Armor 1, Dual Natured, Enhanced Senses (Hearing
Smell), Natural Weapons (Claws; DV 7P, AP 1),
Sapience SCAN THIS
Weaknesses Allergy (Sunlight, Moderate), Dietary Requirement The runners scope out the compound and must figure out
(Metahuman Flesh), Reduced Senses (Blind) how to get to Girardi. If the runners observe the compound,
Gear Reagants (50 drams) they will note that Girardi will not leave it. Our Lady of Mer-
Spells Analyze Magic, Analyze Truth, Improved Invisibility, cy will be as patient as possible but will only allow a certain
Fireball, Flamethrower, Influence, Manabolt amount of delay.

TELL IT TO THEM STRAIGHT


Laurent and Elizabeth provide you the location of Giradis
hideout in order to scope it out. Once reconnaissance is
complete, you are to report back to Elizabeth with your
findings.

52 DESTROY
>> BOUNDLESS MERCY <<

Its a large facility with a faded sign that reads Krieger Dis- er trailers have been placed against the fence line (landing
tribution Center. A fence surrounds the facility, but parts of gear and wheels removed), so they sit on the ground. There
the fence are gone. Cargo containers and old Krieger trailers is a central entrance in the northeast portion of the property
(without their landing gear or rear tires) sit where the holes with armored buses blocking them.
in the fence are. It looks like theres an old entrance, which is Exterior cameras are mounted on the corners of the build-
blocked with armored buses. ings; an IoND spider monitors the incoming visual data. Cam-
Beyond the perimeter, you make out two separate build- eras are few and far between on the interior. To make up for
ings, one smaller and one much larger. that, the spider uses roving drones.
The interior of the main warehouse is dark and filled with
BEHIND THE SCENES rows of empty pallet racks that extend from floor to ceiling.
A portion of the central offices were converted into more ex-
Note that the entire compound is domain aspected to mem- periment rooms as well as cages. The runners and Our Lady
bers of the Illuminates of the New Dawn at a Rating of 2. The of Mercy find many failed subjects.
main building is also aspected at a Rating of 2. Some of the The patron uses the IoND members as guards and has a
exam rooms have a rating of 3 to 4 due to the experiments. large force at his disposal. After Girardis problems, the guards
With the information from Laurent, the team easily lo- have been alerted to watch for signs of trouble. The six IoND
cates the Girardis hideout. The compound is definitely a step Outer Order Members are in the main facility and perform a
up (security wise) from the previous locations. Our Lady of variety of functions, meaning that, they may be encountered
Mercy will go into the compound once the runners have se- individually or in small groups anywhere in the compound.
cured Girardi. She does not actively attack unless she is at- IoND snipers and their IoND Outer Order Member spot-
tacked first. ters are located at the end of the buildings as well as the cen-
The compound used to be a Krieger Distribution Center ter of the main building (four snipers and four IoND members
(groceries) and encompasses two separate buildings. A fence total). Two IoND guards man the main gate and two are lo-
surrounds the entire perimeter but is rusty and missing large cated at the main office entrance. Two IoND guards patrol
sections. To make up for this, cargo containers and old Krieg- the perimeter on foot. In addition to the snipers, guards, and

DESTROY 53
>> BOUNDLESS MERCY <<

IoND members, there are two Force 6 watchers patrolling as- IOND GUARD (6)
tral space. The watchers have been instructed to notify the
nearest IoND mage of intruders. (PROFESSIONAL RATING 2)
Elizabeth accompanies the team to the compound but B A R S W L I C ESS
does not engage the enemy. She leaves it to the runners to 6 6 (9) 5 (7) 5 (8) 5 4 4 5 1.45
eliminate any threats. She reminds the team that Girardi must Initiative 9 (11) + 1 (3)D6
be taken alive and that she wants to speak with him once he Condition Monitor 11
is captured.
Limits Physical 7(10), Mental 6, Social 6
Armor 18 (Fire 22, Non-conductivity 24)
PUSHING THE ENVELOPE Skills Automatics 6, Clubs 3, Gymnastics 2, Heavy
Honestly, there shouldnt be a need to push the envelope Weapons 1, Sneaking 4, Intimidation 4,
Perception 3, Unarmed Combat 6
as this is the final chapter. If you feel the team has had an
easy time, go ahead and add a few wandering feral ghouls Qualities None
or even a crazed feral vampire that escaped. Augmentations (all betaware): Cyber safety, cybereyes [Rating
4, w/ eye recorder unit, flare compensation,
image link, low-light vision, smartlink,
DEBUGGING thermographic vision, vision enhancement 3,
Dont bail the runners out here. They have a tough job to do, vision magnification], muscle replacement 3,
wired reflexes 2
and they need to rise to it. If they make bad decisions, they
need to live with the consequences. Gear AR gloves, commlink (Device Rating 5), ear buds
(Rating 1), subvocal microphone, SWAT armor
w/ helmet [18, Fire Resistance (Rating 4), Non-
IOND OUTER ORDER conductivity (Rating 6)]
MEMBER (10) Weapons Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, AP
2, SA/BF/FA, RC 4, 42 (c), w/ cyber safety, gas-
(PROFESSIONAL RATING 3) vent 3, integral smartlink, shock pads]
B A R S W L I C ESS M Grenade launcher [Grenade Launcher, Acc 4 (6),
DV 10S, AP 4, Modes: SS, RC , 6 (c), w/
4 2 3 3 5 4 3 4 6 6 airburst link, flash bang grenades]
Initiative 6(10) + 1(3)D6 Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP 5]
Condition Monitor 11/12
Limits Physical 5, Mental 6, Social 7 IOND SNIPERS (4)
Armor 12 (PROFESSIONAL RATING 4)
Skills Alchemy 4, Arcana 4, Assensing 4, Banishing
B A R S W L I C ESS
3, Counterspelling 4, Gymnastics 3, Etiquette 4,
Perception 7, Ritual Spellcasting 6, Spellcasting 6, 6 6 (9) 5 (7) 5 (8) 5 4 4 5 1.45
Summoning 3 Initiative 9 (11) + 3D6
Qualities Analytical Mind, Focused Concentration (Rating 4), Condition Monitor 11
Quick Healer, SINner Limits Physical 7(10), Mental 6, Social 6
Gear Armor jacket(12), commlink (Device Rating 3), ear Armor 18 (Fire 22, Non-conductivity 24)
buds (Rating 1), glasses [Rating 1, w/ image link], Skills Longarms 6, Clubs 4, Gymnastics 2, Automatics
reagants (50 drams) 1, Sneaking 4, Intimidation 4, Perception 3,
Spells Analyze Magic, Analyze Truth, Fireball Unarmed Combat 6
(alchemical), Flamethrower, Improved Invisibility,
Qualities None
Increase Reflexes (cast at Force 4 with 4 hits
and sustained with Focused Concentration), Augmentations (all betaware): Cyber safety, cybereyes [Rating
Manabolt, Watcher ritual, Ward ritual 4, w/ eye recorder unit, flare compensation,
image link, low-light vision, smartlink,
thermographic vision, vision enhancement 3,
vision magnification], muscle replacement 3,
wired reflexes 2
Gear AR gloves, commlink (Device Rating 5), ear buds
(Rating 1), subvocal microphone, SWAT armor
w/ helmet [18, w/ Fire Resistance (Rating 4),
Non-conductivity (Rating 6)]

54 DESTROY
>> BOUNDLESS MERCY <<

WATCHER, FORCE 6 (2) IOND KRIEGER


B A R S W L I C EDG ESS DISTRIBUTION CENTER
4 4 4 4 6 6 HOST: IOND
Astral Initiative 12 + 2D6 RATING ATTACK SLEAZE DATA PROC. FIREWALL
Condition Monitor 10
3 4 3 6 5
Limits Physical , Mental 6, Social 6
Installed IC: Black IC, Probe, Tar Baby, Track
Skills Assensing 6, Astral Combat 6, Perception 6
Slaved Devices: Physical security (cameras exterior only) and drones
Powers Astral Form, Manifest, Search, Sapience
(see above)
Spiders: See above
IOND SPIDER Sculpting: Large warehouse
(PROFESSIONAL RATING 3)

B A R S W L I C ESS SCENE 5A:


4 3 5 (7) 3 4 5 2 2 3.2
TOYS, TOYS, TOYS
Initiative 7(9) + 1D6
Matrix Initiative 8 + 3D6 (hot-sim 8 + 4D6)
Condition Monitor 10
SCAN THIS
Limits Physical 5(6), Mental 6, Social 4 The runners may decide they need more equipment to take
Armor 9 the compound. This section allows them to interact with
Skills Armorer 5, Electronics skill group 2, Engineering skill Hellbent on a more professional level. Hellbents position
group 3, Etiquette 3, Gunnery 5, Perception 3, Pilot
Aircraft 7, Pilot Ground Craft 7, Pilot Walker 6, Pistols 3
grants him the ability to acquire practically anything the run-
Qualities Juryrigger
ners wish for a mark-up.
Augmentations Commlink [Device Rating 6) w/ hot-sim module], control
rig 2, reaction enhancers 2 TELL IT TO THEM STRAIGHT
Gear Aeronautic mechanic kit, armor vest (9), DocWagon
contract (Gold, 1 year), fake licenses (gun, drone, all Wow, that compound has a tremendous amount of secu-
Rating 4), fake SIN (Rating 4), goggles (Capacity 4, rity, and the gear you have just doesnt seem adequate. It
w/ image link, smartlink, thermographic vision, vision
magnification), miniwelder sounds like its time to go shopping, and theres only one
Vehicles Aztechnology Crawler [Walker Drone, Handling 4, Speed person you know in Montreal with the right connections:
3, Accel 1, Body 3, Armor 3, Pilot 3, Sensor 3] Hellbent.
Cyberspace Designs Dalmatian [VTOL Drone, Handling 5,
Speed 4, Accel 3, Body 5, Armor 5, Pilot 3, Sensor 3]
GM-Nissan Doberman [Tracked Drone, Handling 5, BEHIND THE SCENES
Speed 3, Accel 1, Body 4, Armor 4, Pilot 3, Sensor 3,
weapon mount (AK-97)] The runners scoped out the Krieger Distribution Center
Lockheed Optic-X2 [VSTOL Drone, Handling 4, Speed 4,
and found that they need additional equipment. Since they
Accel 3, Body 2, Armor 2, Pilot 3, Sensor 3]
2 x MCT Fly-Spy [Aerial Drone, Handling 4, Speed 3, are in a foreign, unknown city, they have no contacts from
Accel 2, Body 1, Armor 0, Pilot 3, Sensor 3] whom to acquire equipment. They met one person that can
MCT-Nissan Roto-Drone [Rotary Drone, Handling 4,
Speed 4, Accel 2, Body 4, Armor 4, Pilot 3, Sensor 3, help them, and thats Hellbent.
weapon mount (Yamaha Raiden)] Should the runners return to Hellbent, he gladly assists
MCT-Nissan Roto-Drone [Rotary Drone, Handling 4, them, but for a price. He can get most anything the runners
Speed 4, Accel 2, Body 4, Armor 4, Pilot 3, Sensor 3,
weapon mount (Yamaha Pulsar)] desire for 150 percent of the book price (max availability of
2 x Shiawase Kanmushi [Walker Drone, Handling 4, 20). Let the runners have fun, but let them know he can only
Speed 2, Accel 1, Body 0, Armor 0, Pilot 3, Sensor 3]
acquire weapons, ammunition, and armor. He does not have
Steel Lynx [Wheeled Drone, Handling 5, Speed 4, Accel
2, Body 6, Armor 12, Pilot 3, Sensor 3, heavy weapon access to magical equipment, cyber/bioware, or vehicles/
mount drones.
(Stoner-Ares M202)]
If the runners take advantage of this opportunity to ac-
Weapons Ares Predator V [Heavy Pistol, Acc 5 (7), DV 7P, AP 1,
SA, RC ,15 (c), w/ 75 rounds regular ammo] quire more toys for this mission, it will take Hellbent twen-
GM-Nissan Doberman: AK-97 [Assault Rifle, Acc 5, DV ty-four hours to get them.
10P, AP 6, SA/BF/FA, RC , 38 (c), w/ 100 rounds
APDS ammo]
MCT-Nissan Rotodrone 1: Ares Alpha [Assault Rifle, Acc PUSHING THE ENVELOPE
5 (7), DV 10P, AP 2, SA/BF/FA, RC 2, 42 (c), w/ 250
rounds regular ammo] There is no need to Push the Envelope in this section, as the
Ares Alpha grenade launcher [Grenade Launcher, Acc assault will take up a fair amount of time.
4 (6), DV 16P, AP 2, SS, RC ,6 (c), w/ 12 high-
explosive minigrenades]
MCT-Nissan Rotodrone 2: Yamaha Pulsar [Taser, Acc 5,
DV 7S(e), AP 5, SA, RC , 4 (m)]
Steel Lynx: Stoner-Ares M202 [MMG, Acc 5 (7), DV 11P,
AP 4, FA, RC , 100 (belt), w/ 150 rounds explosive
ammo]

DESTROY 55
>> BOUNDLESS MERCY <<

DEBUGGING TELL IT TO THEM STRAIGHT


The runners may decide to threaten Hellbent, but remem- Girardi has been a slippery eel, but persistence paid off. You
ber, they are in a foreign city with no allies. He wants the spot him in a heated discussion with a tall, dark-clad figure
IoND gone, but hes not going to be pushed around. wearing a robe with the cowl pulled over his head. Oddly,
the figure turns and looks directly at your team.

SCENE 6: DRAMA BEHIND THE SCENES


The runners make it through the compound and capture
SCAN THIS Girardi. If the runners have not encountered the remaining
As the team finally gets to Girardi, they see him with a dark- IoND members, this is the time to have them show up to
clad figure. The other person, his patron, decides its time protect their leader.
to part ways with Girardi and the IoND. He leaves Girardi to The runners may get a little trigger-happy and try to kill
his fate when he turns to mist form and escapes through a Girardi. If necessary, have them roll a Memory check (Logic +
nearby ventilation duct. Willpower) to remind them he is to be taken alive.
Our Lady of Mercy finally faces the person who was re-
sponsible for her condition. She uses her Mind Probe on Gi- PUSHING THE ENVELOPE
rardi and discovers the truth behind her condition. In a fit of
Really want to make life tough? Add IoND members at will.
rage (and because the feral changes are starting), she drains
him dry in front of the runners.
The horror of this action may lead the runners to attack DEBUGGING
Our Lady of Mercy, or they may cheer her on, or, as runners The team will probably attempt to kill the patron as well. He is
are wont to do, something unexpected may happen. not meant to be an NPC (a powerful mage/vampire), just a sto-
ry plot. If the team sneaks into the compound, roll some dice

56 DESTROY
>> BOUNDLESS MERCY <<

to represent the patrons Perception tests. He will succeed, of to Seattle (or their home town). She lets them know she will
course, and look in their direction while preparing to turn to have work for them in the future.
mist. He will use a point of Edge to Seize the Initiative. In the Option 2: If the runners attack and kill Our Lady of Mercy,
event of a tie, assume he has an Initiative Score of 12. Allow they are stuck in a foreign country without friends and possi-
the players to open fire on him, cast spells, etc. He will escape, bly some dangerous enemies (Nazaire, other IoND chapters,
though (or maybe appear to die and his body will not be there maybe a loose entity). Nazaire will not pay the runners for
when they search for it). Be as dramatic as necessary, but not the mission.
cheesy. He has enough Edge to burn to come back another day.
PUSHING THE ENVELOPE
SCENE 7: If you have time and the inclination, either Our Lady of Mer-

THE FINAL CHAPTER cy could summon some friends to help her out. Throw in
a few vampires (p. 406, SR5) to keep the players hopping.
FOR NOW
DEBUGGING
SCAN THIS It is possible that the team kills Girardi. If so, Elizabeth is
extremely upset (read: livid). She has no desire to engage
This scene could end in a couple of different ways. Either the
the runners, but the news rattles her to the core and her
runners leave Our Lady of Mercy to her vengeance or they
sustained spell wavers momentarily. She feels she must get
attack and kill her.
away from the runners or else she will lose control so she
departs the area on foot. She will summon a spirit if nec-
TELL IT TO THEM STRAIGHT essary to provide herself concealment while she leaves.
Elizabeth leans over Girardi and places her hands on both Should the runners contact Nazaire and inform him of the
sides of his head. She closes her eyes and mutters under outcome, he will give the runners half the agreed upon
her breath. amount and no more.

Read if Girardi is conscious: Girardis eyes go wide with fear


as Elizabeth continues to mutter. He attempts to squirm, but
PICKING UP
the restraints and her strength keep him still. THE PIECES
Read if Girardi is unconscious: Girardis limp form shakes as 8,000 nuyen each (+500 nuyen per hit, maximum of
Elizabeth continues to mutter. 5) for successfully capturing Girardi
4,000 nuyen each (+500 nuyen per hit, maximum of
Continue reading this part as the results of the Mind Probe 5) for assisting the childrens clinic
spell enter Elizabeths mind: Elizabeths face goes through sev-
eral different emotions as you watch her hold Girardis head.
You see satisfaction change to anger, which then changes to KARMA
horror. She wrenches her hands free of his head, and she sud- 2 Karma: Surviving the Adventure
denly leans into his neck. She opens her mouth as she reach-
3 Karma: Overall Adventure Challenge
es his neck and her form flickers and suddenly transforms.
What you see before you is a creature with no hair, extremely 1 Karma: Capturing Girardi alive
pale skin, long hard nails, and sharply defined teeth. 1 Karma: Eliminating the threat to the childrens clinic

BEHIND THE SCENES GAMEMASTER REWARD


Our Lady of Mercy uses Mind Probe on him to discover his When running this adventure you may choose to count the
secrets and drains him dry. Missions as played for their personal Shadowrun Missions
The horror and anger Our Lady of Mercy feels is palpa- character. You must choose to do this the first time your run
ble. She is disgusted with the Illuminates of the New Dawn this Mission only, and take the optional results to match
and with the secrets she discovered. Her reaction to the truth those the team you gamemastered for earned. You may not
horrifies her as well and she is unsure as to the reason for it. choose to wait for a better attempt to choose your rewards.
This scene could end in a couple of different ways. Youre on the honor system here, so please dont skew the
Option 1: If the runners did not attack Our Lady of Mercy, adventure to help the players gain extra rewards just so that
she will either cryptically reveal that there are far worse vic- you can get better results.
tims out there than her (if they dont ask) or if they do ask, she You will earn a flat amount of Karma and nuyen, regard-
will inform them pointedly that greater threats exist. She will less of how well (or poorly) the players do, listed below. For
pay them the agreed upon amount and they will travel back other missions results and rewards that you track on the De-

DESTROY 57
>> BOUNDLESS MERCY <<

briefing Log (Objectives completed, reputation and contacts


earned, etc), take the average results of the group youre
LEGWORK
gamemastering for. So if four out of six players earned a point
When a PC gets in touch with a contact, make an unopposed
of Notoriety, you will earn one as well. If only two players out
Connection + Connection Test for the contact. The results of
of five earn a +1 Loyalty with Nazaire, you would not get that
this test determine how many ranks of information the con-
+1 Loyalty. Along those lines.
tact knows about the question. If the relevance of the subject
Karma earned: 7
Nuyen earned: 14,000 is a specialty of the contact, they get +3 to this test. The play-
er then makes an unopposed Charisma + Etiquette + Loyalty
test, the results of which determine how many ranks of infor-
REPUTATION mation the contact is willing to divulge for free, up to the max
During the adventure, runners may perform actions that ranks of information they know. If the contact knows more,
will add to their Street Cred, Notoriety, or Public Awareness they will require a payment of 500 (Loyalty x 100, mini-
(p. 372, SR5). Besides the scenario-specific gains listed be- mum 100) per rank of information they still know.
low, gamemasters should consider the characters actions If the PCs have worked all of their contacts, and are still
throughout the game and award additional points as appro- missing important information, they may request that a con-
priate. If a player earns Public Awareness or Notoriety, dont tact ask around. If they do so, have the Contact make an ex-
be afraid to give them extra points. tended (Connection + Connection (1 hour)) Test. Additional
information will be available at a cost of 1,000 (Loyalty x
+1 Street Cred if the players capture Girardi 100, minimum 200).
+1 Street Cred for eliminating the threat to the chil- A Matrix Search action (p. 241, SR5) may also be utilized
drens clinic to gather information from the following charts, using the ap-
propriate thresholds and search times.
+1 Notoriety for any player who attacks Our Lady of
Mercy/Elizabeth
LAURENT NAZAIRE
CONTACTS Contacts to Ask: Any Arcane, Fixer, Talismonger, Magician,
Street Shaman, Mafia, Tamanous
Successfully completing objectives or performing the ac-
tions listed below will earn characters specific Missions con- Contacts Search Time Information
tacts at a Loyalty of 1, and they should be given the Contact 0 0 How do you pronounce that again?
Sheet included with this Mission. If they already have that
contact, they gain a +1 Loyalty to that contact (up to a max- 1 1 minute Laurent Nazaire is the head of the
imum of 4). Atlantean Foundations Seattle
Characters might interact with NPCs not specified by the Branch. Hes a Haitian dwarf with a
Mission and may earn these NPCs as a contact at Loyalty strong accent. He was pretty active
1. They may also work with non-Mission specific contacts in the Foundations hunt for ancient
that they have already earned or that they bought at charac- magical artifacts.
ter creation, and gain a +1 Loyalty to these contacts, with a 2 5 minutes You can keep asking around, but
maximum Loyalty of 4. Gamemasters should not grant these nobody I know has any dirt on this
lightly, and players should have to work to earn these con- guy. Down-to-earth? Open? Honest?
tacts by going the extra mile to impress the NPC, offering up I dont trust anyone like that myself.
favors, or paying them well above the standard rates for in- Gives me the jitters, you scan?
formation or services. 3 30 minutes The guy is obsessed in his quest to
acquire and study arcane artifacts
+1 Loyalty (up to a maximum of 4) with Laurent before the Draco Foundation can
Nazaire successfully capturing Girardi get their hands on them. Hes got a
2 Loyalty with Laurent Nazaire if the runners at- personal rivalry with them.
tacked Elizabeth Nunn 4 2 hours I hear hes been helping an old
+1 Loyalty with Elizabeth Nunn (up to a maximum of friend out with some personal
4) for successfully capturing Girardi problems, something to do with the
2 Loyalty with Elizabeth Nunn for attacking her Illuminates of the New Dawn.
5 According to rumors, his friend is
not a run-of-the-mill metahuman,
theres something off about her.

58 DESTROY
>> BOUNDLESS MERCY <<

ATLANTEAN FOUNDATION OUR LADY OF MERCY/


Contacts to Ask: Any Arcane, Laurent Nazaire, Fixer ELIZABETH NUNN
Contacts to Ask: Squatter (Capitol Hill area), Store owners/
Contacts Search Time Information employees (Capitol Hill area), Hospital personnel (Group
0 0 They help those displaced in floods, Health
if I remember right. Central Hospital)
1 1 minute The Atlantean Foundation seeks out
arcane artifacts and knowledge. Not Contacts Search Time Information
much is known about them. 0 0 You into the neo/ancient/goth thing
2 5 minutes They compete with the Draco or what?
Foundation, a rival organization. 1 1 minute She hangs out in the Capitol Hill area
3 30 minutes They have a dwarf in Seattle, and is pretty spooky
Laurent Nazaire. Hes the area head. 2 5 minutes Hear that the local squatters love
Hell do anything to try to stay a step her because she protects them from
ahead of the Draco Foundation. the unsavory types.
4 2 hours They sent in a strike team against 3 30 minutes This fixer, Laurent Nazaire, is
the Illuminates of the New Dawn of helping her in a vendetta against
some artifact thefts. the Illuminates of the New Dawn.
5 Nazaire is apparently using their Apparently, theyre old friends.
considerable resources to help a 4 2 hours She used to be a member of the
friend out of some trouble. IoND until there was a falling out
with her local chapter house.
ILLUMINATES OF THE NEW 5 Word has it that she is some sort of
DAWN (IOND) vampire.
Contacts to Ask: Any Arcane, Talismonger, Magician, Street
Shaman HELLBENT
Contacts to Ask: Any Street type, Any Gang member
Contacts Search Time Information
0 0 Your plates will illuminate the
Contacts Search Time Information
room, try our new Dawn dishwash
0 0 Sounds more like an attitude than a
detergent!
name.
1 1 minute Sure, sure. Theyre big into
magocratic progressivism 1 1 minute Hes a gang leader in Montreal, not
basically, they believe hermetics are sure what gang though.
way better than everyone else, and 2 5 minutes I hear hes the West Island area
so they should be in charge. leader for the Hellsouls, pretty
2 5 minutes The local Outer Order circles powerful group they are.
headed up by some New Century 3 30 minutes His headquarters is an abandoned
Party apparatchik called Tyrone car parts warehouse, loads of
Girardi. Word is that he sometimes gangers there all times of the day
walks on the shadowy side of the and night
line. 4 2 hours He enjoys making people fight
3 30 minutes Heard their chapterhouse in for his pleasure. Acts almost like
Bellevue was pretty well destroyed one of those Roman Emperors
in a nasty dust up recently. Sounds with gladiators. Watch out for his
like their leaders are going to champion Hellrazor, though.
ground. 5 Hellbent wants to purge this
4 2 hours They apparently made enemies of compound in his area, but his
the groups that were in that whole guys havent been up to the task.
artifact rush. Apparently his gang is pretty light
5 Word is that Our Lady of Mercy is on on magic types right now due to a
a warpath against them, and she has recent dust up with the guys in the
Nazaire backing her. compound.

DESTROY 59
>> BOUNDLESS MERCY <<

CAST OF SHADOWS MAGUS TYRONE GIRARDI


An African-American elf from Manhattan, Tyrone suffered
OUR LADY OF MERCY/ through high school due to his puny build. When he tested
positive for magical ability, however, his attitude changed;
ELIZABETH NUNN he went from being a victim to having a strong sense of en-
Our Lady of Mercy titlement. He genuinely believes that the Awakened are sim-
has already lost her ply better than mundanes, and that hermeticism is the cor-
hair and taken on rect form of magical practice. However, his time at MIT&T
the pointed teeth and as an organizer for the New Century Party taught him to
common to nosfer- hide his contempt for these lesser people. He is the undis-
atu. Her skin is pale, puted leader of this IoND team, and he uses his Leadership
and she has a slight skill to give them a tactical advantage, as well as using spells
odor of earth about like Influence to turn the tide of battle. He mostly uses his
her. When she plans bound spirits for personal defense.
on visiting the hos-
pital, she wears B A R S W L I C ESS EDG M
nurses smocks
4 4 4 4 5 5 5 5 7 3 6
and uses Physical
Mask to disguise Initiative 4 + 1D6
her features. When Condition Monitor 11
she is searching the Limits Physical 3, Mental 5, Social 7(10)
streets and alley- Armor 8
ways, she wears a Active Skills Arcana 4, Assensing 7, Binding 7 (Spirits of Earth +2),
long ladys overcoat Computer 3, Counterspelling 3, (Disenchanting 3),
and a ladys hat. Gymnastics 3, Etiquette 7, Leadership 7, Negotiation
Our Lady of Mercy was once an up-and-coming member 7, Sneaking 3, Intimidation 4, Perception 3, Pistols
3, Spellcasting 9 (Manipulation +2), Summoning 7
of the Illuminates of the New Dawn. She was very attractive
(Spirits of Earth +2)
and goal-oriented, but she contracted HMHVV 1A during
Knowledge Skills Fine Dining 7, Frat Houses 4, Megacorp Interests
an operation for the Illuminates. Once her circle members
4, North American Politics 4, UCAS Law 7, UCAS
discovered her infection, they decided to earn a little extra Politics 7 (New Century Party +2)
cash and attempted to turn her in for the bounty. She barely Languages English (N), Latin 3
escaped, and hid from them for several years until recent
Qualities Day Job, First Impression, Prejudiced (mundanes,
events brought her out of hiding. Her affliction has caused outspoken), SINner
her to look at life differently, and she believes she is helping
Initiate Grade 4
those who are about to die pass peacefully to the afterlife.
Metamagics Centering (Latin chanting), Masking, Quickening,
Sensing
B A R S W L I C ESS EDG M
Gear Zo Executive Suite Line (Long Jacket, Shirt,
4 4 4 4 5 5 5 5 7 3 6 Trousers), Hermes Ikon commlink, AR gloves,
Condition Monitor 10/11 subvocal microphone, contact lenses Rating 3
(flare compensation, image link, low-light), ear
Armor 12
buds, Sustaining Focus (Health, Force 5: Increase
Physical Initiative 9 + 1D6 Charisma, 5 successes), spare magazine for Yamaha
Limits Physical 6, Mental 7, Social 8 (varies with Essence) Pulsar (4 taser darts), concealable holster.
Active Skills Banishing 4, Binding 4, Summoning 4, Disguise 4, Spells Alter Memory, Compel Truth, Control Actions,
Etiquette 4, Leadership 4, Negotiation 4, Perception 7, Fashion, Healthy Glow, Increase Charisma (sustained
Sneaking 3, Counterspelling 2, Ritual Spellcasting 6, with 4 hits), Influence, Makeover, Mob Mood
Spellcasting 6, Unarmed Combat 4 Bound Spirits Spirit of earth (Force 5, optional power: Concealment,
Knowledge Skills English N, Illuminates of the New Dawn 9 3 services); spirit of earth (Force 5, optional power:
Confusion, 2 services); spirit of earth (Force 4,
Qualities None optional power: Fear, 5 services), spirit of earth
Initiate Grade 1 (Force 6, optional powers: Elemental Attack & Engulf,
Metamagics Masking 4 services)
Gear Commlink (Device Rating 4), nurses smocks, Ladys Weapons Yamaha Pulsar [Taser, Acc 5(6), DV 7S(e), AP 5, SA,
Greatcoat (12) RC 1, 4 (m), laser sight, personalized grip]
Spells Control Emotions, Detect Life, Manabolt, Mind Probe,
Physical Mask
Powers Compulsion, Enhanced Senses (hearing, low-light
vision, thermographic vision), Essence Drain*,
Fear, Immunity (age, pathogens, toxins), Infection,
Influence, Natural Weapon (bite), Regeneration,
Sapience
Weaknesses Allergy (sunlight, severe), Dietary Requirement

60
(meta-human blood), Essence Loss (every 6 months).
DESTROY
Weapons Bite [Reach 1, DV 5P, AP ]
>> BOUNDLESS MERCY <<

HELLBENT
Hellbent is the West Island area leader for the Hellsouls.
B A R S W L I C ESS EDG M
5 5 5(6) 5 3 3 3 3 6 4 5
Condition Monitor 11/10
Armor 12
Limits Physical 7, Mental 4, Social 5
Physical Initiative 8 (9) + 2D6
Active Skills Archery 4, Athletics skill group 4, Blades 4, Clubs
4, Computer 1, Con 1, Disguise 1, Escape Artist 4,
Etiquette 2, First Aid 2, Intimidation 4, Lockpicking 3,
Negotiation 1, Outdoors skill group 1, Perception 3,
Sneaking 3, Throwing Weapons 9, Unarmed Combat
9
Knowledge Skills Kung Fu 7, Montreal Parkour 7, Montreal Squats 6,
Quebec Gangs 5
Languages English N, French N
Qualities Bilingual, Code of Honor, Double Jointed, Natural
Athlete, Pain Resistance (rating 1)
Adept Powers Critical strike (Unarmed combat) (Blades), Improved
ability (Unarmed Combat) (3), Improved Reflexes (1),
Improved Senses (low-light vision), Killing Hands,
Light Body (1)
Gear Armored jacket (12), climbing gear, fake SIN (Rating
1), flashlight, glasses [Rating 1, w/ image link],
lockpicks, Meta Link commlink (Device Rating 1),
respirator (Rating 1), Squatter Lifestyle (2 months),
survival kit
Weapons Bow (Rating 5) [Bow, Acc 6, DV 7P, AP 2, w/ 10
arrows (Rating 5)]
Club [Club, Reach 1, Acc 4, DV 8P, AP ]
Extendable baton [Club, Reach 1, Acc 5, DV 7P, AP ]
Knives (2) [Blade, Reach , Acc 5, DV 6P, AP 1]
Survival knife [Blade, Reach , Acc 5, DV 7P, AP 1]
Throwing knives (2) [Throwing Weapon, Acc 7, DV 6P,
AP 1]

DESTROY 61
LAURENT NAZAIRE LAURENT NAZAIRE LAURENT NAZAIRE
Laurent Nazaire is the head of the Seat- Laurent Nazaire is the head of the Seat- Laurent Nazaire is the head of the Seat-
tle Atlantean Foundation branch. A Haitian tle Atlantean Foundation branch. A Haitian tle Atlantean Foundation branch. A Haitian
dwarf with a French-Quebecois accent, hes dwarf with a French-Quebecois accent, hes dwarf with a French-Quebecois accent, hes
open, down-to-earth, and seemingly very open, down-to-earth, and seemingly very open, down-to-earth, and seemingly very
honest. This makes many in the shadow honest. This makes many in the shadow honest. This makes many in the shadow
community nervous because they dont be- community nervous because they dont be- community nervous because they dont be-
lieve it, but thus far, no one has been able lieve it, but thus far, no one has been able lieve it, but thus far, no one has been able
to dig up any dirt on him. Hes been a key to dig up any dirt on him. Hes been a key to dig up any dirt on him. Hes been a key
figure in the Atlantean Foundations hunt for figure in the Atlantean Foundations hunt for figure in the Atlantean Foundations hunt for
ancient magical artifacts, and he is almost ancient magical artifacts, and he is almost ancient magical artifacts, and he is almost
obsessed in his quest to study these arti- obsessed in his quest to study these arti- obsessed in his quest to study these arti-
facts and discover everything about them. facts and discover everything about them. facts and discover everything about them.
He knows that if the Draco Foundation gets He knows that if the Draco Foundation gets He knows that if the Draco Foundation gets
their hands on the artifacts, theyll lock them their hands on the artifacts, theyll lock them their hands on the artifacts, theyll lock them
up tight away from the world, so he knows up tight away from the world, so he knows up tight away from the world, so he knows
he needs to get to them first. he needs to get to them first. he needs to get to them first.

LAURENT NAZAIRE LAURENT NAZAIRE LAURENT NAZAIRE


President of Atlantean Foundation, Seattle President of Atlantean Foundation, Seattle President of Atlantean Foundation, Seattle
Faction: Atlantean Foundation Faction: Atlantean Foundation Faction: Atlantean Foundation
Male Dwarf Male Dwarf Male Dwarf
Connection Rating: 5 Connection Rating: 5 Connection Rating: 5
Loyalty: Loyalty: Loyalty:

Key Active Skills: Conjuring Skill Group, Key Active Skills: Conjuring Skill Group, Key Active Skills: Conjuring Skill Group,
Negotiation, Sorcery Skill Group, Negotiation, Sorcery Skill Group, Negotiation, Sorcery Skill Group,

Knowledge Skills: Arcana, Corporate Poli- Knowledge Skills: Arcana, Corporate Poli- Knowledge Skills: Arcana, Corporate Poli-
tics, Magical Groups, Security (Magical) tics, Magical Groups, Security (Magical) tics, Magical Groups, Security (Magical)

Uses: Jobs, Corporate or Magical Informa- Uses: Jobs, Corporate or Magical Informa- Uses: Jobs, Corporate or Magical Informa-
tion, Magical Gear tion, Magical Gear tion, Magical Gear

Places to Meet: Fine restaurants, exclusive Places to Meet: Fine restaurants, exclusive Places to Meet: Fine restaurants, exclusive
night clubs night clubs night clubs
ELIZABETH NUNN ELIZABETH NUNN ELIZABETH NUNN
Elizabeth Nunn was once an up-and- Elizabeth Nunn was once an up-and- Elizabeth Nunn was once an up-and-
coming member of the Illuminates of the coming member of the Illuminates of the coming member of the Illuminates of the
New Dawn. She was very attractive and New Dawn. She was very attractive and New Dawn. She was very attractive and
goal-oriented, but then things went wrong goal-oriented, but then things went wrong goal-oriented, but then things went wrong
on an Illuminates operation, and she had a on an Illuminates operation, and she had a on an Illuminates operation, and she had a
falling out with her former colleagues. She falling out with her former colleagues. She falling out with her former colleagues. She
barely escaped, and hid from them for sev- barely escaped, and hid from them for sev- barely escaped, and hid from them for sev-
eral years until recent events brought her eral years until recent events brought her eral years until recent events brought her
out of hiding. She has come to believe that out of hiding. She has come to believe that out of hiding. She has come to believe that
her mission is to help those who are about her mission is to help those who are about her mission is to help those who are about
to die pass peacefully to the afterlife. to die pass peacefully to the afterlife. to die pass peacefully to the afterlife.

ELIZABETH NUNN ELIZABETH NUNN ELIZABETH NUNN


Former Illuminates of the New Dawn Former Illuminates of the New Dawn Former Illuminates of the New Dawn
Member Member Member
Faction: Independent Faction: Independent Faction: Independent
Female Human Female Human Female Human
Connection Rating: 3 Connection Rating: 3 Connection Rating: 3
Loyalty: Loyalty: Loyalty:
Key Active Skills: Perception, Ritual Spell- Key Active Skills: Perception, Ritual Spell- Key Active Skills: Perception, Ritual Spell-
casting, Spellcasting casting, Spellcasting casting, Spellcasting
Knowledge Skills: Illuminates of the New Knowledge Skills: Illuminates of the New Knowledge Skills: Illuminates of the New
Dawn Dawn Dawn
Uses: Jobs, IoND Information, Street Info Uses: Jobs, IoND Information, Street Info Uses: Jobs, IoND Information, Street Info
Places to Meet: Hospitals and clinics, aban- Places to Meet: Hospitals and clinics, aban- Places to Meet: Hospitals and clinics, aban-
doned churches, out-of-the-way locations doned churches, out-of-the-way locations doned churches, out-of-the-way locations
Elizabeth Nunn, a delightful woman who
happens to have an odd habit of hanging
out in hospitals and abandoned churches,
has a grudge. A deep grudge. The kind of
grudge that requires professional help to
work out, and were not talking about a
psychotherapist. She needs shadowrunners,
and if theyre willing to take on the job, theyll
encounter fierce gangers, wild critters, and
members of a secret magical society who
fiercely guard their mysteries. If the runners
can survive, they can find out just what Nunn
is mad aboutand how far she is willing to
go for her revenge.
Boundless Mercy is a series of Shadowrun
Missions that were first run at major
conventions. Featuring four linked adventures
with complete game information, this book
offers plenty of resources for gamemasters
and some steep challenges for players.
Boundless Mercy is for use with
Shadowrun, Fifth Edition.

Under License From

www.catalystgamelabs.com

2015 The Topps Company, Inc. All rights reserved. Shadowrun, Shadowrun Missions, 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. Printed in the USA.

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