Continuing on... Some more space for help from people. I tried to change the security sheaf myself, but I really don't feel at all competent. So I need someone with some skill in SR3 and SR4 to please change the following into something I can drop into the mission:
sheaf 1 and 2
[ Spoiler ]
(SR3)
Orange-7
Access 12
Control 13
Index 12
Files 15
Slave 12
Trigger Step Security Event
003 Trace 7 ®
007 Tar Baby 9 ®
010 Trap Trace 7 ® / Killer 7
015 Passive Alert (+2 on all Subsystem Ratings)
019 Trap Trace 5 ® / Blaster 7
024 Trap Trace 7 ® / Killer 5
028 Blaster 9
032 Active Alert
036 Lethal Black IC 9
041 Non-Lethal Black IC 5
045 Ripper (Bod) 9
048 Non-Lethal Black IC 9
051 Lethal Black IC 7
054 Shutdown Started
Orange-4
Access 8
Control 9
Index 10
Files 8
Slave 8
Trigger Step Security Event
003 Trace 5 ®
006 Trap Probe 5 ® / Sparky 5
009 Trace 4 ®
013 Trap Trace 7 ® / Killer 5
016 Passive Alert (+2 on all Subsystem Ratings)
019 Trap Probe 6 ® / Killer 4
023 Trap Probe 5 ® / Sparky 4
027 Blaster 5
030 Active Alert
035 Blaster 5
038 Blaster 5
042 Killer 5
045 Shutdown Started
I've translated some of the NPCs. As always, comments are welcome!!
NPCs:
[ Spoiler ]
Mitsuhama Corporate Security
These guards are building security. They've been selected based largely on their ability to kiss up to fat-headed trid stars, however they are more than capable at neutralizing most low-level threats. They will immediately call for backup if required. They have a Professional Rating of 2.
(SR3)
B Q S C I W E M R Armor
4 3 3 4 2 2 5 - 2 6/4
Pools: Combat Pool - 3
Skills: Etiquette (Corporate) 4, SMGs 4, Unarmed Combat 3, Clubs 4, Biotech(First Aid) 1
Gear: Armor jacket (5/3), helmet (+1/1, integrated transceiver rating 2), Uzi III (Smartlink-2, personalized safety, folding stock (-1 rc), 6M, BF, 1 magazine standard rounds, 1 magazine gel rounds), Stun baton (6S stun)
Cyber: Smartlink-2, cyber-eyes with magnification-3, flare compensation and low-light, headware radio, biomonitor
(SR4)
B A R S C I L W E I IP CM Armor
4 3 4 3 4 2 2 3 2 7 1 10 9/8
Skills: Dodge 3, Etiquette (Corporate) 4, Automatics 3, Unarmed Combat 2, Clubs 2, Biotech(First Aid) 1
Gear: Armor jacket (8/6), helmet (+1/2), Uzi IV (Smartgun, folding stock, 5P, BF, 1 magazine standard rounds, 1 magazine gel rounds), Stun baton (6Se), biomonitor
Cyber: rating 3 cyber-eyes with magnification, vision enhancement 1, smartlink, low-light, internal commlink
MCT-Nissan Roto-Drone
These drones are housed in nests around the roofs of the two buildings, and are released in response to security alerts. They've been wired to accept orders from anyone with a security-guard badge or through deckers on the non-matrix connected matrix host who have appropriate authorization. They will fire on anyone the security guards fire on.
(SR3)
Hand Spd Acc Bod Arm Sig Pil Sens
4 70 6 2 0 5 1 1
Features: Matrix, voice command, Ingram valiant LMG (BF/FA 7S), 100 standard rounds
(SR4)
Hand Acc Spd Pil Bod Arm Sens
0 10/25 100 3 3 2 3
Features: Matrix, voice command, Ingram White Knight (BF/FA 6P-1), 100 standard rounds
Security Decker("Hacker")
These deckers have an assortment of duties, but are generally working on maintaining the system or sniffing out illegal trid piracy or fradulent tickets. If the system goes to Passive Alert, they will begin searching for any deckers, and will attack with extreme prejudice. They have icons modeled as exciting motorcycle action-movie police.
(SR3)
Deck: MPCP-9/9/9/9/0 Hardening 4, Response Increase 2
Pools: Hacking Pool - 4
Skills: Computer 5
Programs: Browse-6, Scanner-4, Track-3, Black Hammer-4, Armor-2
(SR4)
Equipment: Response 4, Signal 4, Firewall 3, System 4
Attributes: Matrix Initiative of 11, 4 passes
Skills: Cybercombat 4, Eletronics Skill group 4, Electronic Warfare 5, Hacking 2
Programs: Analyze-6, Browse-6, Command-4, Edit-5, Encrypt-6, Armor-2, Attack-4, Black Hammer-4, ECCM-6, Sniffer-6, Track-3
Mitsuhama Security Sorcerer
His primary duty is to watch the astral for magical threats, call in to the site mage for elementals and then sling spells until the threat is neutralized.
(SR3)
B Q S C I W E M R Armor
3 3 2 4 4 5 6 6 3 6/4
Pools: Combat Pool - 3
Skills: Etiquette (Corporate) 3, SMGs 3, Clubs 2, Sorcery 4, Aura Reading 5
Gear: Armor jacket (5/3), helmet (+1/1, integrated transceiver rating 2), Uzi III (laser sight, folding stock (-1 rc), 6M, BF, 1 magazine standard rounds, 1 magazine gel rounds), Stun baton (6S stun)
Spells: Stunball 4, Stunbolt 6, Treat 4, Mind Probe 2, Analyze Truth 4, Detect Enemy 3, Detect Line-Hopper 6, Barrier 4
(SR4)
B A R S C I L W E I IP CM Armor
3 3 3 2 4 4 3 5 6 7 1 10 9/8
Skills: Dodge 1, Etiquette (Corporate) 4, Automatics 3, Clubs 2, Sorcery Group 3, Assensing 3, Astral Combat 1
Gear: Armor jacket (8/6), helmet (+1/2), Uzi IV (Smartgun, folding stock, 5P, BF, 1 magazine standard rounds, 1 magazine gel rounds), Stun baton (6Se), biomonitor
Spells: Stunball, Stunbolt, Treat, Mind Probe, Analyze Truth, Detect Enemy, Detect Line-Hopper, Barrier
Simone
His tongue should be a licensed weapon. He's sent the meanest trolls home crying and doesn't hold back from children and women either. He's confident enough to not be easily cowed, and has seen more than a few guns in his life (and even been shot at twice, during UCAS Idolize: Excursion Miami). If he gets the chance, he'll grind the runners mentally into the dust.
(SR3)
B Q S C I W E M R Armor
3 4 2 6 5 6 4.9 - 4 3/2
Pools: Combat Pool - 7
Skills: Etiquette (Stupid People) 5, Intimidate(Insult) 9, Interrogation(Insulting) 7, Leadership (Cowing) 5, Stealth (Awareness) 8, Unarmed Combat 3, Pistols 3, Insult b/r 8
Gear: Armored fine clothing (3/2), rapier-like wit (6S Self-confidence)
Cyber: cyber-eyes with magnification-3, microscopic vision, ultra-sound vision, flare compensation, low-light, datajack, cyberears with high, low frequency, hearing amplification, recorder, select sound filter 5, headware radio, biomonitor
(SR4)
B A R S C I L W E I IP CM Armor
3 4 4 2 6 6 5 6 4.9 10 1 10 5/3
Skills: Dodge 5, Etiquette (Stupid People) 5, Intimidate (Insult) 9, Interrogation(Insulting) 7, Leadership (Cowing) 5, Stealth (Awareness) 8, Unarmed Combat 3, Pistols 3, Insult b/r 8
Gear: Armored fine clothing (5/3), rapier-like wit (4P-1 Self-confidence)
Cyber: rating 4 cyber-eyes with magnification, microscopic vision, ultra-sound vision, flare compensation, low-light, datajack, rating 4 cyberears with high, low frequency, hearing amplification, select sound filter 5, biomonitor
Finally, I've written a few more scenes for people.
The party is paid in Elf You
[ Spoiler ]
TELL IT TO THEM STRAIGHT
With the bear secured, you give Fortuna a call. He answers immediately, "you got her? About time. I'm about to leave the city. I've arranged a drop-off point in Tacoma, a building off E K and 62nd street. They're still packing up my truck, so hurry on over. You'll get paid upon delivery." With that, he hangs up.
BEHIND THE SCENES
Like Fortuna promised, there's a small warehouse currently loading some stuff into a truck parked on the street. Three men are working on carrying the boxes over, and all seem completely mundane. Fortuna is nowhere in sight. When the runners arrive for the meet, one of the men will approach them and ask them if they've ever eaten at Ears. If the characters answer affirmative, he'll confirm he works for Fortuna and has their pay at the truck. He will happily bring the suitcase over to them and hand it over in exchange for Becka, who will then be loaded into the truck. The go-between has no apparent interest in whats in any of the boxes, and even though his whole crew knows they're covering an exchange, they aren't especially prepared to defend the suitcase, nor able to offer any increase in pay if the runners aren't satisfied. They're strictly go-betweens. Fortuna feels confident that should the runners renege on the deal, he can find them and pay them their dues.
The suitcase delivered is a steel, locked case. The go-between says its set on a timer. Sure enough, ten minutes after the exchange, the suitcase unlocks. The men aren't in any rush, so they'll still be loading the truck at that point. Within the case is the runners' payment in full (although no bonus), and a note indicating that at this point, their relationship with Fortuna is considered terminated. The truck will be done packing in another half an hour, and will leave.
DEBUGGING
The meet itself should be fairly simple, as everything is done by proxy. Should the runners try to trade off something other than Becka, Fortuna will hire a new runner team to take it out of their hide. However, assuming it is at least most of Becka, Fortuna will be content. The go-between will never actually verify what is in the box, that's Fortuna's job. However, the go-between will call Fortuna to indicate the package has been received, and Fortuna, in turn, will send a code to the suitcase, meeting one of the two requirements for it to unlock (the other being time based). Should the runners not deliver the box, the suitcase won't be delivered and won't be unlocked. Should they kill the delivery-men or steal Becka back, they can do so, but Fortuna will still send the runner team. The delivery-men really don't care to deal with any other complaints the runners may have. After the runners report they're heading to the meet, Fortuna's cell phone number will no longer function, and so he should be considered out of contact.
If taking Becka in the first place was too easy, the GM may decide its time to shake things up a bit. The Spikes, an anti-elf gang lead by the troll Torgo, is very active in the area (which is why Fortuna isn't at the meet), and will harass anyone entering the area, especially any elves. The delivery-men have paid their dues, and so are relatively safe, but any runners are tasty targets.
The party is ambushed in Bottom of the Bearel
[ Spoiler ]
TELL IT TO THEM STRAIGHT
The work with Becka is wrapped up, and her disappearance is splashed all over the screamsheets. Four days later, what little pay Fortuna sent your way has already been blown on whores and cheap synthahol. How quickly bounty turns to beggary, especially when you've got pricey habits to feed, you damn addicts. But fortune sometimes smiles on the foolish as well, and decides to pluck you, kicking and screaming, out of your assorted BTL dens and STD-infested brothels to thrust you towards greatness.
BEHIND THE SCENES
The runners actions have attracted the attention of the Drop Bear Council (DBC), who have spent considerable effort to track the runners down... and prepare a meet on the DBC's terms. The DBC has tracked down the runners' safehouses and have infiltrated them with squads of drop bear commandoes. The drop bears are cunningly hidden around the house, using their adaptive coloration to practically disappear. The GM is encouraged to be creative, as drop bear commandoes are masters of disguise; one may be hidden in a box of cereal, another glows subtly amid the light bulbs. A third may hide in the toilet, breathing through a snorkel. They attack from surprise, preferably at the split second the character realizes he's just walked into a threat, hording the character, overpowering by numbers. The gamemaster will have to guess how many are an appropriate number of drop bears for a given character. 6-10 is recommended per room for most characters. Don't forget friends-in-melee bonuses! The drop bears are trying to knock the character unconscious, but their insatiable desire for blood will ensure that approximately a third of the attacks the character suffers are physical.
DEBUGGING
There is a real chance that the players, ever the tricky fellows they are, may successfully escape the ambush. That is alright! As long as one character is captured, the plot goes on normally. At the GM's option, he may also extend the offer of a Matrix conference, in which case the PCs may continue with the plot, despite having avoided being forced to the meet. The following sections will need to be adjusted as appropriate, however. Regardless, it is recommended the entire party be allowed to listen in to avoid confusion later on.
The players may also complain that it is impossible to break into the safehouse unnoticed. The players need to remember, they are facing a globe-spanning marsupial conspiracy, while they are just two-bit, BTL addled thugs. The DBC has spent significant resources in quietly locating the PCs. There are many methods a drop bear may surreptitiously pass and then deactivate the security of a safehouse. Perhaps they disguised themselves as the runners and got the landlord to let them in. Perhaps the PCs simply left a window open on accident. Drop bears may have been airdropped from above and entered that way. Should the players continue to press the issue, the GM may find it convenient to execute his "handwave" power. Tell them to stop being crybabies and suck it up.
Finally, we meet the DBC (well, part of it. I know I've excluded some names, and perhaps included some unworthy ones. I chose Grinder as the current speaker, I'll probably have fistandalus be the speaker next time).
[ Spoiler ]
TELL IT TO THEM STRAIGHT
Gradually your senses return to you. The scenes of bloodshed, vicious marsupials exploding from boxes of cereal and underwear drawers, still roll in your head. Yet, from all appearances, you are still alive. The room you're in is dark, barely lit with dim, red lights, and smells vaguely of vegemite. Your wounds are bound, but still tender, and only your weapons have been removed. Leaving your beds, you find two doors to this room, one locked, the other slightly ajar. The next room seems to be similarly dark and devoid of metahuman life. Seven 3 X 2 X 2 meter, glossy black monoliths sit, evenly spaced, around a board table, as though waiting to give you audience. Otherwise, the edges of the room are hidden from your sight. A single voice beckons, low and gravely, with the slightest static of a speaker, "enter. It is time to speak."
Once the runners enter the room, read the following:
The same voice speaks again, "we understand you are responsible for the recent bearnapping of the UCAS Idolize star, Becka. Don't feel you need to confirm or deny this. We already know everything we desire about that particular scene, having read the adventure ourselves, and we are not interested in punishing you. Rather, we wish to hire you. As you should be well aware by now, the elf who hired you harbors nothing but cynicism and hate in his little, black, IE-sellout heart. Cynicism and hate."
"And bad puns," one of the other monoliths speaks.
"Yes, Elder Fistandnautilus. Terrible puns."
"Elder Grinder, my name is Fistandantilus." The first monolith simply grunts in response. A third monolith speaks up, "he says mean things about our brethren, calling them 'fuzzy balls of lethargy'."
"Fuzzy rodents," says another.
"Drop kick friends," says a fifth.
"That one is actually kind of funny."
The first finally reasserts itself, "enough, elders. Not in front of company." They all mumble out sounds of agreement, and the monolith continues. "We, of course, are the hallowed Drop Bear Council, charged with a most inspired goal in the aid of the Drop Bear cause, and in helping metahumanity everywhere. This bearnapping comes as special insult. We understand, however, that you were misinformed in the matter, and therefore bear you no ill-will. Rather, we wish for you to retrieve Becka. We have gathered much information on Fortuna's current location, we simply are not able to send our own troops, as he has made special defenses against us. We need a third party, preferably one who knows him, and the target. For your service, you will be paid 20,000¥ a piece for successfully completing this task. While you are there, we also wish for you to gather as much information as possible on him, but your presence must be completely surreptitious. Should he discover you visited his home, you may be in mortal danger. We will part with 10,000¥ for the group in exchange for whatever information you can gather on Fortuna from his home. More if your information is particularly tasty. I know your time feels they must bargain to feel they get a good deal, so you may commence now."
"Excuse me brothers, I must visit the little pups' room."
"Of course, Elder Oracle." In response, one of the monuments backs up a little with the buzz of an electric motor, and scoots towards one of the walls. The wall slides open, revealing a hidden door and light beyond, and the obelisk scoots out.
Once the runners accept the run, read the following:
"An honorable choice. Brother Witness! Bring in the data chip." The same door opens again, and a smaller obelisk, perhaps half the size of the others, scoots in, apparently on small, motorized wheels, and stops next to the runners, a datachip carefully rested on its top. Elder Grinder begins again, "you may yet redeem your naked, earth-bound souls. You will not be able to contact us until the job is complete, but remember, we are always watching, no matter where you go. Always. Brother Witness, bring them out." With that, the monolith named Witness rotates slowly, and leads the way towards the sliding door, that opens as he approaches.
The outside hall is well lit by florescent lights, and has cheap carpeting down. Periodically you pass motivational posters with phrases like: "altitude - because the higher you climb, the more hemorrhaging you cause in your target". Brother Witness happily leads you down the hallway, whistling quietly to himself, at one point passing another of the larger monoliths going the other way, "hey Elder Jrayjoker, you just missed the meeting. They accepted, no worries." Eventually Brother Witness delivers you to an elevator and explains which way to turn to reach the main entrance.
Should the runners decline the run, read the following:
"An honorable choice. Brother Witness! Bring in the data... Pardon? No? You won't do it? Well... Hm..." He pauses for some time, "that's a bit of a stickler, isn't it? I mean, we brought you to our secret base and everything. Well, I suppose we have no choice but to feed you to the troops then!" One of the other monoliths speak up, "perhaps, Elder Grinder, they simply do not yet feel competent to undertake the mission. Perhaps, rather than wasting such talent, we can ask them to prove their loyalty in another method."
"Yes, good thinking, Elder Gyro! Let them take the Great Drop!" The other monoliths begin chanting in time, "Great Drop! Great Drop!" Until Grinder brings order. "Brother Trigger! They shall make the Great Drop!" The door opens and a smaller obelisk, perhaps half the size of the others, scoots in, apparently on small, motorized wheels, and stops next to the runners. A long bar looks to be welded lengthwise on its top, and a pair of stun batons sticking out about a meter up from the bottom. "Come along," Brother Trigger urges them, as the opposite wall slides open, revealing a scenic view of the surrounding neighborhood. Wild wind fills the room, whipping at your hair and equipment.
BEHIND THE SCENES
The building the runners are taken to is 14665 Shattuck Ave. S, in Renton, one of several largely identical office buildings making up a small office park. The building is an oatmeal-colored, gritty cement made edifice, boasting 14 stories. The top-most has had the brown cement replaced with reflective, black glass, all the way around, like the burnt tip of a cigarette. This area is officially considered B, but is closer to C in regards to actual enforcement, The complex boasts a single, friendly guard sitting in the kiosk on the driveway, who watches out for anyone parked illegally, and otherwise reads the newspaper. The DBC, it would seem, are nothing if not fiscally-minded. The penthouse of the building, however, where the DBC resides, is occupied by literally hundreds of drop bears; sleeping, training, eating eucalyptus, etc., but all ready to answer to any call of danger. They will defend the DBC with fanatical, beady-eyed devotion. There are no less than ten drop bears hidden in the DBC conference room at any given time (can you find them?) ready to jump into any hubbub.
When the runners awaken, their wounds have all been cared for, and have been reduced two wound levels. Their stun damage has been reduced to serious. They will be returned their weapons by Brother Witness as they leave the building.
Information on the datachip
The datachip contains information on Fortuna mansion in Salish territory, between the Tir and Seattle. It includes its geographical location, the address of its matrix host, and also stored visas which, when attached to a SIN, will allow for legal travel in and out of Salish territory. Beyond a few pictures, there is little more information available.
The Great Drop
Should the runners, for one reason or another, be encouraged to take the Great Drop, the walls on one side of the room withdraw, revealing an open balcony. They are encouraged to look out that window and stare at the horizon. Meanwhile, Brother Trigger will roll up behind them and try to shove them out. Should they successfully and violently land, taking out one metahuman in the process or causing more than 50,000¥ in damage, they are considered successful, regardless as to whether they survive or not. The DBC will cheer them on with drop beer and tell them they have proven themselves worthy followers. If the characters are unable to drink, perhaps due to being deceased, the DBC member will bravely drink the drop beer on his behalf. Should they fail at the drop or somehow try to avoid it, drop bears will follow them with the intent of eating them.
DEBUGGING
The members of the DBC are each sitting inside a mobile obelisk vehicle (listed under Cast of Shadows). Should combat break out, their primary interest is in escaping. Some will leave through the door into the hallway, others will voluntarily take the 'Great Drop', knowing their faith will protect them. Meanwhile, the room has ten drop bear guards, plus two more for each additional party member, and many, many more reside on this level of the building. They will respond immediately to any perceived threat with lethal violence. Obviously, in this case the deal is off.
Should the PCs decline the job and indicate they are not interested in the Great Drop, they will be attacked with extreme prejudice. The GM is allowed to laugh out loud as they get mauled by fierce drop bears due to the players' inability to recognize a threat when they see it.
Thoughts? Next scene, of course, we drop in on Fortuna's house.
I apologize for any unfunny parts. I'm still struggling to get 7 hours a night. I'll certainly do some more complete editing later, but I think your comments are critical at this early stage so they can be properly integrated later.