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Writing: Michael Messmer Shadowrun Missions Developer: 05-05 Steven “Bull” Ratkovich Art: David Dotson Shadowrun Developer: Jason M. Hardy Missions Logo: Jeff Laubenstein, Matt Heerdt Layout & Design: Matt Heer
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  Writing: Michael MessmerArt: David DotsonMissions Logo: Jeff Laubenstein, Matt HeerdtShadowrun Missions Developer: Steven “Bull” RatkovichShadowrun Developer: Jason M. HardyLayout & Design: Matt HeerdtArt Director: Brent Evans, Kat Hardy 05-05  FIGHT NIGHT 2 COVERFIGHT NIGHTINTRODUCTIONMISSION BACKGROUND & SYNOPSISSCENE 1SCENE 2SCENE 3SCENE 4SCENE 4ASCENE 5SCENE 6SCENE 7SCENE 8PICKING UP THE PIECESLEGWORKCAST OF SHADOWSDEBRIEFING LOG  The sharp ding of the bell signals the end of the fourth round, and Billy “The Beast” Barlow breathes a visible sigh of relief. Looking dimly out of his bruised right eye, he sees his opponent strut around the ring, raising his arms as if he were already victorious, despite a nasty cut above a swollen shut left eye. Who was this Miguel Garza guy anyway? Barlow had seen him around a few fights before, but never like this. Barlow knows the score; keep it exciting for a few rounds, then pound him to the mat in the fifth. Sid said this guy knew what he was doing. The look in Garza’s eyes, that kind of crazed, bloodshot look of someone on a six-day novacoke bender, told Barlow he was in for more than he bargained for. Garza looks like he was hit by a bus, but he may as well be a machine for all the shits he gives. Relieved at the chance for a rest, Barlow lets his guard down and moves to go back to his corner. Garza’s face twists into a furious scowl as he throws a vicious punch to the back of Barlow’s head, sending the house favorite to the mat face first. The outraged crowd flies into a fren-zy, screaming for someone to control the fight. Garza’s barely intelligible taunts are drowned out by the din of the shocked crowd, as an obviously dazed Barlow can only crawl back to his corner stool. Barlow’s manager, an aging, bald ork with the scars of a survivor, wipes down the boxer with a grim look on his face, and then turns to Sid and shakes his head. Barlow can’t take another beating like that. Sid Gambetti furrows his brow and wipes the sweat off his face with a dirty blue cloth. He’s long since shed his jacket, and his tie hangs loosely around his neck. His paper-thin white shirt shows sweat stains under his arms as he raises his finger to point at Barlow’s manager, the fake diamond on his pinky finger catching the light. “You get him back in there, or you finish the fight for him!” Sid growls at the ork. He glances toward the other corner, where Garza sits, staring silently at Barlow as Gar-za’s manager tries with frantic motions to get the rookie boxer’s attention. At least he had his boys search people for recording equipment on the way in. No one needs to see this travesty again. With a sigh the ork turns to Barlow to deliver the news. Underground boxing was never easy, and never clean, no matter what the so-called ref says.His orders delivered, Sid spares a glance to his left, spying a group of observers too well dressed to be locals.  The obvious goons stand bodyguard around several men in sharp suits, and the brightly dressed women accompa-nying them stood out among the others as people who had money, along with the means to turn that money into power. One of the men, a middle-aged human with grey-ing temples, glares at Sid with a stony look of disapproval. Obviously, someone has money riding on this fight and received a decent tip as to the nature of the outcome.  The boxers are up again, meeting in the middle while the referee keeps them separate. Dabbing his receding hairline with this blue cloth again, Sid visibly winces when the bell signaling the be-ginning of Round five is struck. Before the echo of the bell can leave his ears, Garza unleashes a ferocious com-bination that leaves Barlow on the mat.Sid rushes to the ringside while the ref starts his count, screaming at Barlow to get his ass up. The boxer moves, slowly at first, but eventually climbs the ropes to the point he can stand, spitting out a gob of red that hits the mat and splatters Sid’s shirt. The count reaches seven before Barlow can stand on his own.Cursing, Sid pushes his way past several ringside staff to the other side of the ring. The bell sounds, the fight’s back on, and at that moment the house plunges into darkness. The bloodthirsty cries of the crowd are swiftly replaced by concerned chatter as the lights come back on from the momentary power failure.Garza stands near the edge of the ring, his left glove clutching his side. Barlow, seeing an opportunity, moves in. Garza tries to move, but he’s sluggish and is caught by a vicious hook that spins him around and into the mat, collapsing into a convulsing heap. Sid, looking shocked, removes his hands from his pockets, the slight glint of blued steel catching the light of the venue for a split second. The count is swift, and the ref raises Barlow’s hand, declaring him the victor by knockout in five rounds.  Whispers of dissatisfied gamblers combined with few boos raise from the crowd, and voices call foul on the suspicious blackout, but they are silenced by the remain-der of the audience, who quickly drowns them out with chatter as the venue begins to empty. Sid leans against the ring as he is approached by the finely dressed man with greying temples. The man’s ex-pression is not one of joy, but he shakes Sid’s hand as he receives an overstuffed envelope in the other. He leans in close to Sid to whisper in his ear, and Sid’s already shaken expression goes white, as the man and his bodyguards move off toward the exit.  Taking his cloth out, Sid wipes his face and nearly falls into a chair at ringside, his shaking fingers searching his discarded jacket for a steel flask. Taking a long draw from the flask, he lets out a long breath. At least he’s still breathing. FIGHT NIGHT  INTRODUCTION 3 COVERFIGHT NIGHTINTRODUCTIONMISSION BACKGROUND & SYNOPSISSCENE 1SCENE 2SCENE 3SCENE 4SCENE 4ASCENE 5SCENE 6SCENE 7SCENE 8PICKING UP THE PIECESLEGWORKCAST OF SHADOWSDEBRIEFING LOG INTRODUCTION SRM 05-05: While the City Sleeps  is a Shadowrun Mis-sions  living campaign adventure. Full information on the Shadowrun Missions  living campaign is available at shadowruntabletop.com/missions  and includes a guide to creating Missions characters and a regularly updated FAQ. All maps, player handouts, and other playing aids are found at the end of this document. PREPARING THE ADVENTURE SRM 05-05: While the City Sleeps  is intended for use with Shadowrun, Fifth Edition , and all character and rules infor-mation refers to the fifth edition of the Shadowrun  rules. A󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥 S󰁴󰁲󰁵󰁣󰁴󰁵󰁲󰁥 SRM 05-05: While the City Sleeps consists of several scenes. These scenes form the basis of the adventure,  which should be completed in approximately four hours. If you are running short on time, you should streamline each and be a little more generous with clues, target numbers, and other requirements to aid in guiding the players through the adventure. Each scene outlines the most likely sequence of events, as well as how to handle unexpected twists and turns that inevitably crop up. Each one contains the following subsections, providing gamemasters with all the information necessary to run it. ã Scan This  provides a quick synopsis of the scene’s action, allowing you to get a feel for the encounter at a glance. ã  Tell It to Them Straight  is written to be read aloud to the players, describing what their char-acters experience upon entering the scene. You should feel free to modify the narrative as much as desired to suit the group and the situation, since the characters may arrive at the scene by different means or under different circumstanc-es than the text assumes. ã Behind the Scenes  covers the bulk of the scene, describing what’s happening, what the non-player characters are doing, how they will react to the player characters’ actions, and so forth. It also covers the setting of the encounter, going over environmental conditions and other properties of the location as well as providing any descriptions of important items. ã Pushing the Envelope  looks at ways to make the encounter more challenging for experienced or powerful characters and other ways you can add some extra spice to the scene. This subsection should usually only be used for home games, or games where time is not a factor. At most con- vention and Open Play events, gamemasters should omit this information. It adds to the scene but does not contain important information. ã Debugging   offers solutions to potential prob-lems that may crop up during the encounter.  While it’s impossible to foresee everything that a group of player characters might do, this sec-tion tries to anticipate common problems and other suggestions for dealing with them. RUNNING THE ADVENTURE Gamemastering is more of an art than a science, and every gamemaster does things a bit differently. Use  your own style when it comes to preparing and run-ning the adventure and do whatever you feel is best to provide the best Shadowrun game you can for your players. Shadowrun Missions  adventures are designed to run in a standard four-hour convention time slot.Please keep this in mind when running the adventure.  You should leave at least 15–20 minutes at the end of the time slot to complete any necessary paperwork and pass out the players’ Debriefing Logs . (Make sure that  you have enough copies of the Debriefing Log   for this adventure to give one copy to each player after running the adventure.) This section offers some guidelines you may find useful in preparing to run SRM 05-05: While the City Sleeps  (or any Shadowrun Missions  adventure). S󰁴󰁥󰁰 1: R󰁥󰁡󰁤 T󰁨󰁥 A󰁤󰁶󰁥󰁮󰁴󰁵󰁲󰁥 Carefully read the adventure from beginning to end. Get a feel for the overall plot and what happens in each scene.  That way, if something different happens, you won’t be caught off guard and you can adapt things smoothly. S󰁴󰁥󰁰 2: T󰁡󰁫󰁥 N󰁯󰁴󰁥󰁳  Take notes for yourself while reading through the ad- venture that you can refer to later on. Possible things to note include: major plot points (so you can see them all at a glance), the names of various non-player charac-ters, possible problems you notice, situations where you think a particular character can shine and other things  you’ll want to keep in mind while running the adventure. S󰁴󰁥󰁰 3: K󰁮󰁯󰁷 T󰁨󰁥 C󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 Prior to the start of the adventure, examine the PCs’ record sheets and Debriefing Logs for your reference and have basic information about their important abil-  INTRODUCTION 4 COVERFIGHT NIGHTINTRODUCTIONMISSION BACKGROUND & SYNOPSISSCENE 1SCENE 2SCENE 3SCENE 4SCENE 4ASCENE 5SCENE 6SCENE 7SCENE 8PICKING UP THE PIECESLEGWORKCAST OF SHADOWSDEBRIEFING LOG ities handy so you can refer to it during play. Also go over the characters and keep their previous events list-ed on the Debriefing Logs in mind when determining non-player character actions in various scenes if such a dynamic has been included. S󰁴󰁥󰁰 4: D󰁯󰁮’󰁴 P󰁡󰁮󰁩󰁣! Gamemastering involves juggling a lot of different things. Sometimes you drop the ball and forget some-thing or you just make a mistake. It happens, don’t  worry about it. Nobody is perfect all of the time and everybody makes mistakes. Just pick up from there and move on. Your players will understand and forget about it once you get back into the action. S󰁴󰁥󰁰 5: C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 󰁴󰁨󰁥 P󰁬󰁡󰁹󰁥󰁲󰁳 Gamemasters should challenge the players but should generally not overwhelm them. This is not to say that games cannot be deadly. If the characters die through their own actions and repercussions of those actions, then so be it. But the idea is to challenge the players and their characters, not to bury them. If the enemies and challenges are too light for the characters present, then increase them. On the other hand, if the charac-ters are badly outmatched by the enemies, then tone them down. Make things difficult but not impossible. GENERAL ADVENTURE RULES Shadowrun Missions adventures use the rules present-ed in Shadowrun, Fifth Edition ( SR5 ). Standard rules such as success tests, limits, glitches, critical successes, and other common mechanics are described in SR5 and are not repeated in this adventure.Please keep in mind when preparing for the adventure, that the PCs will not necessarily comprise a balanced party. It’s entirely possible that the party will be made up entirely of technomancers or back-to-nature shamans. If the characters run into a brick wall because of such complications, show flexibility and use your best  judgment in how you lead them back to the plot. N󰁯󰁮-P󰁬󰁡󰁹󰁥󰁲 C󰁨󰁡󰁲󰁡󰁣󰁴󰁥󰁲󰁳 Non-player characters (NPCs) are essential to any ad- venture. They are the allies, antagonists, and background characters in the adventure that interact with the player characters. NPCs in this adventure have already been cre-ated and can be found throughout the adventure.Minor NPCs are found in the individual scene that they appear in, and generally have a brief write up, noting only their important skills and the gear they are carrying.Major NPCs can be found in the Cast of Shadows  at the end of the adventure. They have more detailed  write ups and include most of the skills and the gear they have access to.  The NPCs in this adventure should generally stand up to the average player character but may need some adjustment to suit a particular group of characters, especially a more experienced and powerful group. The scenes and NPC descriptions offer tips on adjusting the NPCs to suit the abilities of the characters in your group.  To adjust the power level of an NPC, refer to Helps and Hindrances  (p. 378, SR5 ). Take the player characters’ abilities into consideration when assessing the NPCs in this adventure and modify them accordingly. M󰁩󰁳󰁳󰁩󰁯󰁮 D󰁩󰁦󰁦󰁩󰁣󰁵󰁬󰁴󰁹  Gamemasters are encouraged to use their own judg-ment and to adjust the difficulty of the encounter to take into account the abilities of the players. If the players have no magical support, replace magical de-fenses with mundane ones. If the players are weak on combat, reduce the number of enemies by one or two. Conversely, if they’re steamrolling the opposition, add one or two enemies to the fight. Missions should be difficult and something of a challenge but should not be insurmountable.A simple method for adjusting difficulty is to simply increase the dice pools and Professional Ratings of the enemies. A simple +1 or +2 to all combat and defense tests gives enemies a minor boost in power, while a +3 or 4 will make them truly formidable. Adding to their Professional Rating will give them a larger group Edge pool to draw from, and gamemasters are encourage to use this Edge when logical.Often a combat scene will tell you if it’s supposed to be challenging or is simply there to serve as filler or a minor obstacle that the players should steamroll through. When possible, use this as a guide to know  when to tweak the enemies and encounters. If it doesn’t say, assume the scene should present a challenge to the power levels of the players. A N󰁯󰁴󰁥 󰁯󰁮 L󰁯󰁯󰁴 󰁡󰁮󰁤 L󰁯󰁯󰁴󰁩󰁮󰁧 Gamemasters should be careful what they allow play-ers access to, because they can and will try to steal everything not nailed down (and even then, they often have pry bars and claw hammers to deal with those nails). Shadowrun Missions  operate under the assump-tion that two players who have run the same missions  will have roughly the same amount of resources avail-able to them (give or take some negotiation and a little bit of minor loot fenced), so when players are able to steal and fence a lot of gear or are able to get their hands on high-priced vehicles, cyberdecks, or foci, it
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