raiding the lairs
Pay: 25,000 nuyen per runner
The runners are hired by Mr. Johnsons who work directly for the dragons. They could be drakes, could be spirits, or could be neutral parties representing the dragons. The most common lairs targeted during this time belong to Alamais, Hestaby, Lung, Rhonabwy, Masaru, and Aden. Lofywr’s lair(s) are also targeted, but runners who try to raid the loremaster’s lairs generally do not return. If the gamemaster sends their players to raid a dragon’s lair, it should only be for a few select items, such as the Silver Songbird or one of the Coins of Luck (unless the targeted lair belongs to Alamais, in which case the instructions would be to remove everything of value from the lair and turn those items over to the Johnson). When the player characters are sent on these jobs, they likely will have difficulty finding the actual entrances to the lairs. Most are protected by concealment powers or masked using high-level illusion spells. Even if the players find the entrances to the lairs, they will encounter spirits instructed to guard the lairs. These spirits should be very challenging for the player characters, anywhere from Force 6 to Force 12. There should be multiple spirits standing watch in these lairs, along with drakes standing watch to protect the lairs. There could even be an adult dragon (serving as a vassal) protecting the lair. There are also quickened and anchored spells that the player characters will have to dispel. Even when the characters reach the hoard, this does not mean they are safe. Dragons may anchor spells to items within their hoards as a security precaution. If the runners pick up the wrong item(s), they may end up triggering an anchored spell (ranging from Force 8 to Force 16).
intelligence gathering Pay: 15,000 nuyen per runner
Alamais needs information on Ludmilla Reanka, including her schedule. He wants to know when she will be most vulner- able, which would likely be when she will be in transit in her motorcade. This intel would found in Reanka’s offices, in the S-K building in downtown Cara’Sir. Getting to the informa- tion will be tricky. Lofwyr has doubled the security in Reanka’s offices in the last year, and the guards guards are not normal corporate security. Treat them as Special Forces (use Special Forces and Special Forces Lieutenant stats on p. 149, War!) The device rating for the node holding Reanka’s itinerary is 7. If the gamemaster wishes to have an extended campaign in the Tír capital, he may send the runners to gather the other intelligence Alamais needs to make this assassination attempt successful. He needs to know what kind of Tír Peace Force response would occur if an attack on Reanka happened, and where it would come from.
sirrurg
B A R S C I L W Edg Ess M Init IP
31 15 15 56 17 26 20 34 6 12 23 41 2 Condition Monitor Boxes (P/S): 24/25
Movement: 23/60 (45/90 Flight) Reach: +2
Skills: Assensing 8, Arcana 6, Astral Combat 6, Con 6, Conjuring skill group 10, Dodge 8, Enchanting 6, Etiquette 5, Exotic Ranged Weapon (fiery breath) 12, Flight 6, Intimidation 11, Leadership 8, Negotiation 2, Perception 10, Sorcery skill group 11, Unarmed Combat 12
Innate Powers: Dragonspeech, Dual Natured, Elemental Attack (fire), Enhanced Senses (Enhanced Smell, Low–Light Vision, Wide–Band Hearing), Fear, Hardened Armor 20, Metahuman Form, Mystic Armor 20, Sapience, Twist Fate, Natural Weapon (Bite/Claws: DV 18P, AP –4)
Qualities: Quick Healer, Magician, Enemy, Wanted Initiate Level: 20+
Metamagics: Absorption, Anchoring, Centering, Cleansing, Divining, Extended Masking, Filtering, Flexible Signature, Flux, Geomancy, Invoking, Masking, Quickening, Shielding, Reflecting Spells (preferred): Acid Stream, Astral Armor, Armor, Ball Lightning, Control Actions, Control Thoughts, Death Touch, Deflection, Entropy, Fireball, Flamethrower, Influence, Lightning Bolt, Manaball, Manabolt, Napalm, Slaughter [Elf, Dwarf, Human, Ork, Troll], Stunball
Spirits: 1 x Force 20 great form guardian spirit, 7 x Force 12 beast spirits, 3x Force 8 spirits of air, 5 x Force 12 spirits of fire, 3 x Force 10 spirits of earth, 3 x Force 10 spirits of earth
Individual Powers: Noxious Breath entropy spell (negative Health spell)
Type: P Range: LOS (A) Duration: P DV: (F/2) + 8
Every living being is moving toward a state of disruption. Everything has in it the potential to go wrong, to break down the order that is keeping it alive. The Entropy spell takes advantage of that fact. It finds that source of dissolution in each living entity in its range and accelerates it. Cancers that might not develop for years are accelerated into full-blown tumors overwhelming the victim’s lungs and/or brain, killing them. Veins that have barely started to clog suddenly become totally blocked, making the heart seize up. The smallest weak spot in a cranial blood vessel turns into a full-blown aneurism, dropping the individual on the spot. Whatever flaw the spell finds, the result is the same—the entity dies.
The spell affects a number of beings equal to its Force, damaging all of them as per a Direct Combat spell. The caster may choose which entities in the area of effect are targeted. Targets may resist the damage with their Body rating, but armor cannot defend them. If they Glitch or Critically Glitch on their Resistance Test but still survive the damage, they have left with a permanent health condition they will need to have treated. The gamemaster can treat this as a custom disease; the Power should equal the Force of the spell, though the disease should not do further damage after the initial casting. Secondary effects such as Disorientation or Malaise
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minimize friendly fire incidents. Lofwyr promises the dragons that will be participating in the battle will show restraint and avoid harming the metahumans present. They will also provide protection (as much as they can) from the other dragons during the combat. Lofwyr will hire three teams whose task is to infil- trate the compound and retrieve the dragon eggs that Alamais possessed. The rookery for the eggs is buried deep underground in a hidden chamber. The entrance to the chamber is in a cavern that had been reserved solely for Alamais. The only indication of where the entrance is located is writing on the rock surface in the dragon language that reads “the future.” This writing is only visible in the astral. The runners need to move nearly a one hundred meters of rock to get to the entrance of the chamber. When they do, they will need to overcome Alamais’ warding. The warding has a Force of 10 and is charged.
Alamais recruits his runners two months in advance and requires them to move to a specific location outside GeMiTo. He requires their movements to be subtle so as not to alert Lofwyr to their actions. They need to be sequestered with the other mercenaries and runners for the duration of those two months so that Lofwyr will not find out what’s happening. Alamais makes no promises about friendly fire, and in fact will double cross the runners he hires. He has no intention of allowing them to walk away from the battle.
Alamais
If the gamemaster wishes the players to experience the final showdown with Alamais and wants them to be the ones to deliver the final blow, these are Alamais’ stats. Most of his spirits will have been spent in the initial fighting. Alamais should be wounded by the time the runners encounter him, and he should be unable to fly. Alamais should have suffered anywhere from 10 to 20 boxes of damage (divided between Physical and Stun)
from what Lofwyr did to him.
B A R S C I L W Edg Ess M Init IP
28 13 15 54 20 27 25 30 6 12 23 42 2 Condition Monitor Boxes (P/S): 22/23
Movement: 23/60 (45/90 Flight) Reach: +2
Skills: Assensing 8, Arcana 6, Astral Combat 6, Con 6, Conjuring skill group 9, Dodge 8, Enchanting (Artificing) 6 (+2), Etiquette 5, Exotic Ranged Weapon 10, Flight 6, Intimidation 7, Leadership (Tactics) 9 (+2), Negotiation 6, Perception 10, Sorcery skill group 9, Unarmed Combat 8
Innate Powers: Dragonspeech, Dual Natured, Elemental Attack (fire), Enhanced Senses (Enhanced Smell, Low–Light Vision, Wide–Band Hearing), Fear, Hardened Armor 20, Metahuman Form, Mystic Armor 20, Sapience, Twist Fate, Natural Weapon (Bite/Claws: DV 18P, AP –4)
Qualities: Quick Healer, Magician, Enemy, Wanted Initiate Level: 20+
Metamagics: Absorption, Anchoring, Centering, Cleansing, Divining, Extended Masking, Filtering, Flexible Signature, Flux, Geomancy, Invoking, Masking, Quickening, Shielding, Reflecting Spells: Acid Stream, Astral Armor, Armor, Ball Lightning, Control Actions, Control Thoughts, Death Touch, Deflection, delaying tactics
Pay: 15,000 nuyen per runner
Alamais needs runners to keep reinforcements away from the scene of the assassination as it goes down. There are two potential sources of interference in Alamais’ plan: the Tír Peace Force and Saeder-Krupp personnel. S-K does not have jurisdiction if violence happens on the streets, but the vehicle Reanka is riding around in is considered extraterritorial property, and in this instance S-K would be willing to risk incurring the anger of the Council of Princes over trying to protect the life of the head of the North America division. Runners can approach this job in multiple ways. They can disrupt communication. They can arrange for obstacles and distractions to interfere with reinforcements arriving on scene. Alamais does not care if the extremists get out of the area without being caught. All that matters to him is that the mission succeeds. Now, runners also need to be aware that Tír Tairngire is a highly magical society, where spirits are prevalent. Spirits sent from ether the Tír Peace Force or Saeder-Krupp can materialize during the fight at any time and drones may be sent in. The runners need to make sure that neither the spirits nor the drones stop the mission from succeeding. For reinforcements, use the Military Police and Military Police Lieutenant stats, p. 148, War!
Preparations
Pay: 5,000 nuyen per runner, per objective
Alamais needs runners to obtain certain items to ready his forces for a conflict with Lofwyr. He hires runners to obtain the following items:
• Grenades (150,000 nuyen worth). Alamais requires a large number of grenades to help repel ground forces. He desires an equal number of gas grenades, white phosphorous grenades, high explosive grenades, fragmentation grenades, incendiary grenades, and splash grenades. He desires to have the grenades stolen from anyone except S-K. The runners are to acquire the grenades in small amounts over time, so as to not set off red flags about his activities. For splash and gas grenades, Alamais wishes to fill the grenades with breathtaker, cyanide, warp, white star, Ymir and seven-7 (which the runners should also provide). • Landmines (200,000 nuyen worth). Similar to grenades,
the landmines must come from anyone but Saeder-Krupp. Alamais desires the following mines: anti-personnel mines, chemical mines, electrical mines, anti-tank mines, and zwei- lhänder directional mines. Rules for mines are located on p. 158, War!
• Fifty kilos of Rating 15 plastic explosives. • Sap from Sangre Del Diablo trees. the Big fight
Pay: 250,000 nuyen per team from Lofwyr, 500,000 nuyen per team from Alamais
Lofwyr and Alamais are recruiting metahumans as a part of their war against one another. Lofwyr is offering 250,000 nuyen; Alamais is paying 500,000 nuyen. If the runners agree to participate in the combat, they need to get to the staging area in GeMiTo by November 4, 2074. There are several restrictions placed on runners by Lofwyr, including not recording the deaths of the dragons, not taking any materials that would be used as reagents, and having safe target systems on all their guns to
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how to use the leverage Jeffries represents. Runners either have to carefully sneak Jeffries out of the complex or find something the dragon will take in exchange. Jeffries is worth a lot, though, so the runners will need all their ingenuity to bargain with Urubia. dietrich emerges
Pay: 15,000 nuyen per runner
FBI agent Seth Dietrich was looking into the Brackhaven corruption case, and he was close to digging up some crucial information when heat started closing in on him and he went to ground. The nature of what he found remains unclear, but several parties—including Brackhaven’s people, Acting District Attorney Dana Oaks, Ork Underground leaders, and members of the Finnigan organized crime family—would be anxious to be the first to learn what he knows. Or to put him in a grave.
Dietrich is ready to surface, but he needs an escort to safe territory. He doesn’t trust his FBI colleagues; he’ll deliver his infor- mation only to Dana Oaks. At the moment, he is hiding out near the Crime Mall in Puyallup. He wants the runners to get him safely Downtown, avoiding interference from the parties listed above. For Dietrich’s stats, use Horizon Spy, p. 74, The Twilight Horizon.