SRM01-07A Keys To The Asylum
SRM01-07A Keys To The Asylum
Keys to the Asylum is an adventure for the Shadowrun game system and the Shadowrun Missions campaign
setting. It may be used for players and characters of all experience levels. For use with Shadowrun, Third
Edition ™
SRM01-07
INTRODUCTION ......................................................................3 Shadowrun Missions and tournament details are part of the
Preparing the Adventure ..........................................................3 campaign setting sponsored by FanPro LLC. All Rights
Adventure Structure .................................................................3 Reserved.
Gamemastering the Adventure ................................................3
General Adventure Rules .........................................................4 This adventure is for sanctioned tournament use only and may
Non-Player Characters .............................................................4 not be reproduced, repackaged, or redistributed without prior
Adventure Background ............................................................5 approval of FanPro LLC.
PLOT SYNOPSIS.......................................................................5
RUNNING THE ADVENTURE ..............................................5 Published by: FanPro LLC · 1608 N. Milwaukee · Suite 1005 ·
A quiet evening at home.............................................................6 Chicago, IL 60647. Printed in the USA.
After Hours ..................................................................................6
Friendly men in white coats ......................................................8 Find us online:
The Grounds .............................................................................9 info@shadowrunrpg.com
The Complex.............................................................................9 (Shadowrun questions)
Datasteal..................................................................................10 http://www.shadowrunrpg.com
A Visit to the Doctor’s Office..................................................11 (official Shadowrun website)
LEGWORK ...............................................................................12 http://www.fanpro.com
PICKING UP THE PIECES...................................................13 (FanPro website)
CAST OF CHARACTERS .....................................................14 http://www.commandohq.com
Ben Wilson..............................................................................14 (FanPro Commando website)
Kevin Cooper ..........................................................................15 http://www.wizkidsgames.com
Brianne Tillers ........................................................................16 (WizKids website
Shannon Levine ......................................................................16
Neil O’Malley .........................................................................17
Gary and Samantha Templeton .............................................17
Jack Woods .............................................................................18
Aaron Marik............................................................................18
MindGloom.............................................................................19
Trey “Boltar” Harris...............................................................21
EDITING
Mike Mendoza
ART
Art Direction
Rob Boyle
new players. As you will see, optional scenarios have been pick up from there and move on. Your players will understand
added to allow for longer playing times for those that do not and forget about it once you get back into the action.
need this initial instruction. 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 General Adventure Rules
paperwork and pass out the players’ “Debriefing Logs” (see
below). This section offers some guidelines you may find Shadowrun Missions adventures use the rules presented in
useful in preparing to run Keys to the Asylum (or any Shadowrun, Third Edition (SR3) and various sourcebooks for
Shadowrun Missions adventure). the game. In addition, there are some “house rules” which the
campaign uses to govern various aspects of the game,
accounting for character advancement, and metagaming
activities. Standard rules such as success tests, the Rules of
Step One: Read The Adventure One and Six, Perception Tests, Negotiation Tests and other
Carefully read the adventure from beginning to end. In the common mechanics are described in SR3 and are not repeated
case of a multi-part adventure, you may want to read all the in this adventure. Special rules regarding the Shadowrun
parts from start to finish before you run the first part. This Missions campaign can be found online and downloaded for
gives you a complete overview of the whole series and how your convenience.
events in the early adventures flow in to the later ones on up to
the finale. Get a feel for the overall plot and what happens in
each adventure. That way, if something different happens, you
won’t be caught off guard and you can adapt things smoothly.
Non-Player Characters
Non-player characters (NPCs) are essential to any
adventure. They are the allies, antagonists and background
characters in the adventure that interact with the player
Step Two: Take Notes characters. NPCs in this adventure have already been created
Take notes for yourself while reading through the and can be found in the Cast of Shadows section.
adventure that you can refer to later on. Possible things to note The NPCs in this adventure should generally stand up to
include: major plot points (so you can see them all at a glace), the average player character, but may need some adjustment to
the names of various non-player characters, possible problems suit a particular group of characters, especially a more
you notice, situations where you think a particular character experienced and powerful group. The scenarios and NPC
can shine and other things you’ll want to keep in mind while descriptions offer tips on adjusting the NPCs to suit the
running the adventure. abilities of the characters in your group. Take the player
characters’ abilities into consideration when assessing the
NPCs in this adventure and modify them accordingly.
Step Three: Know The Characters All NPCs are given Karma Pool (p. 246, SR3) and
Prior to the start of the adventure, examine the characters’ Professional Rating (p. 248, SR3) to help level them out
record sheets and Debriefing Logs for your reference and have against player characters. Note that some NPCs may have a
basic information about their important abilities handy so you variable Karma Pool or other attributes or abilities based on
can refer to it during play. Also go over the characters and the composition of the team.
keep their previous events listed on the Debriefing Logs in
mind when determining non-player character actions in
various scenarios if such a dynamic has been included.
A fresh pot of Soykaf and some snacks are set out in the The certified credsticks that each of the runners received are
meeting room. The room is dominated by a large and well good for 1000¥. He explains that the initial funds are for
showing up at this meeting and for keeping its contents quiet. sent in to find out the status. They have not been heard from
Once everyone has assented, he then provides a deliberately since crossing the perimeter and the astral barrier.
vague outline of the run. He will reveal that an incident has
happened at a facility owned by his corporation. The incident He explains that their mission is, if possible, to secure the
happened tonight, and his in-house security was unable to clinic and get everything back on-line. If that is not possible,
clean things up. The threat is at least partly magical. This will then he requires the following steps:
be primarily a rescue and recovery mission. He believes that
lives currently hang in the balance. First, they need to retrieve as many patients safely as possible.
The most recent records available from off-site indicate that
Consequently, the run needs to go down as soon as possible. there are fifteen patients currently enrolled in programs at the
The situation has the potential to become a tremendous clinic. This number may be slightly off, since the records are
embarrassment to his firm. Because of that, the situation a few days old. Each patient safely extracted is worth 200¥
needs to be resolved quietly. Media involvement is completely per runner.
unacceptable. It is possible that a few casualties may be
inevitable, but they must be kept to an absolute minimum. A slightly lower priority is to rescue as many Rose-Croix
employees as possible. While all of his employees are
Compensation for the run will be entirely goal based. If they valuable assets, losing an employee is much less of a public
manage to accomplish everything perfectly and cleanly, then relations disaster than losing a client. There were ten
the run can net them up to an additional 8500¥ each. If things employees scheduled to be on duty tonight. In addition, there
don’t go so well… <he shrugs>. were the three members of the High Threat Response team
sent in. Each employee safely extracted is worth another 200¥
After Mr. Johnson imparts the above information, he will ask per runner.
the ‘runners if they are willing to accept the run. At this point,
he has not revealed the name of his corporation or the facility Mr. Johnson will agree to make an ambulance service
that is threatened. If the team’s primary concern is that they available to move patients and employees away from the
do not have any magical support, he will explain that he has facility site. The team can either choose to have the
arranged for a combat mage to work with them. If the team ambulance pick up those rescued as they are extracted, or to
already has one or more spellcasters, do not offer them the bring all of them out at once. He’s comfortable with either
combat mage. Other than that, if any of the team members are solution, as long as it’s done quietly and in a way that won’t
not interested in the run, they are free to back out at this point. attract any excess attention.
If a player decides that his character would not participate,
point out that this ‘run is the game session. Use your best Once patients and employees have been safely recovered, the
judgment here. company data on the network needs to be recovered next. The
two most important types of information are security records
Once everyone has agreed to participate in the run, Mr. and experimental data. This facility was being used for testing
Johnson will reveal that he is an employee of Rose-Croix thaumaturgical psychiatric techniques. The patient records
Corporation. Rose-Croix took control of a mental health associated with those studies are quite valuable to Rose-Croix.
facility, named “Caring Gardens,” in Puyallup a few months In addition, tonight’s security records may indicate who or
ago. At that time, they tuned up its facilities and replaced what is responsible for tonight’s incident. Because the site has
several employees. The facility now caters to high profile been running on back-up power for several hours, the
patients with stress-related psychoses or addiction problems. computer systems may not be functional at this time. If they
Because it targets high margin patients, it is only a 20 bed are not, they will need to recover the physical storage systems.
facility. The recovery of the security records is worth an additional
1000¥ per ‘runner. The experimental data is worth the same
Four hours ago, that facility went off-line. Routine checks amount.
showed that the telecom, power, and matrix connections had
all been severed. An astral sweep by a security mage revealed Finally, Rose-Croix would like the ‘runners to attempt to
that an odd barrier had been erected around the facility. Three neutralize the cause of the facility shut down. The opponent
and a half hours ago, a High Threat Response (HTR) team was may be another corp, a terrorist organization, or an unknown
magical threat. Mr. Johnson would prefer that the opponent
He now asks the ‘runners if they have any questions about the Tell it to ‘em Straight
mission criteria. He’ll explain that he will provide them with
security information and matrix access codes for the facility. Arriving at Caring Gardens you see a 6-foot stone wall
In addition, he’ll offer to provide each of the runners with a surrounding the facility. From the roadside, trees are visible
Rose Croix identification badge that can be used to reassure over the fence, but they obscure any visibility of the hospital
any confused patients or employees at the facility. If the proper. A few lampposts are visible within the complex, but
players ask, he is also willing to negotiate payment at this none are lit. There’s a security booth guarding the wrought
point. An opposed roll may be made against Mr. Johnson’s iron gate entrance, but it appears unmanned at the moment.
Negotiation(9). Each net success can raise one mission When you approach the driveway, you immediately notice a
category value by 50¥ per success. (The ‘runners will want to Rose-Croix HTR ambulance parked in front.
choose either patients or employees for this increase, since
that offers the most total nuyen.) Behind the Scenes
Once negotiations are complete, Mr. Johnson will turn over Caring Gardens takes up a full city block in Puyallup. The
the security information to the ‘runners. At this time, present grounds of the hospital are secured by a 6-foot stone wall
the players with both handouts and the maps. If the combat topped by monowire. The wire is angled into the facility, and
mage NPC is accompanying the team, Mr. Johnson will call clearly labeled. The goal is to keep patients from getting out,
him into the room and introduce him at this time. (See Trey not to stop people from breaking in.
“Boltar” Harris in the NPC section.)
There’s only one conventional entrance to the grounds. Up
Mr. Johnson then offers to wait while the team reviews the until the shut down, a guard booth and a wrought-iron gate
information in case they have any questions. Please review that proclaimed “Caring Gardens” secured it. At the moment,
those materials in advance, so that Mr. Johnson can answer the gate is closed and locked, but there is no guard on duty.
any questions for the players. Some of the information in Further, there is no power to the guard booth or the gate. The
these files is deliberately contradictory with information PCs should have an access code from Mr. Johnson, but it will
contained in later scenes. Mr. Johnson is not aware of those not work because the power is out. Hacking the lock will
inaccuracies. He is also terribly uneducated about magical require an Electronics(6) test or defeating the Barrier rating
issues and unable to help with those sorts of questions. (16) of the gate.
Finally, he will provide them with his telecom number so that
they can contact him once the run is complete. The door to the guard booth is open, and it is empty. A
cursory search reveals that there is no power to any of the
systems in the booth. In the drawer, there’s a pocket secretary
with an assortment of word puzzles, music, and vid shows
loaded on it. Next to the keyboard, there’s a cheat sheet with
instructions for checking on delivery schedules and
appointments. In addition, there’s a list of phone number
extensions for the various offices within the complex. If the
team tries to dial any of these numbers, they’ll find that the Electronics (3) test reveals that the cameras are not currently
phone in the booth is dead and that the extensions are “not in active. Park benches and picnic tables are scattered around
service” when called from a cell phone. the grounds. Unlit lampposts are spaced every 10 meters
placed along the paths.
A Rose-Croix HTR vehicle is parked outside of the entrance.
For game statistics, use an Ares Roadmaster equipped with a
Water Cannon. The vehicle is currently locked up tight, with The Complex
the security system active, but abandoned. If the runners
manage to get inside, there’s a nice assortment of basic
biotech gear. (Medkits, patches, etc.) Currently, the vehicle’s When the team approaches the hospital complex directly,
security camera is still rolling and maintaining a constant they’ll notice that it’s a fairly compact, three story building.
uplink to Rose-Croix dispatch. If the team decides to take or As seen on the map, there’s a single entrance in the front of
damage any portion of the gear, Mr. Johnson will deduct those the building and a loading dock on the back. It’s immediately
losses from their compensation. obvious that there are no lights on within the complex.
Neither the front nor the back doors are locked.
Third Floor - All of the internal security systems are currently reporting
dead feeds.
The third floor consists of empty Patient Rooms, a Library,
and the Director’s Office. All of the rooms except Dr.
Heffernan’s office are empty of people. Proceed to “A visit to
the Doctor’s Office” when they enter that room.
-If any mages are willing to work with him, he’d be more than
happy to teach them the ways he used to come into his power.
A Visit to the Doctor’s Office (Any PCs who agree to this, and follow through with it are
eliminated from the campaign. They become NPCs at the end
What’s up, chummer? of the adventure.)
The PCs have found their way to Dr. Heffernan, and need to -He offers to share the wiles of any of his patients with the
neutralize him in order to secure the facility. The PCs may team. There are comely members of the appropriate sexes and
play this in either an aggressive, gung-ho style, or they may races to interest the PCs.
choose to negotiate their way through the situation. Both
options and the possible outcomes are described here. Again, -He explains that he has a rather nasty secret about Rose-
there are a few optional features that you will need to choose Croix, which could be very valuable to the right people. If the
to incorporate or delete based upon time and the composition team will let him walk, he’ll happily turn the information over
of the team. to them. He estimates that the data would have a street value
of about 20,000¥. (The information is video footage of a run
Tell it to ‘em Straight made against DocWagon’s tissue banks, and an audio tape that
corresponds with a Rose-Croix Mr. Johnson setting up the run
At last, you’ve fought your way through the asylum, and come through a street fixer. If the team accepts this, it can be fenced
up against the mastermind behind it all. Sure, you’re a few to a DocWagon or Media contact for 10,000¥. Any team
patients short of the total, but how bad can it be? That’s when members who participated in SRM01-02 Strings Attached will
you open the door labeled “Alex Heffernan, Director” and get recognize the footage and themselves in it.)
an idea of just how bad.
-If the team can make a persuasive argument and they’ve
The office is beautifully furnished with a charming array of blown through his defenses, he is willing to accompany the
art, what looks like a wooden desk, real paper tomes, and a team back to meet with Broward. (Opposed Negotiations test,
beautiful view out the open window onto the Caring Gardens with appropriate modifiers based on their level of success and
grounds. Of course, all of that is secondary to man in the lab persuasiveness.) Things that would persuade him include:
coat standing in front of the desk and the sixteen others • Promises of immunity from prosecution
standing slightly behind him. The ones in the back have a • A generous bribe of cash or equipment
consistent glazed look on their faces. But the man in the front • Magical teaching
captures your attention. A faint glow is visible around him,
and as you focus on him, he says, “Ahh, so good of you to If they the negotiations don’t go well (or the team doesn’t
finally come to join the party.” attempt to negotiate), he’ll send the patients and employees
into melee first.
Behind the scenes
If the team agrees to any of his terms, Dr. Heffernan will hold-
Dr. Heffernan is accompanied by the remaining patients and up his end of the bargain. He will then agree to leave the
staff of the institute. The missing HTR team is also here, and facility peacefully. He will take his car from the parking lot,
it’s worth mentioning those heavily armed and armored NPCs and load up the Caring Gardens mini-bus with a selection of
to the party. Unless the team immediately tries to enter patients and employees. He will quite willingly leave the
combat, he’ll be willing to talk with them. If not, he’ll be facility to the PCs.
prepared to enter combat.
Patients (9)
B Q S C I W E R
LEGWORK
2 2 2 4 3 2 6 2
Key skills: None Rose-Croix (a street level perspective)
Gear: None Appropriate contact: Any street contact (4)
Key weapons: Improvised Clubs (3M Stun) 0 “That some kind of flower?”
1 “I saw an ambulance with some new logo, I think that’s
Kitchen Help (2) them?”
B Q S C I W E R 2 “Ain’t they the company trying to muscle in on
4 2 3 3 2 3 6 2 DocWagon?”
Key skills: None 3 “They’ve been hiring runners for all kinds of work lately.”
Gear: None 4 “Heard a rumor that something just went down at one of
Key weapons: Cleavers (3L) their facilities.”
The TR value can be determined by the predominate makeup Ben is the facility’s night repairman. He was on duty when
of the table’s characters, or by finding the average of all the the power went out, so he immediately headed into the Boiler
characters by adding up their Total Career Good Karma and room to try and figure out what went wrong. After spending
dividing by the number of players. Then consult the chart some time figuring out that nothing seemed to work, he soon
below to determine the class of the table based on where the started hearing some of the strange noises coming from the
average Karma fits. upper floors. At that point, he grabbed a handy monkey
wrench, and barricaded himself in.
Characters who have attributes modified by TR will have a
mathematic symbol followed by “TR” in their stat blocks. He knows there’s something awfully weird going on, and isn’t
fond of being trapped in the same building as all these “nut
The TR value is based on the following: jobs.” He has no idea how far the problem goes. The phones
are out, and he doesn’t have his cell phone with him, so he
TR Class Karma Range hasn’t been anxious to investigate too far.
1 Green 0 - 19
2 Streetwise 20 - 49 When he first encounters the PCs, Ben will be very
3 Professional 50 - 89 apprehensive. Use your best judgment on his reaction. Keep
4 Veteran 90 - 149 in mind that he’s a coward. However, if he has an opportunity
5 Elite 150 - 249 to get the jump on a lone ‘runner, he will take it.
6 Prime Runner 250 +
Ben doesn’t want to leave his “hidey-hole.” He’s not a
particularly brave man, nor a particularly wise one. If the
team wants him to come with him, they’re going to have do a
heck of a job of persuading him, or promise him that they’ll
immediately take him out of the facility, once they convince
him that it’s safe outside of it.
If the team asks Ben to help repair the facility, he does have a
number of relevant skills. However, a full repair will require
restringing power lines from the telephone poles along the
street to the facility. He does not have the equipment
necessary for that. If the team can somehow get the electric
company here, he’d be more than happy to help out.
If asked about the crisis, he’ll explain that the problems at the If any of the ‘runners are injured and in need of medical
facility are due to a city-wide power outage. He’ll attempt to attention, both nurses will do their best to help them out. They
reassure everyone that it’s just a routine problem, and should have access to a reasonable assortment of medical gear.
be resolved shortly. He’ll be anxious to accompany the
runners around the facility to “make sure the guards have been If the runners ask them about changes in the facility, they’ll
doing their jobs and that the patients are all secured and explain that they’re not comfortable with the treatments that
reassured.” the new director has implemented. Patients don’t seem to be
progressing properly. Some of his “Shock Therarpy” methods
As a role playing tip – Neil will offers psychiatric and seem downright primitive.
psychological advice to the characters. He’ll throw out
constant buzz words and drops assorted medical terms, but
he’ll never use them correctly, and often mispronounces them.
Neil will make an offhand mention that he’s not sure about
this new psychologist. Both his techniques and his style of
dress seem very dated. (He’s referring to Mindgloom.)
Jack Woods Jack knows the layout of the building, but has just begun his
recon. He thinks that some of the other “prisoners” in this
(Optional Encounter, second floor) place have been moved. (He heard some screaming and
Orc Male gunshots earlier.) He does not know where they were taken.
B Q S C I W E R
4 4(6) 6(8) 2 3 3 0.2 3(7) If asked about Dr. Heffernan or recent treatments at the
Init: 3(7)+3d6 hospital, Jack will mention that Major Heffernan is a hardass.
Cyberware: Cyberspur, Wired Reflexes-2, Muscle He’ll complain about all the suicide missions over the last few
Replacement-2, Smartgun link, Cybereyes with Lowlight and weeks. (Heffernan has been running him through constant
Flare Compensation sims where Jack was forced to watch his comrades at arms die
Key Skills: Cyber Implant Combat:6; horribly.)
Pistols:4;SMG:6;Etiquette(Military):3, Stealth:2
Jack is a Desert Wars veteran, who served with Ares. All of Aaron Marik
the cybernetic implants made him a physical master of the (Optional Encounter, second floor)
battlefield. Sadly, his mind did not cope nearly as well with Dwarf Male
the stresses of ongoing warfare. He now is disassociative. B Q S C I W E R
After they spent a fortune on his cybernetics, Ares sent him 4 2 4 2 6 2 5.8 4
here for treatment, trying to recoup their investment. Init: 4+1d6
Cyberware: Datajack
Jack is dressed in white patient scrubs, with a sergeant’s Key Skills: Electronics:6;Electronics(B/R):6;Car(B/R):8;Civil
chevrons drawn on the upper arm with marker. Normally Engineering:5
Rose Croix kept Jack’s cybernetics inactive by using
inhibitors. Since the power went out on the facility, these Aaron was a key engineer with Ares, working with their
inhibitors have stopped working. Tonight, he is out “on vehicle design and mass transit systems. He was involved in
patrol.” His cyberspur is popped and his reflexes are engaged. the design and construction of a monorail system in Madrid
last year. The early phases of the project went very well, but
Jack firmly believes that he is still on a recon mission during shortly after the trains began running with full loads, disaster
the wars. The PCs will first encounter Jack when he struck. Several thousand people were killed when a high-
ambushes one of the other patients that they are escorting speed train jumped the tracks and barreled through the
(preferably Neil). He’ll appear from out of the shadows, and business district. Investigations pointed to a critical, but
capture that patient in a headlock, with his spur at their throat. minor, design flaw in Aaron’s blueprints. The incredible guilt
and self-doubt drove him over the edge.
He’ll then shout out “Password: Ragnarok.” The team will
then need to decide if they want to fight or negotiate with Aaron suffers from obsessive compulsive disorder. This
Jack. Jack will take pretty much anything the ‘runners say as manifests as a constant need to clean, organize, and straighten.
a counter password. Once they respond, he’ll unhand his In addition, he suffers from phobias of dirt and darkness.
prisoner, and walk to them with a swagger in his step. He next These fears are severe enough to cause near-paralysis at
explains that he is the only survivor from his platoon on this extreme exposure to either.
recon. He asks if he can hook up with their platoon to finish
up the job. Next, he asks if he can borrow a gun, preferably The ‘runners meet Aaron while he is frantically reassembling
one with a smartgun link. He is very gung-ho and has a can- an extremely powerful flashlight under the light of one of the
do attitude. emergency lamps. He will be thrilled to see the PCs and
desperately wants them to protect him. He will follow them,
If the team does not want his help, he will continue to follow and will not leave them alone. He will also insist on helping
them. In order to lose him, they need to lock him in one of the them with his newly working flashlight and a packet of
patient rooms. If they let him come along, but do not offer cleaning wipes.
him a gun, he will continuously nag about getting one. Once
armed, it will become obvious that Jack lacks any fire Aaron will mention the new doctor that arrived tonight. He’ll
discipline. He’ll shoot at pretty much anything that moves. describe him as Victorian and scary. (Mindgloom)
Dr. Alex Heffernan round up most of the staff and patients. He then cast a Mob
Human Male, Corrupted Hermetic Magician Mind on them, and has kept them under his control by
B Q S C I W E M R sustaining the spell. (Note: +2 to all his target numbers for
3 3 2 6 6 6 6.0 8(10) 4 this encounter.)
Init: 4 + 1d6
Potency: 2 Initiate Grade: 1+TR Since then, he ably captured the HTR team that Rose-Croix
Professional Rating: 3 sent in to investigate. But, the runner team arrived much
Pools: Combat:7 Astral:9 Spell: 10 faster than he expected. He’s not sure how best to deal with
Key Active Skills: them, and how to preserve his skin.
Biotech: 4; Pistols: 5; Sorcery: 7; Conjuring: 8;
Etiquette(Corp): 5(7); Negotiation(Con): 7(9); Ideally, he’d like to escape with Mindgloom and as many
Key Knowledge Skills: patients and/or employees as possible. Tonight’s events were
Pop Psych: 4; Megacorporate Politics: 5; Spirits: 4 nowhere near as subtle as he would have liked. Consequently,
Metamagic: Masking; (Reflecting, Quickening) he hopes to relocate, and resume his experimentations at a
Key Gear:* safer locale.
Sustaining Foci (Force 6): Currently active, with Armor:6 cast
on it
Secure Ultra Vest (3/2)
Spells:
Mob Mind: 6; Control Actions: 5; Stun Ball: 5; Stun Bolt 6;
Alter Memory: 4; Heal: 4; Armor: 6; Control Emotion: 5;
Levitate 4; Phantasm: 5
*The background count of 2 counts as a Power Site of 2 for
Dr. Heffernan, as it is aspected to match his corruption.
He started off by calling two of the guards into his office, and
placing them under his control. He was able to use them to
In his mind, the PCs have two strikes against them before the
run even starts. First, they’re “streetscum-guttertrash.”
Second, they’re all mundanes. (Anyone who is not a full
magician, is a mundane in Trey’s world.)