| Display a Printer Friendly Version The Hunt [comments:(1),
views:(7182), rating:(7.0)] Author: Nick Moseley Homepage: http://homepages.enterprise.net/skyline/ System: Cyberpunk 2020 Type: Scenario Category: Science Fiction Requirements: The adventure centres around the Corp character. Someone has begun to kill members of the Corporation dealing with a certain deal.
Graphic: Logo
The adventure centres around the Corp character. Someone has begun to kill
members of the Corporation dealing with a certain deal. At the beginning
of the adventure, the Head of Department has just been assassinated by unknown
means. The Corporate Police are on the case, obviously, but the Corp PC will
also be asked to investigate, due to the sensitive business aspects. As the
investigation proceeds, other Corps will die until the PC Corp becomes the
next obvious target. At this point the team face a race against time to find
the killer and deal with him on their terms, before he finds them. (Nb. When
I ran this adventure, the Corp was working for Biotechnica, and the Corporations
involved reflect this; however, feel free to change them to suit your players.)
Ideally, the team will consist of three or more members, one of whom must
be a Corp. The others can be a mixture, but it is recommended that there
is a Solo and a streetwise character for information gathering (Fixer, Nomad
or Netrunner) and a Techie would also be useful due to the nature of the
killings.
Introduction
The adventure begins with the Corp coming in to work. The office is in a
state of agitation.
"You enter the office. Immediately you notice something is wrong... people
seem on edge, and eye you nervously. Malcolm Flint, the Department Head,
is not at his desk, or anywhere to be seen. Phil, the office junior, spots
you from across the room. He hurries over.
"You're to come and see Mr. Crowe straight away, it's extremely urgent,"
he says."
Pumping Phil for information will not yield anything - he doesn't know what
the trouble is, just that it is serious. He will hurry the Corp along to
the office of Mr.Crowe, one of the Managing Directors. This will tell the
Corp that this is a serious problem indeed.Crowe will welcome the PC in and
dismiss Phil.
"You enter Crowe's office. You do not know him well, but he is famous in
the Corporation for his business sense and quick thinking. He offers you
a chair; you sit."We have a situation here," he says. You nod. He lights
a cigar. "This morning, Malcolm Flint was murdered by unknown parties, for
unknown reasons, at his home. Our forensic teams cannot say what killed him,
but they speculate that it may be a form of neurotoxin.Although valuables
were taken, we do not believe the motive to be theft. The cause of death
and mode of entry would suggest a skilled assassin. More worringly, he had
been tortured; so efficiently that the signs were barely visible. This leads
us to believe that he was pumped for information about our business." He
looks intensely at you."
At this point, the PC will no doubt ask for information. Crowe can volunteer
the following:
-
The body was found by Flint's wife, who had been sedated in her sleep, presumably
by the killer.
-
Flint had been tortured by the use of a neurointerface that transmitted pain
impulses straight to his brain; very effective.
-
The toxin, if it was a toxin, entered the body through unknown means.
-
The house's electronic security had been quickly and efficiently breached
using very expensive equipment. The security cameras were disabled between
3:27 and 3:58 am.
-
None of the neighbours or security teams saw or heard anything.
-
No clues have been found by the Corporate Police.
When the question and answer session is over, Crowe will say:
"As you were on his team, and have knowledge of the deals he was working
on, as well as experience in this kind of matter, we want you to conduct
your own investigation into the murder, and find out what other Corporations
are involved. This must be kept as confidential as possible; the Corporation
will provide appropriate resources. Sucess will be very beneficial to your
career."
Crowe will provide the PC with a dossier on the case, a car and driver (perhaps
another PC) and will also sanction a request for a Company Solo. Other requests
are up to the GM, but nothing outlandish. Crowe will soon brusquely request
that the PC gets on with it, and contacts the Company if he requires anything
else. The time now will be approximately 9:15 am.
Having assembled his team, the PC will have to decide what to do next; he
can go through the records of the business deals that Flint was working on,
go to see the body, visit the crime scene or speak to the Detective in charge
of the case.
Flint was working on three deals at the time of his death. He was working
on a joint venture with Petrochem for a new CHOOH2 plant, with WorldSat on
an advertising deal and EBM on the joint development of some cyberware. There
is nothing suspicious in the files or on the computer; to pick the mainframe
apart will require a company Netrunner and about 5 hours. During this time,
the PC's may visit the crime scene and speak to the Officer in charge, Det.
Supt. Ross, and Mrs. Flint.
Ross knows little; he has found no clues and will have scant new information
for the team. He knows he is out of his depth in terms of corporate affairs,
and resents the way that Biotechnica have witheld information from him. He
suggests that they look around themselves; the body has gone to Biotechnica's
forensics dept., though it is possible for the team to view it there. Ross
will grudgingly agree to the PC's interviewing the distressed Mrs. Flint,
though she will be unable to provide any information the PC's do not have.
A search of Flint's apartment and any questioning of neighbours or security
guards yields nothing. Awareness/Notice tests will prove fruitless.
If the team wish to see Flint's body, they can. A company Medtech will show
it to them; the cause of death is some kind of toxin that attacks the brain,
preventing it from sending the electric impulses that trigger breathing,
heartbeat etc, causing death, though the forensic team will not know this
yet. All they can say is that something stopped his body from functioning,
they don't know what.
By this point the team is getting nowhere fast; no information is found on
the street, if they try. At 12:34 a call comes in to the Corp PC requesting
that he returns to the office - a reason is not given. When they return,
another Corp on Flint's team, Palmer, has been found dead, this time in
Biotechnica's toilets!
The cause of death is the same, but nobody has infiltrated the building.
The next Corp down on the ladder has been taken into custody for his own
safety; below him is the PC Corp. If there isn't one already with him, he
will have a Solo allocated to him. Again, the Corporate police are at a loss
for the MO.
At 1:02, the Netrunner (who is named BlackNite) unearths some information.
It seems that Flint may have been dealing in other technology with EBM. He
was involved in some sort of covert deal that did not have Biotechnica's
backing; a private venture of his. He was working with a contact Fixer called
Wiretap. A Streetwise/Family test (Df15) will provide knowledge of him; he
deals in weapons and information, and often works as a go between for covert
deals where the two parties do not wish to meet. The Netrunner has no further
information as yet, but he will keep the team posted.
The PC's will now wish to find Wiretap. A Streetwise/Family test (Df15) will
reveal his whereabouts if they ask in enough bars. He operates from a disused
warehouse in the old quarter of town. If the team go down there:
"The warehouse is in an old industrial estate in the Old Quarter. A few hobos
hang around, but other than that, the place is deserted. You approach the
door. There is nobody to be seen. The building stands alone, and looks at
first glance to be disused, but there is a modern electronic lock on the
door and light shows faintly at a grimy widow. Someone is at home."
The main door is the only way in, and it is locked. It will take a Df20 test
on Electronic Security to open the lock, or the PC's can always knock! In
either case they will run into Wiretap's personal bodyguard, Dusk. If they
have knocked, then he will inquire about their business. If they have broken
in, though, he will be ready for a fight, with his gun drawn. It will take
some pretty good fast talk to prevent him from removing them, forcefully
if necessary.
DUSK (Solo)
Int 5 Ref 10 Cool 7 Attr 4 Luck 6 MA 7 Body 10 Emp 4 Tech 3
Cybernetics: Cyberoptic w/targeting, image enhance, low lite; right cyberarm;
skin weave; muscle and bone lace; grafted muscle
Weapons: Smart Colt AMT 2000, monoknife; armour jacket
Skills: Handgun +8, Combat Sense +7, Choi Li Fut +5, Rifle +5, Submachinegun
+6, Melee +7, Stealth +4, Awareness/Notice +4, Athletics +5
Dusk is a formidable adversary, and the PC's should not cross him; should
they kill him, Wiretap will escape through a secret exit and they will not
be able to question him. Should they pass Dusk, though, they will be able
to speak to Wiretap, in his office.
WIRETAP
Int 6 Tech 5 Ref 6 Cool 6 Luck 7 Att 4 MA 5 Emp 6 Body 5
Cybernetics:Cyberoptic w/targetting, low lite, video record; skin weave;
cyberaudio w/amplified hearing, voice stress analyser, phone splice, scrambler
Weapons: Sternmeyer Type 35 autopistol; light armour jacket
Skills: Streetdeal +8, Awareness/Notice +5, Forgery +4, Handgun +5, Brawling
+3, Melee +4, Pick Lock +7, Pick Pocket +4, Intimidate +5, Persuasion/Fast
Talk +6
"Wiretap sits down at his desk, near the grimy window. He is physically small,
though he appears to be quite strong. His hair is cut short and he wears
a bulky jacket, more than likely armoured. His eyes dart from one to another
of you; he seems very alert. The guard who was at the door takes up position
in the corner of the room. Wiretap grins and steeples his fingers. "So, what
can I do for you?" he asks."
Wiretap will not give up the information the players need easily. Money will
loosen his tongue, but if he thinks that the players are not being straight
with him he will be difficult, and if they persist then he will ask them
to leave. He will not be easily intimidated, and this tactic will also make
him clam up. 500 eb will give the PC's some information: a rival corporation
(he will not specify) has developed a new weapon system for assassinations.
There is only one in existence, and Flint got hold of it through an industrial
spy. Wiretap was acting as his go - between for the sale of the technology
for an outrageous sum; if the PC's tell him that Flint has been murdered,
he will look worried and will suggest that someone has taken it from him,
and killed Flint to erase the evidence. If they tell him of the murder of
Palmer, he looks very worried indeed; he speaks with Dusk outside (to tell
him to prepare a "little trip"!) and then suggests that whoever has the weapon
is now using it to kill all those near Flint to make sure that nobody knows
of its existence. Wiretap has no knowledge of how the weapon works, or what
it looks like.
The team will no doubt attempt to pump him further, but will not get the
chance. An Awareness/Notice test (Df20) will notice a brief flash of red
on Wiretap's head; seconds later the window is shattered as a bullet crashes
through, killing him.
"The window shatters spectacularly; Wiretap slumps across his desk, a pool
of blood spreading rapidly. The guard grabs an assault rifle from the wall
rack and rushes outside; you hear gunfire and the whine of an AV engine.
Following him to the door, you are just in time to see the AV crashing down
about 100 metres away, smoke pouring from the engine. Dusk is changing the
magazine on the rifle, and figures begin to emerge from the car. A bullet
hits Dusk; he drops to the floor, unmoving. The figures, two of them, begin
to fire in your direction and you duck back into the doorway."
The PC's must act quickly to prevent the escape of the assassins. The stats
below are as a guide only; if you are playing with a party who are particularly
combat hardened, then feel free to increase their stats. Likewise, if you
have a party of novices or weaker characters, then lower them as you see
fit.
THUGS (2) (Solos)
Int 5 Ref 10 Cool 5 MA 6 Body 8
Cybernetics: Cyberoptic w/targetting, IR, anti - dazzle; rippers
Weapons: Thug #1 - Sternmeyer Type 35 autopistol, light armour jacket, kevlar
pants
Thug #2 - H&K MPK - 9 medium submachinegun, light armour jacket, kevlar
pants
Skills: Combat Sense +8, Handgun +7, Submachinegun +7, Melee +5, Brawling
+5
The thugs are disorientated by the crash, and are more preoccupied with getting
away than a firefight, but to escape to the main road they have to pass closer
to the warehouse. There are a couple of old oil drums by the warehouse door
the PC's could use for cover.The running thugs will be about 25 metres away
by the time the PC's emerge from the doorway, and running hard, taking snap
shots as they go. The submachinegun thug will be firing three round bursts
at the PC's as covering fire. It will take the assassins three turns to reach
the road; if they do so, they will pass out of sight and the players will
have to persue them ( or let them get away, if they wish.)
Should the PC's kill their assailants, they will find no insignia or other
distinguishing marks on the bodies; a Thug who has been stunned will not
be able to spill the beans either:
"The thug opens his eyes weakly. He opens his mouth to speak, but doesn't
get the chance; a small but deadly explosion tears his chest open, destroying
his heart. Blood spurts in all directions... you drop the body hurriedly.
He will not be able to tell you anything."
Dusk is still alive; he was only stunned. The characters may pump him for
information; he knows of the deal, but little specific detail. He is unsure
of what to do next, so a Df20 test in Persuasion/Fast Talk will get him to
join the group. If money is offered, then the test is only Df15. If Dusk
does not join the group, then he will help them pull some information from
Wiretap's computer. This tells them that EBM were going to send a representative
to collect the merchandise from Wiretap at the docks, at midnight that night.
A Tech test (Df10) will reveal that a silent alarm program has been tripped:
someone has accessed Wiretap's personal files from an external source in
the last half hour. Thus it can be assumed that the team is behind the bad
guys. The main section of the warehouse contains nothing of interest, just
a few empty crates. Wiretap keeps his merchandise elsewhere; and Dusk isn't
telling.
The driver of the AV is dead; Dusk saw to that with a fluke head shot. Like
the others, he wears no insignia. An Awareness/Notice test (Df15) will observe
a spare armour jacket and sunglasses; the vehicle may have had more than
three occupants (this means that the sniper is still at large.) A Df20 test
will spot a piece of paper in the footwell; it is very small, and all that
can be read is "...aka". From this, the team may conclude that Arasaka are
the bad guys here, though this is incorrect. If you wish, you may try to
get the team paranoid by pushing this assumption!
By now it is probably about 3:30 pm. A call comes in "requesting" the team
to return to the Biotechnica offices for a progress report. As they drive
back, have one of the characters (randomly select one, including Dusk, if
he is still with the party) and make an Awareness/Notice test at Df20. If
this fails, make another one before the journey ends. If the test succeeds,
the PC will notice that they are being followed by a car with a darkened
windscreen. If the other players turn around to look, then the car will stop
following them as they realise that they are rumbled. A quick thermograph
reading will be possible on a Reflexes test (NO Combat Sense bonuses) of
Df15 or more, and will reveal two or three occupants in the car. The PC who
noticed the tail must then take a Streetwise test at Df15. A sucess indicates
that there is something niggling at the back of the player's mind about the
tail. An Intelligence test at Df15 will allow the player to remember that
the jumpiness of those following, the efficiency of the tail, and their style
of car all suggest that the followers were working for the local Arasaka
division; the PC may or may not choose to share this information with the
group. The team will not be able to follow the car due to traffic.
In any case, the team returns to the Biotechnica building. Crowe wants to
see them for a status report, and tells the team that O' Connor, the Corp
in custody, has just died in the same way as the others. This leaves the
player Corp next in line. However, the body had something lodged in the skin
of the right palm; it is the killer, a microscopic flying needle, which delivers
the toxin. It has malfunctioned, and is dormant. However, the Techs do not
know this; it appears to be simply some small metal splinter. The Techs wish
to study it more closely, but they need more equipment that will be delivered
within the next two hours. Until then, Crowe has the splinter locked away.
The Netrunner has come up with some new information for the group, but he
cannot make much sense of it. The information refers to a "device" developed
at a small independent cybernetics lab, SuperNova Technologies, by one Prof.
Shamberg; it seems that the design was bought up by a corporation, but doesn't
say which... BlackNite will have to search deeper for that information. Make
an Interface test for BlackNite; his Int is 8 and his Interface skill is
9. This is a Df20 test. A successful roll will reveal that the prototype
was bought up by Arasaka, along with the patents and all the plans. The lab
was destroyed in "unusual circumstances" the following week, and Shamberg
disappeared. Police reports suggest that he is still at large on the streets.
There are no details on the weapon itself in Flint's files. Crowe wants the
team to find the murderers and the weapon and bring them to him for questioning.
The PC's may want to visit the site of SuperNova Technologies' lab. If they
do, they will find it is just a building site. The company went bust after
the lab was destroyed, and all the surviving staff went to other Corporations
or disappeared. They can attempt to find Shamberg; this is a difficult test,
requiring a Streetwise roll at Df20. Finding Shamberg is the key, so you
may want to let the players have another go at finding him later, or have
the Fixer, FireMan, approach them with the information (for a price) when
he hears of their interest. If they find him, he is living in a hideout downtown.
"The block is very old, and can only be a short step from being condemned.
Shamberg is supposed to live in room number 26, on the first floor. Small
children, playing in the street, eye you suspiciously. Nobody else can be
seen; most of the other buildings nearby are empty or condemned, avoided
even by the squatters."
Shamberg will not open his door if he sees some huge Solo at the door. He
may open it for a smooth - talking Corp (Fast Talk/Persuasion test at Df15).
If not, he will make a break for it out of the window and down the fire escape
unless someone is stationed there. Fortunately, he is old, so will not run
far, and may well be caught.
SHAMBERG (Techie)
Int 9 Ref 4 Tech 9 Cool 3 Attr 4 Luck 5 MA 3 Body 3 Emp 6
Cyberware: Cyberoptic
Weapons: Federated Arms X-9mm
Skills: Jury Rig +8, Handgun +2, Basic Tech +9, Cybertech +8, Teaching +5,
Education +7, Electronics +8, Weaponsmith +4
"Shamberg is a tall man, but not well built; he is aged about 60, and looks
very tired. He seems resigned to his fate. "Do it, then... kill me. Don't
torture me like this," he wails. His room is disordered; several electronic
devices are dismantled on the floor, and empty fast food wrappers litter
the place."
Shamberg will explain the weapons system to the team if paid or intimidated;
it is a tiny flying device that injects the subject with a neurotoxin and
then can return to the controller. It is capable of negotiating most electronic
security, doors, windows etc, and can kill someone very easily without being
detected. The device was bought up by Arasaka (the team may already know
this.) When they blew up the lab, Shamberg went on the run. He does not know
about the toxin, it was developed seperately. He does not have an antidote.
The device works in two parts, a control unit and the nanofly itself. There
is only one nanofly in existence, as far as Shamberg knows. He believes that
nobody except himself has the skills to produce a new one, even with the
plans. The players must now realise that the splinter taken out of O' Connor's
hand is the nanofly, and that they have the only one at Biotechnica's
headquarters... or do they? If they wish to phone in the news, they will
have to go outside as Shamberg does not have a phone and the reception is
too poor for a cellular due to his electronic equipment.
Around this point (outside Shamberg's flat), they will be attacked. An
Awareness/Notice test (Df20) will spot the laser sight before a bullet hits.
Roll a D10; 1-2 means it hits a passer by; 3-4 it hits a PC in the leg for
4D6 damage; 5-6 it blows a chunk in a wall; 7-8 it hits the PCs' car; and
9-10 it shatters a streetlight. Whatever happens, a call comes in to the
Corp almost immediately, either through his own cellphone, or if he hasn't
got one, through a conviniently placed public phone.
"The voice is computer disguised; it delivers a short message. "We know you
have the device. Meet us at the arranged meeting site at the arranged time
tonight and return it. That last shot was a warning. Next time it will not
be." You hear the call terminate." The call was well scrambled and cannot
be traced.
The team must now decide what to do with Shamberg; he will beg to go with
them for his own safety. Phoning in the information to Crowe will result
in an order to bring Shamberg back with them. During the call, Crowe will
ask for the security on the device to be stepped up... unfortunately, both
the device and Phil the office boy are missing...! Crowe wants Shamberg brought
in, and Phil and the device found and erased. He wants photographic evidence.
The team will now head back to Biotechnica, but however, they will be ambushed.
They will find that the car will no longer respond to inputs; it is being
operated by remote. Any tech - oriented members of the team will know that
to do this requires extremely expensive equipment. The team cannot escape
as the car is going too fast to jump out and the doors are locked. By all
means let them attempt to stop the car by pulling wires etc, and making Tech
tests, so it does not seem that the story is out of their control, but they
will not be successful.They arrive in a back street somewhere, to find themselves
surrounded by four of the biggest Solos they have ever seen. They are dressed
in the all - black uniforms of Arasaka.
SOLOS
Int 6 Ref 10/12 Tech 5 Cool 9 Attr 4 Luck 5 MA 7 Body 10
Cybernetics: Cyberoptic w/targetting, anti dazzle, low lite; cyberarms w/popup
Sternmeyer Type 35; Cyberlegs; Grafted Muscle; Skin Weave; Subdermal Armour;
Rippers
Weapons: Solo #1 and Solo #2 - H&K MPK - 11 Heavy Submachineguns
Solo #3 Arasaka Rapid Assault 12 Automatic Shotgun
Solo #4 - FN-RAL Heavy Assault Rifle
All with flack pants and heavy armour jackets, monoknives
Skills: Combat Sense +10, Awareness/Notice +8, Handgun +9, Karate +7, Melee
+8, Weapons Tech +4, Rifle +6, Athletics +7, Submachinegun +7, Stealth +5
These Solos are very hard indeed and the team should be steered well away
from starting a fight. A smaller man emerges from the shadows. "Do not try
and run or fight, gentlemen; you won't get far. I wish to talk to you on
a matter very important to the Arasaka Corporation." He addresses the Corporate.
"My name is Mr. Lam. I represent the Arasaka Cprporation. I believe you have
possession of an item of nanotechnology that is ours..."
MR. LAM (Corporate)
Int 9 Ref 9 Tech 5 Cool 9 Attr 6 Luck 7 MA 6 Body 6 Emp 8
Cybernetics: Cyberoptic; cyberaudio w/phone, amplifier, scrambler; skin weave
Weapons: Militech Arms Avenger medium pistol; monoknife; smart suit w/kevlar
lining
Skills: Resources +10, Awareness/Notice +8, Human Perception +7, Education
+5, Library Search +8, Social +8, Persuasion +7, Stock Market +8, Wardrobe
& Style +7, Personal Grooming +7
Lam will explain that Arasaka bought up the system as it represented a danger
to their business. If any Corporation could use such a system, then it would
make Arasaka redundant. It was subsequently stolen from them by a rogue employee,
who passed it on to Flint. It was stolen from Flint by Militech, who plan
to use it to kill high ranking corporates, including, they believe, Saburo
Arasaka himself. The Biotechnica killings have been used as a kind of "testing
ground" for the device. At the moment, Militech have the control unit, Phil
has the nanofly itself, and Arasaka have the plans. Militech need the nanofly
back to blackmail the plans out of Arasaka. Arasaka understandably want the
system back. Mr. Lam offers the team 2000 eb each to make the drop with Militech
(who it will now be realised has been doing the murders, and made the call
to the PC Corp) so that Arasaka can destroy the control unit. Lam has knowledge
of Phil, who has taken up residence with a somewhat mercenary Fixer named
Tangent. He wants Phil killed, and the nanofly destroyed also. He will provide
photgraphic evidence of this to satisfy Crowe. The team should realise that
they can complete the mission given to them by Biotechnica and turn in a
tidy profit. Lam does not want Biotechnica to know of Arasaka's involvement,
hence his approach to the team. If the team refuse, Lam will have them killed.
If they report to their superiors, or attempt to double cross him, he will
have them killed. There is no way out for them really. They must make the
drop. Arasaka also want Shamberg; resigned to his fate, he agrees to go with
them without fuss.
Getting the nanofly from Phil should not be too hard as Lam gives them the
number of Tangent who has Phil in his custody, and has sportingly sold him
out to Arasaka and the team. Tangent has him holed up at a lockup downtown.
It is a simple matter to meet up with Tangent, go there and kill Phil. Tangent
himself does not know why Phil has a price on his head, and cares less. He
is not a threat to the secrecy of the mission and knows better than to ask.
He will take ONE of the PC's to the hideout on the pretext of their being
a potential buyer for the device.
TANGENT (Fixer)
Int 8 Ref 10 Tech 6 Cool 8 Attr 4 Body 8 Emp 6
Cyberware: Skin weave, cyberoptic, speedware, smartgun link
Equipment: Light armour jacket, nylon helmet, Smart Sternmeyer Type 35, sawn
- off 10 guage shotgun, monoknife
Skills: Streetdeal +8, Intimidate +4, Persuasion/Fast Talk +6, Awareness/Notice
+5, Handgun +8, Karate +4, Melee +4
PHIL (Civilian)
Int 6 Ref 4 Tech 6 Cool 3 Attr 7 Body 4 Emp 8
Cyberware: None
Equipment: Nothing of note
Skills: See above!
Phil is easily intimidated; he does not really know what the nanofly is,
he just took it because he'd heard it was a sought after item. His mistake.
He will offer to sell it for 3,000 eb, and will eagerly produce it for
inspection. Such naivety does not go unpunished on the harsh streets of 2020.
He has no weapons, no combat skills, and, if a gun is produced, will turn
into a gibbering wreck. Have the player kill him anyway they choose, but
preferably quietly... Tangent, who will wait outside, will deal with the
body. Phil learns the hard way not to mess with the big boys. The players
now have the nanofly; they just need to meet the Militech agents so that
they can have Arasaka eliminate them and get the control unit destroyed.
THE DROP
The team meets up at the site at midnight. The Militech representatives will
arrive. There is a negotiator, and four Basic Goons (page 197 of the Cyberpunk
book.)
NEGOTIATOR (Corporate)
Int 7 Ref 7 Tech 4 Cool 6 Attr 6 Luck 5 MA 6 Body 7 Emp 7
Cybernetics: Skin Weave; Cyberaudio
Weapons: Sternmeyer Type 35, monoknife
Skills: Resources +8, Awareness/Notice +6, Human Perception +6, Education
+5, Library Search +4, Social +6, Persuasion +7, Stock Market +6, Wardrobe
& Style +5, Personal Grooming +6
The Negotiator requires the Corp PC to walk to a midpoint between the two
groups (they are about 15 metres apart), place the specimen jar containing
the nanofly on the floor, and walk away. They are told to stay where they
are while the "merchandise" is checked with the control unit. When this is
done, the Militech staff will open fire on the PC's. Fight one round of combat,
then:
"Just as you are preparing your next action, the (remaining) Militech employees
crumple to the floor dead in a hail of gunfire that leaves you completely
unscathed. Mr. Lam emerges from the shadows. He checks the nanofly. One of
the Solos checks the control unit lying by the dead negotiator. Another Solo
appears from the shadows with a vacant looking Shamberg. Lam points out the
control device and nanofly on the ground. "Remember what you've been told,
Professor," he says. "When I give you the signal, you make your performance."
Shamberg nods absently. He appears to be heavily drugged. Shamberg is led
to one side. Lam gestures to you to stand clear. He makes a quick motion.
This appears to galvanise Shamberg. He runs up, grabs the equipment from
the floor. "This is mine! You can't have it!" He wails. "Try and stop him,"
Lam advises you. Confused, you vaguely tell Shamberg to put the weapon down.
Wild eyed, he backs away, mumbling. Suddenly, he pulls a thermal grenade
from his jacket, and activates it. You dive for cover, and there is an shattering
explosion. Lam steps into view, dusting his suit. "Well done, gentlemen.
Your accounts will be credited with the money I promised. Arasaka does not
go back on its word, though if you breathe a word of our involvement in this,
you will all be dead within two hours. Shamberg was another loose end that
had to be tied. Wait here, and we will bring you the photographic evidence
you require." The Solos stand mute guard over you for about 45 minutes, then
Lam returns. He gives you a video camera, and leaves without a word, taking
the Solos with him."
The camera contains a exceptionally well edited tape of the night's events,
showing Militech's double cross, and the gunfight, that the players appear
to win unaided... one of them is always out of shot, so it can be claimed
that they were the one doing the filming. Shamberg appears to grab the weapon
in the aftermarth of the firefight; the players seem to try and stop him,
but he destroys it in an apparent fit of psychosis. Arasaka are never seen
on the tape; the have done a good job! This will be sufficient evidence for
Crowe to close the file; the killings will not restart, and without the weapon,
Militech will not try to mess with Arasaka again! The bodies are picked up
by a trauma team not long after, and sold to various body banks, removing
the last of the evidence. Shamberg and his weapon are scattered to the four
winds, and the players are 2000 eb each better off. Everyone is happy...
for now.
HOW TO PLAY THE NPC's
A brief guide to playing the NPC's: their characters and what motivates them.
BlackNite, Dusk, Tangent and Mr. Lam make good "stock" NPC's that can be
used in other adventures if you wish, to save you having to make up your
own.
CROWE: A hard businessman, but old and perhaps not as technologically up
to date as he thinks he is. A bullish, hardheaded character.
PHIL: Young, naieve, and weak. Play him as a largely guileless innocent in
over his head.
BLACKNITE: Arrogant, but very smart. Likes to show how clever he is, and
always exaggerates the amount of work he has had to do to get information.
DUSK: A man of action, not words. Not too bright, but as hard as nails.
Unimpressed by almost everyone and everything.
WIRETAP: Cocky, but smart. Knows the players need his help, and likes to
be as obtuse as he can. The knowledge that Flint and Palmer have been killed
makes him a lot less glib, however.
SHAMBERG: Old, frail, and more than a little unstable, play the rogue professor
as a man with a desperate urge to hold on to all he has left, ie his life.
The appearance of Arasaka makes him accept defeat, however.
TANGENT: An old, trusted charcter of mine that I like to use as an NPC if
I GM a session. Tangent is a total mercenary, in it for the money and nothing
else. He only looks after number one, and everyone else can go to hell for
all he cares. However, he is very street smart, and knows when to keep his
mouth shut. Exactly the wrong person for Phil to go to for help...
MR. LAM: Arasaka's local Mr. Fixit, Lam gets things done. He is utterly loyal
to his Corporation, and utterly ruthless (as can be seen by the fate of
Shamberg.) Play him as relaxed, confident, but with a hard edge that suggests
those who mess with him are generally short - lived.
SO...
That's about it. Feel free to change details here and there to suit your
players. When our group ran this adventure, it didn't go according to my
plans, and this is a heavily revised version based on that session that should
hopefully iron out a few kinks. However, never underestimate the ability
of your players to screw up your storyline! Don't be afraid to improvise.
If you run this adventure, I'd like to hear from you; you can reach me via
Dave Gilbert, whose E-mail address is on these pages somewhere. I'll be in
the US from August to December, and hence won't be back at Staffordshire
University till January, but Dave can send me your comments by E-mail while
I'm abroad. From January, feel free to mail me at: mg253269@cr10m.staffs.ac.uk.
Good luck!
Contact Nick at the University of South Dakota at
nmoseley@sunflowr.usd.edu
This document is copyright to Nick Moseley1997.
Permission is given to reproduce it for personal use only. It may not be
sold or rented and this paragraph must be kept with any printed copy. Any
characters featured in it are purely fictional and are not meant to represent
any persons living or dead. |