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Tales of The RED - Hope Reborn

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100% found this document useful (10 votes)
18K views194 pages

Tales of The RED - Hope Reborn

Uploaded by

nateth1092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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HOPE REBORN

a complete Street-level campaign for


HOPE REBORN

CAST AND CREW


Writing and Design by Chris Spivey, David Ackerman, Eddy Webb, Frances Stewart, J Gray, James Hutt, Linda M
Evans, Melissa Wong, Paris Arrowsmith, Tracie Hearne & Will Moss
Additional Development by J Gray, James Hutt & Mike Pondsmith
Inspired by Tales of The Forlorn Hope by Frank Frey & Will Moss
Project Management by J Gray
Editing by Carol Darnell
Business Management by Lisa Pondsmith
Art Direction by Winterjaye Kovach
Cover Illustration by Sebastian Szmyd
Interior Illustration and Graphics by 3 Bit Studio, Adrian Marc, Alvero Vidal, Bad Moon Art Studio, Diego
Martinez, Doug Anderson, Elena Lorenzo, HekX, Joel Chiam Holtzman, Joshua Calloway, Linda M Evans, Lise Baron,
Misael Manning, Neil Branquinho, Pedram Mohammadi, Richard Bagnall, Sebastian Szmyd, Storn A. Cook & Torbin Weit
Cartography by Donal Hegarty, Jon Abbiss, Matt Henderson of Loke Battle Mats, Monster Fight Club, Saga
MacKenzie & Zovya RPG
Layout and Page Design by J Gray
Media Ambassadorship by Rob Barefoot
Playtesting and Beta Reading by Anthony Savoie, BoldCuppaJo, Brandy Wagner, Bryan "Rex Universalis" Parsons,
Cailin Redtail, Charlie "Emmerron" Eberspacher, Daniel Alvariño López, Daniel "Therexlord" Martínez Eito, David Mager,
Decoy, Diamond Dust, Erika Pike, Evan "Phantym" Rain, Frances Stewart, Frank "Mad Magx' Magaletti, Grim Griffin,
Jason Pipkin, Jome, Jorrit Kaminski, Justin Snodgrass, Kyuu, Lane Arnold, Linda "Druttercup" Evans, Lori Smith, M.K "RW"
Bergin, Marc Beckum, Mark Hill, Martin Storms, Melody Verdico, Miguel Ángel Ortiz Allué, Mikaël Ste-Marie, Mikey
Rask, Melissa Wong, Moth "Dewmer" Sànchez, N. Jolly, Nano Bande Sanjuán, Niki Reando, Noelle "Sami Automatic"
Rigaud, Peter Amthor, PIllage Idiot, Robert Herr, Robert Tielking, Rowan Cunningham, Ryan "Rysk" Skogstad, Ryan
Richardson, Sara Brunwasser, Sasha, Seanie RedWinter, Skye Jackson Hendrix, Stereomouse, Terra, Tommy Svensson,
Tyler Roux, Verayn, Zachary Miller & Zane Johnson
Special Thanks to Patrick Mills, Luigi Annicchiarico & Seth Skorkowsky

To Scott Ruggels. We walked the streets of Night City together so long ago.
Let's catch the drink I owe you in The Hope this time — Mike

CR3091•ISBN 978-1-950911-36-3•First Printing•Printed in Canada

Copyright © 2024 by R. Talsorian Games, Inc., Cyberpunk is a registered trademark of


CD Projekt Red S.A. All rights reserved under the Universal Copyrights Convention. All
situations, governments, and people herein are fictional. Any similarities portrayed herein
without satiric intent are strictly coincidental.
contents

Playing the Campaign.


Campaign..................................................5
................................................ 5 The Devil's Cut................................................................
Cut................................................................93
93

A Tale of Hope..................................................................
Hope..................................................................77 Hope's Calling!!!.
Calling!!!.......................................................... 113
........................................................113

The Angel's Share.........................................................


Share.........................................................19
19 Ripping the Ripper.
Ripper.....................................................145
...................................................145

Real Estate Rumble.


Rumble...........................................
.........................................41
41

Welcome to the Neighborhood.


Neighborhood...........................63
......................... 63 Appendix: New Rules.............................................
Rules.............................................177
177

3
Returning to The Forlorn Hope!
Our story begins in 1992. The original Cyberpunk box set had evolved — like certain electronic
pocket monsters — into the now classic Cyberpunk 2020, complete with supplements. Edgerunners
across the world could wander the streets of the City of Dreams, courtesy of the legendary Night City
sourcebook, and go shopping for new weapons, chrome, and gear using the first Chromebook.
Now, all they needed was a place to hang their hat. Wet their whistle. Swap stories of glory while
they search for their next gig.
In other words, Cyberpunk 2020 needed a tavern. Every gamer knows the trope about meeting
a mysterious stranger in a bar and receiving an epic quest. Frank Frey and Will Moss rose to the
challenge of crafting the Cyberpunk equivalent by creating The Forlorn Hope, drawing on Frank's
wartime experiences to build a bar centered around serving as a second home for veterans of the
Central American conflicts. Many of those veterans had left the service and gone on to find work as
edgerunners, so The Forlorn Hope also offered medical and tech services for the solo of fortune in
need. They enhanced the book with adventures, each centered around one of The Hope's patrons,
and R. Talsorian Games (RTG) released one of its most beloved Cyberpunk 2020 supplements:
Tales of The Forlorn Hope.
When it came time for the Cyberpunk RED crew to create a new campaign book, we decided to
center it on one of Mike Pondsmith's early promises for this edition of the game: in the Time of the Red,
you can create change (at least on a small scale). The truth was RTG had never released a genuinely
street-level campaign. Land of the Free dealt with massive megacorps and a cross-country trip.
Eurotour took you across Europe as security for a world-famous rock star. Even the original Forlorn
Hope adventures involved military-level ops scattered across the globe. We decided to keep this
campaign small and personal and focus on the difference a crew of edgerunners could make for a
single community. And what better community than the original Cyberpunk bar where everybody
knows your pain: The Forlorn Hope?
Tales of the RED: Hope Reborn is a campaign designed to be played from beginning to end.
The six missions inside offer a variety of play styles, from standard edgerunner gigs to rock and roll
bar fights to elegant heists, and it all culminates in a branching path mission, allowing your Crew to
decide if they'll play it sly and quiet or go in with guns blazing.
We hope you enjoy playing the campaign. We had a blast creating it.

Want more content for free? Scan the QR


code to visit our website and download Stay Safe on The Street,
hundreds of pages of free Cyberpunk J Gray
RED DLCs.
Cyberpunk RED
Line Manager

4
BY SEBASTIAN SZMYD

Playing the Campaign


How to use this book

"Eventually, The Prof and I wrapped up our evening. I lingered briefly in The Hope,
enjoying the atmosphere and the band, and then I called it a night. I was sorry to
leave the club, I can honestly say that I've never been in a place quite like it. But I
think I can see myself passing by this way again down the line."
C.J. O'Reilly
Tales From The Forlorn Hope

5
PLAYING THE CAMPAIGN

W elcome to The Hope!


w e l c o m e t o t h e h o p e
At the start of each mission is a Rumors
table. You can use this to feed juicy bits of

Edgerunners
world background to your Players, either
Tales of the RED: Hope Reborn is a
via a Media's Credibility Role Ability or
and Crews
campaign of interconnected adventures.
through random gossip picked up on The
While you can run the Missions individually
Street. While we've set up the tables for
When reading Tales of (with some tweaking), they are designed to
random generation, how you share these
the RED: Hope Reborn, occur one after the other, with each Mission
rumors (and how many of them you share)
remember the following. building on the events of the previous ones.
is entirely up to you as the GM.
Edgerunners are, The campaign was written with new edg-
among other things, street erunners in mind, so if you're running it for Next is the Background, it (and any
mercs in the Cyberpunk an experienced crew with a nice chunk of other blocks of italicized text in this book)
world and they gather in Improvement Points in the character devel- is there for you to read aloud to the Players.
crews. When capitalized, opment bank, you might need to scale up the Following the Background is The Rest of
they refer explicitly to the the Story. This is behind-the-scenes infor-
danger or difficulty. The same is true if you're
Player Characters. When
playing with combat optimizers. Don't worry mation the GM needs to know what's going
lowercase, they refer
to NPCs or the general if you're not, though — many of the challenges on. Then The Setting, a list of import-
concept. in this book were designed with both combat ant locations, and The Opposition,
and non-combat solutions in mind. In fact, the a summary of potential enemies. This
Infoboxes fourth Mission, The Devil's Cut, emphasizes information is all for GM edification and
shouldn't be shared with Players.
cunning, social skills, and stealth over running
You'll find Infoboxes scat- and gunning entirely!
tered throughout this book. With the basic information out of the way,
They contain in-world As your Players craft their Edgerunners, we get to the Mission itself. It begins with
information Edgerunners keep an eye on their Lifepaths and look for The Hook: A guide to getting the Crew
might know about the a place to insert The Forlorn Hope. The cam- involved in the adventure. It is followed by
people, places, and things a series of Developments (aka Devs.
paign works best if at least one Edgerunner
of Night City (even if Non-action Beats) and Cliffhangers (aka
their Players don't). Each feels connected to the bar. Maybe their friend
or partner works there. Maybe Marianne or Cliffs. Action Beats).
Infobox includes a DV.
GMs are free to share this The Professor acts as their mentor. Maybe As the Edgerunners approach the end
data with Players for free, they're descended from the patrons and staff of a Mission, they'll hit the Climax, aka
or ask for an appropriate depicted in the original Forlorn Hope source- the big finale, and then experience the
Skill Check like Education, book! Whatever the case, an emotional tie Resolution, where everything's wrapped
Local Expert, or Streetwise
to the bar and its staff will help motivate the up with a closing scene. Most of the
against the DV before
handing it over. Edgerunners (and their Players) to continue Missions (except the final one) end with
helping. If you can't work a connection in, a Downtime section offering advice on
Improvement Points though, don't worry. As they continue doing
jobs on behalf of The Hope, the Crew will
how much downtime to give the Crew and
suggestions for how to transition into the
This campaign was come to see it as a second home and some- next Mission in the campaign.
designed with the assump- thing worth protecting.
tion of an average award Read each Mission carefully before
per session of 60 IP. If Mission L ayout running it. The flow of Beats isn't always
you're doling out more or linear. Some Missions have branching
less IP, adjust the difficulty Tales of the RED: Hope Reborn was paths where specific Beats only occur if the
accordingly. created using R. Talsorian Games' patented Crew decides on a certain course of action.
Beat Chart system (see CP:R page 395). Some Beats are entirely optional and only
The Beat Chart breaks the story down into happen if the Players trigger particular
individual scenes, known as Beats, making events or you, as the GM, decide to throw
the Mission easier to parse and helps main- them in. If you get lost, check the flowchart
tain pacing and flow. at the start of each Mission. They'll help.

6
BY NEIL BRANQUINHO

A tale of hope
An introduction for players & gms by Will Moss
"Hey, everyone! It's your girl Rory, live, in Little China. Something big just exploded near the Prosperity Gardens
tenements. I'm gonna see what I can find out."
A lucky break. Close enough to feel it, not close enough to be a casualty. Might be first caster to the scene if I hustle.
Daisy, my Observer drone, shadows me as I thread my way toward the site. In my right eye, above my line of sight, I see what she
sees. Couldn't afford her on my own. Expensive kit, like my chrome, paid for by my stable: Boomtown. They get exclusive casting
rights and half my tips until I'm paid out. Which will be never at the rate I'm building an audience. But at least they guarantee my
bandwidth on the CitiNet.

7
A TALE OF HOPE
Could 'cast from the microvideo in my cyberoptic, "Get that thing away from me."
but then people wouldn't see me. Gotta be in the show.
He noticed. I back her off a little. Watching now:
Below Daisy's feed in my eye, the chyron gives instant
2K. Promising. Back to Sergeant Visor. "Rory Smith for
feedback from the audience. Or lack of one. Watching
Boomtown," Gotta shout out the stable. "Can you tell
now: 300. A few hearts foaming and popping at the
edge of my vision. Hearts mean tips. If I get good mate- me why the AV came down?"
rial, viewers might share. Maybe get me to 5K eyeballs. "Skeev off, vulture."
That would buy a meal. Bowl of noodles. Maybe SCOP
fishballs. I love SCOP fishballs. Not chatty.

Tips from 300 won't even buy kibble. "Who are you with? Are you NCPD? Or district
security?"
Smoldering, twisted bits of alloy. "Look at this. I've
been seeing pieces like this for two blocks. But … how "I said, skeev off!"
did they get thrown this far, through the buildings?" He shifts his rifle conspicuously, but it's still pointed
Scavvers dart from the shadows, snatching the down. His squaddies aren't taking notice yet. I'm an
pieces. If it's evidence of anything, it won't last long. annoyance, not a threat.

Watching now: 1K. "We already talked to the other guy," he says.

Through the buildings near the site, the crowd picks What guy? And then someone yells my name, drag-
up. Rubberneckers. Distraught residents. Some injured. ging it into a taunt. "Rooooo-reeee!"
I push my way through. Daisy rises to see over the
I look to my right, and there is Dyl Rollins, complete
crowd. An AV came down in the middle of a ring of
with trademark pink mohawk, snakeskin blazer, laugh-
towers, square on the Prosperity Gardens day market.
ing as he and his camera drone look right at me.
I know it well. One of the few places I can afford to eat.
Now it's carnage. The AV didn't just crash. It detonated. Dyl sashays my way, two heavies in tow, probably
Pools of flaming CHOOH2. Blackened bodies. Blown paid for by his stable because he's an earner. "Late
out windows. The improvised market stalls didn't stand again!" He breaks into a swaggery dance. He knows
a chance. how to work his camera. And mine.
"Looks like a crew in hazmat suits is working the site, "Fifty K on the 'cast, Rory. What you got?" I glance
collecting wreckage. But no emergency services." In at my chyron.
Little China, that's not a surprise. Nobody here has
Trauma Team and REO Meatwagon's always slow on Watching now: 5K. Hate emojis. Comment: @
the uptake. A thought occurs to me. "How is a retrieval KevlrBootz2323 - what a doomba. cut him gurl!
crew here so fast?" How do I play it for engagement? Lean in. I stamp
I get as far as a holo-cordon. INCIDENT SITE - toward him through the smoke.
DANGER - DO NOT CROSS. "You got here fast, Dyl. You get tipped?"
Around the cordon, a squad of militia choombas in "Right place, right time. Street smarts, babe!"
full battle rattle. Too put together to be Gold Dragons,
the usual Little China protection racket. I push toward "Horseshit. You couldn't find a bare ass in Beaverville
the nearest one. No insignia. Corporate? Sergeant's without a map." Hearts. The audience likes me sassy.
stripes. He holds up a hand. "Here so fast? And they're only talking to you? Come
on. Who you pocketing for?"
"Far enough!"
His face darkens. 50K of his viewers just watched me
I stop. Daisy moves around to catch us in a two-shot.
call him a pocket, doing someone's propaganda. And
The sergeant's eyes are hidden behind a visor. They
it stung. Interesting.
never want you to know where they're looking. Has he
even noticed Daisy? Watching now: 7K.

8
A TALE OF HOPE
Dyl gets in my face, grin gone. Our drones move to The vehicle stops. A shove, and I'm on the ground
catch us in profile, mine from my left, his from my right. again. I pull the bag off my head and I'm alone, blocks
Weird if our drones are constructively negotiating posi- away from the crash site. Daisy's remains are sitting
tioning while we're squaring off. I am suddenly aware of next to me, along with my one-shot and knife. My feed
being between Sergeant Visor and Dyl's thugs with just a is offline.
polymer one-shot in my jacket and a knife in my left boot.
But the chyron is still live. Max viewers: 30K, starting
"Boys," Dyl says to his heavies, "Escort Miss Smith to drop. Conehed4eva - u, babe! Hope ur not
from the area for her own protection." flatlined! Lots of hearts foaming at the edge. Hearts
The hell they will. Gotta move. The easiest path is are tips.
through Dyl. I slug him as hard as I can. Mr. Street And also, what the hell?
Smarts didn't see that coming. He staggers back, cov-
ering his nose. His camera drone goes crazy trying •••
to reacquire his face. Here come his heavies. Did I
A while later, I'm sitting on a curb outside a bodega
just kill myself for a watch-spike? A shadow to my left.
eating fishball noodles from a plastic cup and trying to
Sergeant Visor also closing in.
make sense of things. The fishballs taste of asphalt and
"Get her!" Dyl screams. He and Sergeant Visor? chemistry and are so damn good! I should have saved
Definitely a team. Visor's gun is still slung. He doesn't the money for Daisy's repairs.
want to shoot me on 'cast, or I'd be dead already.
I'm watching Dyl's recording of the event. He is on
Watching now: 15K. Fishball noodles if I live. the scene moments after the crash. He talks to Sergeant
I dart forward, shift to avoid Dyl and trip. Daisy Visor, who identifies as Lazarus (figures), and tells Dyl
is trying to reacquire me. Sergeant Visor swats her that Iron Sights jacked an AV and were running a load
away hard, and her signal dies. Livecast defaults of hot weapons and explosives into Little China when
to microvideo feed from my optic. My audience is they lost control and piled it into Prosperity Gardens.
going to get a first-person POV of me being beaten It's just another Friday night in Night City.
to death, which will be good for ratings but bad for
And … a Lazarus recovery squad was conveniently in
eating fishballs. The sergeant gathers a fistful of my
the neighborhood? Somehow on site before the crowd
jacket and hauls me off the ground with one hand,
gathers?
the other drawing back in an enormous, armored fist.
Time stretches out, and several thoughts go through my It's weird watching Dyl's POV. He gets as far as the
head. Where is Daisy? Is this going to hurt a lot? How two of us mouthing off, and the feed ends. But he's
many viewers will I need to pay for face reconstruction? online fifteen minutes later from some other location,
What if I livecast the surgery? reassuring his audience that he's aces and that I'm a
Dyl cackles with glee. There is a commotion behind talentless bitch who has it out for him. So he didn't get
me. The fist starts moving forward. Time speeds up. flatlined. Too bad.
There is a spang! Sergeant Visor's head jerks back and My Agent pings a message. Unknown sender.
we're both falling again. The other militiamen notice.
Muzzles coming up. Uh oh. A yank on my collar. Answers. Tomorrow morning.
There are shots from behind. Fast, deliberate, evenly And an address. Truly, I'm living my weirdest life right
timed like musical beats. Bam. Bam. Bam. Bam. I can't now.
see who or where. Something goes over my head.
Blackness. No video feed. Then I'm in a vehicle, and it's Answers. Someone sure knows how to push my
moving fast. Pressure from both sides. Hands expertly buttons. Morning seems weird for a bar. Is Dyl setting
finding and removing my gun and knife. Something me up for another beating? I look up the address. Some
jabs into my upper arm. "Ow, hey!" I yell as if that's my edgerunner bar, not too far from where I am now. An
biggest problem. "Shut up." A woman's voice, impatient. old-timer place, probably selling smash and nostalgia
Another woman's voice. "Done. Drop her here." to burnouts. Answers.

9
A TALE OF HOPE

W elcome Home
w e l c o m e h o m e w e l c o m e h o m e
After a few sleepless hours, the sun is coming up, and
What the hell. I could use a drink. I walk to the bar.
"You're not live, are you?" pink hair asks as she roots
around under the bar.
I'm looking at a four-story relic at the corner of 22nd
"No."
and Drake. Maybe it was a hotel back when Night City
was Del Coronado. Now the ground floor is as blank "Good girl." She pulls out a bottle and straightens
as a fortress except for the wink of gun slits. For a bar, up with a wince.
it sure doesn't look inviting.
"Anyway, I'm down to half a rig," I say. "Optic's five
Here we go. I haul open the door, and behind the by five, but my drone got smashed last night."
gun slits, it is indeed a bar. A stage, booths, tables, all
"You got it with you?"
built into what was once a grand lobby. It's early, but
there are people there. They all look my way. Most of I pull Daisy out of my coat pocket. "Hey, Edie!" pink
them are twice my age. Older? Hard to tell through hair yells at a younger woman mopping up a corner of
scars and chrome. Old enough to have fought in the the room. "Take this down to Backhand, see what she
wars before the Red. I feel conspicuous. can do with it." The young woman snags Daisy and
hustles toward an elevator.
"I told you she'd come." The voice that told me to
shut up last night coming from a woman of East Asian "See, we ain't just a bar," says pink hair as she twists
descent nestled in close, little spoon style, against a a stopper from the bottle.
Black woman at the bar. They're younger than some of "Workshops, armory, ripperdoc, room and board for
the other patrons but older than me. those who need. But," she pours two fingers of some-
"Yeah," says the big spoon. The other voice from last thing brown into a glass, "also a bar. Now, this is the
night. "You win." She tilts her head as she looks at me. real stuff, so take your time," she says.
"Damn, she looks like her mom, right?" I sip. Holy shit.
"Fuck you, I don't have a mom," I say, without think- "Pre-Collapse bourbon, made from real corn back in
ing, to a woman who apparently pulled my ass out of the day. For special occasions, which this surely is." She
a lethal jam hours ago. puts the bottle back under the bar. "I'm Marianne," she
"Mouth's all dad, though," says the little spoon. glances toward the two other women, "you met Roxxi
and Kissy last night. And these …" she gestures at the
I take a breath. "If nobody is going to shoot me," I rest of the room, "… are some of the folks."
say, scanning the room in case somebody is going to
shoot me, "can someone explain?" "Kissy?" I say, not quite believing it.

"Come on over, sweetie," says a third woman behind "Doesn't mean I won't kick your ass," says little spoon,
the bar. Tall. Elegant. Hair pink like it's lit from within. not unfriendly.
"Let me pour you a drink. I do believe you're gonna I look at Marianne. She's had lots of sculpting, but
need it." age leaks through in small ways. She sees my look.
She must have seen the look on my face. "Yep. The knees are pure chrome, and they still hurt."
A sigh. "No amount of repairs takes the miles off."
"Don't worry about it," she says. I'm buying." Then,
to the others in the room, she says, "None of you get "I like how you defused the room," I say.
ideas! This one's a special guest."
"She's sharp," says big spoon.
I realize she's just sent the message to the rest of the
I am reminded of why I am here. It's hard to focus on
room: "She's not a threat." People go back to whatever
zero sleep. Easy to get distracted.
they're doing. Cleaning weapons. Chatting. A man and
a woman are playing an intense chess game with a "Wait," I interject. "Why were you two there last
real wooden set. night? And what did you put in my arm?"

10
A TALE OF HOPE
"Nothin'," says Roxxi. "It's what we took out." Kissy giggles. "You livecast your location 24-7! It's
not hard." True.
I must look stumped.
"Last night, you were lucky," says Roxxi. "You were
"We had to be sure," says Kissy.
nearby, and we got there before you dived too deep. If
Riddles. I'm getting impatient. "Sure of what?" that AV had crashed one click further away from here,
you'd probably be an unclaimed body right now."
Marianne gestures to a wall near the bar. "Have a
look. Tell me what you see." She's right. I was reckless. I feel my cheeks redden-
ing. Marianne intervenes.
I go look. Dozens of framed photos. Old school, on
paper. People. Mostly Solos. Men and women. Some "Rory, can I tell you a story?"
of the pictures go way back. Central American con-
I nod and gaze into the empty glass. I want more
flicts. Some are more recent.
whiskey.
It's a memorial.
"Twenty-five years ago, before the 4th Corp War,
"Are they all dead?" I ask. before the Red, this place is here. Mostly a hangout for
Central America vets. Real chip-on-the-shoulder types."
"Mostly," says Kissy. "Not all."
She smiles. "You know."
I stop at a picture, trace my fingers around the figures.
Do I ever.
A smiling couple. Unusual on this wall. Taken here in
the bar, but a long time ago. A man, forties maybe? "One day, in comes this guy. Correspondent for a
Raffish. Goatee. And the woman. Blonde, wearing a big-time media outfit, Solo of Fortune. C.J. O'Reilly. Big
Federal Marshal's badge, but much younger. Maybe talker. World traveler in a way you can't do anymore.
too young. She looks like … He somehow, I don't know how, charmed my old man,
John, into letting him do a story on this place."
"Looks like you, don't she?" says Marianne. "Hair's
different. Eyes a bit. But the face." "Ooooh, he was charming." Roxxi, mock fanning
herself.
"Who are they?
"Sure," says Marianne, rolling her eyes in my direc-
"Sweetie, those are your parents."
tion. "These two came off like teenage flirts back in the
My fingers trail off the photo. I find myself in a day. We had a pool on when they'd figure out what we
chair. Marianne, Roxxi, and Kissy are all there. I'm all knew. Now they're more married than I am."
still holding the whiskey. I drain the glass. Probably a
"It's true," purrs Kissy, squeezing Roxxi's arm.
two-hundred eb swallow. Fishballs for a year.
"So," Marianne continues, "C.J. does the story. And
"I don't remember my parents," I say. "I grew up in a
he does it well. He's like you, Rory. He sees things.
care home with fifty other kids, scrapping over kibble."
He sees people. They talk to him and open up. He
Marianne leans across the table and takes my hands. understood what this place really is and what it meant
Skulls and crossbones stenciled on her nails. to people who crawled their way back from Central
America to a busted country that didn't want to be
"Yeah. Rory Smith, right? Aurora? You brought that
reminded of their war."
name with you into the home."
"What is it, then? This place?"
"Smith was every child in my cohort," I say. If I had a
family name, I'd never known what it was. Marianne sighs, history and loss washing over her.
"A refuge," she says. "A place where people knew
"Yeah, they weren't so original about that. But your
what you'd been through." She shrugs. "It was a family.
real name is Aurora O'Reilly."
Weird. Sometimes violent. But a family, for people who
I have questions. "How did you find me? And how needed one. First, the vets and, later," she glances at
did you show up just in time last night?" Roxxi and Kissy, "others."

11
A TALE OF HOPE
She stands up and takes a deep breath. "Anyway, where we're sitting. Put a lot of those faces on the wall.
that was the story your dad told. And while he was Bill Dollarhyde. Freddy Seitz. Missy Wellingham. Rob
doing it, he met your mom here." Cronenberg. And your dad."
"Yeah," says Kissy. "Love at first gunsight." She leans in close. "He was like you. More talent than
sense, always rushing toward danger, gunning for the story,
"Even if he couldn't stick around," Roxxi adds,
and one day he ran too close and didn't come back."
"Always went where the story took him."
There is silence. She's reliving a dark time.
"Your mom's real name is Gayle Sigmund, but her
street handle was Nails. She knew what she wanted. Marianne continues. "Anyway, it's all hands on deck,
Everyone in here was living on the Edge. Your number fighting for survival. Nails is, what, twenty-five? With a
could come up any day — it still can. So don't question baby? In the middle of the mother of all Corp Wars with
what your heart wants." an Arasaka target on her back? She has no choice. She
gives you up. Maybe she plans to find you when things
"What happened to them?"
cool off. But they don't cool off. They fall apart com-
"Well, that's the rest of the story," says Marianne. pletely. The nuke goes off in the Arasaka Towers. Rache
"C.J. and Nails get together. And somehow, Ms. Bartmoss burns down the NET. No one can keep track of
Federal Marshal gets pregnant. And they are …" she anything. You're gone. Swallowed up in the Red."
widens her eyes in amazement, "… happy, which is the
"Bad days," says Roxxi, quietly.
damndest thing." She pauses. "And then everything
goes to shit. 4th Corporate war breaks out." She looks Marianne returns to the bar and grabs the special
around the room, seeing something that happened bottle and more glasses. Now, everyone needs a drink.
long ago. "This place, it gets caught in the middle and She pours a round. She sees my wide eyes and smiles.
takes a beating. Arasaka and Militech fight it out right "Well, it was too good to save."

BY STORN A. COOK

12
A TALE OF HOPE
"Better keep a shot for The Professor," recommends "We were careful," says Kissy. "Anyway, I put a
Kissy. rubber bullet into that choomba's helmet; rung his bell,
but he won't have anything worse than a headache.
"Old friends," says Marianne, raising her glass. We
Roxxi made sure the others were too busy dancing to
tap the glasses together. It feels weird to be part of this
shoot back."
moment.
"Let them come if they have the stones," says Roxxi.
"So, why now?" I ask. "Why did you come for me?"
"This place has faced worse."
"That is the question," agrees Marianne. "After she
lost you, Nails put up a wall. Never spoke about you "You're tempting fate!" says the woman at the chess-
or your dad. All business. Just lethal. I think it was the board loudly. This is the first time anyone else in the
only way she could go on. Then, recently, this insane dining room has spoken up loud enough for me to hear.
Media kid pops up with a livecast." She jabs a finger at "Sometimes I think our luck has been good for a little
me to make sure I know who she's talking about. "This too long."
kid kinda looks like Nails. Kinda acts like C.J. Always "Thank you, Vicky. Duly noted," Marianne replies
running toward danger. More talent than sense. About to the chess lady. Then, to me, "Veronica is a Militech
the right age. The first name is close. Rory for Aurora.
recruiter. Her people go way back here. Her mentor,
But, you know, lotsa people in Night City. Lotsa sculpt-
Traci Jo, was here when the shit hit the fan in '21. Knew
ing. Maybe it don't mean nothing."
your old man. Lessee … who else should you get to
"That's why the pinprick," I say. "Genetic test." know?" She points at the woman on the stage, "That
there is Grace Steel. A natural with axes — sharp and
Marianne puts a finger to her temple. "Bingo. No
musical kind both. And your driver last night." We
doubt about it. You are Aurora O'Reilly."
exchange nods. Marianne looks around the room for
"But you said my mom didn't want to know. Why even someone else. "I don't see Petra David, my head of
bother after all this time?" security, but I bet they've been watching you since you
were outside the door." Marianne looks back at me.
"Two reasons," says Marianne, finishing her whiskey.
"Anyway, you ready to meet your mom?"
"First, family is family. And this," she gestures around the
room, "is your family. Goddess help you." She looks into I am not expecting that. "She's here?"
her empty glass. "And second, I'm sorry to break it to
Marianne looks surprised. "Where else would she
you so fast. Your momma is dying."
be?"
••• "I guess …"
An hour before, I hadn't known I'd had a living
"Edie, you're in charge," Marianne squints at Roxxi
mother. Now I do, but she's dying? While I'm process-
and Kissy, "Don't let the lovebirds behind the bar. We've
ing this, a soft voice says, "Miss?" It's the young woman
got a business to run. And people will be wanting
who was mopping. She hands Daisy back to me.
breakfast. Make sure they're awake in the kitchen."
"Backhand says she's good to go."
"Yes, ma'am!"
I take her. She looks immaculate. "Thank you … Edie,
Marianne leads me to the elevator. "There's a
right?"
lot in this building," she says. "Armory, range, and
"Edelweiss. It's no trouble, Ms. O'Reilly." Backhand's workshop in the basement. Bar and restau-
rant here on the ground floor." She looks wistful. "The
Ms. O'Reilly. I am not sure how I feel about that.
food ain't what it used to be. Can't get much that ain't
Through my implant, I wake up Daisy for a status check.
SCOP these days." She pushes a button, and I hear the
All systems go. I shut her down again.
elevator creaking to life. "Guest rooms on the second
I look at Roxxi and Kissy. "You two shot up a Lazarus floor. On the third, Doc Stoic, our ripper, and John and
recovery team last night. Aren't you worried they'll I keep an apartment on top." The elevator rattles open.
come for you?" "We got space if you need a place." She pushes the

13
A TALE OF HOPE
button for three, and we lurch upward. I am not sure I body and hair thinned by disease, but I recognize her
am ready to live with all the ghosts. Marianne sees the as the woman from the photograph downstairs. Nails.
look on my face. "It's just a thought." Gayle Sigmund. My mother.
The door slides open, and we emerge into a rip- By the bedside is an old man in an elaborate cyber-
perdoc's anteroom. Trauma supplies. Cybernetic chair, his hand resting on Nails' arm. When he sees
components. A gurney. A middle-aged man, me, recognition lights up his eyes, but he doesn't speak.
broad-shouldered and trim in a way that suggests Marianne's partner?
un-sculpted fitness, with dark and weary eyes lost in a "Just a couple of minutes." says the doc. "She's weak."
delicate web of old scars.
Marianne gestures for me to stay back. She
"How's she doing, doc?" asks Marianne. approaches the couch and puts a hand on the woman's
His voice is softer than I would have guessed. "The arm. "Gayle, honey, you awake?"
same. I'm just easing the pain. The Professor is with her." The woman opens her eyes slowly. When she speaks,
He has a wisp of an accent, but I can't place it. He her voice is worn, like a fraying cloth. "Did you find out?"
looks at me. A touch of sympathy. "You're the daughter?
Are you ready?" Marianne smiles. "Yes, it's her. She's here. You want
to meet her?"
Am I? Who knows. I shrug.
"Don't think I have the luxury of rescheduling." A soft
The doc leads us into the med bay in the next room. laugh turns into a wheezing cough.
A woman is lying on the surgical couch. An array of
"'Kay," says Marianne. "But go easy. It's all new to her."
robotic gear is suspended above her, but it is still. Only
an IV and cannula suggest treatment. She is wan, her Shit. The dying woman needs to go easy on me?

BY NEIL BRANQUINHO

14
A TALE OF HOPE
Marianne waves me over. I am face to face with Marianne's husband first and co-owner of The
the mother I never knew I had. She takes my hands Forlorn Hope second; John Freeman. Most call him
in hers. They're real and warm. Suddenly, I'm in tears. The Professor.
Marianne puts a hand on my shoulder.
"Nails is right. This is your home. Your family. People
"Aurora?" Nails says. here will have your back if you want it. She was speak-
ing for me, for Marianne … and everyone here."
"Yeah," I say, trying not to sob over a woman I'd had
no idea existed. If this is a scam, I'll be so pissed. I look up and stare into the dim elevator light. Do I
want it? I've been on my own as long as I can remem-
She puts her fingers on my cheek. "Is this your orig-
ber. But I might have been dead last night without the
inal face?" people here. The elevator jangles to a stop, and I am
"Mostly," I say. "Can't afford a big sculpt." about to step out, but The Professor puts a hand on my
arm and, living up to his name, delivers a lesson.
"She looks like you back then," says the man in the
cyberchair. "Listen, kid. Take your time. Come and go as you
please. I've seen your work. You have talent and guts.
"Yeah," says Nails. "But I see her father, too." It runs in your blood. But you're raw. So, you can make
I ask the only question. "Why did you leave me?" a living getting into fights and showing corpse videos
to skeevs on the Data Pool for tips." He pauses. "Or
"Oh, baby," she says softly. "I didn't want to. But your you can be the next Bes Isis and tell stories that matter.
dad was gone and I thought I was gonna die. I just wanted Earn enough to buy out your stable contract. Make
you to be safe. I thought …" she stifles a sob, "I thought, if your mom proud. If that's what you want, the people
I lived, I'd be able to come find you." She gathers herself. here can help."
"When I couldn't, then I wished I had died."
The elevator is beginning to complain that we're not
"Why can't they take you to a real hospital?" getting out. I don't know what to do. Marianne sug-
Regret shines in her eyes. "Even if we had the money, gests, "Why don't you go talk to Vicky about what you
by the time I cared enough about living, it was too late." saw last night?"
She looks back up at me. "The truth is, I died after I lost I step out of the elevator. More people are in the bar,
you in the Red. Or, I wasn't really living." She squeezes but no one looks at me now. Breakfast is underway,
my hands with her fading strength, "But I got to see you and I'm entering from a safe direction. Veronica, the
again. And you got to learn who you are." Militech recruiter, is still sitting at the table with the
"What am I supposed to do now?" chessboard. From the arrangement of the pieces, she
won handily, and her opponent is nursing defeat at the
"That's up to you. You have a family and a home here bar. I take a seat.
if you want. In this city, that's priceless."
"Want a game?" she asks.
It's more than I've ever had before.
"I don't know how to play," I say.
The doc speaks. "She should rest."
"I'll have to show you." She looks up, mischief in her
Nails squeezes my hands once more. "Think about it. eyes. "You can learn a lot about people by playing
We can talk more later." chess with them."
"Yeah," I say. The last word I ever say to my mom. "Also, by asking them questions," I say.
"If they're talking," she says.

G oing Forward
g o i n g f o r w a r d g o i n g f o r w a r d
Marianne leads me back to the elevator. The man
"Not necessarily," I say. "How they react. What
they don't say. How they say what they do say. What
happens in their eyes."
in the cyberchair accompanies us, and it's cramped.
On the way down, the man introduces himself as Veronica laughs, "Maybe poker's your game!"

15
A TALE OF HOPE
"Marianne said you might have thoughts about what me. People are kind and say consoling things. They
went down in Prosperity Gardens last night?" note the resemblance. I mumble awkward thank-yous.
Afterwards, I find Marianne.
A raised eyebrow. "Yeah, I might. Pull up your video."
"I need time," I tell her. "I am grateful to you and The
I pull out my Agent and call up the footage from last
Professor," I nod toward Roxxi and Kissy the bar, "and
night. Right at the beginning, Veronica says, "Hold it
to those two."
there." She points at the screen.
"I understand," she says. "You are welcome here any
"You wondered how the explosion threw metal
time."
fragments through the buildings. It didn't. These pieces
aren't from the AV. They're missile components." I smile. "I know. I'll be back."
I squint at the small picture, nighttime, lit only by I have a story to tell. It'll make me some enemies, but
Daisy's small lights. now I have a family at my back.
"You're sure?" I push through the heavy door I came through just a
short time ago, and it feels different. For the first time
She zooms in close on the biggest fragment. "I know
in my life, I feel like I might be able to come back to
our product. And I know the competitors' products.
someplace I belong.
Those are missile parts. I'd say that AV didn't just crash.
Someone shot it down from the ground."
"Lazarus told Dyl Rollins that Iron Sights jacked an
AV load of explosives and crashed it."
A History of Hope
t h e f o r l o r n h o p e a h i s t o r y
by Rory O'Reilly
The eyebrow up again. "And?" she asks, inviting me
"Tucked away in a secluded corner of Charter Hill,
to continue.
among the few remaining buildings from the previous
"Lazarus was … tracking them? And shot them down era, there is a bar. It doesn't advertise. It isn't frequented
over the city rather than lose the load." A thought is by the corporate lunch set. It's not a gang hangout. It's
forming in my head. "Can't lose an AV full of boom. a Solo bar. Its customers are all regulars, and they've
Can't shoot it down over Corporate real estate." all been to the edge … and beyond.
"But nobody gives a shit what happens in a combat Like you and I, they seek the company of their own
zone." kind, in a place where the only code of behavior is their
"And Dyl Rollins pockets for them to spin it." own. Where people take the hardware for granted.
Where people keep the stories inside the bar … The
"Now, that would be a hell of a story if someone neon over the door says 'The Forlorn Hope.'"
could put it together," says Veronica.
Those words were written by my dad, C.J. O'Reilly,
I think. I need to get out and talk to some scavvers and a Media who spoke truth to power back in the 2020's
get vid of the parts. I need to talk to survivors around before most of you were even born.
Prosperity Gardens and see who saw what, especially
before money and threats start buying silence. Before the fall of the Old NET. Before the Red
washed the sky. Before I even knew he was my dad.
Then I feel a hand on my shoulder and look up to see
Marianne looking somber. But that's why I'm here. Ya see, The Hope's got
a history, and since you patchwork punks have
••• earned a juice card with this hardcore crowd —
my family — you'd better download a bit of the
Nails died moments after we spoke. Maybe she was
background too.
holding on for our meeting. Maybe the Grim Reaper's
just an asshole. The Professor gathers everyone I know none of us have the bandwidth for a lecture,
together in the bar and breaks the news. He introduces so I'll just hit the high points.

16
A TALE OF HOPE

2011 • August 20th. The Night City Holocaust and the


Arasaka nuke. The bomb goes off and the city falls
• Doctor John "The Professor" Freeman and William down. As the fallout settles, The Professor and his
"Dollar Bill" Dolarhyde purchase the abandoned wife, Marianne, convert The Hope into a survival
Sierra Hotel in Night City and renovate it, modding shelter for dozens of the injured and newly home-
it into The Forlorn Hope. More than just a bar, they less. A makeshift triage center is set up in the bar
make The Forlorn Hope a refuge and resource for area, and the kitchen gets double duty as a field
veterans of the Central and South American Wars, surgery. Think M.A.S.H. unit with a bandstand.
rounding up a bunch of the walking wounded and After the initial wave of casualties gets treated, they
hiring them on as staff. This plan works for more drop cots in every horizontal space and stock up
than a decade — which is frakkin' forever in punk on radiation treatments.
years — and the place earns a positive profile with
the dangerous crowd. 2026
2020 • Marianne hires Ingénue, the only survivor of the
Willow Sisterhood, an all-female poser gang and
• The Forlorn Hope —Back From the Far Side of Chaos
assassination squad. She tasks Ingénue with setting
by C.J. O'Reilly (aka my dad) is published as a Solo
up a support group for fellow female survivors of
of Fortune Special Edition. It shines a spotlight on the
the 4th Corporate War. Ingénue names the group
bar, its staff, and some of the regulars. I've read it.
The Willows in honor of her fallen comrades.
Turns out my old man was a pretty good writer.
• The Hope continues to be a recovery center for the
2022 entire neighborhood and serves as a temporary
• The 4th Corporate War comes knockin'. The home for From the Ashes, a clinic run by Phoenix
Forlorn Hope goes quiet as many regulars, and Redwyne.
even some staff, pocket out to various Corporate
2028
forces to fight. Some go for the money. Some to
settle old scores. A few to protect the bystanders, • April 21st. Kiroshi kidnaps a young Trace Santiago
who always get stomped on when Corps go to use as a bargaining chip in contract talks with
aggro. The Professor preps for everyone's return, the Aldecaldo Clan. Santiago Aldecaldo taps the
expecting this war to break a whole new genera- Queen of the Solos, Rogue for a retrieval. In turn,
tion of veterans. Rogue asks the Willows to help. After incurring the
appropriate amount of punitive damages on Kiroshi,
2023 they get Trace back and send a message that the
• May 12th. War hits The Forlorn Hope as Militech boy is now under their protection.
and Arasaka units converge on the area around
the bar. The part of The Hope's posse that's still in 2031
town sets up a series of diversions to draw most of • After serving as a shelter and ad hoc community
the regular military away, but an Arasaka SpecOp center for years, The Forlorn Hope reopens as a
squad tries to occupy the bar as a hardpoint. bar. Alcohol replaces antibiotics, beer nuts sup-
Militech can't let that stand and follows them in. plant bandages. Rebuilding on the top floors finally
The Hope becomes a war zone. The entire top
begins. The Freemans get their bedroom back.
floor is fragged by 60mm mortar rounds, taking the
Freeman's apartment with it. The rest of The Hope • Petra David, a 4th Corporate War veteran who
survives, but too many souls breathe their last that was among the first The Professor and Marianne
night, including Solo turned Fixer Robert "Kronos" helped in the aftermath of the nuke, signs on as
Cronenberg, ripperdoc Andy "Needles" Chen, and The Hope's head of security. She defines the term
co-owner Bill Dolarhyde. "haunted badass."

17
A TALE OF HOPE

2032 • June 1st. Roxxi and Kissy bring an up-and-com-


ing Media named Rory to The Hope. There, she's
• Renovations complete. The Forlorn Hope is now introduced to her mother, her legacy, and a family
officially one floor shorter than before the war. she never knew she had. Soon after, she joins the
Marianne takes over as active manager because Willows. Hey! I'm writing this timeline. I can put
The Professor has his hands full coordinating ser- myself in it if I want!
vices for all the vets trailing in from the war. A fresh
group of wired-up, battle-burned regulars form 2045
around the place. For a while, it almost feels like
the old days. Or so they tell me. • Grace Steel and her band, the Soul Rebels, win a
"battle of the bands" style audition and secure a posi-
2041 tion as in-house entertainment for The Forlorn Hope.
Your girl Rory recommends you buy their music.
• September 3rd. The Professor notices a tremble
in his hands. It's Amyotrophic Lateral Sclerosis (ALS), • "Hilaria 2045!" A flood of clown-faced doombas
a degenerative neuromuscular disease. Treatment surge out of the sewers and attack The Forlorn
can slow its progress, but there's no magic bullet. He Hope (and several other locations), marking the
continues his work but brings in Bill Dolarhyde's niece, start of a Bozo civil war. Most of the clowns par-
Edelweiss, to assist Marianne in running operations. ticipating in the battle turn out to be victims forcibly
biosculpted and brainwashed into attacking.
2043
If you want to learn more about
• Sundance, The Hope's in-house medtech, retires The Forlorn Hope's history, we recommend picking up
after a long and exhausting career. She continues Tales From The Forlorn Hope, which introduced
to hang around the bar (enjoying free drinks for the bar, The Professor, Marianne, and others to the
life) but leaves patching people up to her appren- Cyberpunk universe. You can find it in digital and
tice, Doc Stoic. PoD formats at DriveThruRPG.
2044
• January 23rd. A Jodes nomad pack slides info
to the Freemans about a group of squatters being
thrashed by Maelstrom out in what's left of the old
Brookhaven Co-Op. Since most of the squats are
vets and their peripherals, the Freemans rally the
troops and, with the help of the nomad pack, fight
off the metalheads long enough for the squatters
to get out of town. The entire tribe rolls out with a
Jodes caravan to a Reclaimer colony out in New
Mexico. In the process they rescue a streetrat
named Valence. They were pressed into service
by Maelstrom to scav in the Hot Zone. Marianne
and The Professor take Valence in as one of their
own. Rumor has it this seriously pisses in the kibble of
Ripper, the Maelstrom underboss who was running
the show.
• Cicely "Backhand" Feng starts working as The
Hope's in-house Tech. One of her first jobs is to fix
up a certain Media's camera drone.

18
BY NEIL BRANQUINHO

Estimated Play time: 4 to 6 hours

The Angel's Share


By Eddy WEbb
Beat Chart..........................................20 Dev (Blankety Blank).........................24 Cliff (Storage Room)...........................33
Rumors............................................... 21 Cliff (Chrome Cross)............................25 Cliff (Spreading Fire)..........................34
Background........................................ 21 Cliff (Blank's HQ)................................27 Dev (Recombobulating)......................34
The Rest of the Story........................... 21 Dev (Boom!)........................................28 Climax (Pickup Game)........................35
The Setting..........................................22 Dev (Search & Rescue)........................ 31 Resolution (A New Hope)................... 37
The Opposition...................................22 Cliff (Bar Area).................................... 31 Downtime........................................... 37
The Hook............................................22 Cliff (Electrified Stage)........................32 NPCs, Obstacles & NET Archs.............38
Dev (Marianne)..................................23 Cliff (Locked Freezer)..........................32

19
Beat Chart for The Angel's Share

The Hook Development Development


page 22 (Marianne) (Blankety Blank)
page 23 page 24
use
re ho
o wa look for Blank
t
t ly at Chrome Cross
ec
dir
go

Cliffhanger Cliffhanger
(Blank's HQ) (Chrome Cross)
page 27 page 25
Permission is granted to the user to print or copy this page.

Development
(Boom!)
page 28
Cliffhanger
(Spreading Fire)
Crew chooses
which hazards to tackle page 34

Cliffhanger Development Cliffhanger


(Bar Area) (Search & Rescue) (Storage Room)
page 31 page 31 page 33

Cliffhanger
Cliffhanger
(Electrified Stage)
(Locked Freezer)
page 32
Development page 32
(Recombobulating)
page 34
Climax
(Pickup Game) Resolution
(A New Hope)
page 35
page 37
THE ANGEL’S SHARE

X Rumors
1d6 Rumor

The Red Chrome Legion recently hijacked a Militech cargo train. During the hijacking, a crew of edgerunners
1
boarded and removed cargo crates right under the RCL's noses.
The Red Chrome Legion and Iron Sights have been at war for over a year due to the RCL's habit of poaching
2 young Iron Sights recruits. In recent clashes, the Iron Sights have pushed the RCL out of Old Japantown and
into the south side of Little China.
John "The Professor" Freeman, co-owner of The Forlorn Hope, is dying. His neuromuscular system is slowly
3
shutting down. The condition is resistant to all known forms of treatment.
Earlier this year, an entire clown car's worth of Bozos attacked The Forlorn Hope. Most of the clowns proved
4 to be ordinary Night City citizens who were kidnapped, brainwashed, and bodysculpted into becoming
red-nosed shock troops. The event may have been the opening salvo in the now-ongoing Bozo civil war.
Marianne and The Professor, co-owners of The Forlorn Hope, have helped several streetrats escape exploit-
5
ative membership in Maelstrom and Red Chrome Legion. Neither gang is happy with the couple.
There's been a flood of poor-quality bootleg and black market braindance chips in the south side of Little
6
China. At least a dozen people have been left comatose after slotting one.

B ackground (Read Aloud)


b a c k g r o u n d r e a d a l o u d
"The angel's share." It's what distillers call the amount of
Marianne manages the day-to-day operations of the
joint and often serves as barkeep to boot. She also
acts as a surrogate mother figure to many young edg-
erunners, particularly trans kids growing up on The
spirits lost to evaporation from the barrel as the whiskey
Street like she did. As such, The Forlorn Hope has a
ages. Every way of life has a cost for doing business,
strict "no XBD" policy. Braindance is fine, but XBD has
which Marianne Freeman understands. Maybe better
a dangerous layer of ersatz "reality" to it. And both
than most. She's the bartender and manager of The
Forlorn Hope and den mother to many a young edg- Freemans have seen where addiction to cheap and
erunner. She's tough as nails and doesn't put up with nasty braindance chips leads.
anyone's bullshit, but she's a rare flicker of light in the A small-time dealer named Blank has been leaning
dark streets of Night City. on Marianne to allow him to sell precisely that kind
Now Marianne needs a favor from you. Nothing of XBD in The Forlorn Hope, and she's kicked him out
major — an easy task for a group of experienced of the bar every time he comes around. In response,
troubleshooters like yourselves — but it needs to be Blank has made vague threats against her and some
done. Just the angel's share of dirty business to keep of the patrons. Marianne isn't worried about Blank and
The Forlorn Hope open. And what's a small favor for his goons getting past Petra's security, but there might
a friend? be repercussions for her staff and adopted kids when
they're out and about beyond the protection of The

T
Forlorn Hope's walls.
he Rest of the Story
t h e r e s t o f t h e s t o r y She wants a few experienced edgerunners to put
For once, the job is as it appears. It's almost refreshing Blank out of business. What she doesn't know is that
to have a straightforward client with a straightforward Blank has also been dealing XBD to the Red Chrome
job. It's a shame that this will be a tragic night for The Legion, a neo-fascist hate gang, and they'll be drawn
Forlorn Hope and its found family of Edgerunners. into the night's events by the end of the Mission.

Marianne Freeman is the wife of John "The Professor" Worse, unknown to everyone, this is The Forlorn
Freeman. Together, the couple owns and operates Hope's last night as it succumbs to a fire set by a
The Forlorn Hope, an edgerunner bar in Little China. Maelstrom charmer named Ripper.

21
THE ANGEL’S SHARE

T he Setting
t h e s e t t i n g t h e s e t t i n g
The mission starts in The Forlorn Hope, as Marianne
Inside the bar, the raucous noise picks up. Loud
music bursts out of large speakers that might be older
than you. You can see a band playing on stage while
the patrons drink, dance, and flirt with each other. As
asks the edgerunners for a favor. From there, they might
the band finishes their song, a person wearing criss-
travel to the parking lot of Chrome Cross, a hangout for
crossed leather belts and military body language strolls
the Red Chrome Legion, or to an old warehouse.
over to you from the corner they were lurking in.
Abandoned by Ling Po Imports during the 4th
"Name's Petra," they say. "I'm the security. We're
Corporate War, the warehouse is now home to anyone
about to close up, so I don't have time for bullshit. Keep
with enough muscle to hold it. From there, it's back to
(the remains of) The Forlorn Hope. your weapons holstered and your attitude in check,
and we'll get along fine." They point to a group getting

T
up from a nearby table as the band starts their final
he Opposition
number. "I know Marianne's expecting you, but she's
t h e o p p o s i t i o n t h e o p p o s i t i o n
busy, so grab that table, and she'll be with you when
• The Crew will be confronted by a gaggle of Baby she can."
Punks in The Forlorn Hope.
• Blank likes to think of himself as a Fixer, but he's
Infobox: The Forlorn Hope (DV9)
just a sleazy dealer who specializes in cheap,
bootleg XBDs.
Founded in 2011, The Forlorn Hope began life
• Blank makes enough money selling to some gangs as a bar catering to veterans of the Central
in Little China to hire a Bodyguard, an XBD American conflicts. Over time, it evolved into
Technician and some Hustle (hired muscle) for an edgerunner hangout bar. It isn't as famous
security. as The Afterlife, but those in the know see it
as a home away from home, where they can
• Once The Forlorn Hope crashes and burns, the find peace or plan a job without worry. The
Edgerunners must navigate a variety of dangerous Forlorn Hope also provides services besides
situations if they hope to save the people remaining food, drink, and music via an in-house Tech,
inside. a ripperdoc clinic in the basement, and even
• And the cherr y on top: Red C hrome lodging for favorite regulars who need it.
Legionnaires show up in the end to rub salt in Owned by John "The Professor" Freeman
the wounds of the survivors. and his wife, Marianne Freeman, she runs
the day-to-day operations while he focuses

T he Hook on helping veterans of the 4th Corporate


t h e h o o k t h e h o o k t h e h o o k War find needed services and help.

Close to closing time, The Forlorn Hope isn't that


impressive — a run-down hotel in Little China that Let the Edgerunners settle into their table and listen
looks like it was the target of the entire 4th Corporate to the music. A Black woman wearing electric blue
War. You've seen countless such buildings scattered fronts the band as they play a thumping mixture of
around Night City's combat zones end up as a haven punk and soul, with a dash of hip-hop thrown in for
for squatters and addicts, but the bullet marks on the good measure. If you're randomly sharing tidbits from
walls and faded bloodstains on the concrete just add the Rumor table (see page 21) this is a good time to
to the character of this place. do so. After a song or two, a group of drunk patrons
approach the Crew.
Even at this late hour, you hear music and laughter
coming from inside. Right above the door, you can Three punks with bad attitudes walk up to the table.
make out a flickering neon sign that reads "The Forlorn The fake leather jackets and cheap armor they wear
Hope." scream "baby edgerunner with more balls than sense."

22
THE ANGEL’S SHARE
"Beat it, doombas," the tallest one says. to feel the touch of age, with long pink
She slams a glass down on the table, and hair, piercing green eyes, and a fashion-

Not a Gun Fight


yellow, foamy smash spills over the lip. "This able new cyberhand. She uses an Agent
is our table now, neh? So bail." A quick to collect payment from the last of her
glance towards the door, and you see Petra customers before tucking it away and Considering this is
escorting a fourth punk in a similar jacket approaching. Cyberpunk RED, the
outside. A few nearby patrons look on in Players' first instinct might be
"Marianne Freeman," she says, holding
amusement, curious to know if they'll get a to pull their guns and start
her cyberhand out for shaking. You notice blasting away. After all, The
floor show along with their music.
the gold ring on her finger. She calls out Forlorn Hope isn't the sort of
These are bottom-of-the-barrel Baby to a young woman in glasses, "Edelweiss, bar where you must check
Punks (see page 38) trying to throw their start clean-up. I need to talk to these fine your weapons at the door.
weight around. How the Crew wants to young people in my office, then I'll come This is a good chance to
deal with the problem is up to them. They back out to help." educate the Players — not
have a Round or two to act before Petra all conflicts need to be
finishes ejecting their friend, notices the Marianne guides the Crew to a back resolved with bullets. If a
office with filing cabinets and an old, mili- Player says they're drawing
situation, and takes action.
tary-issued metal desk. their iron, ask for a DV9
Start with a Facedown (see CP:R page Concentration Check and
194) to see who blinks first. After that, Behind the desk sits an older white man in remind them about Petra's
example tactics the Crew might use include a Rocklin Augmentics Spider Cyberchair, its warning: " Keep your
four hydraulic limbs hissing as they move. His weapons holstered and
talking them down or scaring them off
hair has long since turned gray, but you can your attitude in check, and
(a Persuasion Check), making them think we'll get along fine."
they're too cool to be approached like this see the steel in his eyes. An interface cable
(Wardrobe & Style), or doing the old "grab runs from an old-model interface port in his If they insist on turning
temple down to the chair. He nods at you this into a gunfight, the
and shove someone's head down against
as he carefully reviews a tablet that trembles music stops. The various
the table" routine (Brawling or Martial Arts) regulars pull their
to make the jerks reconsider. All against a DV slightly in his hands. Marianne leans over
weapons, ready to shoot
set by the GM. If the Crew succeed at their and gives him a peck on the cheek, and he whomever they see as
Checks, the doombas back off and leave. smiles slightly despite himself. a threat to The Forlorn
"My husband, John," she says. "Everyone Hope — and right now, it
If the Baby Punks leave, Petra comes over
isn't clear if that's the baby
and thanks the Crew for keeping a level calls him The Professor. He's here to listen,
edgerunners or the Crew. A
head and not turning this into a firefight. but I'm giving you this job." gruff voice will set the tone:
If, however, they are still an issue, Petra The Professor sets down the tablet and "A thrown punch or two
will tell the doombas to leave. A couple watches as his wife moves around the desk
isn't a problem, choomba,
of regulars will join in to help escort any but don't be bringing vio-
to stand in front of you. "Sit wherever you lence into The Hope."
troublemakers out.
want," she says. "It's our office, but I'm
After ensuring the drunk troublemakers behind the bar so much I sometimes forget This isn't just a matter of
proper etiquette, either. If
leave, Petra jerks a thumb over their shoul- this place is even here." She winks as she
the Crew forces the issue,
der. "Marianne is ready to talk to you. At perches on the edge of the desk, her legs they'll lose respect in the
the bar." dangling. "But seriously, Auntie Marianne eyes of their fellow edg-
needs a favor if you have the time." erunners. That probably
GO TO DEV (MARIANNE)
isn't the sort of reputation
While Marianne is a joker and a they want.

D ev (Marianne) flirt, she's all business as soon as the


d e v m a r i a n n e Edgerunners settle in.
As the band winds down and the regulars "I have a problem, and his name is Blank.
start to file out, you approach the bar. No, seriously, he goes by Blank because
Marianne is a white woman beginning this is the kind of guy who thinks a handle

23
THE ANGEL’S SHARE
like "Blank" is impressive. He's a nasty hood dealing transmits a photo of Blank, a rather bland-looking white
even nastier braindance chips. They're XBD — brain- guy sporting dreadlocks, to one of the Crew's Agents
dance with all the safeties removed. At best, you can and promises payment as soon as the job's done.
get addicted. At worst? You can end up drooling.
"Come back to The Hope when you're done,"
Blank's been sniffing around The Hope for the past
Marianne says, "The job shouldn't take you long, and
month, but John and I have a strict "no XBD" policy
we'll still be here, cleaning up."
here."
GO TO DEV (BLANKETY BLANK)
Marianne looks back at her husband, who nods. She

D
smiles and looks back at you. "I've asked Petra — you
ev (Blankety Blank)
met them, by the door — to bounce him more times than
d e v b l a n k e t y b l a n k
a rubber ball, but he isn't picking up on the hint."
First things first, the Crew needs to find Blank. There are
She leans forward, and you can see a glint in her a few ways they can go about it.
eye. You get the impression this woman has run the
Edge more than a few times in her life. "As of tonight, • Using Library Search or Criminology to dig through
Blank's career as a dealer is over. Find his operation. news reports and criminal records to learn more
Find his equipment. Smash it all. I'm not hiring you to about Blank. It's a difficult Skill Check (DV17),
do wetwork — this doomba isn't worth how much it primarily because Blank is small-time and doesn't
would cost — but beyond that, use your imagination. warrant much attention from the screamsheets or
Loud or quiet doesn't matter to me as long as it's done the cops. A successful roll reveals that he always
and done tonight." operates within Little China, which narrows the
field considerably.
Marianne and The Professor offer the Crew 500eb
per person for the job, but she can throw in drink • Local Expert can also be used, but it's easier
and meal vouchers with successful negotiation. She (DV15) to find the same information as above.
In addition, he tends to deal in the parking lot of
Chrome Cross, a local neo-Nazi bar, and hang
out for the Red Chrome Legion. Medias can make
this Check at a DV13 using Credibility to scout out
a few rumors on the subject.
• Talking to locals in Little China can help, using
an appropriate Social Skill such as Bribery,
Conversation, or Persuasion. Succeeding against
DV13 will reveal that Blank is becoming one of the
local names to go to for XBDs. He usually deals
BY SEBASTIAN SZMYD

out of Chrome Cross's parking lot. Lately, he's been


seen with a bodyguard. Fixers with an Operator
Rank of 3 or higher learn this information automat-
ically by canvassing their contacts.
• A Electronics/Security Tech or Streetwise Check
(DV13) will reveal that any XBD dealer slinging
bootleg chips needs a place to burn and store
them. It would have to be either massively secure
(unlikely for someone at Blank's scale) or hidden in
some shithole building (which is much more plau-
sible). A similar Skill Check is needed to know that
Chrome Cross is the local bar for the Red Chrome
Blank and his Bodyguard Legion.

24
THE ANGEL’S SHARE
• If the Players are still struggling to figure things
out, let them make a Deduction Check (DV17,
grant them a +1 bonus to the Check for each of
C liff (Chrome Cross)
c l i f f c h r o m e c r o s s
Chrome Cross is exactly what you expect from a shitty
the above bullet points they worked out before
bar with shitty customers. As befits a dive bar in a
this one.) to figure out that if Blank is hiring body- combat zone, it's damaged and teetering on the edge
guards, he probably isn't investing in facilities, so of collapse.
he's likely squatting in an abandoned warehouse,
and it has to be somewhere in Little China. With a The cars and trucks in the parking lot all look sal-
DV15 Library Search, Local Expert, or Streetwise vaged, with mismatched paint and primer underneath
Check, they might realize a group of old Ling Po badly spelled hate-speech graffiti.
Import/Export warehouses lie abandoned roughly In one shadowy corner of the lot, away from the vehi-
midway between Chrome Cross and The Forlorn cles, you notice two figures. One is smoking a cigarette
Hope. and wearing a long, ratty coat. He has purple and red
The Crew has two options: Follow or shake down dreadlocks and piercings in his nose and ears. Next to
Blank at Chrome Cross or go directly to the Ling Po him looms a larger figure with a blue mohawk and an
warehouse to confront Blank and his bodyguards. obvious holster under his armpit, scanning the parking
lot.
If the Crew tries to find Blank at Chrome Cross, GO
As you decide what to do, two Red Chrome
TO CLIFF (CHROME CROSS).
Legionnaires walk out the door of the bar, laughing
If the Crew goes to Blank's warehouse, GO TO CLIFF loudly and punching each other playfully. They walk
(BLANK'S HQ). over to dreadlocks and his hustle.

Chrome Cross
Entrance
BY MATT HENDERSON OF LOKE BATTLE MATS

Chrome Cross Parking Lot

25
THE ANGEL’S SHARE
179) or planting a tracker via a contested Conceal/
Infobox: Red Chrome Legion (DV13) Reveal Object versus Blank's Perception in a classic
"bump and plant" maneuver. With success, the Crew
The Red Chrome Legion began life as a poser can track the two to the Ling Po warehouse.
gang; Edgy teens who enjoyed cosplaying
as Nazis. As often happens, people who GO TO CLIFF (BLANK'S HQ)
pretend to be assholes soon became assholes,
and Neo-fascist ideology grew into the
Parking Lot Confrontation
core bedrock of the gang's identity. In the The Crew might confront Blank in the parking lot or
Time of the Red, members of the gang talk pose as buyers. If so, Blank is suspicious but greedy
a lot about "The Great Caesar," an almost and easily intimidated. A Streetwise or Persuasion
messianic figure who will rise up from their Check to threaten him is at DV15, while one to convince
ranks to conquer Night City and establish it him to sell is only at DV13. If the Check succeeds, Blank
as a hub of "a new American Empire, free will either promise not to sell again or sell a few XBD
of the pollution of foreign filth and corrupt chips (50eb each), then leave, allowing the Crew to
cultures." It all sounds impressive until a trail the two back to the Ling Po warehouse.
choomba realizes they're just another combat
zone gang engaged in constant warfare with If the Check fails, or the Edgerunners attack
nearby rivals. They aren't conquering shit. in Chrome Cross parking lot, 2 Red Chrome
Legionnaires (see page 38) — either the ones
Blank just sold an XBD to or two just now exiting the
Following Blank bar — will join the fight with Blank's Bodyguard while
Blank flees. The Legionnaires won't fight to defend
If the Edgerunners are here just to tail Blank (see page either Blank or the Bodyguard, but they respond to
39) back to his warehouse, they watch as what is obvi- any attack on their turf with violence.
ously some kind of illicit exchange takes place between
At the top of the 3rd Round, an additional number
the Red Chrome Legionnaires and Blank. After he's of Red Chrome Legionnaires equal to the
counted his money and the Red Chrome Legionnaires number of Edgerunners in the Crew minus two
return to the bar, Blank and his Bodyguard (see page (minimum one) will exit Chrome Cross and join the
39) walk out of the parking lot. fight. The Legionnaires will aim to murder the Edgerunners
Have the Crew make Stealth Checks against Blank and aren't interested in prisoners. They will run if half or
and the Bodyguard's Perception. If the NPCs succeed, more of their number are Seriously Wounded.
they notice the Crew. Blank's Bodyguard will turn to If the Crew defeats the Legionnaires and/or the
engage the Crew while his boss flees. The Bodyguard bodyguard, and Blank isn't around, one of them will
will surrender and spill his guts as to the location of the spill the beans about the location of his production
XBD production facility if he's in mortal danger (less facility.
than 5 HP). If the Crew manages to capture Blank, he'll
tell them where his warehouse is with little provocation. If the Crew manages to capture Blank, he'll tell them
He's a coward at heart. where his warehouse is. If released, he immediately
flees. If Blank is killed, the location of the warehouse
If the Crew succeeds at their Stealth Check, they can can be found on his Agent.
tail the pair back to the warehouse.
Otherwise, the Crew might need another way to
GO TO CLIFF (BLANK'S HQ) find Blank's warehouse. Check the options in DEV
(BLANKETY BLANK), but if they are stuck, Marianne
Tracking Blank can call the Crew and tell them one of her patrons
heard about the scuffle at Chrome Cross and noticed
The Crew could attempt to track Blank remotely instead.
Blank heading to the old Ling Po Imports warehouse.
This can be done by a tech-savvy Edgerunner via
hacking the dealer's Agent with a Breacher (see page GO TO CLIFF (BLANK'S HQ)

26
THE ANGEL’S SHARE

C liff (Blank's HQ)


c l i f f b l a n k s
Whether the Crew followed or tracked Blank back to
h q
covered in rusting metal bars. The bars can be yanked
free with a BODY STAT Check against DV15 or sliced
through with the right tool and a DV9 Basic Tech Check.
Both processes are noisy and will alert anyone inside.
the warehouse or used their deductive skills to figure out
Once inside, read the following.
the location, it's quickly apparent why this is the ideal
location for a shady XBD dealer. All around are ancient, broken crates with the "Ling
Po Imports" name on fragmented, moldering bits of
This warehouse is an old remnant of Little China from plastic. A thick layer of dust and cobwebs covers the
back before David Ling Po decided it was better to molding stock. In the center of the warehouse, a tat-
rule over a rebuilding Little China than a single import/ tooed technician fiddles with an editing deck, a chip
export company. The building looks nondescript, with burner, and a stack of chips.
only faint traces of the "Ling Po" painted sign remaining
on the crumbling brick. Most of the buildings nearby The rest of the scene changes depending on the
have been demolished or collapsed under their own Crew's actions during CLIFF (CHROME CROSS). If
weight, making it easy to control the area. Surprisingly, Blank returns and is unaware of the Edgerunners, he
there aren't any guards patrolling the warehouse. is in the process of checking an inventory list on his
Agent. If he believes himself in danger, he is stuffing
There are several ways into the warehouse. The front chips into a bag while his Hustle stands and peers in
has a nondescript metal door, along with a cargo bay all directions, armed and ready for trouble. Blank's
door (both unlocked with a DV15 Pick Lock Check). Bodyguard, if present, is always alert and ready for
There's also a metal door in the back with a similar danger. He's not an experienced pro yet, but he's at
lock. Along both side walls are several broken windows least serious about his job.
BY SAGA MACKENZIE

Blank's Warehouse

27
THE ANGEL’S SHARE
In addition to the XBD Technician (see page 38) DV13) reveals that the explosion isn't from weapons
and possibly Blank and his Bodyguard, there are a fire or a conventional explosive; it's the sound of a part
number of Hustle Mooks (see page 38) present of a building collapsing in on itself..
equal to the number of Edgerunners. Once
As the Crew rush to the scene, their worst fears are
combat begins, Blank spends one Round grabbing the
confirmed.
chip burner and editing deck, then attempts to run out
the most convenient exit. Before, The Forlorn Hope looked like the last survivor
of a war. Now, it looks like it's succumbed to its wounds.
The Bodyguard and Hustle Mooks will fight until
The upper floors of the building are on fire and have
Seriously Wounded, at which point each will surrender
or attempt to flee. They aren't being paid enough to die started to collapse into the first floor. Smoke pours
over this. The XBD Technician will fight back until he takes out of the open front door. Inside, the usual sounds of
at least 5 points of damage to his HP, after which he tries laughing and chatter have been replaced with screams
to flee. for help and moans of pain.

If Blank manages to leave the warehouse with the Five people sit or lay on the sidewalk across the street
equipment, he doesn't have a car, so the Crew can try from the burning building, being tended to by Grace
to chase him down on foot. Have everyone chasing Steel, the lead singer of the band that was playing
Blank make an Athletics Check while you roll for Blank. inside during your earlier visit.
Every Edgerunner that rolls better than Blank catches "I was outside having a smoke, taking a break while
up with him. If Blank manages to escape, he leaves we shut down for the night when … this lot stumbled out
Little China, never to return. but Marianne, The Professor, Petra … my band mates!
The braindance equipment can be destroyed with an They're still in there!"
Electronics/Security Tech Check, DV9, or by stomping A DV13 First Aid or Paramedic Check allows for a
on it with a solid boot on concrete. quick triage of the five people Grace is helping. All
If Blank isn't present, perhaps due to still being at Chrome have cuts and bruises. Two are currently coughing up
Cross (or being dead), his Hustle and the XBD Technician their lungs thanks to smoke inhalation. One is suffering
will put up a token resistance. The XBD Technician flees after from second-degree burns and is unconscious. And
taking any damage. The Hustle Mooks surrender or run if one suffered head trauma — likely something fell on
they take more than 10 HP in damage. them. Thanks to Grace, they're all stabilized.

GO TO DEV (BOOM!) "I've got to help this lot!" Grace yells, "Go! Get the
others if you can!"

D ev (Boom!)
d e v b o o m d e v b o o m d e v b o o m
Once Blank and his operation are dealt with, the Crew
If a Medtech or other Crew member offers to stay
with the wounded, Grace demures.
"I've got some experience and they're stable for now,
heads back to The Forlorn Hope. but the folks inside might need more medical help than
With the job done, you head back to The Forlorn I can provide! Go!"
Hope to collect your money and maybe a drink or Once the Crew step through the door and into The
two before you crash. You're thinking about how you'll
Forlorn Hope, they find chaos waiting.
spend what's left of the night when your bones rattle
from a thunderous explosion. In the distance, you see a Smoke fills the air, burning the lungs and eyes.
huge plume of smoke. Right around where The Forlorn Rubble is piled up around the bar. You can smell the
Hope would be. ozone from electricity crackling in the air. There are
voices somewhere you can't make out, and everywhere
The Crew doesn't need a Skill Check to figure out that
you look, something is on fire.
the explosion came from the direction of The Forlorn
Hope. However, an appropriate Skill Check (such as The Forlorn Hope is dying. The only question is, will
Criminology, Demolitions, or Weaponstech against the people trapped inside die with it?

28
4 3

1 O

E
2

E : Entrance to The Forlorn Hope


1 : Marianne, trapped under the rubble behind the bar.
2 : Edelweiss, trapped on the electrified stage.
3 : Valence, trapped in the walk-in freezer.
4 : Petra, trapped in the storage room.
O : The Office, where The Professor is trying to free Rory.

CARTOGRAPHY BY ZOVYA RPG


THE ANGEL’S SHARE
Let the Players know that they have five options to try The Clock
to rescue people from the rubble of The Forlorn Hope.
The building will fully collapse in 10 Rounds but before
• Someone is trapped under rubble behind the bar. then, the situation inside will grow progressively worse.
• Someone is trapped on the stage, as the electron- To track the deterioration of the situation, write the
number 1 in a central place where all the Players can
ics on it spark and pop.
see.
• It sounds like someone is banging on the door of
We call this the Clock.
the walk-in freezer.
Roll Initiative as you normally would for combat. At
• Shouting can be heard from the storeroom. the top of the 2nd Round (and each consecutive Round
• The fire is spreading and might block access to thereafter), increase the Clock by 1. Some problems
specific areas or the exit. have events that happen at certain Clock benchmarks
— if a particular problem is resolved ignore the relevant
The Crew can tackle each problem as a team or event. For simplicity's sake, all NPCs go at the end of
divide their forces to address them all at once. There the Round. No need to roll Initiative for them.
are benefits and drawbacks to each option. Working
Don't initially apply penalties based on visibility,
individually helps solve the problems faster, but makes despite the building being on fire. Those will occur as
it harder to accomplish each goal. On the other hand, the Clock advances.
working together makes it easier to succeed at each
task, but risks slowing down the rescue operation. Players shouldn't know what will happen at each
Clock number until the effects occur. All events take
Once the Players decide what they want to do, roll place at the top of the Round (with the exception of the
Initiative and set the Clock. building collapsing when the Clock reaches 10).

X Forlorn Hope Destruction Clock


Clock # Event

2 Add 1d6 HP to all Spreading Fires.


The smoke filling the room grows worse. -1 to all Checks made inside The Forlorn Hope (an Anti-Smog
3
Mask or independent oxygen supply eliminates this penalty). Add 1d6 HP to all Spreading Fires.
4 Add 1d6 HP to all Spreading Fires.
The smoke filling the room grows worse. -2 to all Checks made inside The Forlorn Hope (an Anti-Smog
5 Mask or independent oxygen supply reduces this penalty to -1). Petra screams, "I can smell gas! I think a
line in the wall broke!" Add 1d6 HP to all Spreading Fires.
If not already freed, Marianne rescues herself from the Heavy Rubble at the bar area. She immediately
6
dives into the office, screaming, "John!!!" Add 1d6 HP to all Spreading Fires.
If Petra has not been rescued and any Spreading Fire has more than 0 HP, the storage room explodes,
7
and they die. Add 1d6 HP to all Spreading Fires.
The smoke filling the room grows worse. -3 to all Checks made inside The Forlorn Hope (an Anti-Smog
8
Mask or independent oxygen supply reduces this penalty to -2). Add 1d6 HP to all Spreading Fires.
If she has not been rescued, Edelweiss dies. If not already freed, Valence escapes from the locked
9 freezer. If not already rescued, The Professor and Rory escape with the help of Marianne. The building
rumbles ominously, warning of imminent collapse. Add 1d6 HP to all Spreading Fires.
10 At the end of this Round, the building collapses, killing anyone still inside. Including any remaining Crew.

30
THE ANGEL’S SHARE
If the Players ask, allow for a Tactics
Check (DV13) to realize the best strategy C liff (Bar Area)
c l i f f e b a r a r e a
Explosives
would be to have most of the Crew put
If the Clock is 5 or lower
out the fire first while one or two tackle
the Electrified Stage, then split their efforts Large chunks of steel and reinforced con- Impatient Players might
between the Heavy Rubble and Collapsed crete trap Marianne behind the bar and want to speed up the
Girders, and finally free the person trapped block the office door. She's trying to shift rescue operation through
in the Locked Freezer. one piece to squeeze her way through the the use of explosives. Feel
mess and through the door, but her left arm free to remind them they're
Don't worry about movement during in a burning building with
dangles uselessly by her side. It looks like
this Beat. Though we are treating it like a damaged infrastructure.
it's dislocated or broken.
combat, assume the Edgerunners and Using grenades and other
NPCs capable of movement can reach Marianne is trapped by Heav y boom toys could bring
any spot on the map, including the exit, Rubble (see page 40). Treat it like an the whole place down
with a single Move Action, no matter their NPC for the purposes of this beat. Evasion, prematurely.
actual MOVE. in this case, represents the rubble shifting
or breaking apart to resist attempts to
GO TO DEV (SEARCH & RESCUE)
dislodge it. Reducing the Heavy Rubble's
HP to 0 frees Marianne, but just blasting or
Makeshift
Brawling Damage
D EV (Search & Rescue)
d e v s e a r c h r e s c u e
This is a hub for the various possible tasks
hacking away at it risks harming her. Every
5 points of damage done to the Heavy
Rubble via a standard weapon Attack also
During this Beat, the
Crew might "attack" the
the Crew can perform while inside the col- means Marianne is damaged by its Rubble obstacles in unusual ways.
lapsing Forlorn Hope. Attack. This Attack hits automatically, When they do so, ask for
bypasses her armor (SP7 otherwise), and an appropriate Skill Check
They are not required to stay inside the to decide if the attack
deals damage directly to her HP, which is
building and can escape to the outside at succeeds, then use the
currently 40. She won't be shy about telling
any time. following chart to deter-
the Crew that their plan isn't a good one.
mine damage via the STAT
Once they've finished their tasks, either attached to the Skill used.
The Heavy Rubble can be shifted or
because they've rescued everyone, the
pushed aside. Treat an Athletics Check like If the STAT is
Clock ran out, or they've given up, GO TO
a Brawling attack (see CP:R page 176),
DEV (RECOMBOBULATING). 4 or under: 1d6 Damage
with the "damage" from the attached STAT
• If the Crew wants to move some rubble using the Brawling Damage table (see 5 or 6: 2d6 Damage
to free the trapped victim at the bar, GO the sidebar on this page), lowering
7 or higher: 3d6 Damage
TO CLIFF (BAR AREA). the Heavy Rubble's HP. Marianne is not
hurt by this, or similar, Actions.
• If they want to get someone off
the electrified stage, GO TO CLIFF If Players come up with clever uses for
(ELECTRIFIED STAGE). other Skills, such as using Basic Tech to
construct a lever and fulcrum to shift rubble,
• If the idea is to free someone from a
that can be used in place of the Athletics
locked freezer, GO TO CLIFF (LOCKED
Check.
FREEZER).
At the GM's discretion, the Heavy Rubble
• If the Crew wants to rescue someone
can "return fire" at an Edgerunner at the
from the storage room, GO TO CLIFF
bottom of the Round, with an Attack Check
(STORAGE ROOM).
representing part of it falling on them or
• If they want to deal with the spread- cutting them during the rescue effort. This
ing fire, GO TO CLIFF (SPREADING is considered a Melee Attack for the pur-
FIRE). poses of Evasion.

31
THE ANGEL’S SHARE
Once the Heavy Rubble's HP has been reduced to fashion, a roll of 1 causes an explosion of electricity,
zero, or the Clock hits 6, Marianne breaks free. She and the Electrified Stage performs an Attack against
will refuse to exit the building and instead head into the whichever Edgerunner is closest to the stage. A Solo's
office to rescue her husband. Fumble Recovery can prevent this.
If the Clock is at 6 The Crew can also attempt to pull wires, find
the cutoff switch, or otherwise try to shut down the
Large chunks of steel and reinforced concrete have
Electrified Stage. Treat an Electronics/Security Check
fallen over the bar. Marianne shoves some of the rubble
like a Brawling attack (see CP:R page 176). Use
out of her way. One of her arms dangles uselessly by
TECH instead of BODY to calculate damage to the
her side, looking like it's dislocated or broken. "John!"
Electrified Stage's HP (see page 31).
she yells before diving through the door to her office.
A Netrunner can also enter the Stage's NET
Anyone following her will see The Professor is in the
Architecture (see page 40). Successfully taking control
process of using his cyberchair and a length of cable to
of the Lighting Control Node and shutting it down cuts
pull rubble off the top of a young, redheaded woman.
the Electrified Stage's current HP in half. The Control
Marianne immediately goes to help. If any member of Node for the Sound System is corrupted and glitching
the Crew aids them, The Professor, Marianne, and Rory so badly that it cannot be interacted with. The system's
O'Reilly (the redhead) can all escape from the burning Demon, an Imp in the form of a tall Black man wearing
building at the top of the next Round. Otherwise, they a dark trenchcoat and mirrorshades, is also glitching
escape when the Clock reaches 9. and will prioritize attacking any "invading" Netrunners.
However, because of the damage to the system, the
If the Clock is at 7 or higher
Imp loses 2 REZ each time it performs a NET Action.
Large chunks of steel and reinforced concrete have The Electrified Stage's HP immediately drops to 0 if the
fallen over the bar but have been shifted to allow Demon is defeated.
access to the office. You don't see anyone in danger
At the end of each Round, the Electrified Stage
here.
makes an Attack against Edelweiss (who has 35 HP
GO TO DEV (SEARCH & RESCUE) and SP7 armor) with arcs of random electricity. She
cannot evade the attack. Once the Electrified Stage's

C liff (Electrified Stage) HP has been reduced to zero, Edelweiss can leap free.
c l i f f e l e c t r i f i e d s t a g e She will flee the burning building immediately.
If the Clock is at 8 or lower If the Clock is at 9
Large arcs of electricity skitter across the stage like a Large arcs of electricity skitter across the stage. A huge
living thing. A huge chunk of the ceiling landed on the chunk of the ceiling landed on the band members, and
band members, and you can tell from a glance that you can tell from a glance that no Trauma Team squad
no Trauma Team squad in the world can bring them in the world can bring them back. It looked like someone
back. However, Edelweiss, the staff member Marianne tried to climb off the stage, but the electricity burned
spoke to earlier, managed to climb onto one of the them to the bone. There's nothing else you can do here.
large amps, away from the electrified stage. "Get me
GO TO DEV (SEARCH & RESCUE)
off of here!" she screams as a blue bolt of electricity
crackles right next to her head.
Edelweiss is trapped by the Electrified Stage (see
page 40). Treat it like an NPC for the purposes of this
C liff (Locked Freezer)
c l i f f l o c k e d f r e e z e r
If the Clock is at 8 or lower
battle. Evasion, in this case, represents the confusing
tangle of wires and debris, making it hard to discern From a crumpled metal door near the bar, you hear
what's critical to the power system and what's not. The panicked thumping and cries for help. "Hey!" a voice
Crew can attempt to chop wires in order to cut off the screams from inside. "The door's stuck, and it's getting
flow of electricity. When Attacking the stage in this hard to breathe. Get me out of here!"

32
THE ANGEL’S SHARE
This is Valence, a server Marianne and The Professor Attack hits automatically as pieces of flaming debris
rescued from Maelstrom's scavver gang. The door is fall from the wall and ceiling. Petra has 50 HP and is
thick steel, with 50 HP. Any Attack made against it wearing SP11 armor.
automatically succeeds but firearms won't open a big
The Collapsed Girders can be shifted or pushed aside.
enough hole for Valence to climb through. If the Crew
Treat an Athletics Check like a Brawling attack (see
wants to apply their muscle or brains to the problem,
CP:R page 176), with the "damage" from the attached
treat any Athletics Check to pry open the door or Basic
STAT using the Brawling Damage table (see page 31)
Tech Check to leverage open the door as a Brawling
lowering the Collapsed Girders' HP. Petra is not hurt by
Attack (see CP:R page 176) with the damage based
this or similar, Actions.
on the attached STAT (see page 31). Valence contin-
ues to push from the other side, doing 1d6 damage to If Players come up with clever uses for other Skills, such
the door at the bottom of the Round. as using Basic Tech to construct a lever and fulcrum to shift
the girders, that can be used in place of the Athletics Check.
Once the door's HP has been reduced to 0, Valence
is free. Valence will help free Marianne from the At the GM's discretion, the rubble can "attack back"
Heavy Rubble if they're not already free and then at an Edgerunner at the bottom of the Round, represent-
help shepherd her, The Professor, and Rory outside. ing part of it falling on them or cutting them during the
There's no need to make a Check for Valence. Just rescue effort. This is considered a Melee Check for the
assume they offer anyone who needs it an automatic purposes of Evasion.
+1 Complimentary Skill Check Bonus. Otherwise,
Once the Collapsed Girders' HP has been reduced
Valence will escape outside to offer medical aid to
to zero, Petra squirms free and begins fighting any
the survivors.
remaining Spreading Fires, automatically doing 3d6
If the Clock is at 9 damage to one at the end of each Round.
From a shattered doorway next to the bar, you see a If the Crew is still trying to free Petra when the Clock
large metal door hanging open. Whoever was trapped hits 5, they shout, "I can smell gas! I think a line in the
here seems to have found a way to escape. wall broke!"
GO TO DEV (SEARCH & RESCUE) If the Crew is still trying to free Petra when the Clock
hits 6 and any of the Spreading Fires still burn, Petra

C liff (Storage Room)


c l i f f s t o r a g e r o o m
If the Clock is at 6 or lower
calls out, "It's too late! Get out of here!"
When the Clock hits 7, if any Spreading Fires still
burn, the Storage Room explodes. Anyone still trying
to rescue Petra suffers 6d6 damage. Petra dies.
Dodging through the rubble and fire, you make your
way towards the storage room. There you see Petra If the Clock is at 7
trapped behind several fallen metal girders that block
You hear an explosion coming from the back of the
the exit. All around are crates full of chemicals.
bar! A brief scream sounds out before it dies, gurgling.
"I'm trapped in here," Petra growls, pushing ineffectu- Dodging through the rubble and fires, you make your
ally on a girder. "Is there anything you can do on your way into the storage room. There, you see dozens of open
side to help?" crates and exploded chemical bottles surrounding Petra's
badly burnt body. There's nothing you can do for them.
Petra is trapped by Collapsed Girders (see page
40). Treat it like an NPC for the purposes of battle with If the Clock is at 8 or higher
one major exception: the Collapsed Girders can't
Dodging through the rubble and fires, you make your
evade melee attacks. Reducing the Collapsed Girders'
way into the storage room. There, you see dozens of open
HP to 0 frees Petra, but just blasting or hacking away at
crates and exploded chemical bottles surrounding Petra's
it risks harming them. Every 5 points of damage done to
badly burnt body. There's nothing you can do for them.
the Collapsed Girders via a standard weapon Attack
also means Petra is damaged by its Rubble Attack. This GO TO DEV (SEARCH & RESCUE)

33
THE ANGEL’S SHARE

C liff (Spreading Fire)


c l i f f s p r e a d i n g f i r e
There's fire everywhere, and it seeks to spread across
If the players come up with clever uses for Skills, such
as using Athletics to remove anything that could be used
as fuel for the fire, treat the Skill Check like a Brawling
attack (see CP:R page 176), with the "damage" based
the floor, up the walls, and even along the ceiling.
on the attached STAT (see page 31).
Stemming the tide of the blaze might be a worthy
task and increase the chance of rescuing the people When a Spreading Fire reaches 0 HP it is extin-
trapped inside. guished, though the building itself is still ablaze. If all
the Spreading Fires are extinguished, existing penalties
There are a number of individual Spreading Fires
due to smoke and heat remain but do not worsen as the
(see page 40) equal to ½ the number of Edgerunners
Clock advances.
(rounded up). Any Attack made against the Spreading
Fires is done at a DV9 and must be done with an If the GM believes the rescue is going too smoothly,
appropriate weapon. A firearm won't do much good, new Spreading Fires can spring to life when the Clock
but a successful melee weapon or Brawling Attack reaches 3, 5, 7, and 9.
represents removing/destroying any substance that
GO TO DEV (SEARCH & RESCUE)
can act as fuel for the fire.

D
At the top of each Round beyond the first (when the ev (Recombobulating)
Clock is 2 or higher), add 1d6 HP to all Spreading Fires d e v r e c o m b o b u l a t i n g
as they grow and spread. This can take the Spreading
Once the Clock hits 10, The Forlorn Hope collapses.
Fire's HP above its initial maximum. If a 6 is rolled on the
1d6, the fire in question also attacks one Edgerunner Anyone inside when this happens dies, with no Death
or NPC, as determined by the GM. This is considered Saves possible. No amount of armor will save a
a Melee Check for the purposes of Evasion. choomba from getting crushed by a collapsing building.

There are three fire extinguishers throughout The With a scream of tortured metal and a shower of
Hope: One behind the bar, one in the freezer, and sparks, The Forlorn Hope collapses. Your teeth rattle
one beside the stage. If the Cliff (Bar Area), with the impact, and the street you're standing on is
Cliff (Electrified Stage), or Cliff (Locked
covered in a sudden rush of thick, black smoke.
Freezer) Beats are successfully resolved, an Everyone not wearing an Anti-Smog Mask or without
Edgerunner automatically notices the extinguisher and another source of oxygen should make an Endurance
can grab it without an Action. Check (DV13), to avoid damage from smoke inhalation.
Anyone who fails the Check takes 1d6 damage from
the smoke (armor doesn't apply and isn't ablated).
Fire Extinguisher
Once you're clear of the smoke and can start breath-
Cost: 50 eb (Costly) ing easy, Marianne moves to check on John. He waves
her off, trying to pretend he's fine, but as he coughs,
A Two-Handed Exotic Very Heavy Pistol with blood explodes from his lips.
a 5-shot capacity and a maximum range of 6 "Shit. Shit. Shit. We need to get John and anyone else
m/yds (3 squares). The foam produced by the hurt to Phoenix Redwyne's clinic! God, what a night for
fire extinguisher causes damage to fire with Hit Doc Stoic and Backhand to both be off. At least they're
Points, extinguishing the blaze when it hits 0 HP. fucking safe."

Otherwise, a single shot from a Fire Extinguisher That's when you hear the engines in the distance.
will automatically end the On Fire condition of a Through the smoke, you can see a pickup truck with
target. Recharging (reloading) a Fire Extinguisher mismatched paint and primer, all under a logo featur-
costs 20eb (Everyday) and access to a charging ing a black Roman Legionnaire's helmet against a red
station. It takes 5 minutes to recharge. dot. The back of the truck is dangerously overloaded
with gangers looking for trouble.

34
THE ANGEL’S SHARE
"Fucking great," Marianne groans. "That's all we Marianne immediately sets to organizing every
need. The Red Chrome Legion. Fucking neo-Nazi capable member of her staff to grab the injured and
shitheads." evacuate. She turns to you, "We need to get the people
who can't walk, my husband included, to the parking
GO TO CLIMAX (Pickup Game)
lot and out of here. I know this is a big ask, but can you

C
hold them off?"
limax (Pickup Game)
c l i m a x p i c k u p g a m e Assuming the Crew says yes, everyone should roll
The initial explosions at The Forlorn Hope did more Initiative and the battle begins. For simplicity's sake,
than alert the Crew to trouble. It also sent a signal flare during this fight use The Forlorn Hope Survivors stat
up to every predator within a few blocks. The closest block (see page 40) for anyone who isn't a member of
able to respond was the Red Chrome Legion over at the Crew or a Legionnaire. Forlorn Hope Survivors go at
Chrome Cross. the end of the Round.

A group of the neo-fascist gangers piled into the This isn't a typical combat since each party involved
back of a pickup truck and rushed over, intent on has a different goal. It might be difficult to keep track
bashing the skulls of the injured and looting whatever of, so we'll break it down for you.
they could from the wreckage. • The Driver and Passenger want to do a
There are two people in the cab of the pickup truck, literal hit-and-run with their truck (see page
the Driver and a Passenger. In addition, there are 39) They come in on one end of the map in their
as many Red Chrome Legionnaires piled into the truck and wait for one Round to let all the other
back of the truck as there are Edgerunners present. Red Chrome Legionnaires out. In the next Round,
BY JOEL CHIAM HOLTZMAN

35
THE ANGEL’S SHARE
they'll accelerate and attempt to run over at coughing up blood. They use the Run Action (see
least one possible target who isn't a Legionnaire, CP:R page 127) until they reach their goal point.
before continuing on. After this, they'll continue For ease of tracking, move them along the map as a
along and escape off the other side of the map. single token. They move at the bottom of the Round.
• The Red Chrome Legionnaires want to hurt • Petra, if they're alive, covers their people's
everyone present who isn't a member of their gang. If escape. They move behind the group, using
someone's shooting at them, they'll shoot back. Aside Suppressive Fire (see CP:R page 174) to force
from that, they'll attack the nearest person to them any Legionnaires who come too close back. If
who isn't a Legionnaire. If that person is down on the Petra is dead, Grace fills this role instead.
ground, they'll switch to someone moving. They're all
high on drugs at the moment, so tactics or cohesive
Medtech Help
team strategy just aren't possible for them. They'll fight A medtech on the Crew might want to attend to The
to the death. During the fight, they'll scream random Professor instead of join the fight. If that's their jam,
gibberish like, "This patch is our's now, scum! We're reward their noble intentions! They'll need to practice
gonna loot it till it bleeds!" and "Time for The Forlorn medicine on the go and move with the rest of The
Dopes to pay for corrupting our kids!" Forlorn Hope staff.
• The Forlorn Hope Survivors want to reach Diagnosing The Professor requires an Action and a
safety. Marianne, Grace, Valence, and the injured DV13 Paramedic Check. His lungs sound as if they're
but ambulatory survivors carry or drag those not struggling with every breath. A second Action (and a
capable of moving on their own to safety. This DV15 Surgery Check) will provide some relief, but he'll
includes The Professor, who is now continually still require an operating room in order to survive.

Forlorn Hope
Survivors Goal

RCL Truck starts here

BY MONSTER FIGHT CLUB

Forlorn hope
survivors start here

Outside The Forlorn Hope

36
THE ANGEL’S SHARE

What About Trauma Team? Marianne shakes her head and changes her focus,
"I owe you some money, don't I? Here."
No one from The Forlorn Hope — who is present
anyway — has a Trauma Team membership. If one of She transfers the money, and a bonus besides. One
the Crew does and offers to summon help, Marianne thousand eurobucks each.
will wave it away. Marianne sighs and runs a hand through her hair.
"We need to go now! Besides, they won't take my The casual, fun-loving bartender is gone, and suddenly,
people where we need them to go. Thanks, anyway." she looks every year of her age. "I talked to John
before the docs sedated him. He only said one word.
In Marianne's eyes, waiting even half a minute for the "Rebuild." And that's what we're going to do. We're
Trauma Team to arrive is waiting half a minute too long. going to rebuild The Hope."
Ending the Fight "I've already called an investigator I know. She's
looking into what happened. If someone fucked with
Once The Forlorn Hope staff reaches the goal point, us, I want revenge. In the meantime? We're going to
they're free and clear. At the top of the next Round, rebuild our damn home."
the Crew can hear the sound of vehicles peeling out
of the parking lot behind the remains of The Hope. At If the Crew rescued everyone
this point, the Edgerunners can either stay and mop up She looks up at you, eyes welling with tears. "Tonight,
the Legionnaires or get the hell out of there. It is their you went above and beyond — for me and for my
choice. family. As far as we're concerned, you've got a place
GO TO RESOLUTION (A NEW HOPE) of honor in the new Forlorn Hope."
"I'll call you soon with more info. Thank you. Thank

R esolution (A New Hope)


r e s o l u t i o n a n e w h o p e
The rising sun burns into your eyes as you make your
you so much."
If Petra and/or Edelweiss died

way to From the Ashes, a no-questions-asked clinic She looks up at you, eyes welling with tears, "You
run by Phoenix Redwyne, a doctor and friend of the tried. I know you did, but the losses tonight hit hard.
Freemans. We need time to mourn, but the world won't stop long
enough for us to do it properly, and I'll need a Crew
You quickly find your way to the waiting room, where like yours in the future. I know it."
the rest of The Forlorn Hope crew are sitting in ancient
plastic chairs bolted to the cracked linoleum. Everyone "I'll call you with more info when I have it. Get some
looks ready to drop from exhaustion, but they refuse to rest."
rest until they learn how The Professor and their other
injured friends are.
The Crew can check into the clinic themselves and D owntime
d o w n t i m e d o w n t i m e
Considering the Crew lept from dealing with Blank to
get patched up, but otherwise, they can either hang
out in the waiting room or leave their contact details the disaster of The Forlorn Hope's collapse to a pitched
with Grace and wait for a status update. Either way, it battle against the Red Chrome Legion, they're proba-
will be hours before Marianne emerges and can share bly hurt and quite possibly low on ammo and other
news provisions.
"Everyone else is fine. Some broken bones. Some Give them at least 1 week of downtime to heal,
lung damage. Nothing that can't be fixed. John, though restock, repair gear, and live their lives.
… he's not doing well. He's stable, but his lungs were
When you feel they're ready, Marianne gives them
already weak, and the smoke did a number on them.
a call.
With his condition, a transplant or cyberware install
isn't possible, so ...." Go to Mission: Real Estate Rumble

37
THE ANGEL’S SHARE

N PCs, Obstacles & NET Architectures


np c sob s tac l e sandn e ta r c hit e c tursnp c sob s tac l e sandn e ta r c hit e c tur e s
Important NPCs in Tales of the RED: Hope Reborn are presented in two formats. Mooks and minor combatants
have an abbreviated stat block presenting only essential information. Use their Combat # for any attack checks and
when evading melee attacks (they can't dodge ranged attacks). NPCs with whom the Crew might have a deeper
interaction have a full stat block. We do include a Combat # (C#) for each listed attack to help speed up the fight.

Baby punk
HP
20 Red chrome Legionniare
HP
35

Use this stat block for all RC Legionnaires,


Reputation: 0 Reputation: 1
STATS STATS

8 4 5 11 5 4

including the Driver and Passenger


COMBAT # INIT MOVE COMBAT # INIT MOVE

Important Skill BASES Important Skill Bases


Athletics 6•Concentration 4•Conversation 5•Cybertech 6 Athletics 8•Concentration 6•Conversation 4•Cybertech 4
Human Perception 5•Perception 6•Persuasion 6 Drive Land Vehicle 10•Human Perception 4•Perception 6
Permission is granted to the user to print or copy this page.

Resist Torture/Drugs 4•Stealth 7 Persuasion 6•Resist Torture/Drugs 6•Stealth 7

Attacks Attacks
Rippers (ROF2) 2d6 Big Knife (ROF2) 2d6
PQ Heavy Pistol (ROF2) 3d6 PQ Heavy Pistol (ROF2) 3d6
armor armor
Head: None SP0 Head: None SP0
Body: Leathers SP4 Body: Kevlar® SP7
Important Gear & Cyberware Important Gear & Cyberware
Basic Heavy Pistol Ammo x8•Disposable Cell Phone•Rippers Basic Heavy Pistol Ammo x16•Disposable Cell Phone•Gang Colors
Cash: 10eb Cash: 20eb

Hustle Mook
HP
35 XBD Technician
HP
30
Reputation: 0 Reputation: 1
STATS STATS
COMBAT # 11 INIT 5 MOVE 5 COMBAT # 10 INIT 4 MOVE 3
Important Skill Bases Important Skill Bases
Athletics 8•Concentration 7•Conversation 5•Cybertech 8 Athletics 6•Basic Tech 10•Concentration 7•Conversation 8
Human Perception 5•Perception 9•Persuasion 10 Cybertech 10•Electronic/Security Tech 10•Human Perception 10
Resist Torture/Drugs 10•Stealth 7 Perception 6•Resist Torture/Drugs 5•Stealth 7

Attacks Attacks
Rippers (ROF2) 2d6 Utility Knife (ROF2) 1d6
PQ Heavy Pistol (ROF2) 3d6 PQ Heavy Pistol (ROF2) 3d6
armor armor
Head: None SP0 Head: Leathers SP4
Body: Leathers SP4 Body: Leathers SP4
Important Gear & Cyberware Important Gear & Cyberware
Basic Heavy Pistol Ammo x16•Disposable Cell Phone Basic Heavy Pistol Ammo x8•SQ Agent•Cyberarm w/ Tool Hand
Cyberarm w/ Rippers•Cash: 20eb Cash: 50eb

38
THE ANGEL’S SHARE

HP
2 15
30
Name Blank rep Seriously
wounded

role Fixer: Operator 2 Death


save 4
STATS
INT 5 REF 5 DEX 4 TECH 4 COOL 5 WILL 4 MOVE 4 BODY 4 EMP 4
weapons armor
Utility Knife (C# 4) ROF2 1d6 Skinweave SP7

BODY HEAD
Heavy Pistol (C# 12) ROF2 3d6 Scavenged Armor SP11
skill bases
Athletics 6•Brawling 6•Bribery 9•Conceal/Reveal Object 10•Concentration 6•Conversation 8•Education 7
Evasion 12•First Aid 6•Handgun 12•Human Perception 8•Language (English) 9•Language (Streetslang) 7
Local Expert (Little China) 7•Perception 7•Persuasion 9•Stealth 6•Streetwise 10•Trading 9

Permission is granted to the user to print or copy this page.


GEAR
Basic Heavy Pistol Ammo x8•Standard Quality Agent•Disposable Cell Phone•XBD Chips•Cash: 150eb
cyberware
Cybereye w/ Chyron & Low Light/Infrared/UV•Cybereye w/ Low Light/Infrared/UV•Skinweave

HP
1 20
40
Name Blank's Bodyguard rep Seriously
wounded

role Solo: Combat Awareness 2 Death


save 6
STATS
INT 5 REF 5 DEX 5 TECH 2 COOL 2 WILL 5 MOVE 5 BODY 6 EMP 3
weapons armor
Wolvers (C# 10) ROF2 3d6 None SP0
BODY HEAD

PQ Very Heavy Pistol (C# 11) ROF1 4d6 Kevlar® SP7


skill bases
Athletics 9•Brawling 10•Concentration 7•Conversation 5•Education 7•Endurance 8•Evasion 9•First Aid 4
Handgun 11•Human Perception 5•Language (English) 9•Language (Streetslang) 7•Local Expert (Little China) 9
Melee Weapon 10•Perception 11•Persuasion 10•Resist Torture/Drugs 10•Stealth 7
GEAR
Basic Very Heavy Pistol Ammo x16•Disposable Cell Phone•Cash: 50eb
cyberware
Cyberarm w/ Wolvers

X Red Chrome Legion Pickup Truck


SDP 30•Seats 2•Speed (Combat) 20 MOVE•Speed (Narrative) 100 MPH/161 KPH

39
THE ANGEL’S SHARE

X Forlorn Hope Stage NET Architecture


Petra (or possibly Grace) is armed with an Assault

Forlorn Hope Survivor


HP
35 Demons Installed: Imp
Rifle but will only use it for Supressive Fire.

Reputation: 4
STATS REZ 15•Interface 3•NET Actions 2
COMBAT # 12 INIT — MOVE 5 Combat Number 14

Important Skill Bases Floor DV


Athletics 10•Concentration 10•Conversation 10•Cybertech 10
Password
1 8
Human Perception 10•Perception 10•Persuasion 10
Resist Torture/Drugs 10•Stealth 10

Attacks
Brawling (ROF2) 2d6 Floor DV
Control Node:
Heavy Pistol (ROF2) 3d6
2 Light Controls
6
armor
Head: None SP0 Floor DV
Control Node:
Body: Kevlar® SP7 3 Sound Controls

Important Gear & Cyberware
Basic Heavy Pistol Ammo x8•Agent
Cash: 20eb

F orlorn Hope Obstacles


F o r l o r n h o p o b s t a c l e s f o r o r n h o p e o b s t a c l e s

X Heavy Rubble X Collapsed Girders


Combat # (used for Attacks): 12 Combat # (used for Attacks): 12
Combat # (used for Evasion): 7 Combat # (used for Evasion): —
Hit Points: 25 Hit Points: 30
Attacks Attacks
Rubble (ROF1•3d6 Damage) Rubble (ROF1•3d6 Damage)

X Electrified Stage X Spreading Fire


Combat # (used for Attacks): 12 Combat # (used for Attacks): 12
Combat # (used for Evasion): 12 Combat # (used for Evasion): —
Hit Points: 20 DV to Hit w/ Melee: 9•Hit Points: 20
Attacks Attacks
Electric Arc (ROF1•4d6 Damage• Fire (ROF1•3d6 Damage•
Does not ablate armor but is reduced by it) Sets target On Fire [Strong])

Permission is granted to the user to print or copy this page.

40
BY NEIL BRANQUINHO

Estimated Play time: 6 to 8 hours

Real estate rumble


By Paris Arrowsmith & Tracie Hearne
Beat Chart..........................................42 Dev (Haunted House).........................45 Dev (Woodland Park).........................55
Rumors...............................................43 Cliff (Death Maze)...............................45 Cliff (Bomb-Bastic Bouquet)................55
Background........................................43 Dev (Ghosts Busted)...........................50 Climax (Chasing Clowns)....................56
The Rest of the Story...........................43 Dev (Downtime)................................. 51 Resolution (Sad Jack).........................58
The Setting..........................................44 Cliff (The Garage)............................... 51 Resolution (Happy Jack)....................58
The Opposition...................................44 Dev (Interrogation)............................ 52 Downtime...........................................58
The Hook............................................44 Dev (Investigation).............................53 NPCs, Obstacles & NET Archs.............59
Dev (Talent Scout)...............................45 Dev (Kasim's)......................................53

41
Beat Chart for Real Estate Rumble

The Hook Development Development Cliffhanger


page 44 (Talent Scout) (Haunted House) (Death Maze)
page 45 page 45 page 45

Cliffhanger Development Development


(The Garage) (Downtime) (Ghosts Busted)

page 51 page 51 page 50


ra

inve
Cob

st i
a

ga t
ate

eg
rrog

ara
inte

ge

investigate
garage
Development Development
(Interrogation) (Investigation)
interrogate
page 52 a Cobra page 53

visit
's
Kasim's im Climax
Kas
it (Chasing Clowns) GRAF3 damaged/
vis Resolution
destroyed
page 56 (Sad Jack)
go to see Jack

Development page 58
k
J ac

(Kasim's)
s ee
to

G
go

RA

page 53
F3
un
ha
rm

go to Resolution
ed

see Jack Cliffhanger


(Happy Jack)
(Bomb-Bastic Bouquet)
page 58
page 55

Development
(Woodland Park)
page 55

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REAL ESTATE RUMBLE

X Rumors
1d6 Rumor

Real estate agent Jack Skorkowsky learned everything he knows about the business from Scott Brown, a
1
legend of the 2020 era.
Competition from Maelstrom in the Hot Zone and nomad packs in the Badlands have pushed smaller
2
scavver groups to take bolder and more violent action in Night City's various combat zones.
The Bozo civil war is heating up, with at least thirteen different circuses competing to out-prank one
3
another. No matter which circus wins, Night City loses.
The Forlorn Hope burned down recently. No one knows the cause, and the FDNC isn't investigating. The
building was old, so an accident can't be ruled out, but the smart money is on arson. Rumors abound,
4
naming the Red Chrome Legion, various cyberpsychos, the Iron Sights, and even Arasaka as possible
suspects.
The roller derby season is in full swing, and bookies are giving good odds on the Woodland Park Muses
5
and Pacifica Sea Shells making it all the way to the championship.
After a string of failures culminating with an embarrassing defeat outside the burning Forlorn Hope, there's
been a bloody coup in the Red Chrome Legion's leadership. Pieces of the gang's old boss, Maniple,
6
were found scattered across Little China, and former recruiters Vox and Populi have stepped up to fill the
vacuum.

B ackground (Read Aloud)


b a c k g r o u n d r e a d a l o u d
In Night City, location is everything. Making sure that
"I know the real estate market in Night City is tough
these days, but let me know what Jack offers. If you
need a ride, I can lend you The Hope's van. Thank
you so much for helping. Rebuilding our home means
you find the right watering hole to hang your hat after
everything to us."
trudging through the hellscape of a city is valuable for
anyone, from the regular night prowlers to the daytime
thrill seekers. The Forlorn Hope is no different — and
its iconic Little China location has always been a staple
for edgerunners of all backgrounds to visit. But now, it
T he Rest of the Story
t h e r e s t o f t h e s t o r y
Marianne sets up the Crew to meet with edgerunner
is in shambles. The building has completely collapsed, turned real estate agent Jack Skorkowsky. The Crew
and little remains of the historic site of The Forlorn has built a lot of trust with her after saving lives during
Hope. However, maybe there is something you can The Hope's destruction, so she is counting on them to
do about this. do whatever it takes to secure a solid location to estab-
lish the new Forlorn Hope. If the Crew is borrowing The
You've developed a rapport with Marianne Freeman
Hope's van, see page 61 for its stats.
due to your actions during The Forlorn Hope's destruc-
tion, and now she has reached out to you for more Given the nature of her request, it'll take time for Jack
help: it's time to find a new location for her and her to find a property suitable for Marianne's needs. In the
husband to call home. meantime, Jack offers the Crew some work involving
a few of his properties. Of course, he also promises to
"John's lungs are still healing, so I can't leave him
compensate the Crew for their time.
now. I'd like to ask you for help finding a new place to
rebuild The Forlorn Hope. Go see Jack Skorkowsky; he Jack will explain that he has been having problems
works in real estate and is a long-time friend of ours. with strange "accidents" being reported at some of his
He should be able to help you find a new option for sites. He doesn't know — and won't find out until a final
the new Forlorn Hope. We'll pay you 500eb each for trap is sprung — that his real estate agency is the latest
your time, of course." victim of the Cirqu3 d3 B0Z0, a Bozo circus.

43
REAL ESTATE RUMBLE
The circus leader saw one of Jack's commercials, took
a liking to his face, and started playing pranks on the
real estate agent by targeting several of his properties.
T he Hook
t h e h o o k t h e h o o k t h e h o o k
On business for Marianne, you all arrive at the small
The first of Jack's spots has had reports of several office of real estate agent Jack Skorkowsky. The air is
workplace accidents. The recurring incidents have thick with the scent of stale KaffPop and day-old SCOP.
caused Jack's hired construction crew to be wary of Jack Entropy's Boring Through My Heart plays from
working there. When the Crew arrives, they'll find the cheap speakers. Jack's large desk is made of indus-
location stacked with traps. trial steel and littered with dents caused by gunfire. He
offers a greeting and points to a set of folding metal
The second spot is the target of a small group of
chairs, inviting you to take a seat.
scavvers, the Crawling Cobras, who are taking advan-
tage of an explosion and looting the place. Clues here Jack is an older punk, still rocking the monovision
will lead the Edgerunners to a young Network 54 mirrorshades and a mohawk. Despite his exterior, he is
Media who might be willing to make a deal to give a businessman at heart and always looking for a good
them extra information. deal on locations in Night City. He hasn't gone com-
pletely Corporate, though. Jack is loyal to the people
After the Crew finishes investigating the two loca- he trusts, and Marianne is one of the few on that list.
tions, Jack asks them to meet him at a perfect spot for
The Forlorn Hope. Of course, the Cirqu3 d3 B0Z0
plans on striking there, too. Infobox: Jack Skorkowsky (DV15)

T he Setting
t h e s e t t i n g t h e s e t t i n g
The Crew will first visit Jack Skorkowsky in his office,
Jack was a merc back in the day. He won't
say how, but he scored big during the 4th
Corporate War. Afterwards, he sank his
newfound wealth into property and opened
then travel to a booby-trapped one-floor office build-
up his own real estate business. He specializes
ing under construction in Heywood.
in renting and selling properties to people who
Next, they'll investigate a garage in South Night City live on the outskirts of society, like edgerunners.
and possibly pop into Kasim's, a Turkish coffee shop in
The Glen.
Jack speaks highly of Marianne and understands the
Finally, Jack asks the Crew to meet him in Woodland significance of The Forlorn Hope and its history, but
Park, a neighborhood on the border of New Westbrook also explains that the real estate market in Night City
and Heywood near where the city meets the Badlands. can be challenging.
"It'll take time for me to find a property that works

T he Opposition
t h e o p p o s i t i o n t h e o p p o s i t i o n
• The Cirqu3 d3 B0Z0, a Bozo circus specializ-
and is actually and honestly for sale. A lot of records
were lost during the DataKrash. The city's been rebuild-
ing its databases, but occasionally, someone swoops
ing in digital and trap-based pranks. The leader in to stake a claim based on pre-4CW data. In the
of this small circus, a Netrunner named Sp00ph meantime, I've got some work for an enterprising group
(pronounced "spoof"), is targeting Jack's properties such as yourselves. I own a building under construction
because he spotted one of the real estate agent's that's seen some weird shit lately. The supervisors in
commercials and "liked his face." The Crew will charge sent me reports of various unexplained work-
face off with Sp00ph in their final confrontation. place accidents and incidents. It's been a whole mess,
and I need someone to look into it.
• The Crawling Cobras, a small group of scav-
vers led by Joshua Travél. The Cobras live off "Look, I get it. You all want to help Marianne and
the scraps and detritus of Night City and operate The Professor as soon as possible, but this stuff takes
primarily in its combat zones. time. Help me out, and I'll make sure you're well

44
REAL ESTATE RUMBLE
compensated. I'll pay you 500 eurobucks each for with windows covered in industrial shutters. A sign on
investigating and solving any problems. And I promise the wall reads, "Another Jack Skorkowsky Masterpiece,
I'll give Marianne and The Professor's job my full atten- Coming Soon!"
tion in the meanwhile. I won't let 'em down."
The front entrance is slightly elevated, with cement
Jack gives the Crew the details of what his workers stairs leading to double doors. Tyme, the crew super-
call "the haunted house." It is a single-story office build- visor, sits on a pile of planks stacked up next to the
ing in the middle of restoration. There's been a rash building. When the Crew approaches, she stands and
of workplace accidents and reports of weird noises. calls out.
When the construction crew arrived on the job this "You the folks Jack sent? Thanks for coming. We com-
morning, the front door was covered with blood. That pleted the outside and were planning on going inside
was the last straw. Now, Jack's people refuse to work to finish the renovation there, but this morning, we found
on the site. the door covered in blood. After all the accidents, that
"I can always find a new crew, but this one is good, was the last straw. My crew's convinced the place is
and I don't wanna take away their income, you know? haunted and refuses to work on it 'till someone cleans
Anyway, the crew supervisor will meet you there." out the ghosts."

GO TO DEV (TALENT SCOUT) The door is covered in a drying, rust-colored sub-


stance. A DV13 Criminology, Paramedic, or Science

D ev (Talent Scout) (Biology) Check identifies it as actual blood and not


d e v t a l e n t s c o u t paint. If the Check is made with the help of a Chemical
Analyzer or similar tool, the type of blood can be iden-
After leaving Jack's office, a member of the Crew tified: it is human. Type O negative.
receives a call from Grace Steel, The Forlorn Hope's
house band leader. The door is locked, and Tyme's electronic key won't
open it — someone's scrambled the lock. The back
"Yo! I got your contact info from Marianne. Hope this door is welded shut.
is a good time. Listen, you know this, but I lost choombas
in the fire. Good bandmates. Good friends. Fuck life, The Crew can attempt to unlock the door with a
you know? Show needs to go on, though. I know you're DV15 Electronics/Security Check. Alternatively, it
doing work for Marianne, so while you're out there, if can be opened with brute force and a DV15 BODY
you spot some musical talent, film 'em and send me the Check or by attacking it (no Check needed to hit) and
footage and some contact deets. I've got to fill my band's reducing its 50 HP to 0, which destroys the door. The
ranks before The Hope opens again. Thanks." building has windows, but they're all covered with
security bars (50 HP). They can be sawed through
If a member of the Crew is a Rockerboy and vol- (no Check needed to hit), or someone can attempt
unteers, Grace promises to give them an audition but a DV17 BODY Check to pry them off. Opening and
warns she's looking for a long-term band member, not climbing through the window is easy without the bars
a one-night stand. in the way.
GO TO DEV (HAUNTED HOUSE) GO TO CLIFF (DEATH MAZE)

D ev (Haunted House)
d e v h a u n t e d h o u s
The single-story office building sits on the edge of the
e C liff (Death Maze)
c l i f f e d e a t h m a z e
Once they're inside, the Edgerunners can explore the
Heywood Industrial Zone against a backdrop of rising building. Tyme refuses to enter but offers to stay in touch
factories. It is one of a dozen in the area being reno- via Agent and provide information to the Crew. The
vated and restored to take advantage of an increasing lights inside are off, so unless the Crew has a way of
Corporate presence. The building doesn't look like seeing in the dark, they should take a -1 penalty to any
much from the outside — a nondescript gray building Checks where visibility is important.

45
REAL ESTATE RUMBLE
There is a NET Architecture installed (see page Foyer (1)
61), placed there by Sp00ph to run the traps.
Neither Jack nor Tyme are aware of it. The server is A simple foyer. This room nears completion, with
in the Main Office (7). Each camera and speaker drywall up, taped, and painted. Hooks are even
in the building is an Access Point. installed near the door for hanging up coats.

The NET Architecture is self-contained. The installed A second security door leads into the building
Imp has instructions to watch the cameras. When proper. It is unlocked.
someone enters a location, it plays a specific recorded Tyme on this room: Both doors are heavy-
phrase through the appropriate speaker. These phrases duty. Solid locks. Strong material. Designed to buy
trigger the various traps via a microphone implanted
the people inside enough time to arm up if someone
in each.
invades, you know?
Shutting down the Cameras or the Speakers will
disable all the traps. Lobby (2)
Noticing the Observation Cameras requires a DV17 A reception and waiting room, still unfinished. The
Perception Check. Noticing the Speakers requires a room is mostly bare, but a wall-mounted desk has
DV21 Perception Check. been installed, and a powerless Vendit sits in the center,
waiting to be positioned and plugged in.
The NET Architecture (including the cameras and
speakers) and traps all have their own batteries and A construction floodlight, also unplugged, sits unused
won't shut off if the Crew cuts the building's power. against the wall.

1 : Foyer
2 : Lobby
3 : Cubicle Farm
4 : Break Room c floodlight s s c
5 : Bathroom bomb
6 : Hallway
7 : Main Office 2 3
electrical
flooring
7
trap
c : Camera BY SAGA MACKENZIE
Music
s : Speaker Box
Vendit
bomb c
bomb
c
1 4 5 Vent

s
s c
6
s

The Haunted House

46
REAL ESTATE RUMBLE
Once the entire Crew enters this room, cannot be removed from the Vendit without
they'll hear a click from the security door detonating it (if not disarmed) or destroying

No Demolitions?
leading into the foyer as it locks. Unlocking it beyond repair (if disarmed).
the door requires a DV24 Electronics/
A second bomb is hidden in the
Security Check. Bashing it down requires Demolitions can be a
floodlight. If someone plugs the light in,
a DV21 BODY Check or dropping its 50 rare Skill; If no one in
the bomb detonates, dealing 6d6 damage
HP down to 0. The same is true of the door the Crew has it, don't
(Armor-Piercing) in a 10 m/yds (5 square)
leading to the Cubicle Farm (3). despair. Allow them to
area. This also sets off the ceiling charges substitute other Skills, such
A recording plays. It begins with a mani- if they haven't been detonated and causes as Electronics/Security
acal laugh and then devolves into lousy the collapse. Spotting this bomb requires Tech or Weaponstech, to
poetry. The recording triggers the bomb an Edgerunner to specifically examine the defuse the bombs through
countdown in this room and the microbomb floodlight and succeed at a DV15 Perception unor thodox methods.
on the barrel (blowing it open to release Check. Rendering it inert requires a DV9 Or, ask them to rely on
Demolitions Check, but if the Edgerunner the highest TECH STAT
the water) in the Cubicle Farm (3).
but remind the Players
beats a DV13, they realize the bomb isn't on
"I've primed the bomb about Complimentar y
a timer — it will only explode if the floodlight Skill Checks and their Luck
and pulled the pin is plugged in. This bomb can be removed if pools. As a final resort, if
you better disarm stuff properly disarmed and acts like an Armor- you feel the need, lower
before the roof falls in!" Piercing Grenade if thrown. the DV of the various
The bomb will detonate in 5 Rounds. To Demolitions Checks to
Once the Vendit bomb explodes or is levels more easily achieved
track this easily, create a Clock by placing disarmed, the doors in this room unlock. by the Crew.
the number 5 in a central location where
all the Players can see it. Roll Initiative as Tyme on this room: The Vendit Demolitions is a Skill
you usually would for combat. Each time belongs to Jack. He likes to put one in all of that makes this Mission
his sites to scam a little extra income even easier, but a lack of it
a Round passes, reduce the Clock by
after he's sold the property. shouldn't make doing the
1. When the Clock reaches 0, the bomb job impossible.
explodes at the end of the Round.
Cubicle Farm (3)
For added paranoia, ask the Players for
a DV13 Perception Check when the Clock This large, half-finished room was obvi-
reaches 4. With a success, their Character ously meant to be crammed full of desks for
hears a small pop from the room beyond office drones. It probably wasn't designed
the interior door (the Cubicle Farm [3]). to be covered in a thin layer of water like
That's the micro-explosive ripping open the it currently is. A blue plastic barrel dangles
water barrel. from the ceiling on a rope. Trace amounts
of water still drip to the floor via the
The bomb is hidden in the Vendit. exploded hole in the bottom.
When it detonates, it has the blast range of a
normal explosive (10 m/yd [5 squares]) but A DV17 Perception Check is needed to spot
only does 1d6 damage (Armor-Piercing). the faint arcs of blue lightning skipping across
the water and find their source — someone
More importantly, when it explodes, it trig-
has installed a crude Electrical Flooring
gers a second set of charges in the ceiling,
Trap (see page 59) in the center of the
causing it to collapse. Anyone in the room
room. Thanks to the water, the trap's reach
takes 4d6 damage as debris falls on them.
extends to all corners of the room.
This damage can't be dodged. Spotting the
bomb requires an Edgerunner to specifically Encourage the Players to be creative
examine the Vendit and succeed at a DV15 here. Let them devise a solution, then assign
Perception Check. Disarming it requires an appropriate Skill Check and DV. Some
a DV13 Demolitions Check. The bomb possible solutions include:

47
REAL ESTATE RUMBLE
• Building a bridge across the room using planks Tyme on this room: The Vendits belong to Jack.
from the pile outside. A DV13 Basic Tech Check. My crew came in here to buy snacks when we were
on the job.
• Using a grapple arm or gun to swing across the
room or climbing along the walls using Grip Feet. Bathroom (5)
A DV13 Athletics Check.
An ordinary multi-person bathroom with six stalls and four
• Disconnecting the battery from the Electrical
sinks. The sinks have been installed, but not the toilets.
Flooring trap via an Aimed Shot.
Like the Break Room (4), the Bathroom isn't
• Rigging a pulley system to swing someone over the
trapped. In fact, it represents an opportunity. With a
trap and lower them so they can disarm it. A DV15 DV13 Perception Check, an Edgerunner can spot a
Basic Tech Check followed by a DV13 Electronics/ large vent in the far wall next to the sinks. It leads to the
Security Tech Check. Main Office (7). Climbing through it requires a DV13
• Adding more electrical current to the water to Athletics Check, but success allows the Crew to avoid
overload the trap and force it to shut off. DV13 the trap in the Hallway (6).
Electronics/Security Tech Check. Tyme on this room: We ordered the toilets months
If the Crew hasn't visited the Lobby (2), the hanging ago, but they still haven't come in. I hear the local sup-
barrel is intact. The original Electrical Flooring trap is plier got bought out by Petrochem or something, so the
still a problem, but the entire floor isn't a hazard. whole supply chain's a freaking mess. If we ever get
back to it, we'll finish piping the vent up to the roof and
Tyme on this room: The plans called for an open add fans. Keep the place smelling fresh… ish.
room with plenty of space so the buyer could slot in
desks or cubicles. I'd hate that sort of life, myself. Hallway (6)
Break Room (4) A long hallway runs from the break room to an emer-
gency exit in the rear of the building. The walls are
The break room is almost finished, and someone's unfinished, and the floor is bare concrete. A My First
already installed two Vendits — one packed with GRAF3 toy drone stands before the thick, steel exit.
ten different flavors of kibble and the other with a Rising from its neck, held on by a wire, is a big red
rainbow assortment of Tritti-Fizz. The lights in this balloon. Someone's painted words on the balloon:
room are on, but red bulbs illuminate the scene "Have you seen my daddy?"
instead of standard white ones, casting an eerie
glow over everything. The rhyming voice calls out again. This
triggers the My First GRAF3 to start moving.
By this point, the Players are probably expecting a
trap, but no matter how hard they search, they won't "A toy-full of fun,
find one. This room is trap-free. At the right moment, That's come a-rockin'
ramp up their paranoia by suddenly bursting into Now it's time for a little
another bad rhyming poem. The recording triggers the Biotoxin!"
countdown on the big bomb in the Main Office (7). The My First GRAF3 (see page 61) goes at the top
of the Round and has a MOVE of 3. The balloon pops if it
"Tick tock, the clock has sang,
is damaged, the My First GRAF3 is damaged, or the toy
One minute now before the big bang!"
drone enters a square adjoining one an Edgerunner occu-
To track this easily, create a Clock by placing the pies. When the balloon pops, it floods the entire hallway
number 20 in a central location where all the Players with a Biotoxin gas. Anyone in the hallway is exposed
can see it. Roll Initiative as you would normally for and must succeed at a DV15 Resist Torture/Drugs Check
combat. Each time a Round passes, reduce the Clock or take 3d6 damage directly to their HP. This bypasses
by 1. When the Clock reaches 0, the final bomb in armor and does ablate it. Gear such as Nasal Filters and
the Main Office (7) explodes. Anti-Smog Masks negate the Biotoxin.

48
REAL ESTATE RUMBLE
The best way to stop the My First GRAF3 from cross-
ing the hallway is to knock it over. This can't be done
with a gunshot, but throwing any object weighing at
least a pound does the trick, providing the thrower
succeeds at an Attack Check (using Athletics) based on
the drone's distance. Once knocked over, the My First
GRAF3's tiny legs continue to move to no effect. The
balloon breaks free and floats to the ceiling, unpopped.
It is also possible to sever the wire connecting the My
First GRAF3 to the balloon with an Aimed Shot. Once
the balloon is free, it floats to the ceiling, unpopped.
Finally, someone with a Breacher (see page 179)

BY HEKX
can shut the My First GRAF3 down with a DV13
Electronics/Security Tech Check. This Action takes 2
Rounds to complete.
Siphoning the Biotoxin out of the balloon requires a
DV21 Weaponstech Check and an appropriate container.
Failure floods the hallway (or a 10 m/yd [5 square] area)
with the gas. If anyone tries to carry the balloon around, it
randomly pops after 1d6 Rounds.
The emergency exit has been welded shut and can't
be opened from the outside or inside.
Tyme on this room: I dunno what to tell you. This
My First GRAF3
is a hallway. Emergency door shouldn't be welded shut,
though. That's a violation of city rules. Not that the city
If the Crew entered the room via the window,
ever does an inspection.
set the Clock to 10. The giggling voice chastises them.
Main Office (7) "You crawled through the window.
That means you cheated,
Work on this large office space has barely begun. Tape
so I'm boosting the clock.
on the floor outlines the future locations of an executive
Soon you'll all be boom-leted!"
bathroom, a closet, and a kitchenette. Painted on every
available surface with teal paint are words repeated over The box in the center of the room is not actu-
and over, "All work and no play makes Jack a dull boy!" ally a bomb. It is simply a big music box playing Pop
Goes the Weasel as the crank turns. There's also a motion
And if that's not disturbing enough, someone's
sensor attached to it. As Edgerunners come closer, the
dragged an empty, giant wire spool into the room and
music box grows louder. The music box will play even if
placed a box on it. A box with a crank attached. And the
the Cameras and/or Speakers are shut down.
crank started turning the moment you entered the room.
The bomb is hidden in the wall between this
If it isn't obvious, the threat here is a bomb large
room and the junction of the Cubicle Farm (3)
enough to destroy most of the building. If the Clock is
and Bathroom (5). Locating it will be difficult, but
currently higher than 10, lower it to 10 imme-
there are clues.
diately. Entering the room accelerated the countdown.
• A DV15 Basic Tech Check shows the drywall place-
The giggling voice reads more terrible poetry.
ment is sloppy. In some spots, nails stick out further
"Tick tock, the clock has sang, than they should, and the joints between panels
not too long before the big bang!" aren't clean. This was obviously done by amateurs.

49
REAL ESTATE RUMBLE
• If an Edgerunner succeeds at a DV17 structure suffers major damage, and the
Perception Check, they notice a flash Crew will spend a few minutes digging

Keeping the Bomb


of metal (the housing for the bomb) themselves out of the rubble.
through a gap in two sections of
Tyme on this room: This will eventually
The Crew might want to drywall.
be the big boss's office. It'll be the last part
keep the bomb. That's fine! • A DV15 Demolitions Check made on completed according to the schedule. Weird
C9 is stable so long as
the music box identifies it as a simple, you say there's writing all over the wall,
the detonator is removed
or set correctly. The C9 if sinister, device and not a bomb. though. We haven't installed the drywall
bomb is an Explosive that yet, so there shouldn't be walls to write on.
• A DV15 Deduction, Demolitions, or
does 8d6 damage in a 10 Tactics Check suggests the music box's GO TO DEV (GHOSTS BUSTED)
m/yd (5 square) area.
placement makes no sense. To do real
It takes 30 seconds (10

D ev (Ghosts Busted)
Rounds) to arm the deto- damage to the building, the bomb
nator. This can be reduced needs to be near a support beam. A d e v g h o s t s b u s t e d
to 1 Action with a DV15 DV15 Basic Tech Check points out the
Once the traps have been cleared and
Demolitions Check, which nearest support beam at the junction of
can only be attempted the bomb either defused or detonated, the
this room, the Cubicle Farm (3), and
once. The timer can be Crew can report to Tyme.
the Bathroom (5).
set as low as 30 seconds
"Damn! I can't believe someone rigged
(10 Rounds) and as high Pulling the drywall off the studs to reveal
as 1 hour (1,200 Rounds).
the building with traps. Who the hell did
the bomb doesn't require a Check. Once
The bomb is worth 100eb the boss piss off? You probably should call
they've located the bomb — a chunk of C9
(Premium). Jack and let him know what's going on."
attached to a timer — the Crew has three
options. They can run away, but it will mean A DV13 Deduction Check suggests this
Jack loses the building. They can attempt to elaborate series of "pranks" has a Bozo-like
diffuse it with a DV17 Demolitions Check. signature. It started small, with on-site acci-
Or they can move the bomb, transporting dents, and ended with an overly elaborate
it to a vacant lot nearby so it can blow series of tauntings and deathtraps.
up harmlessly. Doing so requires a DV13
Concentration Check (to keep the bomb
steady) and a number of Rounds based on Infobox: The Bozos (DV13)
the MOVE of the Edgerunner transporting
it. Passing the bomb through the windows Everything about the Bozos is
is inadvisable because the motion might shrouded in mystery, including their
jostle it. origins. One common narrative
suggests that they began life as a
X Bomb Transport Time fairly benign prankster gang back
in the 2010s, but their "jokes" grew
Transporter's # of Rounds more and more sadistic as time
MOVE Needed went on. Stories of a "Great Bozo"
transforming Night City citizens
5 8 into clowns via brainwashing,
6 7 torture, and cybernetic surgery
7 6 have been the stuff of legend
for decades. Recently, the Bozos
8 5
fractured, splitting up into different
"circuses." Now, each circus
When the bomb explodes, anyone within tries to out-prank the others in
10 m/yds (5 squares) takes 8d6 damage. a horrific clown civil war.
If the bomb is still inside the building, the

50
REAL ESTATE RUMBLE
Any call to Jack immediately goes through.
If the Crew failed to save the building,
Jack's pissed, but not at them.
C liff (The Garage)
c l i f f t h e g a r
Jack calls up the Edgerunner he last spoke to with
a g e

another job.
"It'll take months and way too much money to fix this
mess. Not your fault, though. Sometimes, things just "No word on a new home for The Hope yet, but I
don't go right. got more work for you. After your little adventure in
the office building, I installed security cameras on some
"I'm sending you the payment I promised, and I'll get
of my properties. One of them just went dark. It's a
back to you as soon as I have a good spot for The garage I'm renting out in South Night City. My tenant
Forlorn Hope." is out at sea right now. I want you to go over and check
Jack transmits 500eb per Edgerunner to the Agent of it out. I'll pay your Crew 500eb each if there's trouble
the Crew member he's talking to. and you deal with it. 100eb each, even if nothing's
wrong, just for the effort."
If the Crew saved the building,
his mood is certainly better. When the Crew agrees to the job, Jack texts the
address and asks them to "get over there right away."
"Shit on a stick! I don't know what I did to piss anyone Assuming they do so, they'll find the camera isn't the
off, but I'm upping the security on all my sites. Thanks only thing broken at the scene.
for dealing with this.
This garage is one of many single-vehicle storage
"I'm sending payment now. With a little bonus for the spaces in South Night City, offering a measure of security
trouble. I'll get back to you as soon as I have a good for residents who fear parking in the street in a combat
spot for The Forlorn Hope." zone. Or at least, it would offer a measure of security if it
Jack transmits 1,000eb per Edgerunner to the Agent wasn't for the large hole blown into the side of it.
of the Crew member he's talking to. The lingering scent of burning metal assaults your
If the Crew mentions the possibility of the nostrils as you approach the location. Jack gave you
Bozos being involved, Jack groans. a door code but you won't be needing it. Neither will
the scavvers pouring out of the hole, carrying pieces
"Over twenty years working in this damn city, and of a chopped-up car!
I've never so much as heard one of those asshats honk
their noses. Now they're trying to blow up my build- The scavvers are the Crawling Cobras, a minor gang
ings? I need to look into this. local to the area specializing in breaking into buildings
and stripping out wiring and other easily portable junk
"I've got some people I can call who might know to sell. They didn't cause the explosion but were nearby
something. If I find a lead, I might have some more when it happened, so they're taking advantage of it. The
work for you, so keep your ears open." group consists of their leader, Joshua Travél
GO TO DEV (DOWNTIME)
(see page 60), and a number of Crawling
Cobras (see page 59) equal to the number of
Edgerunners in the Crew.

D ev (Downtime)
d e v d o w n t i m e d e v d o w n t i m e
With nothing to do but wait for Jack to find The Forlorn Infobox: The Crawling Cobras (DV21)
Hope a new home, you've got time to kill.
The Crawling Cobras are one of a
Give the Crew at least one day of downtime to heal seemingly endless number of small
up, try their hand at some repairs, buy new equipment, scavver groups operating in Night City.
or check other tasks off their list. When you're ready, There's nothing remarkable about them at
Jack calls the Edgerunners with another request. all. Like most scavver gangs, they aren't
GO TO CLIFF (THE GARAGE) likely to last past the end of the year.

51
REAL ESTATE RUMBLE
The Crawling Cobras aren't interested in chatting and
consider anyone who looks dangerous (which the Crew
obviously does) a threat. They'll drop their boxes, dive
D ev (Interrogation)
d e v i n t e r r o g a t i o n
Convincing Joshua Travél or a captured Crawling Cobra
for cover, and open fire. to talk requires an appropriate Social Skill Check against
their Concentration or Human Perception. They'll insist
The Crawling Cobras are tenacious. They'll continue they had nothing to do with the explosion (which is the
the fight until one of two things happens. truth). They were just in the area, heard the boom, and
took advantage of the situation by chopping up the car
• If their leader, Joshua Travél, dies, the remaining
inside so they could sell the parts.
Crawling Cobras will attempt to flee. If it becomes
obvious they can't flee, they will surrender. "Dunno who did it. Maybe the Net54 folk do. Saw
a van zooming off as we arrived. I've seen that van
• If the majority of the Crawling Cobras die before around before — think they hang out at the Turkish
Joshua Travél, he'll throw down his weapon and coffee joint, just inside The Glen."
surrender, at which point the rest of the gang A DV9 Local Expert (The Glen) or DV13 Library
flees. Search identifies the "Turkish coffee joint" as Kasim's.
If the Crew captures and interrogates a Crawling If the Crew calls into Jack, he promises to send a
Cobra, GO TO DEV (INTERROGATION). security guard down to protect the garage. He asks
the Edgerunners to continue investigating if they can
If the Crew investigates the garage, GO TO DEV and suggests they check on the security camera. He
(INVESTIGATION). can also identify the "Turkish coffee joint" as Kasim's.

Crawling Cobras
begin the fight here

BY MATT HENDERSON OF LOKE BATTLE MATS

Outside the Garage

52
REAL ESTATE RUMBLE
Jack isn't interested in keeping any remaining A DV9 Local Expert (The Glen) or DV13 Library
Crawling Cobras captive and he doesn't want to Search identifies Kasim's as a Turkish coffee bar in The
involve the cops. Glen.
"Just tell the doombas not to mess with me again and If the Crew calls into Jack, he promises to send a
let 'em go. If we call in the authorities, thing'll just get security guard down to protect the garage. He asks
messier." the Edgerunners to continue investigating if they can.
He can also identify Kasim's as a "Turkish coffee joint"
If the Crew investigates the garage, GO TO DEV
in The Glen.
(INVESTIGATION).

If the Crew decides to visit Kasim's, GO TO DEV If the Crew has captured and wishes to interrogate
(KASIM'S).
a Crawling Cobra, GO TO DEV (INTERROGATION).

Otherwise, GO TO DEV (Woodland park). If the Crew decides to visit Kasim's, GO TO DEV
(KASIM'S).

D ev (Investigation)
d e v i n v e s t i g a t i o n
Otherwise, GO TO DEV (Woodland Park).

The garage is a two-room building. One room is the


garage itself and contains a workbench, some tools, and
roughly half of a compact ground car, recently chopped.
D ev (Kasim's)
d e v k a s i m s d e v k a s i m s
You can smell Kasim's before you step inside: a combi-
The second room, separated by a door, is a small apart- nation of rose-scented tobacco and bitter coffee tinged
ment with a couch, a few empty crates, a tiny fridge, and with cardamom. Inside, patrons enjoy puffing away on
a card table with a microwave set up on it. water pipes and drinking thimbles full of the rich Turkish
More importantly, with a DV9 Perception Check, the brew Kasim's provides.
Crew can spot the remains of Jack's security camera A broad-chested man sits on a stool in the corner,
hanging just above the entrance, facing the street. This playing guitar and crooning a low-key chromatic blues
type of camera is self-contained and doesn't require a song, Serendipitous Tears. This must be the right place.
NET Architecture. Instead, it records grainy, black-and- You passed by a Net54 van on the way in.
white video on a memory chip. It has limited transmis-
sion capabilities — if disabled, it tries to send a distress The owner, Kasymbek, greets the Crew and invites
signal to a specific Agent. In this case, Jack's. them to sit wherever they like. He promises to be right
with them. Convincing him to share information without
The camera's memory chip is damaged. Immediately a purchase requires an appropriate DV13 Social Skill
retrieving any information from it requires a DV13 Check. If the Crew makes a purchase, he's happy to
Electronics/Security Tech Check. A Tech with at least share information for free.
one Rank in Field Expertise can jury-rig the chip to
temporarily work with a DV9 Electronics/Security Tech The coffee is 20eb (Everyday) per cup. A packet of
Check instead. tobacco is 50eb (Costly). Both are the real deal and
delightful.
Only a minute of footage remains on the memory
chip. A woman in a Rockling Augmentics Spider Once convinced to share information, Kasymbek
Cyberchair (similar to the model used by The Professor) will gladly point out Destiny Hondel, who is currently
wearing a head-mounted camera and Net54 press head-down in a dark corner, typing something into her
vest seems to be filming the building. She's next to Agent. If asked, he'll also name the musician currently
a Net54 news van. There's a blast of light, and the playing as Chevalier.
footage freezes on the woman cringing away, sur-
Spotting Destiny Hondel without Kasymbek's help
prised by the occurrence.
isn't hard and only requires a DV9 Perception Check.
A DV15 Perception Check spots the "Kasim's" bumper She's currently the only patron in a Rocklin Augmentics
sticker on the back of the news van. Spider Cyberchair.

53
REAL ESTATE RUMBLE
Destiny will offer access to her footage in exchange for
Infobox: Destiny Hondel (DV17) information so long as an Edgerunner succeeds at a DV13
Trading Check. She can also be convinced to give a copy
Destiny Hondel is an "on the spot" reporter of the footage via a DV15 Bribery or Persuasion Check. If
for Network 54 in Night City. She's only been there's an obvious Media in the Crew, tack a -2 penalty to
on the job for a year — long enough to earn any Social Skill Check made against Destiny. She's wary
a small reputation but not long enough to of someone trying to steal her story.
guarantee her stories will actually make it on air.
Of course, the Crew could always just take the
footage from her by using a Breacher (see page 179)
Once approached, Destiny is wary but pleasant on her Agent or stealing the camera helmet from her
enough and willing to share some information without van, which is parked outside. Breaking into the vehicle
a Skill Check. requires a DV9 Pick Lock Check.
"Yeah, I saw the explosion. I got an email telling me The footage isn't particularly remarkable. Destiny
something interesting would happen at that address at kept the camera pointed at the garage. It goes wonky
that time, and heck, I figured, why not? It was a slow momentarily as the explosion occurs, thanks to the com-
news day. pression wave knocking her back. Then, she spends a
"The explosion went off about three minutes after I few minutes sweeping the area and collecting addi-
arrived. I got some footage, then left. tional footage before shutting down the camera.

"I know Jack Skorkowsky owns the garage, but he's A DV13 Perception Check or DV9 Photography/Film
dodging my calls. Do you know more? My gut tells me Check does notice one important detail. Painted on the
this is part of something bigger, and I want to be the garage door is a rhyming couplet.
one to crack the story!" "We've haunted your house!
We've blown open a hole!
Driving you mad is our ultimate goal!"
Destiny has no idea what the couplet means. As for the
email, it came from a generic Data Term address, and
there's no way to trace it. If the Crew mentions the Bozos,
Destiny grows excited. The Bozo civil war is a trending
topic right now, and any new story on it is guaranteed a
prime spot in the feeds. She'll excuse herself and hurry
out to her van. She needs to file this story now now now!
If the Crew hasn't already figured out the Bozos are
involved, a DV9 Deduction Check is all that's needed.
BY LISE BARON

After two incidents, it isn't hard to piece together.

Chevalier
If the Crew approaches Chevalier (the musician),
he'll smile and nod towards the box at his feet, which
already contains a few eurobucks. He's immediately
interested if they mention a potential gig at The Forlorn
Hope and will let them record him for free. Otherwise,
he refuses to play while recorded unless the Crew
drops at least 20eb (Everyday) into his case.
GO TO DEV (WOODLAND PARK)
Destiny Hondel

54
REAL ESTATE RUMBLE

D ev (Woodland Park)
d e v w o o d l a n d p a
Once the Crew is done investigating, they should prob-
r k
Jack motions to the fenced-in space across the street,
where a single security guard watches over an assort-
ment of construction materials and vehicles, including
a long-necked GRAF3, currently sitting on the back of
ably check in with Jack. Even if they don't call him, Jack
a flatbed truck.
calls them.
Ask for a Perception Check from each Edgerunner.
"Bombs and bad rhymes. This whole thing stinks.
Anyone who beats a DV24 notices how abnormally
Listen, I've dug through my properties and found a
large the guard's feet are.
place. I almost overlooked it because it was on the
edge of the city, but I think it's perfect for The Hope! GO TO CLIFF (BOMB-BASTIC BOUQUET)
Meet me there. I'll pay you, give you a tour, and maybe

C liff (Bomb-bastic Bouquet)


we can talk strategy about this whole clown crapfest."
You drive to the city's eastern edge, right on the border
c l i f f b o m b b a s t i c b o q u e t
of New Westbrook and North Heywood. The biggest Jack leads the way into an alley on the left side of
local landmark is a Dynalar campus, buzzing with secu- the building and down a flight of stairs to a basement
rity and Corp workers. Just past it is a series of buildings entrance. He pulls out a keycard and slots it, opening
and a grove of palm trees. The pin Jack dropped is a the door.
two-story building on the far side of the neighborhood,
"I want to thank you for looking into my problems for
just across from a fenced-in construction yard.
me. If the Bozos are after me, I've got a real problem,
Jack really has found the perfect spot for the rebirth so I've reached out to Danger Gal to provide me with
of The Forlorn Hope. Construction is complete on the security and investigate — figure out which circus is tar-
multi-story building and it is spacious and inviting, with geting me. I don't think we have to worry here, though.
two floors above ground and two floors below. No one's reported any prob…
" ... Well, shit."
Infobox: Woodland Park (DV17)

Woodland Park is a neighborhood on the


edge of Night City, sitting on the border
between New Westbrook and North
Heywood. Dynalar, a cyberware manufacturer,
built a campus there a few years ago.

Other local attractions include a


BY PEDRAM MOHAMMADI

Biotechnica-monitored palm tree grove, a


roller rink/night club known as Xanadu,
and a few different residential options
(including a cube hotel, cargo container
village, and apartment building).

Jack waits in front of the building and waves at the


Crew as they drive up.
"Hey, welcome! Welcome! This is the place, I tell you!
My team just finished renovation, though there's plenty
of room to do custom interior work if The Professor and
Marianne need it. Hell, I haven't even struck the con-
struction yard yet so my guys can get to work in a snap!"

55
REAL ESTATE RUMBLE
The cause of Jack's expletive is a table the back, driving away. The entire thing is
in the center of the cavernously large room crawling with Bozos. One of them screams

Players Always they've just entered. Sitting on the table


is a vase holding a mockery of a flower
into a megaphone.

Surprise You bouquet. Each stem is composed of twisted


"I love your commercials, Jack! Big,
tough Jack with his big, tough gun prom-
rebar, and each "flower" is a grenade.
It is possible a wary Crew ising to be the big, tough realtor! After
won't follow this path. They To top it all off, a trigger wire leads from seeing them, I made it the mission of the
might connect the clue from the now-open door to the vase. Cirq3 d3 B0Z0 to turn your frown upside
the My First GRAF3 in the down for all eternity!"
Haunted House ("Have Put one more Clock on the table, this time
you seen my daddy") to marked with a 3. Already primed by pre- Yes, the Crew can hear the numbers
the GRAF3 in the con- vious events, the Crew will likely try to deal being used as letters in the way Sp00ph
struction yard and decide with this "bomb-bastic bouquet," especially talks.
to guard it. They might
when Jack cries out, "If that thing goes off,
leave someone outside the Jack roars angrily and turns to you, "You
building to keep watch. it could bring down the whole building!"
know how much one of those giant drones
Someone might notice the And wouldn't that disappoint Marianne? costs?!? Get it back in one piece, and I'll
security guard's big feet.
triple what I owe you!"
Don't force the Crew down Still, the Crew can also choose to evacu-
the chase path if they're ate. If they do, GO TO CLIMAX (Chasing Assuming the Crew agrees, they'll plunge
clever enough to guard Clowns). into an absurd scene, chasing after a circus
against it. of Bozos riding Jack's stolen flatbed
Disarming the bouquet bomb requires a
Instead, use the map on truck (see page 61) and a GRAF3
DV24 Demolitions Check. It is complicated,
page 67 to transform this through the streets of Night City.
with a number of red herring wires and
encounter into a more tra-
ditional combat, with the
redundant systems. A failure advances the Use the Chase rules (see page 180)
Crew duking it out against Clock to 0. So does picking it up or trying for this scene. The number of spaces
Sp00ph and his circus. The to move it. between the Crew's vehicles and the Bozos
Cirqu3 d3 B0z0 Clowns depends on their actions in Cliff (Bomb-
hop up from their hiding
When the Clock hits 0, the bouquet
bastic Bouquet). If they evacuated the
spots in the construction explodes … into a shower of confetti and
building before the Clock reached 0, the
yard and blast away glitter, doing 0d6 damage to everyone in
Crew begins the chase 2 squares behind
while Sp00ph marches the room.
the GRAF3 into battle. The
the Bozos. If the Clock reached 0 and the
Bozos will fight to the death GO TO CLIMAX (CHASING CLOWNS) flower bomb exploded, they start the chase
— they have no sense of 3 squares behind the clowns instead.
self-preservation.
C limax (Chasing Clowns)
c l i m a x c h a s i n g c l o w n s
The bomb-bastic bouquet was designed to
In addition to Sp00ph (see page
60), and the Bozo Driver and Backup
Driver (see page 59), there are a
jangle Jack's nerves. Sp00ph is disguised number of Cirq3 d3 B0Z0 Clowns
as the security guard, and his clowns are (see page 59) equal to the number
hiding nearby. He wanted Jack on-site and of Edgerunners in the Crew. Sp00ph is
rattled when he activated the next part of huddled in the front of the truck's flatbed, just
the prank: stealing the flatbed truck carry- behind the cab, where he's linked into the
ing the GRAF3. GRAF3's NET Architecture. The two drivers
are in the cab. The remaining Clowns are
Outside, you hear riotous digital laughter
clinging to the flatbed at various points.
broadcast over speakers, like a million AI
clowns giggling at once, and the turnover The Cirq3 d3 B0Z0 Clowns will open fire
of an engine. Rushing to the street, you on their pursuers without mercy and aren't
see Jack's flatbed truck, the GRAF3 on interested in taking cover. Whenever a

56
REAL ESTATE RUMBLE
Clown suffers a Critical Injury or reaches the Seriously A firefight in a chase like this risks damaging the
Wounded Wound State, have them make a DV17 GRAF3. Whenever an Edgerunner rolls a natural 1
Athletics Check. If they fail, they fall off the flatbed and while firing at a target on the flatbed, they miss and hit
are run over by passing traffic (quite possibly by the the GRAF3 instead, doing full damage. A Solo's Fumble
Crew!). Recovery counts here. Don't be afraid to remind the
Crew about the payday at the end of this. Jack won't
The Bozo Driver focuses entirely on driving and does
mind if the construction drone is "scratched" but isn't
not attack. If the Bozo Driver reaches the Seriously
tripling anyone's pay if the GRAF3 requires massive
Wounded Wound State, the Bozo Backup Driver kicks
repairs.
them out of the cab (Splat! Zoom! Crunch!), then takes
the wheel. If both Drivers die, you can choose for the A Netrunner needs to be either on the flatbed truck
truck to slow to a halt or to crash, damaging both it or within 1 square of it to connect to the GRAF3's NET
and the GRAF3. It all depends on how difficult you Architecture. If the gap between vehicles is increased
want to make the chase. The Drivers may seek to close to 2 or more squares, the Netrunner is forcibly Jacked
the distance between themselves and the Crew or pull Out.
away, as makes sense for the situation.
During the chase, Sp00ph shouts out more of his
Sp00ph begins the chase Jacked Into the GRAF3's "witty" rhyming couplets. You'll find a few examples
NET Architecture (see page 61) and in full control of it. below but feel free to make up some of your own.
He holds off on attacking until the pursuers are a single
"A friend of Jack's is a friend of mine.
square away. He then directs the GRAF3 (see page 61)
Come a bit closer so I can shatter your spine!"
to attack the Crew's vehicle. The other Bozos won't notice
(or even care, really) if Sp00ph dies and will keep fighting "My name is Sp00ph, and I'm a hacker of
for as long as they're alive or the chase continues. glee, Driving Jack mad is my destiny!"
BY NEIL BRANQUINHO

57
REAL ESTATE RUMBLE
"Spilled blood is red and dead lips are blue, Jack pays each Edgerunner the 500eb he owes them
I'll see both when I eviscerate you!" for the garage investigation but no more. He'll finish the
tour, though be grumpy the entire time.
"You missed! How sad! You couldn't hit a star!
But I won't miss when we blow up your car!" When the Crew calls Marianne about finding a new
location for The Forlorn Hope, she's upbeat.
"I'll kill you all, until one's left alone.
Then I'll kill them, too, with a flick of Jack's "John's breathing easier today, thank the Goddess.
drone!" It sounds like you found the right place, too! I'll call
Jack and arrange for Backhand to give the place a
Once the Bozos are dealt with, the Crew can return
once-over before we make an offer.
to Woodland Park and to Jack. Or, if need be, call him
for a pick up. "Thank you for doing this. It really helped. I'm sending
payment your way."
If the Crew fails to recover the GRAF3 or it is heavily
damaged (it has less than 30 HP remaining), GO TO As promised, Marianne sends the Crew 500eb each.
RESOLUTION (SAD JACK).

If the Crew recovers the GRAF3 and it isn't heavily


damaged, GO TO RESOLUTION (HAPPY JACK). R esolution (Happy Jack)
r e s o l u t i o n h a p p y j a c k
Jack cheers as the Edgerunners return triumphant.

R esolution (Sad Jack)


r e s o l u t i o n s a d j a c k
Jack curses up a storm as he paces back and forth.
"You're one helluva crew! Come on, let's finish the
tour! And hey, if you're ever looking for a place? Give
me a call. I've always got a place to rent to fellow
edgerunners."
"This week has been a nightmare! A living nightmare!
Do you know how much Zhirafa charges for one of Jack pays each Edgerunner 1,500eb at the end of
those monsters? Not to mention the poor security guard the tour.
that fucking clown disguised himself as is probably
When the Crew calls Marianne about finding a new
dead. Not your fault, I know. This is all down to the
location for The Forlorn Hope, she's upbeat.
Bozos, but … gah! Right. Back to business."
"John's breathing easier today, thank heavens. It
sounds like you found the right place, too! I'll call Jack
and arrange for Backhand to give the place a once-
over before we make an offer.
"Thank you for doing this. It really helped. I'm sending
payment your way."
As promised, Marianne sends the Crew 500eb each.

D owntime
d o w n t i m e d o w n t i m e
How much downtime you give the Crew depends on
how close they are to the end of the month. Marianne
calls them again a few days before the current month
ends with a new job.
Go to Mission:
Welcome to the Neighborhood

58
REAL ESTATE RUMBLE

N PCs, Obstacles & NET Architectures


np c sob s tac l e sandn e ta r c hit e c tursnp c sob s tac l e sandn e ta r c hit e c tur e s

Crawling Cobra
HP
30 cirq3 d3 b0z0 clown
HP
35
Reputation: 0 Reputation: 1
STATS STATS
COMBAT # 10 INIT 4 MOVE 4 COMBAT # 12 INIT 5 MOVE 6
Important Skill Bases Important Skill Bases
Athletics 8•Basic Tech 8•Concentration 5•Conversation 6 Athletics 10•Concentration 5•Contortionist 10•Conversation 5
Cybertech 8•Human Perception 6•Perception 5•Persuasion 5 Cybertech 10•Human Perception 6•Perception 5•Persuasion 5
Resist Torture/Drugs 3•Stealth 6 Resist Torture/Drugs 3•Stealth 6

Attacks Attacks
PQ Thick Pipe (ROF2) 3d6 Gymnists Baton (ROF2) 3d6

Permission is granted to the user to print or copy this page.


PQ Heavy Pistol (ROF2) 3d6 PQ Assault Rifle (ROF1) 5d6
armor armor
Head: Leathers SP4 Head: None SP0
Body: Leathers SP4 Body: Kevlar® SP7
Important Gear & Cyberware Important Gear & Cyberware
Basic Heavy Pistol Ammo x16•Disposable Cell Phone•Techtool Basic Rifle Ammo x25•Disposable Cell Phone
Cash: 0eb Exotic Bodysculpt•Cash: 100eb (all fake money from a board game)

Bozo driver/backup driver


HP
30
Reputation: 1
STATS
COMBAT # 10 INIT 5 MOVE 6 X Electrical Flooring Trap
Hit Points: 20
Important SkilL Bases
Athletics 8•Concentration 6•Conversation 6•Cybertech 8 Perception Check to Spot: DV17
Drive Land Vehicle 12•Human Perception 5•Perception 5
Persuasion 6•Resist Torture/Drugs 4•Stealth 5 Cannot be Countered.
Attacks Attacks
Gymnists Baton (ROF2) 3d6 Electrical Shock (6d6 Damage)
PQ Heavy Pistol (ROF2) 3d6 Targets are shocked the first time they make
armor contact with the water in the room. They are
shocked again at the end of any of their Turns
Head: None SP0 in which they continue (or reestablish) contact
Body: Kevlar® SP7 with the water. This damage is reduced by
armor but does not ablate it.
Important Gear & Cyberware
Basic Heavy Pistol Ammo x8•Disposable Cell Phone
Cash: 100eb (all fake money from a board game)

59
REAL ESTATE RUMBLE

HP
2 20
40
Name Joshua Travél rep Seriously
wounded

role Solo: Combat Awareness 3 Death


save 7
STATS
INT 4 REF 4 DEX 8 TECH 4 COOL 7 WILL 4 MOVE 4 BODY 7 EMP 4
weapons armor
Crowbar (C# 12) ROF2 3d6 Scavenged Armor SP11

BODY HEAD
Shotgun (C# 10) ROF1 5d6 Scavenged Armor SP11
skill bases
Permission is granted to the user to print or copy this page.

Athletics 14•Basic Tech 10•Brawling 10•Concentration 6•Conversation 9•Education 10•Endurance 7•Evasion 12


First Aid 6•Human Perception 8•Language (Spanish) 10•Language (Streetslang) 6•Local Expert (South Night City) 6
Melee Weapon 12•Persuasion 12•Perception 10•Resist Torture/Drugs 10•Shoulder Arms 10•Stealth 10•Streetwise 10
GEAR
Basic Shotgun Slugs x8•Carryall•Flashlight•Poor Quality Agent•Techtool•Cash: 50eb
cyberware
Cyberarm w/ Techscanner•Neural Link w/ Kerenzikov

HP
2 20
40
Name Sp00ph rep Seriously
wounded

role Netrunner: Interface 4 Death


save 6
STATS
INT 5 REF 5 DEX 7 TECH 7 COOL 6 WILL 5 MOVE 5 BODY 6 EMP 0
weapons armor
Big Mallet (C# 13) ROF2 3d6 Kevlar® SP7
BODY HEAD

Microwaver (C# 11) ROF1 — Light Armorjack SP11


skill bases
Athletics 11•Brawling 10•Concentration 10•Composition 3•Contortionist 10•Conversation 5•Demolitions 12
Education 7•Electronics/Security Tech 14•Evasion 11•First Aid 9•Handgun 11•Human Perception 5
Language (Honk) 9•Language (Streetslang) 7•Library Search 8•Local Expert (Clowntown) 9•Melee Weapon 13
Perception 11•Persuasion 8•Pick Lock 12•Stealth 13•Streetwise 10
GEAR
Microwaver Battery x1•Standard Quality Agent•Lock Picking Set•Techtool•Cyberdeck w/ DeckKRASH, Flak, Poison Flatline,
and Sword x2•Cash: 100eb•Cash: 1,000eb (all fake money from a board game)
cyberware
Exotic Bodysculpt•Cybereye w/ Chyron & MicroVideo•Neural Link w/ Interface Plugs

60
REAL ESTATE RUMBLE

X My First GRAF3 X Jack Skorkowsky's GRAF3


MOVE (TUp) 3 MOVE 2
Hit Points: 5 Hit Points: 60
DV9 Electronics/Security Tech, Armor: SP11
3 minutes to counter DV17 Electronics/Security Tech,
Attacks 5 minutes to counter

None Attacks

A popular toy from Concept Mechanics Giraffe Neck (ROF1•4d6)


(a subsidiary of Militech). A massive multi-use construction drone from
This one has been Tech Upgraded to perform Zhirafa. This particular one is currently being
a simple action independently (walk forward controlled by Sp00ph.
faster when it detects a specific phrase).

Permission is granted to the user to print or copy this page.


X Jack's GRAF3 NET Architecture
X Haunted House NET Architecture Floor DV
Demons Installed: Imp Password
REZ 15•Interface 3•NET Actions 2 1 6
Combat Number 14
Floor DV
Floor DV Black ICE:
Password 2 Wisp

1 10
Floor DV
Floor DV Control Node:
Black ICE:
3 GRAF3
8
2 Liche

Floor DV X Forlorn Hope Van
Control Node:
SDP 50
3 Observation Cameras
6 Seats 6
Speed (Combat) 20 MOVE
Floor DV
File: Speed (Narrative) 100 MPH/161 KPH

4 Bad Rhyme Recordings


10
X Jack Skorkowsky's Flatbed Truck
Floor DV SDP 50
Control Node:
5 Speakers
6 Seats 2
Speed (Combat) 20 MOVE
Speed (Narrative) 100 MPH/161 KPH

61
BY JOEL CHIAM HOLTZMAN

Estimated Play time: 8 to 10 hours

Welcome to the Neighborhood


By Linda Evans

Beat Chart..........................................64 Job Hub (Start Here)...........................68 Job (Love Lies Dying)..........................85
Rumors...............................................66 Job (The Shark)..................................69 Finale (The Report).............................89
Background........................................66 Job (Boys' Night Out).......................... 75 Downtime...........................................89
About Woodland Park.......................66 Job (Wheels on Fire)...........................77 NPCs, Obstacles & NET Archs.............90
Job (Turf War)..................................... 81

63
Beat Chart for Welcome to the Neighborhood

Job
(The Shark)
Job (Boy's Job (Wheels
Night Out) page 69 On Fire)
While the five Jobs page 75 page 77
presented here each
have their own Hook,
Climax, and Resolution,
we recommend you treat
the entirety of Welcome Job Hub
to the Neighborhood page 68
as a single gig when
giving out Group
Permission is granted to the user to print or copy this page.

Improvement Points at
the end of a Mission.
Job Job (Love
(Turf War) Lies Dying)
page 81 Finale page 85
(The Report)
page 89

Job (The Shark)

The Hook Development Cliffhanger


page 70 (Plan of Attack) (The Shark Arc)
n page 70 how path d
page 73
ds o ing
d e pen infiltrat t he C ep en
re ds
path Crew is ing the b w is infi on
the build uild l
ing trating
how the

Cliffhanger Cliffhanger Cliffhanger Cliffhanger


(The Stairs) (The Elevator) (The Window) (The Light Wells)
page 71 page 72 page 72 page 72

Climax
Resolution (The Rescue) Resolution
(Happy Ending) (Bitter Ending)
page 73
page 74 hostages live hostages die page 74
Job (Boy's Night Out)

Climax
(Out of the Tree) Resolution
The Hook Cliffhanger
page 77 (Swaying Palms)
page 76 (Saving Brendan)
page 77
page 76

Job (Wheels On Fire)

The Hook Development Development


page 78 (The B Team) (Random Encounter)
page 78 page 79

Permission is granted to the user to print or copy this page.


Resolution Climax
(Good Game) (Match Night)
Development
page 81 page 80 (Learning the Ropes)
page 80

Job (Turf War) Job (Love Lies Dying)

The Hook Cliffhanger The Hook

page 82 (The Lookout) page 86


page 82
in

question the locals search the Zolletta


qu
ar
ll T

question
ca

the locals
call
Tarquin
Development Development
Development Development (Asking Questions) (The Zolletta)
(Contacting Tarquin) (Nana and Pop Pop)
page 86 search page 87
page 84 visit page 83 the Zolletta
Breeze

Climax Climax
Resolution (Gator Fight) Resolution Resolution (Search & Rescue) Resolution
(Alligators Win!) (Alligators Lose!) (Memorial) (Celebration)
page 84 page 88
page 85 Crew Crew page 85 page 89 rescue rescue page 89
joins gang defeats gang fails succeeds
WELCOME TO THE NEIGHBORHOOD

X Rumors

1d6 Rumor

The Bozo Civil War is down one circus. The leader of a small, hacking-focused circus known as The Cirqu3
1 d3 B0Z0 was shot dead in a high-speed chase through the streets of New Westbrook. No word on whether
another circus was responsible.
Destiny Hondel, a junior reporter for Net54, seems to have hit it big with an exposé series entitled Bleeding
2
Night City Dry. It focuses on scavver gangs and the damage they do to neighborhoods throughout the city.
Following a tragic fire, The Forlorn Hope is scheduled for rebuilding — but at a new location! The site of
3 the new Forlorn Hope hasn't been revealed yet, but rumors abound. Some say the new Hope will angle to
compete directly with The Afterlife for street merc business.
The Dockside Billhooks, a roller derby team from the Upper Marina, are down to half-strength after an
4 NCPD bust. The members currently sitting in a cell are charged with smuggling, but everyone knows their
actual crime was failing to pay their bribes on time.
A leaked internal memo suggests Continental Brands is stepping up their war against "illicit and unsafe
5 food production" in Night City. They've begun subtly reaching out to Corp-friendly Fixers, looking for crews
willing to get their hands dirty in exchange for cash.
Dynalar's local warehouses have run out of their Modular Finger Enthusiast Cyberhand. The Corporation's
6
buyers are negotiating with the Aldecaldos to transport more raw materials to their Night City factory.

Background (Read Aloud) groups of young professionals stroll from the direction
b a c k g r o u n d r e a d a l o u d of the Dynalar complex to the bodega or food truck
for a snack, and periodically, gorgeous skaters sweep
The future location of the new Forlorn Hope lies in
through, all big hair and legwarmers. And the same
Woodland Park, a small neighborhood on the border of
Heywood and New Westbrook. It might be described as faces pop up time and again, gathering to talk in small
"up and coming," but it's not there yet, despite the rising clusters or greeting each other while out and about.
apartment towers to the south and the nearby cluster of This is a small neighborhood, and it seems everyone
smart-looking buildings with the Dynalar logo plastered knows everyone.
all over them. The new Hope's neighborhood is scrubby

A
but busy enough to support some businesses. bout Woodland Park
Jack Skorkowsky came through with this location, a b o u t w o o d l a n d p a r k
but Marianne Freeman wants you to check out the The majority of Welcome to the Neighborhood takes
neighborhood beyond the bricks and mortar before place in Woodland Park, a neighborhood located
the renovations can get going. She's asked for a full on the outskirts of Night City, on the border of New
report on who's who, who runs what, and what might Westbrook and North Heywood.
interfere with The Forlorn Hope's existence. Any speed
bumps that could bog down the bar's reconstruction Here, the ancient remains of pre-4th Corporate War
and operation must be found and negotiated with or buildings mix with sparkling new construction to form a
hammered flat. This is best ascertained from ground neighborhood lodged between a small, local past and
level, so find somewhere to stay and welcome to your a Megacorp-controlled future.
new home for the next month or so. In other words, it's
The Palms (1): A cargo container community located
time to move.
on the northwest edge of the neighborhood. A food
As you get your eye in, you see kids on brightly truck named the Terminus, owned and operated by
stickered skateboards stunt off every available railing part-time fashion model Carri Zote, is parked here
and curb with the confidence of youth. Well-dressed permanently.

66
1 : The Palms
2 : Construction Yard
3 : The Forlorn Hope
4 : Parking Lot
5 : Collapsed Building
6 : Burning Bright Bodega
2 7 : Breeze
8 : Biotechnica Palm Grove
1 9 : The Zolletta
10 : Choom Goes Vroom
3 11 : The Shark
4 12 : Dynalar Campus
11 5 13 : Xanadu
6 14 : Acorn Towers
10

CARTOGRAPHY BY SAGA MACKENZIE


7
9 8
12

14
13
WELCOME TO THE NEIGHBORHOOD
Construction Yard (2): A fenced-off construction Corporation. A station attached to the campus serves
yard operated by Jack Skorkowsky. as a stop for the private maglev running from the
Executive Zone to Corporate-owned locations in
The Forlorn Hope (3): The future home of The
Night City.
Forlorn Hope. A two-story building with two sub-lev-
els. Previously, it housed a mahjong parlor, which Xanadu (13): A skating rink/arena/night club oper-
went out of business four years ago. ated by the Woodland Park Muses, a roller derby
squad in the Night City Wonderland League.
Parking Lot (4): An empty lot. It will serve as a
parking area for The Forlorn Hope. Acorn Towers (14): A two-tower apartment
complex serving employees from the nearby Dynalar
Collapsed Building (5): The remains of an EBM
campus. Some upscale conapts are available for
repair outlet. It collapsed during the 4th Corporate
non-employees.
War. Neighborhood kids play here on the regular.

J
Burning Bright Bodega (6): The neighborhood ob Hub (Start Here)
corner store. It is owned and operated by Ella j o b h u b s t a r t h e r e
Corella, who inherited it from her grandmother … or
Marianne calls the Crew towards the end of the month.
aunt. No one is quite sure which.
She's made a deal with Jack Skorkowsky for the building
Breeze (7): A drug store (and not of the pharmaceu- in Woodland Park but wants to learn the neighborhood,
tical kind) owned and operated by Nana and Pop identify problems, and potentially solve them before The
Pop. They cook their own product in the basement. Forlorn Hope reopens. To that end, she asks the Crew to
move into the neighborhood and spend at least a month
Biotechnica Palm Grove (8): A grove of genetically
there. Their job is to meet the residents, map out the local
engineered palm trees operated by Biotechnica. Each
power hierarchy, and identify potential problems. She's
tree is fitted with a metal collar containing an external
willing to pay 500eb per person per week, for a total of
biomonitor. Messing with the trees summons an armed
2,000eb at the end of the month.
Biotechnica strike force.
Moving into Woodland Park isn't difficult. There are
The Zolletta (9): A white stucco building exactly the
multiple vacancies at the four potential housing options.
same length on all sides. The first floor is commercial
space and houses a Wash n' Run laundromat, a • The Zolletta is a white stucco building exactly the
private investigator's office, and the Place of Rest, same length on all sides. The first floor is commer-
a way station and sanctuary for the Navad nomad cial space and houses a Wash n' Run laundromat,
family. The rest of the building is a cube hotel. a private investigator's office, and the Place of Rest,
a waystation and sanctuary for the Navad nomad
Choom Goes Vroom (10): A parking lot and office
family. The rest of the building is a cube hotel.
for Billy Flight, a local fix-it man (and Fixer). The lot is
home to a cargo container (Billy's Office) and three • The Palms is a cargo container community
five-level high parking elevators. stacked in a lot on the northwest side of the new
Forlorn Hope. In addition to housing, the Crew can
The Shark (11): A five-story apartment building
also find a food truck permanently parked here.
dating back to the 2010s. There are studio and
two-bedroom apartments located on each floor. • Edgerunners looking for something nicer can rent
The fifth floor is entirely rented by the Pearce family, both studio and two-bedroom apartments
a guerilla gardening collective that grows crops on at The Shark, the large apartment building facing
the roof. There's also a large neon sign of a shark the Dynalar campus.
wearing a trilby on the roof. No one remembers the
• Finally, if an Edgerunner has the eb to spare, they
sign's original purpose.
can snag an upscale conapt in Acorn Towers
Dynalar Campus (12): A multi-building campus southeast of the palm tree grove. The towers pri-
serving as both an administrative and manufactur- marily house Execs working in the nearby Dynalar
ing space for Dynalar, a cyberware and electronics campus, but others can rent here, too.

68
WELCOME TO THE NEIGHBORHOOD
• Nomads with their own housing can park their vehicle flickering routine, tipping its trilby all hours, day and
on Jack Skorkowsky's construction lot. night. The last attempt to unplug it blew the circuits in
half the building's apartments, so people just live with
Welcome to the Neighborhood operates differently
it; it's so synonymous with its home that everyone calls
from the other Missions in Tales of the RED: Hope
the building The Shark.
Reborn. It isn't a single large gig but multiple small
jobs the GM can tackle in any order they please. The Billy Flight owns the Shark and Choom Goes Vroom, a
five missions should be spread out across the space of mobile all-service maintenance and vehicle storage busi-
the following month at whatever pace the GM desires. ness next to the apartment building. He takes the rent,
keeps the services running, and quietly ensures trouble
Once the Crew finishes moving into their new homes,
stays low. Not a combatant himself, Billy is a Tech and
choose one of the following missions and let the action
Fixer, knows people who know people, and is always
begin.
happy to add new and useful people to his list of friends.
• Job (The Shark) pits the Crew against another
The Pearce Family occupies the 5th floor of the build-
edgerunner team in a hostage situation and intro-
ing. They're guerilla gardeners who support themselves
duces the local Fixer.
by selling their crops, both directly to locals and to small
• Job (Boys' Night Out) calls upon fast deci- businesses throughout Night City via Billy Flight. This has
sion-making to rescue a young man from his own drawn the ire of Continental Brands, who hope to open an
bad choices. Oasis convenience store in the area to service the Dynalar
campus. The Neocorp has hired the Lucky Charms, a crew
• Job (Wheels on Fire) sees the Crew doing a
of edgerunners, to "economically realign" the Pearce fam-
favor for the local combat roller derby team, The
ily's garden … with incendiary devices.
Muses.
The Lucky Charms didn't expect strong resistance
• Job (Turf War) introduces more residents and
from a group of gardeners, so they headed straight for
their problems with the Albino Job .
the top floor of The Shark to do their job. The Pearces
• In Job (Love Lies Dying), the Crew needs to had other ideas and beat them back. The Lucky Charms
locate an object of a crush while the clock ticks. grabbed the nearest couple of gardeners as human
shields and retreated down the stairs, only to run into
Welcome to the Neighborhood ends when all the
a group of heavily armed Pearces returning from a
Jobs are finished, and the Crew reports their findings
delivery run on the 3rd floor. The invaders retreated
to Marianne in Finale (Neighborhood Report).
to the 4th floor and are now holed up in one of the
apartments with their hostages.

J ob (The Shark)
j o b t h e s h a r k j o b t h e s h a r k
Corporate greed invades Woodland Park!
It's a standoff; the Lucky Charms can't get out, the
Pearces on the 3rd and 5th floors won't attack and
endanger their family, and nobody is interested in
Background (Read Aloud) calling the authorities over an illegal assault on an
illegal garden. Billy Flight would like the Crew to sort
There's someone in every neighborhood who knows the whole mess out, and he is willing to pay 500eb to
everyone. Could be the bar owner who fills the locals' each Crew member to resolve the situation, doubled if
glasses or the bodega clerk who never sleeps but, in both hostages make it out alive.
this case, it is the handyman who helps keep every-
thing running… and it sounds like he could use a hand. Setting
The Rest of the Story This Job takes place entirely in and on The Shark.
The opposition is small in number but is entrenched,
Nobody knows what the neon shark sign atop the and there are multiple routes to reach them and the
apartment building on Grant Avenue used to adver- hostages, including the internal stairs, outside of the
tise, but somehow, it just keeps on going through its building, or even the elevator shaft.

69
WELCOME TO THE NEIGHBORHOOD

The Opposition cops. I'll pay you 500eb each to get my building back
to normal. Hell, I'll be generous. If all the hostages
• The Lucky Charms is a crew of edgerunners come out alive, I'll double it."
who do regular contract work for Continental
Brands. The crew consists of Green Clover, a Solo GO TO DEV (PLAN OF ATTACK)
and team lead; Orange Star, a Netrunner; and
Pink Heart and Yellow Moon, who provide muscle.
Dev (Plan of Attack)
A fifth member, Blue Diamond, is badly injured. Billy Flight can provide plans for The Shark, including
the apartment where the hostages are being held,
4G. The Pearce family has a squad of armed family
Infobox: The Lucky Charms (DV21)
members on the 3rd floor and more in their apartment
on the 5th floor. It is a standoff — the Pearce family
A small-time edgerunning crew. Like many
can't storm the 4th floor without risking the lives of the
younger crews, they've named and organized
hostages, and the Lucky Charms won't make it off the
themselves along a theme in hopes of attracting
Corporate sponsors. Rumors suggest they 4th floor if they go out guns blazing.
worked primarily with a Fixer named Lowball A NET Architecture controls the building's cameras,
but went independent after he skipped town. electricals, and elevator, but Flight lost access after
the Lucky Charms' Netrunner dropped a Virus into the
system. He contacted the other residents and told them
The Hook to stay in their apartments if they're home or stay away
Obviously, the locals have noticed your Crew move from the building if they're out.
into the area. For example, the kid with spiky brown Billy Flight sees four possible methods of reaching
hair who whizzes up to you on a skateboard. the 4th floor.
"Billy Flight has a job for you and wants to see you • The Stairs: The Pearces control the stairwells on
at Choom Goes Vroom. You'll find it next to The Shark. the 3rd and 5th floors. The Lucky Charms are likely
Said there's money in it. Said be there sooner than guarding the stairwells on the 4th floor. If the Crew
later!" They gesture to the apartment building with the takes this path, GO TO CLIFF (THE STAIRS).
massive neon fish sign, drop the board for a running
start, and roll off. • The Elevator: Out of commission, but the shaft
has an emergency ladder. The Lucky Charms might
Choom Goes Vroom turns out to be a parking lot not think of watching a non-functional elevator.
sandwiched between an apartment building and a If the Crew takes this path, GO TO CLIFF (THE
cube hotel. Three parking elevators lift and store cars ELEVATOR).
five levels high. They dominate the lot, making it easy
to miss the cargo container parked in the northwest • The Window: The apartment the Lucky Charms
corner. A deeply tanned, weathered-looking man are holed up in is front-facing. The Crew could try
wearing overalls and a worried expression leans to access it via the living area window, though it
against one of the parking elevators. He gives you the would mean breaking through the security bars.
once-over, then says, "Yeah, you look like you'll do." If the Crew takes this path, GO TO CLIFF (THE
WINDOW).
"Got an issue with some heavily armed jackarses.
They've decided to try and trash some of my tenants' • The Light Wells: The Shark has three central
property, and when those tenants objected and shot up shafts that run the height of the building, covered
one of the invaders, hostages were taken. I don't want by frosted glass, designed to fill the hallways with
paying tenants splashed over the walls or my property natural light. If the Crew can get to the roof, they
torched, so I'd appreciate professional assistance to can break or cut through the glass cover, then
resolve the situation. The longer this goes on, the more rappel down to the 4th floor. If the Crew takes this
likely somebody will do something stupid. Like call the path, GO TO CLIFF (THE LIGHT WELLS).

70
WELCOME TO THE NEIGHBORHOOD
• If at any time the Crew attempts to shut down, Making it out of the stairwell without Pink Heart or
infiltrate, or take control of the Shark's NET Yellow Moon noticing won't be possible without some
Architecture, GO TO CLIFF (SHARK ARC). kind of distraction. Just what the distraction is depends on
the Players. A Netrunner in the NET Architecture could
It is also possible the Crew may split up and try multi-
flick the lights. Someone could use a Breacher (see
ple means of entry. If so, be prepared to run more than
page 179) to hack the guards' Agents and sound an
one scenario.
alert. Something tossed behind the enemy might cause
Cliff (The Stairs) them to turn around. If the idea's clever, let the Crew try it.
As long as they haven't been attacked, Pink Heart
The Shark has two stairwells, one on either side of the
and Yellow Moon can be persuaded to turn on their
building. Two groups of Pearces, all armed, hold the 3rd
Crew with an appropriate Social Skill Check; for
floor and 5th floor landings. The doors to the 4th floor
example, a Persuasion Check, and promise to escort
are propped partially open, and each is watched by a
them down past the Pearces and out to freedom or
member of the Lucky Charms. Pink Heart (see page
Bribery Check (they'll each want at least 100eb) to buy
91) is on the left and Yellow Moon (see page 91) is
them off and let them pass without alerting the others.
on the right. The Lucky Charms have dragged furniture out
of the apartment and are using it as cover (Thick, 20 HP). Any noise above a quiet conversation (such as
gunfire) immediately alerts the remainder of the Lucky
Stealthing up from the 3rd floor landing to the
Charms. Pink Heart or Yellow Moon will rush to give aid
4th without being detected by Pink Heart or Yellow
to their comrade, while Green Clover and Orange Star
Moon requires an opposed Check — Stealth versus
will hunker down and prepare to shoot the hostages.
Perception. If Orange Star has control of the building's
cameras, give Pink Heart or Yellow Moon a +2 bonus. GO TO CLIMAX (THE RESCUE)

4G 4I

Elevators
BY SAGA MACKENZIE

Light Light
Light Well
Well
Well

The Shark•4th Floor

71
WELCOME TO THE NEIGHBORHOOD

Cliff (The Elevator) The window is covered with security bars,


but they're worn. Ripping them free is auto-
Orange Star locked the elevator down
Player Surprise!
matic for anyone with a BODY of 10 or
on the 1st floor. Pushing up through the higher — no Check required and a DV13
emergency access hatch and into the shaft for anyone else. Cutting them with an appro-
Decades of gaming have
taught us one thing: Players doesn't require a Check, but climbing the priate tool, such as a blow torch or hacksaw,
always find a way to sur- old, worn ladder does. Reaching the 4th is a DV9 Basic Tech Check. Either method
prise you. If they choose a Floor requires a DV13 Athletics Check. Ask causes enough noise to automatically alert
plan we haven't accounted the Players what order the Crew is climbing Green Clover and Orange Star, who will
for here, don't panic! Just in and make them roll their Athletics Check in call for backup from Pink Heart and Yellow
do your best, improvise, that order. If an Edgerunner fails the Check, Moon and prepare to shoot the hostages.
and don't allow indecision they continue climbing but also partially
to paralyze you. Maybe Removing the security bars quietly requires
yank the ladder out of the wall, increasing
they've decided to sneak a DV17 Basic Tech Check and five minutes,
in through the window of the difficulty for anyone climbing after them
(from DV13 to DV15 to DV17 to DV21 as each bolt is loosened and removed. The
an adjacent apartment and
to DV24 to DV29). On the off chance six bars must then be passed down and either
burst through the adjoining
wall. The DVs from Cliff Edgerunners fail their Athletics Check, the secured or lowered to the ground. Only one
(The Window) still hold ladder breaks entirely, and everyone on it Edgerunner can operate on the bars at a
firm, but you can throw in falls 20 m/yds (see CP:R page 181). time.
a DV13 Perception Check
by Green Clover to see if Each floor's elevator doors have a Once the bars are out of the way, the
any clatter is noticed. As manual release. Activating it doesn't Crew can easily smash through the window
for the wall, drywall has require a Check, but opening the doors (no Check) or open it (a DV13 Pick Lock
15 HP. A single Edgerunner while hanging on to the ladder requires a Check) and climb in.
with a Very Heavy Melee
DV13 Athletics or Contortionist Check. The Should the Edgerunners look through the
Weapon could cut a hole
with an Attack Check, doors open onto the hallway. If Orange window, they'll find the shades drawn —
allowing the rest of the Crew Star has control of the building's cameras, but anyone with Low Light/Infrared/UV
to leap through and attack. they immediately notice the elevator doors can see the heat signatures of the room's
opening and sound the alert. Pink Heart occupants on the other side.
Lawmen and Yellow Moon will rush over to engage
GO TO CLIMAX (THE RESCUE)
in combat, while Green Clover and Orange
If one of the Crew is a Star will hunker down and prepare to shoot
Lawman and employed by Cliff (The Light Wells)
the hostages.
a law enforcement or secu-
rity agency, Billy will ask Accessing the roof of The Shark by scaling
Otherwise, a Stealth Check versus Pink
them to "keep your employ- the wall requires a DV17 Athletics Check for
Heart and Yellow Moon's Perception allows
ers out of this mess." If the free climbing or DV15 with the right gear. It
the Edgerunners to reach the apartment
Lawman decides to use is somewhat easier to do so from the roof of
their Backup Role Ability
door or sneak up on the guards and deal
the future Forlorn Hope by leaping across
anyway, they can ask for with them quietly. A grapple and choke out
the narrow alley between the buildings.
cavalry to come dressed (see CP:R page 177) prevents Pink Heart
This reduces the number of stories climbed
in "plain clothes" to avoid a or Yellow Moon from reporting in.
fuss. If the backup comes in
from five to only three. Climbing up from
uniform, Billy will groan but GO TO CLIMAX (THE RESCUE) the roof of the future Hope can only be
still pay up so long as the done with a grapple or similar gear and a
job is done. Cliff (The Window) DV13 Athletics Check.
The apartment's living room window faces Of course, if the Crew has access to an
Grant Avenue and is 20 m/yds above the aerial vehicle, they can just fly up to the
sidewalk below. Reaching it by free climbing roof, but unless the ride is a lighter-than-air
requires a DV15 Athletics Check. If using a craft, this involves a lot of noise and alerts
grapple gun or hand, the DV drops to 13. the Lucky Charms.

72
WELCOME TO THE NEIGHBORHOOD
Once on the roof and among the Pearce family damage he needs to repair, so the Crew will need to
garden boxes and greenhouses, the Crew has the convince him with an appropriate Social Check versus
choice of three light wells — one on either side of his Concentration.
the building and one in the center. The light wells
Shutting down the NET Architecture could cause
are covered in panes of frosted bulletproof glass (15
problems for the Crew if the GM decides this scenario
HP), making it difficult to see through them. With a
takes place at night. Without natural light flowing in
DV21 Perception Check, they can detect shadows of
from the light wells and windows, the GM should feel
movement somewhere below the left and right light
free to apply penalties for low-lighting conditions (see
well but no movement beneath the central one. If an
CP:R page 130).
Edgerunner possesses Low Light/Infrared/UV, reduce
the Perception Check DV to 17. GO TO THE APPROPRIATE CLIFFHANGER BASED
ON THE CREW'S PLANS
Smashing through the glass means doing more or to CLIMAX (THE RESCUE)
damage than it has HP, but is noisy and immediately
alerts the Lucky Charms below. Pink Heart or Yellow Climax (The Rescue)
Moon runs to their comrade as needed and they open
fire on anyone they see. Cutting through the glass Green Clover (see page 92), Orange Star
quietly requires an appropriate tool and a DV15 Basic (see page 91), and Blue Diamond are holed up in
Tech Check. If they succeed, the Crew can use ropes Apartments 4G and 4I (they've bashed open their
to scale down to the 4th floor with a DV13 Athletics shared wall, creating a hole between the two). They
Check. have two hostages, who are tied up and gagged with
duct tape. The apartments are between tenants, so
If the Edgerunners climb down from the outside light the rooms are stark, with only some cheap furniture
wells, neither Pink Heart or Yellow Moon thinks to look occupying the space. The doors aren't locked.
up, so the Crew gets one free Action to subdue them.
If the Edgerunners climb down from the central light Where the Lucky Charms are in the apartments
well, they come in behind the elevator column, which depends on how loud the Crew was in reaching the
obscures them from the camera. 4th floor.

GO TO CLIMAX (THE RESCUE) If the Crew made it to the apartment without being
detected, Blue Diamond and Orange Star are in 4I.
Cliff (The Shark Arc) Blue Diamond is unconscious and resting on a pile of
plastic tarps while Orange Star paces, either keeping
Orange Star has control of the Shark's NET watch on the NET Architecture or swearing because
Architecture. It controls an observation camera on they've lost access. Green Clover is in 4G, hunkered
the front door, one facing the sidewalk, and one down behind a cheap desk (HP 15). Each hostage is
trained on the elevator doors on each floor. The NET duct taped to one side of the desk — one on Green
Architecture also gives access to the elevator and the Clover's side and one on the other side. Both Orange
hallway lights on each floor. Orange Star has dropped Star and Green Clover are watching the doors, not the
a Virus (DV10 to delete using a competing Virus) in windows, and they'll focus on the Crew and not the
the NET Architecture, forcing it to acknowledge them hostages if combat begins.
as the system operator and anyone else Jacking In as
If the Crew was detected, Blue Diamond is still
an enemy. Orange Star is Jacked In and currently on
unconscious and on the pile of tarps in 4I, but both
the second floor of the NET Architecture, watching
Green Clover and Orange Star are in 4G. They're
the cameras, and will oppose any Netrunner they
facing whichever direction they believe the threat is
encounter.
coming from (door or window), and each is using a
An easy way to neutralize the threat of the NET hostage as a human shield (30HP while alive, BODY
Architecture and cameras is to shut down the Shark's 3 when dead. See CP:R page 184). As soon as they
electricity. Billy Flight will be reluctant to do so, as a detect an Edgerunner coming in through the door or
sudden shutdown could pop the circuits and cause window, Green Clover threatens to shoot a hostage.

73
WELCOME TO THE NEIGHBORHOOD
If the hostages survive, GO TO RESOLUTION
(HAPPY ENDING). If either (or both) of the hostages
die, GO TO RESOLUTION (BITTER ENDING).

Resolution (Happy Ending)


If the hostages survive and the Lucky Charms are
subdued or killed, the Crew has befriended the
Pearces, who give them a box of fresh veggies worth
500eb. They can eat it or sell it. Their choice.

BY ADRIAN MARC
The Pearces will take care of the Lucky Charms.
"We'll see how lucky they are for our garden, yeah?"
If the hostages survive and the Crew promised the
Lucky Charms safe passage, the Pearces will honor the
agreement but not offer a reward of fresh produce.
If the Crew figured out who hired the Lucky Charms,
the Pearces, and Billy Flight aren't surprised.
"They've tried shit before. They'll try shit again. Not
much we can do about it but keep an eye out. Thanks."
As agreed, Billy Flight pays the Crew 1,000eb and
Green Clover and a Hostage promises to think of them if more work is needed in the
future. Likewise, he suggests they come to him if they have
A successful Human Perception Check against Green
a need. He'll also ask for Marianne Freeman's number.
Clover's Acting shows they're not bluffing. They will
use their first Action in combat to shoot the hostage. A "I doubt it is a coincidence, a group of Edgerunners
Human Perception Check against Orange Star's Acting arriving at the same time the owners of The Forlorn
proves the Netrunner is reluctant to kill their hostage. Hope buy a building in Woodland Park. I would like
They'll continue to use the poor choomba as a shield to be a good neighbor."
while firing on the Crew.
GO TO JOB HUB
How the Crew resolves the situation is up to them.
Combat is certainly an option, but might endanger the Resolution (Bitter Ending)
hostages. Green Clover will agree to release the hostages
If one or both hostages died and the Lucky Charms are
if the Lucky Charms are promised safe passage. This
subdued or killed, the Pearces will insist on taking care
requires an opposed Social Skill Check against an appro-
of the remaining invaders.
priate Skill on Green Clover's side. Give the Edgerunner
running the negotiations a +2 bonus to their Skill Check if "We'll see how lucky they are for our garden, yeah?"
someone on the team offers medical aid to Blue Diamond.
If the Crew figured out who hired the Lucky Charms,
Unless they're talked down, the Lucky Charms con- the Pearces and Billy Flight aren't surprised.
tinue to fight until they're dead or subdued. They've
"They've tried shit before. They'll try shit again. Not
been pushed into survival mode by the situation.
much we can do about it but keep an eye out. Thanks."
Billy Flight didn't ask for information on why the Lucky
As agreed, Billy Flight pays the Crew 500eb and
Charms raided the building, but if interrogated, the
promises to think of them for work in the future. Likewise,
invading crew breaks with the right opposed Social
he suggests they come to him if they have a need.
Skill Checks and admits Continental Brands hired them
to smash up the rooftop garden. He'll also ask for Marianne Freeman's phone number.

74
WELCOME TO THE NEIGHBORHOOD
"I doubt it is a coincidence, a group of Edgerunners and crushing them with its fronds. Perhaps more dis-
arriving at the same time the owners of The Forlorn turbing, the flytrap genes have been supercharged to
Hope buy a building in Woodland Park. I would like accelerate the digestion process. It happens in minutes
to be a good neighbor." instead of hours.
GO TO JOB HUB This tree is dangerous to climb, so naturally, someone
does.

J ob (Boys' Night Out)


j o b b o y s n i g h
It's a tree eat intern world!
t o u t
That someone is Brendan Haight, an intern working
on the nearby Dynalar campus. After having one too
many drinks at Xanadu, the roller rink/night club just to
the south of the grove, Brendan took an interest in the
Background (Read Aloud) tree and bet his buddies that he could climb up and
retrieve a frond.
In the triangle formed by Acorn Street, Moss Street,
and Grant Avenue stands a grove of tall palm trees.
Judging by their height, they sprouted years back. Infobox: Dynalar Technologies (DV13)
Untended, they would have died long ago, but posted
signs declare this grove property of Biotechnica, and A prominent cyberware manufacturer
an electronic monitoring collar wreaths each tree. responsible for a wide range of products.
Roughly half the cybernetic implants currently
The Rest of the Story installed in Night City residents were
This is an experimental grove of palm trees tended by manufactured by Dynalar (or is a Dynalar
Biotechnica. Technicians visit once a week to check and knock-off built by local Techs). Their most recent
maintain the grove. triumph involves the return of their patented
Cyberfinger system to the open market.

Infobox: Biotechnica (DV9)


Brendan actually succeeded at scaling the tree,
hugging the trunk, but as soon as he reached the top of
The world's biggest biocorp, specializing in
the skirt, the lowest ring of fronds slammed down, pinning
genetic engineering and biochemical research.
him in place. His screams and those of his friends have
They own the patent for CHOOH2 and most
of the medicines being slung by Medtechs attracted an interested, if not helpful, crowd.
during the Time of the Red. They're also one
Setting
of the largest employers in Night City. For
more information, see CP:R page 268. The palm grove sits east of the main neighborhood and
north of Xanadu, a local club and roller rink. The grove
is clearly marked as the property of Biotechnica and
Each tree is fitted with an external biomonitor, and
each palm tree is fitted with a metal collar containing
everyone in the neighborhood knows not to mess with
an external biomonitor near the base.
them since doing so will set off an alarm and summon
a Biotechnica strike team. The Opposition
Most of the trees are relatively normal, with various
• A 5 m/yd tall palm tree that is both suffocating
genetic modifications designed to increase their resis-
and slowly digesting the unfortunate Brendan.
tance to pollution, drought, background radiation,
The timing is tight; Brendan can survive for a
and other environmental factors. However, one tree
few minutes but not long enough for the Crew to
on the southwest side of the triangle is a truly amazing
engage in an extended planning session.
experiment: a hybrid with DNA spliced from Dionaea
muscipula, aka the Venus flytrap. This tree keeps down • Brendan's friends are a group of young, fit, and
the local rat population by luring them into its skirts extremely drunk Dynalar interns. They are

75
WELCOME TO THE NEIGHBORHOOD
enthusiastic about helping but incapable of provid- Cliff (Saving Brendan)
ing either good ideas or capable assistance. They
aren't so much opposition as much as potential Time is of the essence. If the Crew doesn't understand
hindrances. the urgency, one of the locals will comment.
"Ain't the first time this has happened. I figure the
The Hook doomba's got maybe five minutes before the tree
As Edgerunners, you're used to the sound of screams crushes him to death. Then, maybe an hour before the
and gunshots as the heralds of something interesting — body's digested. Best not to mess with it, though. If a
and possibly profitable. It is, therefore, a little puzzling tree's hurt, Biotechnica sends an armed squad out, and
to round a corner and be faced with half a dozen pro- they can get pretty damn cranky."
fessionally dressed young men shouting at and taking If you want to amp up the pressure on the Players, set
potshots at a tree while the locals look on at the free a real-world timer for 5 minutes and place it where the
entertainment. rest of your group can see it.
After a moment, one of the men grabs the nearest If the Crew wants to get involved, they can try some
member of the Crew and yells, "It's eating Brendan!!" tactics to free Brendan. If they demand a reward from
while gesticulating at one of the palm trees. Now you Brendan's choombas, they can salvage 100eb of
can see a pair of stylish loafers sticking out from under grubby physical bills between them. A DV9 Persuasion
a collapsed ring of fronds, kicking feebly. Check is required to convince the drunk saps to pay in
You've noticed the grove before, complete with advance.
"Property of Biotechnica" signs bearing a contact
number. You just had no idea some of the trees were ▶ Climbing ◀
capable of killing a person. Climbing the tree requires a DV15 Athletics Check. Any
damage done to the fronds crushing Brendan will cause
GO TO CLIFF (SAVING BRENDAN)
them to relax, freeing him. A Crew member must succeed
at a DV15 Athletics Check to catch Brendan or he'll take
fall damage when he hits the ground below, uncon-
scious. Climbing the tree does not trigger the sensors of
the external biomonitor.

▶ Timber! ◀
Cutting the tree down isn't the easiest job. The tree's bark
is the equivalent of Light Armorjack (SP11), and it has 30
HP. Of course, it can't exactly evade attacks. Harming
BY JOSHUA CALLOWAY

the tree triggers the sensors of the external biomonitor.

▶ Bend It ◀
This particular palm tree is flexible. If the Crew
can grapple or lasso the top of the tree (a DV13
Athletics Check), they can try to bend it low to the
ground. Doing so requires no Check, but the com-
bined BODY of everyone pulling on the rope must
be 20 or higher. Someone can yank Brendan free
once the tree is bent down by damaging one of the
fronds. This will not trigger the sensors of the external
biomonitor so long as the tree springs back upright
within 30 seconds.

76
WELCOME TO THE NEIGHBORHOOD
▶ Trick Shooting ◀ Resolution (Swaying Palms)
Shooting the palm tree's fronds to force it to release
Assuming Brendan survives, his choombas rifle through his
Brendan won't be easy. It is the equivalent of an Aimed
pockets and pull out his Trauma Team card, snapping it to
Shot (see CP:R page 170) and requires two success-
summon help. A Trauma Team AV arrives minutes later and
ful Attack Checks to do the trick. The fronds will relax,
evacuates him. The choombas pay the Crew any money
releasing Brendan. He'll hit the ground below and be owed, then wander off towards Acorn Towers.
knocked unconscious. This will not trigger the sensors
of the external biomonitor. If Brendan died, the choombas just wander off after
ten minutes or so because "they can't afford to be late
▶ Calling for Help ◀ for work tomorrow." One of them is already wondering
Calling the number on the sign might be the most if Brendan's stuff at the office is up for grabs. It is up to
frustrating route. First, the Edgerunners must navigate the Crew to decide if they want to contact the cops or
a long menu of options, and then they need to wait Biotechnica about this incident. It doesn't matter to the
on hold. If you're running a timer, play bland muzak locals; if he was stupid enough to climb up there, he's
and ignore your Players until it hits 1 minute left. Then, stupid enough to be plant food. Either way, they'll laugh
have a rather sleepy scientist respond. Being told the about this story for a long time.
situation, the scientist is thrilled to know the tree is not If the tree's external biomononitor was triggered, an
only capable of killing rats but "able to handle prey up armed Biotechnica team arrives thirty minutes later —
to human size." Convincing the scientist to help requires much too late to help poor Brendan. Their concern is
a DV13 Persuasion Check, at which point they'll acti- the tree. If it was harmed, they'll conduct an investiga-
vate an electrical surge built into the tree's external tion to determine the culprit. The GM is free to make this
biomonitor. The pulse will force the fronds to relax, and a close-call scare for the Edgerunners or expand the
Brendan will fall to the ground below, unconscious. He incident into a whole new plotline, as the Biotechnica
takes fall damage (see CP:R page 181) unless caught. team zeroes in on the Crew, intending to charge them
a 10,000eb replacement fee.
▶ Mess With the Biomonitor ◀
GO TO JOB HUB
If the Edgerunners so desire, they can tinker with the
tree's external biomonitor. Tuning it so it won't alert
Biotechnica if the tree is damaged requires a DV17
Electronics/Security Check and 1 minute of time. If the
Edgerunner making the Check beats a DV21 or higher,
J ob (Wheels on Fire)
j o b s w h e e l s o n f i r e
Sex, drugs, and roller derby, babies!
they notice the device can deliver an electrical shock
to the tree and activate the function. Once the shock Background (Read Aloud)
is activated, Brendan falls from the tree and hits the
In Woodland Park, a large chunk of the local entertain-
ground, unconscious. He takes fall damage (see CP:R
ment is supplied by The Muses, a semi-pro roller derby
page 181) unless caught.
squad with a fondness for electronica, skating, and a
GO TO CLIMAX (OUT OF THE TREE) look inspired by old movies — legwarmers and big
hair. They're a common sight around the neighborhood,
Climax (Out of the Tree) buzzing groups of Dynalar wage slaves and handing
out flyers for whatever events they have scheduled at
If the Crew doesn't intervene, Brendan is crushed to
their headquarters, a former shipping depot turned
death at the end of five minutes. The tree finishes digest-
roller rink and club known as Xanadu.
ing him an hour later.
Otherwise, the Crew likely saves the poor doomba. The Rest of the Story
He's suffering from broken ribs and acid burns over
The Muses make their money by running club nights at
most of his body, but he's alive.
Xanadu; a shipping depot turned roller rink sandwiched
GO TO RESOLUTION (SWAYING PALMS) between Jackson Street and Francis Street. They use the

77
WELCOME TO THE NEIGHBORHOOD
money to equip the squad and pay their salaries and • The remaining Muses are biosculpted for the
bills. During the roller derby season, they host regular wide-eyed, high cheekbone look and favor high
bouts at Xanadu, taking on one of a dozen or so other perms or mullets. They're all solid athletes.
semi-pro squads in the Night City Wonderland League.
The Hook
Infobox: The Woodland Park Muses (DV17) A young man in distressingly tight pants skates up to
you, expertly t-stopping. You may have seen him or
his mates skating around the neighborhood before,
Based out of Woodland Park, The
blasting cheerful pop music from oversized, shoul-
Muses are not just a roller derby squad
der-mounted radios.
but a poser gang, mixing 1980s big-
hair style and ancient Grecian fashion "Hey there, you beautiful people! Our captain,
sensibilities. They're as well known for Calliope, has a lu-cra-tive proposition for you! Can
hosting parties in Xanadu, their arena/ you drop by Xanadu this evening? Free entry and the
nightclub, as they are for their rhinestone- first round of drinks on the house! See you there, 7pm,
studded razzle-dazzle on the track. be looking sharp!"
He hands you a token marked with a shiny gold lyre
This month, they were supposed to battle the and promises the bouncer will let you right in if you
Dockside Billhooks, a squad from the Upper Marina, flash it. Then he winks, offers a huge smile, and skates
but an unfortunate event relating to smuggled goods off.
and unpaid bribes has left much of the opposition in Anyone in the neighborhood can identify the Muses
NCPD custody. The other teams in Night City aren't and Xanadu. Everyone knows their leader's name is
available to fill in on short notice, which is a problem. Calliope.
A semi-pro sports team lives game to game, so a can-
celed bout could spell trouble for The Muses. The promise of a job and free drinks should be
enough to pique the Crew's interest, especially since
Which is why they reach out to the Crew to replace the the skaters have been a fixture in the neighborhood
Billhooks. The Edgerunners don't need to win the bout; since they arrived. Assuming they decide to go, it's a
just excite the crowds and convince them to bet on the chance to get booted and suited, with some Wardrobe
game. The Muses will give the Crew an appropriate cut & Style and Personal Grooming Checks. The token will
of the action for the night — an estimated 2,000eb, total. get them in, but a Check against a DV15 or better gains
them positive attention for having put the effort in.
The Setting
GO TO DEV (THE B TEAM)
The Muses make their home in Xanadu, a two-story
building covered in neon-bright graffiti located Dev (The B Team)
between the Dynalar Campus and Acorn Towers.
Xanadu is shining in neon spotlights, and you can feel
Inside the building, the ground floor has been con- the music in your bones from across the street. There's
verted into a roller rink, complete with seating. The a queue to the door, but you're ushered past them as
upper floor wraps around the building with open space soon as the bouncers spot your token. Inside, there's a
in the center. Attached to the upper floor walkway are counter with lockers, where everyone is asked to stow
offices, communal living spaces, and chairs for fans their weapons, and a place to snag some skates if you
who cough up money for the good seats. don't have any. Then it's into the club.

The Opposition The focal point is the roller rink, where clubbers
dance and skate past the DJ's booth in the center.
• The current captain of The Muses is Calliope; she There's a bar at the back under the second-floor
doesn't compete anymore but manages the team and walkway doing solid business, and the atmosphere is
club. She is perfectly capable of fighting if need be. as upbeat as the music. One of the bouncers follows

78
WELCOME TO THE NEIGHBORHOOD
you in and directs you up a ramp on the right-hand Dev (Random Encounter)
side to where a woman in a shimmering white chiton
oversees the proceedings. She leads you into a sound- You've just left the club, the pounding music still shaking
proofed room and plants herself on the corner of the in your teeth, when you notice a devastatingly pretty
desk that dominates it. young man, a keytar strapped to his back, bouncing
the hard way along the sidewalk.
This is Calliope. She thanks the Crew for coming and
lays out the problem. "Don't care if you're a stone fox, Random!" the bouncer
shouts as they dust off their hands, "You're banned from
"Thanks for coming, babies! We had a roller derby Xanadu until the Newton triplets forgive ya!"
bout scheduled for Friday, and ticket sales have been
dy-na-mite! We're sold out in advance! There's just one The young man in question is Random, a keytar player
tiny snag — the Billhooks, the other squad, got busted and serial heartbreaker. His latest conquests — Sandy,
by the fuzz. If we have to issue refunds, it'll wreck our Olivia, and Kira — are triplets and Muses. Random got
budget for the rest of the season. I refuse to lay down sloppy and scheduled a date with all three of them tonight.
and die, though, so I came up with a plan. He's fairly blase about the incident and happy to
"We'll make a new team and play them. All we need talk (and flirt) with the Crew if they start a conversa-
is players. That'll be you. If you've run the Edge, you're tion. Convincing him to play his keytar as part of an
tough enough to survive a jam and give the crowd a audition tape for Grace Steel doesn't require a Check
good show. We'll pay you the Billhooks' share of the — just a quiet spot away from the pounding beat of
pot … about two grand. Inspired to play, babies?" Xanadu where the musician can show off his skills.

A DV15 Human Perception Check reveals Calliope is GO TO DEV (LEARNING THE ROPES)
really under pressure. She isn't lying. If they don't play
this match, the team is sunk. Maybe for good.
Calliope promises to provide the Crew with all the
kit they need, including fleshing out the squad with
The Muses B ranks if they are short players. She'll
also ensure the Crew learns "the lay of the track" — it
shouldn't be hard. Many of their skills as Edgerunners
are "transferable."
If the Crew agrees, Calliope asks them to return the
next day so the lessons can begin. For now, though,
she gives each Edgerunner present a voucher for five
BY STORN A. COOK

free drinks.
"Have fun, babies!"

▶ Bar Brawl? ◀
Despite the pop atmosphere, Xanadu can be a rough-
and-tumble place. If, as GM, you're feeling a lack of
action, feel free to start a bar brawl! As long as it stays
relatively non-lethal, the bouncers won't interfere and
kick people out until at least 3 Rounds have passed.
When the Crew decides to leave,
GO TO DEV (RANDOM ENCOUNTER)

Calliope

79
WELCOME TO THE NEIGHBORHOOD

Dev (Learning the Ropes) Calliope has a few questions for the Crew when the
lesson's done.
The Crew has a day to learn the basics of roller derby,
Night City style. "What are you naming your squad? What'll your
colors be? What about your logo?"
If they think of performing a Library Search (DV9),
they'll find a plethora of videos on the Data Pool, Encourage your Players to engage here and spend
including several of The Muses in action. time worldbuilding. They'll get more into the upcoming
bout if they feel like they're part of an actual squad.
When they show up the next day, Calliope and a few
GO TO CLIMAX (MATCH NIGHT)
key Muses run the Crew through the basics, drilling the
rules into their heads. This is a good time to share the
Climax (Match Night)
in-game rules and out-of-game mechanics (see page
183) for roller derby with your Players if you haven't When the Crew arrives the following day, the Muses are
already done so. in full swing, setting up the track for the coming bout. They
are introduced to the Newton triplets (Sandy, Olivia, and
Roller Derby is rough but rarely lethal, and the hosts
Kira), who fit the Edgerunners with skates and ensure their
are expected to have at least one Medtech on standby
armor pads are securely strapped in place. Best of all?
in case of severe injury. Players with Trauma Team con-
The skates and armor are blinged out to match the colors
tracts are required to suspend them for the duration of
and logo the Crew thought up last night!
the match. This is because of an unfortunate incident
five years ago when a Trauma Team AV smashed The triplets also introduce the Crew to any backup
through the roof of the Watson Whammers' arena and Muses (see page 90) joining their squad to fill their
opened fire on their opponents. ranks out to five players.

BY ZOVYA RPG

Xanadu Roller Derby Track

80
WELCOME TO THE NEIGHBORHOOD
The Crew must play wearing roller derby middle-aged woman eyes you cautiously;
padding and helmets (SP7 each). Ella Corella seems in a foul mood. Maybe

Keeping it Simple
you can brighten her day?
As evening falls, there's nothing left to
do but maybe place a bet and wait for the The Rest of the Story
match to begin. The Muses are the clear If you don't want to run a
Ella inherited the Burning Bright from her unique combat event using
favorites for the night.
grandmother. Or possibly aunt — the rela- the Roller Derby rules on
If an Edgerunner bets on themselves and page 183, ask for an
tionship with her parents could have been
their Crew wins, they get 3eb for every Athletics Check from each
more precisely communicated.
1eb wagered. If an Edgerunner bets on player on the squad and
their opponents and the Muses win, they Since then, she's run the place with an make one for each oppos-
iron fist, keeping the neighborhood sup- ing Muse. Compare the
get 1.5eb for every 1eb wagered. The
opposing Checks, highest
maximum bet is 500eb. plied with whatever random selection of
to highest, next highest to
goods she can stock her shelves. next highest, and so forth.
Calliope acts as MC, introducing the
teams and the players from the high Her next-door neighbors are Nana and The squad with the most
Pop Pop, the owners of a recreational sub- wins here takes the night.
walkway. She revs up the crowd, and then
it's game on. The Crew versus the Muses stances shop named Breeze. In addition to
(see page 90). Technically, a bout con- traditional sales, both stores offer local deliv-
sists of several jams, but only play one out eries via a network of skateboarding kids.
and use it to determine which squad wins. All was well for the shopkeepers until
O n c e t h e m a t c h e n ds , g o t o the Albino Alligators rolled in and started
RESOLUTION (GOOD GAME). causing trouble. Tarquin, a mid-level boss,
has ambitions beyond having a good time
Resolution (Good Game) and causing mayhem. She's decided the
future of Night City is in real estate and
Win or lose, as long as the Crew finished figures Woodland Park will make for a
the bout and played fair, they get paid great start in her new empire. All she needs
their cut of the take: 2,000eb. They can to do is convince the locals to sell via a
also collect their winnings if some earlier slow and steady intimidation campaign.
gambling paid off.
It began with smashed windows and
Calliope's happy, and the Crew's cuts, trash fires two nights ago, but the locals
bruises, and new scars will be a memento just patched things up and ignored the
of an evening of good, clean fun. damage. So, last night, the Alligators tar-
GO TO JOB HUB geted the skateboard couriers — stealing
their packages, and smashing their boards.

J
That drew Ella's attention. No goods deliv-
ob (Turf War)
ered means no payments for said goods.
j o b t u r f w a r
Plus, Ella's protective of her kids. This is
How doth the little Alligator... why she needs the Crew to perform some
animal control and turn the Alligators into
Background (Read Aloud) handbags.
The Burning Bright Bodega is cramped, Setting
hot, and rammed with almost anything you
might want or need to buy, as long as it isn't The bulk of the action takes place on the
too expensive. At the back of the store, the streets of Woodland Park. The Crew won't
counter is open to one side, giving the shot- need to go to the Albino Alligators. The
gun-toting owner a clear field of fire. The boostergangers will come to them.

81
WELCOME TO THE NEIGHBORHOOD

The Opposition Ella wants to end this mess before it advances further.
She's spoken to the owners of the various local busi-
• The Albino Alligators are a gang operating out nesses. They can't offer much money — only 100eb
of Rancho Coronado. They get their name from per Edgerunner — but they can offer a trade in goods
their shirts, which were originally promotional items worth enough to supply one half of the Crew (rounded
for the now-abandoned car wash they call home. up) with a free month of Generic Prepak Lifestyle.
The black shirts have a white cartoon alligator logo
on the back and permanently popped collars. In Once they've accepted the offer, Ella suggests the
the grand scheme of Night City's hierarchy of Crew take a walk one door down to Breeze and talk
gang power, the Albino Alligators are low on to Nana and Pop Pop. They have more information on
the ladder, but when hopped up on drugs and the Alligators.
decently armed, they're still a threat to an isolated GO TO CLIFF (THE LOOKOUT)
neighborhood on the edge of Night City.
• This particular cadre of Alligators is led by
Cliff (The Lookout)
Tarquin, a woman who dreams of transforming Lurking next to the Data Term opposite the bodega
the gang into a real estate empire. is a young man in a tightly zipped black jacket who
keeps watch on the bodega. There's a beat-up old
The Hook motor scooter parked on the sidewalk next to him. This
Ella Corella is a middle-aged woman with devil-red is Sin Gin (see page 90), a lookout for the Albino
skin and flames painted on her right cyberarm. She Alligators.
speaks with a slight French accent to her Streetslang Since his jacket is closed and not showing off his gang
and always keeps her shotgun within reach. When you colors, spotting Sin Gin as suspicious requires a DV15
arrive at the Burning Bright Bodega, she ushers out a Human Perception or a DV17 Local Expert Check.
few customers and activates the neon CLOSED sign.
When Sin Gin spots the Crew leaving the bodega,
"I want you to know I am not naïve; I know how he speaks rapidly into his disposable cell phone.
things are usually done. You pay protection, and the Understanding what he's saying requires a DV13 Lip
local gang makes sure nothing bad happens to you. Reading Check or Amplified Hearing and a DV15
But the doombas running rampant over Woodland Perception Check.
Park these two nights are tourists, not locals, and they
aren't even asking for money! These Alligator people "No. No, Tarquin, they look like hard cases. Yeah,
are making a mess of our neighborhood, and last night they're armed. You want me to warn them off? Eff that!
they assaulted my children!" I ain't talking to them on my own. Fine. Fine, I will."

Based on the description of the perpetrators, a DV13 Sin Gin lobs a paint grenade across the street at the
Streetwise Check is all that's needed to identify the bodega. It lands on the sidewalk, splattering the front
gang as the Albino Alligators. of the shop, and any Crew members standing there,
with white paint.
He shouts, "Next time it'll be a real grenade!" and
Infobox: The Albino Alligators (DV17) leaps onto his scooter (see page 90), zooming
away up Moss Street, turning right onto Acorn, and
A minor gang operating out of an abandoned then left onto Crockett.
car wash in Rancho Coronado. They get their
name from promotional polo shirts the car Depending on the Crew, this could mark the start
wash printed before it died: black with a white of combat. Sin Gin isn't interested in dying. He rides
alligator mascot printed on the back and a away for all he's worth until he's caught or escaped.
permanently popped collar. They're a minor If the Crew happens to have a vehicle nearby and
nuisance as gangs go but since there's always gives chase, use the Chase rules (see page 180) to
more shirts, there's always more Alligators. determine the outcome.

82
WELCOME TO THE NEIGHBORHOOD
If he's captured, the Edgerunners can pit their Social "Yes, yes. You can't see the corner from here because
Skills against Sin Gin's in order to interrogate him. of the hill in the way."
Sussing out he's an Albino Alligator isn't hard — he's
"This was two nights ago. I was walking home from
wearing the shirt under the closed jacket. He'll admit he
a harvesting trip in the Badlands when I saw a group
works for a gang underboss named Tarquin and thinks
of them tumble out of a small caravan. At the time, I
this whole operation is a territory push. If asked, he has
thought maybe they were walking to Xanadu, but that
a phone number for Tarquin.
night they started breaking windows and setting fires."
Sin Gin was planning on driving back to the gang's
With a DV13 Conversation or Persuasion Check, an
headquarters in Rancho Coronado before being
Edgerunner can draw one further detail out of Pop Pop.
snagged. He doesn't know what the gang plans to do
tonight. Sin Gin is only a daytime lookout. At night he "A lady seemed to be in charge of the group. I
works a concession stand at Playland by the Sea to heard one of them call her something. Tarter? Turtle?
earn some money for him and his mom. Tardigrade? Tarquin! Yes! That's the ticket. Tarquin!"
If the Crew continues on to the Breeze, GO TO DEV Neither Nana nor Pop Pop know if the Albino
(NANA AND POP POP) If they try to call Tarquin, GO Alligators parked there again last night.
TO DEV (CONTACTING TARQUIN).
If the Crew has contact information for Tarquin
Dev (Nana and Pop Pop) and wants to call her, GO TO DEV (CONTACTING
TARQUIN). If they want to wait until nightfall and
Breeze isn't a large establishment, tucked as it is confront the Albino Alligators directly, GO TO CLIMAX
between the bodega and the cube hotel. A few oil (Gator FIGHT).
drums have been polished and serve as tables for those
partaking in Nana's offerings on the premises. Aside
from the ubiquitous cans of Smash in a small fridge
behind the counter, Breeze offers a selection of home-
made street drugs cooked in the basement kitchen.
The store is set up like a tiny bar, and Nana will
happily chat cheerily about the merits of their product
while also providing a friendly ear and dispensing
advice on anything from pie recipes to relationships to
the best comedown cushions. Periodically, her husband,
known to all as Pop Pop, emerges from his basement to
greet the regulars and refresh the supplies.
BY STORN A. COOK

Nana is a grandmotherly-looking woman with


an English accent. When asked about the Albino
Alligators, she sounds more annoyed than angry.
"Oh, those children are so rude! Do say you're going
to do something about them, won't you? They need to
be taught a jolly good lesson!"
Always a little high on her own supply, it takes a DV9
Conversation Check to remind her she knows some-
thing more about the Albino Alligators.
"Why yes! Of course! How silly of me to forget. Pop
Pop saw them the other night, parked … where was
it, Pop Pop?"
Nana and Pop Pop
"Corner of Acorn and Moss, Nana!"

83
WELCOME TO THE NEIGHBORHOOD

Dev (Contacting Tarquin) ▶ Meeting ◀


If a meeting was arranged, the Alligators
The Crew might have gotten Tarquin's
Help From number from Sin Gin, but there are other
drive right to the meeting spot and exit

the Locals ways to obtain it. A Fixer or Media their vehicles. Tarquin steps forward
Edgerunner can use their contacts to and attempts to negotiate, offering the
If the Crew decides to rally acquire it with a DV15 Streetwise Check. Edgerunners ten percent of the profits if
the locals to the defense Billy Flight or another NPC Fixer can obtain they join her campaign against Woodland
of Woodland Park, the
it with no Check and will charge 50eb Park. She's willing to give them 500eb
number of Albino Alligators there and then as a signing bonus and offer
involved increases dramat- for the information. And, of course, the
Crew might have their own contacts made of good faith. If the Crew agrees, she'll
ically but most of the action
through the course of their career to call expect immediate results.
occurs off-screen, as the
Pearces, Billy Flight, Ella, upon. Feel free to reward creativity. "We played nice and gave them a
and others battle it out with chance to run. Now, we play rough.
the extra members of the If the Crew calls Tarquin, she'll be all too
happy to chat. Her voice oozes supercilious- Tonight we riot!"
gang while Tarquin and
her direct troops fight the ness as if she barely considers the Crew worth Assuming the Crew doesn't agree to run
Crew. If you want to add to her time. She's aware a group of Edgerunners rampant through the neighborhood in a
the tension, at the bottom of can be a concern, but she honestly believes campaign of slaughter and terror, combat
each Round, roll 1d6. On her superior numbers guarantee victory. Even
an even, describe a local
begins.
if she loses most of her own gang, there's
triumphing over a ganger.
On an odd, describe a always more where they came from. ▶ No Meeting ◀
ganger injuring a local. An opposed Conversation Check will If no meeting was arranged, the Albino
Conveniently, when the draw the truth out of Tarquin — she wants Alligators park behind the hill at the corner
Crew wins, the locals do the locals to sell their property to the gang of Acorn and Moss, just like last time.
as well. for a song or just flee altogether so her Forewarned by Pop Pop's recollections, the
gang can move in and claim the neighbor- Crew can arrange for traps or an ambush
Alligator Assault hood. No amount of talk over the phone
will convince her to change the big plan.
if they so desire.
If unchallenged, the Albino Alligators
By this point, your Crew
If the Crew pisses Tarquin off, she'll hang will march down Moss Street and into the
shouldn't find a group of
mooks this size difficult, up. Otherwise, she'll suggest meeting after neighborhood with the intent of causing as
but you never know. If sunset in the Badlands opposite Woodland much mayhem as possible. Tonight they
your dice are hot and Avenue to "make a deal." don't plan on stopping with a few broken
the Players' dice aren't, it windows, stolen packages, and damaged
could go poorly. If things If the Crew decides to visit Breeze, go to
skateboards.
are looking bleak and you Dev (Nana and Pop Pop). Otherwise,
want to give the Crew a GO TO CLIMAX (GATOR FIGHT) Unless they're stopped, most of
fighting chance, add a few Woodland Park will be broken and ablaze
neighborhood folk to the Climax (Gator Fight) by morning.
mix. Ella or the Pearces
might be enough to tip the There's very little chance of resolving this The Alligators step out of their camper
scales. situation without violence. Tarquin (see vans, hopped up on drugs, and won't flee
page 92) is too stubborn and egotistical or surrender unless Tarquin and at least half
to back down. their number are taken out of the fight.
The Albino Alligators arrive around If the Crew joined Tarquin and the
sunset in two beat-up old camper vans. Albino Alligators, GO TO RESOLUTION
In addition to Tarquin, there are two ( A LLIG AT ORS W IN! ). If the Crew
Alligator Mooks (see page 90) for stopped the snapping menace, GO TO
each Edgeruner in the Crew. RESOLUTION (ALLIGATORS LOSE!).

84
WELCOME TO THE NEIGHBORHOOD

Resolution (Alligators Win!) wire spools and a variety of mismatched stools to provide
seating. You've had word that the owner, Carri, has a
By morning, the battle for Woodland Park is over. The problem you might be able to help with.
locals put up some resistance, but they were no match
for both you and the gang. Dynalar security protected The Rest of the Story
their campus and Acorn Towers but otherwise didn't
interfere. It took hours before the local security con- Carri's latest crush, Legacy, is a Rockerboy who
tractor, 6th Street, showed up in force and drove you recently graduated from NCU with a music degree.
and the gang away. They've yet to find a steady gig, so moved into a room
in the Zolletta cube hotel a month ago to save on costs.
By that point, most of the buildings were broken and
burning — including the new home of The Forlorn Hope. Since moving into Woodland Park, Legacy has
become fascinated by the Badlands. Seeking musical
By the end of the week, word comes of a buyout of inspiration, they've taken to overnight campouts in the
the Woodland Park properties. It isn't Tarquin and the Badlands, away from the noise and lights of the city in
Albino Alligators doing the buying, though. Dynalar order, with no Agent to distract them so they can "let
swooped in with grand new plans to expand their the isolation seep into my soul."
campus. You won't be getting ten percent of anything.
They went out camping again three nights ago, select-
But, hey, at least you got paid 500eb, right? ing a spot one mile (1.61km) north, where a stubborn
This marks the end of the campaign. The tree offered a small amount of shelter. When they heard
Forlorn Hope is closed forever, and there gunfire from a Raffen Shiv raid nearby, Legacy decided
won't be any additional jobs coming to bicycle home in the middle of the night rather than risk
the Crew's way from Marianne and The being caught in the crossfire. Unfortunately, they hit an
Professor. outcropping in the dark. Legacy's bicycle was wrecked
and their leg was broken, leaving them stranded.
Resolution (Alligators Lose!)
Worried when Legacy didn't stop by the food truck
When the sun rises this morning, it does so over an for their usual Koff Pop, not one morning but two in a
intact Woodland Park. You stopped Tarquin's plans for row, Carri asked Fashanu Baines, a local PI with an
the destruction of the neighborhood. The new home of office in the Zolletta, to look for them. Baines broke into
The Forlorn Hope is safe. Legacy's room, hacked into their Agent, and found a
map leading to the campsite. From there, it seemed a
All that's left is to collect your payment from Ella and
simple first aid and rescue job.
the local business owners.
Only it didn't work that way. A sudden dust storm
As promised, the local business owners will pay the
blew over the area, and Baines rammed the car into
Crew 100eb each and hand over enough supplies to
a ridge, causing a rock slide to tumble down and trap
provide half the Crew (rounded up) with one free month
them both. Now, both the Rockerboy and the PI are
of Generic Prepak Lifestyle (see CP:R page 377).
unconscious and stuck in a wrecked car and broiling
GO TO JOB HUB beneath the Badlands sun.

Setting
J ob (Love Lies Dying)
j o b l o v e l i e s d y i n g
The case of the missing detective...
Baines and Legacy are both residents of the Zolletta Cube
Hotel. Baines rents a small office on the 1st floor and a
room on the 3rd floor. Legacy lives on the 2nd floor.
Background (Read Aloud)
The car wreck is at the base of a ridge in the
The Terminus food truck does good business feeding locals Badlands, roughly a mile north of Woodland Park, only
something different than the same old Kibble. Permanently a few hundred yards from where Legacy set up their
parked in the Palms cargo village, it's surrounded by old campsite near a scraggly tree.

85
WELCOME TO THE NEIGHBORHOOD
didn't show. I know this is paranoid, but I got worried,
so I asked Fashanu … that's Fashanu Baines, the private
eye who works out of the Zolletta … to check in on
them. That was yesterday, and now Fashanu's missing,
too. Could you please go look for them?"
Here's what Carri knows
• Legacy was living in the Zolletta. Carri will admit,
with a blush, that she's been to their room on the
2nd floor once, two weeks ago.

BY LISE BARON
• Baines keeps an office on the Zolletta's first floor.
• Legacy is trying to get a regular campaign of
Carrion and Crawlers going, but so far, only Carri
has agreed to play.
• Legacy is currently between gigs and feeling
depressed about it. They've grown more withdrawn
in the last week and have been talking about trying
to find new inspiration.
Carri can't afford to pay the Crew in cash, but she'll
offer them a week's worth of meal vouchers each if they
Carri Zote can locate the missing Rockerboy and detective.
"I just want to know they're both alright!"
Opposition
If the Crew decides to ask around the neighborhood,
The only opposition is time, though the Crew doesn't GO TO DEV (Asking Questions). If they check out
know it. If they don't find Baines and Legacy by the Zolletta, GO TO DEV (THE ZOLLETTA).
morning, both will succumb to their injuries and die.
Dev (Asking Questions)
The Hook
The difficulty of getting information from the locals
You've received word. The owner of Terminus, the local depends on how well the Crew has bonded with them.
food truck parked in the Palms cargo village wants a If an Edgerunner barely knows someone, they need to
word. The truck's doing brisk business this morning, with succeed at an appropriate DV13 Social Skill Check. If
a line ten people deep. When you reach the window, they've completed a mission in which the local being
the choomba taking orders shouts something towards the questioned figures and made a good impression in the
inside of the truck. A moment later, a small woman with process, no Check is required.
dark skin and permanent, silver light tattoo eyeliner hops
out from the rear door and motions for you to join her. ▶ Regarding Legacy ◀
"Hi. My name's Carri. I heard you were helping Billy Flight: "The musician who stood Carri up? They
people out, and … I think someone needs some help. dropped in a week back, looking for someone to
Maybe a couple of someones. A couple of weeks ago, fix up an old electronic drum kit and amp but didn't
strike me as the type who'd just up and delta. I heard
this Rockerboy named Legacy swung by, said they'd
our local PI was looking into it?"
just moved in and were between gigs. Pretty soon, they
were here for Koff Pop every morning, and, y'know, we Ella: "They come into the bodega for supplies now and
exchanged numbers." She offers you an awkward grin. then. Mostly any fresh vegetables we had left after the
"Two days ago, Legacy didn't show. Yesterday, Legacy Pearces delivered. The last time I saw them, they were

86
WELCOME TO THE NEIGHBORHOOD
after a hunting knife, a roll of plastic sheeting, and an If the Crew decides to check out the Zolletta, GO
old-school compass. I had the knife but not the other TO DEV (THE ZOLLETTA). If they have enough
stuff, and I didn't ask why they wanted them. They don't information to travel to the Badlands, GO TO CLIMAX
seem like a bad sort... but you never know." (SEARCH & RESCUE).

Nana: "Yes, they are always looking for incense and Dev (The Zolletta)
oils. Nice youngster; I do hope they're all right. I think
Pop Pop mentioned seeing them out in the Badlands The Crew can check out three possible locations in the
one time during one of his walkabouts." Zolletta: Baines' office on the 1st floor, Legacy's room
on the 2nd floor, and Baines' room on the 3rd floor.
Anyone else asked doesn't know Legacy except in
passing. A few people remember Legacy asking them ▶ Baines' Office ◀
if they played some sort of game — an analog one, if
you can believe it! A metal shutter blocks access to the office. Cracking its
lock requires a DV15 Electronics/Security Tech Check.
▶ Regarding Fashanu Baines ◀ Inside, there's a wood-effect desk and faux leather
swivel chair taking up most of the space, with a plastic
Billy Flight: "Decent detective, I think. I pass on any
seat opposite, presumably for clients. File cabinets with
old mystery novels I find to him. Likes the image
old-fashioned key locks (DV13 Pick Lock to open) line
of the knight in scuffed armor, you know? I know
the walls. Inside the drawers, Baines keeps records on
he does some work for Woodchipper, a nomad
all his cases in plastic suspension folders.
Fixer. He keeps his car parked with me, but that's
been gone for at least a day." Flight can supply On the desk is a personal data term and a dirty
an image of Baines' vehicle, a beige, two-seater drinking glass. There are two drawers in the desk, one
Zonda Metrocar. of which contains a bottle of semi-decent bourbon-style
whiskey. The other is crammed with notepads in various
Ella: "Always poking his nose into things, isn't he? We
states of use and a small plastic box containing an
once chatted in the Wash n' Run over the best ways
Agent decorated with bright colors that don't match
to get blood out of a vintage trench coat. Has some-
the sepia tones of this office.
thing happened to him?"
The files in the cabinets are all listed under the client's
Nana: "Well, now, he isn't really one of my customers,
name. The search for Legacy comes under Zote, Carri.
if you know what I mean, but always happy to come
It is slim but contains a list of actions taken ("gaining
in and chat about the neighborhood!"
access" to Legacy's room, along with the six-digit lock
Everyone else in the neighborhood offers generic code for it) and itemizes what he took (their Agent and
information. They know Baines is a private detec- some half-written songs in notepads). The folder also
tive, but no one will admit to having hired him for contains a map of the Badlands, with coordinates scrib-
anything. bled onto an apparently empty area, circled in red. This
is the location of Legacy's tree, based on information
pulled from their Agent.
Infobox: Woodchipper (DV15)
If the Crew doesn't search the files, the same infor-
At just over 7 feet (2.14 meters) tall, mation is available directly from Legacy's Agent in the
Woodchipper cuts an impressive figure. desk. It is locked and can be hacked with a Breacher
She also acts as a marriage counselor, (see page 179) or a DV21 Electronics/Security Tech
conflict mediator, and Fixer for the local Check.
Aldecaldo and Jodes nomad packs.
▶ Legacy's Room ◀
Her Night Markets aren't just shopping Accessing Legacy's room requires beating a DV13
experiences but block parties, with Electronics/Security Tech Check or the use of the code
some of the best street corn around. acquired from Baines' office. Inside, it is a messy but

87
WELCOME TO THE NEIGHBORHOOD
typical cube hotel room. Colorful clothes are strewn ▶ Finding the Car ◀
everywhere. An electronic drum kit and an amp take
Baines' metrocar is pinned by a landslide's worth of
up most of the space. Since Baines already broke in
rubble at the base of a ridge. The rubble makes it
and "borrowed" Legacy's Agent, nothing in the room is
impossible to reach Baines and Legacy, but a suc-
helpful — though a DV13 Perception Check does turn
cessful DV15 Perception Check detects signs of life
up a memory chip containing a recording of Legacy in
inside.
concert. They're pretty damn good! Assuming the Crew
finds Legacy alive, the file might be worth passing on Freeing the pair won't be easy. Let the Crew work
to Grace Steel. on a plan and be ready to come up with DVs for their
ideas. Some possibilities:
▶ Baines' Room ◀
• The rubble can't be shifted by hand unless two or
Accessing Baines' room requires beating a DV13 more Edgerunners have a BODY of 10 or higher.
Electronics/Security Tech Check. Inside is a bog If so, they can work in concert to push the rubble
standard cube hotel room. It is obvious Baines spends aside without a Check.
little time there. There's nothing of interest besides a
collection of tattered old noir paperback novels and • Using rope/chain and a vehicle to shift the rubble
some clothes. requires a DV17 Drive Land Vehicle Check if it has
a Heavy Chassis upgrade and a DV24 Drive Land
If the Crew decides to ask around the neighbor- Vehicle Check if it doesn't. If the Check fails, the
hood, GO TO DEV (Asking Questions). If they rubble is still shifted, but the Crew's vehicle suffers
travel to the Badlands, GO TO CLIMAX (SEARCH & 6d6 damage — armor does not reduce it.
RESCUE).
• Blowing the rubble off the car with explosives
Climax (Search & Rescue) is possible but extremely risky. It requires at least
two grenades (or their equivalent) and a DV24
It should be pretty clear that Legacy was traveling Demolitions Check. If the Check fails, the explosion
into the Badlands for some reason, and Baines went kills Baines and Legacy.
after them. With the map from Baines' office, reaching
the exact spot of Legacy's campsite in the Badlands • Using the right equipment to create levers and
requires a DV13 Library Search, Local Expert fulcrums requires a DV21 Basic Tech Check. With
(Badlands), or Wilderness Survival to navigate using a success, the rubble is shifted.
skills or technology. Getting to the site takes less than • The Crew can call for help. They might remem-
10 minutes by car and about 30 minutes walking.
ber Baines does work for the nomad Fixer
Anyone who walks there must make a DV13 Endurance
Woodchipper or that Jack Skorkowsky, the real
Check due to the burning sun pounding down on them.
estate agent, owns a GRAF3 construction drone.
If an Edgerunner fails the Check, they're weary and at
Convincing someone to come over to help is a
a -2 to all Checks made until they get a good night's
Social Skill Check with a DV of between 13 and
sleep.
17, depending on the NPCs relationship with the
Legacy broke down their site when they left, so Crew.
there's not much left but the doused remains of a camp-
Once freed, the Crew might want to provide Legacy
fire. The dust storm covered the tracks left by Legacy's
and Baines with medical treatment. Each is at 0 HP
bicycle and Baines' car, making them difficult to locate.
and is not currently stabilized. Baines has three Critical
Finding and following them requires a DV15 Tracking
Injuries (Broken Ribs, Cracked Skull, and Whiplash).
Check or DV17 Perception Check. A successful DV15
Legacy has four Critical Injuries (Broken Leg, Foreign
Tactics Check suggests a spiraling search pattern is the
Object, Spinal Injury, and Whiplash).
best choice for surveying the area. Doing so will result
in finding the car in roughly 30 minutes. Otherwise, While the Critical Injuries don't need immediate
a random search of the area will find the car after attention for transport, the pair shouldn't be moved until
another hour. they are stabilized (see CP:R page 128).

88
WELCOME TO THE NEIGHBORHOOD
If either Baines or Legacy (or both) dies, to sit down and listen to your report about
GO TO RESOLUTION (MEMORIAL). If Woodland Park's businesses, residents, and

Don't Forget
Baines and Legacy are rescued, GO TO troubles.
RESOLUTION (CELEBRATION).
"It sounds colorful." The Professor says,
"A lot of problems in a short period of time.
Grace!
Resolution (Memorial)
I'm glad you were able to help." I f t he Pla yers didn' t
Following the news, Carri organizes a remember Grace Steel's
Marianne smiles brightly, "It sounds perfect.
small neighborhood vigil. People from the request as they scoped
I think we'll like it here. Come on. I've brought out the neighborhood,
community light candles, speak quietly and
in some prepak to make for lunch. The good the celebration is a great
mourn the loss of a resident of Woodland
stuff, too. Not the cheap Oasis crap. Help me time to ask for a DV13
Park. No one openly blames you — you
heat it. We'll eat, and then I'll pay you what Concentration Check.
tried your best, they are sure — but some
we owe you. You did good, kids." Anyone who succeeds
residents look at you with wary eyes in the
following days. And that's exactly what happens. The remembers the task set for
Crew eats lunch with Marianne and The the Crew by The Forlorn
Carri honors her agreement and Hope's musical maven:
Professor, and then she pays them 2,000eb
hands over the vouchers but avoids the Find musicians for the
each for a job well done. band! Legacy certainly
Edgerunners whenever she runs into them
in the neighborhood. They remind her too qualifies. So does Random,
much of what she lost.

Resolution (Celebration)
D owntime
d o w n t i m e d o w n t i m e
By this point, your Crew's probably accu-
who happens to be present
and hitting on one of the
Pearces.

mulated a small amount of wealth and


A few days after the rescue, Carri orga-
Improvement Points. Give them at least
nizes a small party to welcome Baines
two weeks to relax, perform tasks, and go
and Legacy back from their stay at From
shopping before Marianne calls them in for
the Ashes, a clinic known for helping
the next mission.
those without a lot of money to spend.
Both are still in rough shape but clearly Go to Mission: The Devil's Cut
on the mend. During the party, Carri pub-
licly thanks you for rescuing the pair and
hands you not seven vouchers each but
ten, plus the promise of a free cup of Koff
Pop every morning from now until the truck
goes out of business.
Go to Job Hub

F inale (The Report)


f i n a l e t h e r e p o r t
After weeks of living in Woodland Park,
you've learned quite a bit about the neigh-
borhood and the people who live here.
You travel to the new Forlorn Hope on the
final day of the month, ready to share your
newfound knowledge. Marianne and The
Professor are already there, pouring over
plans to renovate the joint. They take a
break from the actual physical blueprints

89
WELCOME TO THE NEIGHBORHOOD

N PCs, Obstacles & NET Architectures


np c sob s tac l e sandn e ta r c hit e c tursnp c sob s tac l e sandn e ta r c hit e c tur e s

Muse
HP
35

Use The Muses stat block for both opponents and


X The Shark NET Architecture Reputation: 3
STATS
Floor DV
14 6 6

Muses filling out the Crew's ranks.


COMBAT # INIT MOVE
Password
1 6 Important Skill Bases
Athletics 12•Conceal/Reveal Object 10•Concentration 9
Conversation 8•Cybertech 8•Dance 12•Human Perception 8
Perception 8•Persuasion 10•Resist Torture/Drugs 10•Stealth 6
Floor DV
Black ICE: Attacks
2 Wisp

Permission is granted to the user to print or copy this page.

Brawling (ROF2) 2d6

Floor DV Rhinestone Club (ROF2) 3d6


Control Node: armor
3 Observation Cameras
8 Head: Roller Derby Helmet SP7
Body: Roller Derby Padding SP7
Floor DV
Black ICE: Important Gear & Cyberware

4 Raven & Wisp


— Bodysculpt•Roller Skates•Cybereye w/ Color Shift x2
Neural Link w/ Chipware Socket & Pain Editor, Techhair•Cash: 20eb

Floor DV
Control Node:
Albino Alligator Mook
HP
25
5 Hall Lights
8 STATS
Reputation: 1

Floor DV COMBAT # 10 INIT 6 MOVE 4


Use the Albino Alligator Mooks

Control Node:
6 8
Important Skill Bases
Elevator Athletics 10•Concentration 4•Conversation 5•Cybertech 6
stat block for Sin Gin.

Drive Land Vehicle 10 Human Perception 5•Perception 6•Persuasion 6


Resist Torture/Drugs 4•Stealth 7

Attacks

X Sin Gin's Motor Scooter Rippers (ROF2) 2d6


SDP 20 PQ Very Heavy Pistol (ROF1) 4d6
Seats 1 armor
Speed (Combat) 15 MOVE Head: Leather SP4
Speed (Narrative) 30 MPH/48 KPH
Body: Leather SP4
Important Gear & Cyberware
Basic Very Heavy Pistol Ammo x8•Disposable Cell Phone x2
Cash: 20eb

90
WELCOME TO THE NEIGHBORHOOD

HP
1 20
40
Name Pink Heart/Yellow Moon rep Seriously
wounded

role None Death


save 7
STATS
INT 4 REF 7 DEX 6 TECH 5 COOL 4 WILL 4 MOVE 6 BODY 7 EMP 5
weapons armor
Brawling Attack (C# 10) ROF2 3d6 Skinweave SP7

BODY HEAD
Assault Rifle (C # 12) ROF1 5d6 Skinweave SP7
skill bases

Permission is granted to the user to print or copy this page.


Athletics 12•Autofire 12•Brawling 10•Concentration 6•Conversation 7•Drive Land Vehicle 10•Education 6
Evasion 10•First Aid 11•Human Perception 7•Language (English) 8•Language (Streetslang) 6
Local Expert (Santo Domingo) 6•Perception 10•Persuasion 6•Shoulder Arms 12•Stealth 8•Tactics 8
GEAR
Basic Rifle Ammo x35•Incendiary Grenade x1•Standard Quality Agent•Cash: 20eb
cyberware
Chemskin•Neural Link w/ Sandevistan•Skinweave

HP
3 18
35
Name Orange Star rep Seriously
wounded

role Netrunner: Interface 5 Death


save 5
STATS
INT 5 REF 5 DEX 7 TECH 7 COOL 6 WILL 5 MOVE 5 BODY 5 EMP 5
weapons armor
Thick Blade (C# 11) ROF2 3d6 Bodyweight Suit SP11
BODY HEAD

Heavy Pistol (C# 12) ROF2 3d6 Bodyweight Suit SP11


skill bases
Athletics 9•Basic Tech 10•Brawling 10•Concentration 10•Conversation 8•Education 10
Electronics/Security Tech 12•Evasion 11•First Aid 10•Handgun 12•Human Perception 10•Language (Spanish) 9
Language (Streetslang) 7•Local Expert (Santo Domingo) 9•Melee Weapon 11•Perception 11•Persuasion 8
Stealth 10•Streetwise 8
GEAR
Basic Heavy Pistol Ammo x16•Standard Quality Agent•Medkit•Techtool•Cyberdeck w/ Armor, Range Upgrade
(in Bodyweight Suit), See Ya, Sword x2 & Worm•Cash: 50eb
cyberware
Chemskin•Cybereye w/ Virtuality x2•Neural Link w/ Interface Plugs

91
WELCOME TO THE NEIGHBORHOOD

HP
2 18
35
Name Green Clover rep Seriously
wounded

role Solo: Combat Awareness 4 Death


save 5
STATS
INT 4 REF 6 DEX 4 TECH 4 COOL 6 WILL 5 MOVE 6 BODY 5 EMP 4
weapons armor
Brawling Attack (C# 13) ROF2 2d6 Light Armorjack SP11

BODY HEAD
VH Pistol w/ Smartgun Link (C# 13) ROF1 5d6 Light Armorjack SP11
skill bases
Athletics 12•Brawling 13•Concentration 9•Conversation 12•Education 8•Endurance 8•Evasion 12•First Aid 6
Permission is granted to the user to print or copy this page.

Handgun 12•Human Perception 10•Language (English) 8•Language (Streetslang) 8•Local Expert (Santo Domingo) 7
Perception 10•Persuasion 10•Resist Torture/Drugs 12•Stealth 10•Tactics 8
GEAR
Basic Very Heavy Pistol Ammo x16•Incendiary Grenade x1•Smoke Grenade x1•Standard Quality Agent•Cash: 100eb
cyberware
Chemskin•EMP Threading•Neural Link w/ Chipware Socket, Interface Plugs & Pain Editor

HP
3 18
35
Name Tarquin rep Seriously
wounded

role Fixer: Operator 4 Death


save 4
STATS
INT 5 REF 5 DEX 4 TECH 5 COOL 6 WILL 6 MOVE 4 BODY 4 EMP 5
weapons armor
Brawling Attack (C#: 6) ROF2 1d6 Light Armorjack SP11
BODY HEAD

Very Heavy Pistol (C#: 12) ROF1 4d6 Light Armorjack SP11
skill bases
Accounting 8•Athletics 6•Basic Tech 7•Brawling 6•Business 10•Concentration 8•Conversation 10•Education 10
Evasion 12•First Aid 7•Handgun 12•Human Perception 10•Language (English) 9•Language (French) 9
Language (Streetslang) 7•Library Search 10•Local Expert (Rancho Coronado) 7•Melee Weapon 10•Perception 11
Personal Grooming 9•Persuasion 10•Stealth 8•Streetwise 8•Trading 10•Wardrobe & Style 10
GEAR
Basic Very Heavy Pistol Ammo x8•Disposable Cell Phone x2•Smart Glasses w/ Targeting Scope
Cash: 100eb
cyberware
Cyberaudio Suite w/ Audio Recorder & Standard Quality Internal Agent

92
BY TORBIN WEIT

Estimated Play time: 6 to 9 hours

The Devil's Cut


By Melissa Wong

Beat Chart..........................................94 The Hook............................................96 Resolution (Empty Bottle).................106


Rumors...............................................95 Dev (Snakebite)..................................97 Resolution (Full Bar)..........................106
Background........................................95 Dev (Doing a Heist).............................99 Downtime......................................... 107
The Rest of the Story...........................95 Cliff (Casing the Joint).......................100 Appendix: The Devil's Cut................. 107
The Setting..........................................96 Cliff (Heist Night)..............................103 NPCs, Obstacles & NET Archs...........109
The Opposition...................................96 Climax (Fleeing the Scene)...............106

93
Beat Chart for The Devil's Cut

The Hook
page 96

Development
(Snakebite)
Permission is granted to the user to print or copy this page.

page 97

Development
(Doing a Heist)
page 99

Cliffhanger Cliffhanger
(Casing the Joint) (Heist Night)
page 100 page 103

Climax
Resolution (Fleeing the Scene) Resolution
(Empty Bottle) page (Full Bar)
Heist goes wrong Heist goes right
page 106 106 page 106
THE DEVIL'S CUT

X Rumors

1d6 Rumor

The Albino Alligators, a minor Rancho Coronado gang, suffered a setback when they tried to conquer a
1
neighborhood in North Heywood and met stiff local resistance.
A crew of street mercs raided the Dirty Hippies last month, inflicting severe casualties and destroying many
of their garden beds. Street mercs also attacked Stems & Seeds and the reclaimer gardens in the RC Night
2 Market but met stiff resistance from local security, who successfully repelled them. Rumors of attacks on other
guerilla gardening operations in Night City during the same time period suggest the assaults originate from
the same source: Continental Brands
Continental Brands is looking to expand its operations beyond kibble and SCOP by entering the luxury food
3 market. Specifically, they're opening a new facility dedicated to selling and storing high-end, vintage booze.
The new operation, The Devil's Cut, is the brainchild of rising Corporate star Jules Lung.
It's about time! The Forlorn Hope is re-opening soon in a new location, and the rumored guest list is a who's
4
who of the Night City edgerunning scene.
Megacorps in Night City are pushing the Night City Council to step up building and infrastructure safety
inspections. This isn't done out of the goodness of their hearts — they're losing money every time a building
5
near one of their facilities explodes and shrapnel damages their property or a sinkhole opens up and blocks
traffic flowing to and from their warehouses.
The Red Chrome Legion's numbers have swelled after new leaders Vox and Populi swept through multiple
6
homeless encampments and promised food and shelter in exchange for an oath signed in blood.

Background (Read Aloud)


b a c k g r o u n d r e a d a l o u d
Marianne Freeman welcomes you into the still-un-
T he Rest of the Story
t h e r e s t o f t h e s t o r y
Unfortunately, when seeking to restock The Hope's
der-renovation Forlorn Hope. liquor collection, Marianne didn't account for spec-
ulators attempting to corner the market on vintage
"Come on in … we haven't installed the stools yet, but
booze. Jules Lung is an executive of middling rank but
you can lean against the bar," she says with an impish
smile. She serves up "lemonade". The drinks are mixed possessed of surprising ingenuity. She's about to open
from flavored powder, but the water's been run through a new and unconventional investment vehicle — The
a filter, and the jug has been sitting in a cooler. It's a little Devil's Cut, a wholly-owned subsidiary of her employer,
hard to hear her, what with all the power tools screech- Continental Brands.
ing and buzzing as contractors continue their building This is how The Devil's Cut works: Speculators purchase
work, but she's used to speaking over a wall of noise. bottles of authentic spirits, which are then held in a secure
"A real bar needs a liquor collection, not just the synth climate-controlled vault. Over time, the value of the pur-
stuff, and our old one died in the fire." There's a tiny chased spirits appreciates. At any time, the speculator
wrinkle between her brows, but she smooths it away can sell their bottles and make a profit. She's selling the
with a practiced smile. "I tried to tap old friends with venture as liquid gold. As real alcohol becomes rarer, the
liquor collections to see if anyone was willing to sell to price of vintage bottles increases. Of course, this booze
us, but I've come up dry. No pun intended. Some of my vault isn't going to work without bottles of alcohol in stock
old acquaintances have already sold up, but others … for speculators to bid on. Some collectors happily sold
other people have lost their collections in an odd series their stockpile, but for others, she arranged for accidents
of accidents. One of those old friends will be here in a to cover good old-fashioned theft. Unfortunately for Ms.
moment, and if her story goes the way I think it will, I'll Lung, she made the mistake of stealing the collection of
have a job for you." retired grifter Harry the Shrimp.

95
THE DEVIL'S CUT

T he Setting
t h e s e t t in g t h e s e t t in g Infobox: Harry the Shrimp (DV15)

Running a Heist While the Edgerunners use the new and Harry the Shrimp is a legendary
in-progress Forlorn Hope as a base of grifter. She's so legendary that
Nervous about running operations, the bulk of the gig occurs in the no one knows what heists and
a heist? Used to more Upper Marina district, in a swanky liquor
traditional jobs involving con jobs she's actually pulled off.
bank named The Devil's Cut. Designed Name any famous, non-violent
chasing down Bozos,
squaring off against gangs, and created by an art deco-infatuated crime in the past two decades, and
and rescuing kidnap Continental Brands executive, The Devil's at least one person "in the know"
victims from Corporate Cut is a pretty façade for the cynical busi- will insist Harry was involved.
hustle? Unsure of how to ness of hoarding and speculation. See
make the story flow? We've the Mission Appendix for more details
got your back. on The Devil's Cut and its security systems. Harry leans against the bar and offers
First, more than any the Edgerunners a questioning glance.

T he Opposition
other Mission in this book, Marianne is quick to vouch for them.
make sure you read and t h e op pos i t ion t h e op pos i t ion "They're who I've picked for the job."
understand The Devil's Cut.
That's key. By their nature, • The Edgerunners will match wits with
Harry nods, then takes an Agent from a
heists are more loosely Jules Lung, Continental Brands
structured than a traditional synthleather document bag and projects a
Exec, and her staff: a personal assis-
gig, so you need to be sure hologram. "This used to be my home." On
tant named Mira Maldonado, a
you know all the facts. its screen is an image of a trio of scorched
bodyguard named Anvil, and a bevy
Next, we've provided of trained security guards. The Devil's shipping containers burned down to bare
you with Harry the Shrimp. Cut was Jules' idea — ripped off from steel. "Bloody shame, but as you can
Harry's a retired grifter a genuine wine bank she visited in see, I haven't got much of anything left.
and an old hand when it Possessions come and go, but I kept my
France. She relies on her team to
comes to cons and heists. booze collection there. I promised to sell it
Throughout this mission, procure liquors by hook or by crook.
to Marianne and The Professor. Now, that
you'll find text blocks where

T
Harry lays out potential he Hook plan's all gone up in smoke. Though not
options for the Crew. Make t h e hook t h e hook t h e hook due to the fire. I am a hundred percent sure
sure to read them to your someone set the blaze to cover a theft."
Players. If they get stuck A diminutive, pixie-faced woman walks
and have trouble deciding into the new Hope, leaning lightly on a If the Crew wants, this is an excellent time
what to do next? Don't shiny steel cane. Her salt-and-pepper hair to question Harry. Some common questions
have Harry pop up and is worn in a short, tousled undercut, and and answers are below.
give instructions. Instead, her pale blue Kiroshi cybereyes twinkle
mention, "Harry might
have an idea," and let them
out from behind a pair of cosmetic horn- X When did the fire happen?
decide to bring her in or
rimmed glasses. She is wearing a pair of "Two nights ago — I was out at Greta's
continue on their own. gray chinos and a threadbare navy-col- shooting pool with a couple of my best
ored blazer. "Marianne," she says in a girls when I got an alert on my Agent.
(Continued on page 97) sweet contralto voice, "as lovely as ever."
The carbon monoxide detector and temp
Those familiar with British English will notice
sensors were going nuts. Didn't get back in
a distinct Estuary accent.
time to put anything out, sadly."
"Stop that, Harriet," Marianne says with
a grin, "I'm a married woman! Everyone, X What happened to the liquor?
this is my friend, Harriet Woodward."
"Someone wants me to think it burned in the
"Or, as others call me, Harry the Shrimp. fire. I found melted glass in the storeroom.
The handle's self-explanatory." As I said, this was all to cover a theft."

96
THE DEVIL'S CUT

X How does she know it was theft? Marianne leads the way into an empty
room next to the stage. When The Hope
"I'm an observant bird. I took inventory of
opens, it will serve as a green room for
the melted glass and compared it to the
inventory stored on my Agent. There wasn't
performers, but, for now, it functions as a Running a Heist
enough of it … and some of it was blue.
makeshift office.
(Continued)
None of my bottles were blue." Harry pulls documents out of her bag,
Finally, don't forget the
all printed on thin plastic sheets. Glossy
Flash of Luck rules (see
X Do you have a place to crash? large-format photos taken from a distance
page 186), and inform
"Am I gonna be alright? Oh, what a love via a zoom lens. Right on top is a picture your Players about them.
you are. I'm more than jake, doll. I'm of a ruthlessly well-dressed woman with Most important of all, take
crashing with one of my girlfriends right shining blue-black techhair and jade- a deep breath and relax.
now, and she makes amazing kibblecakes green cybereyes. Her bronze-tinted skin During a heist, a GM's most
shimmers with the distinctive light-bending important job is not to act
for breakfast. Don't worry your pretty little
glow associated with the most expensive but to react. In each beat,
head. I have stuff cached around town. It's establish the scene but let
a blow, but not a fatal one." chemskin nano-glitter implants. In the pho-
the Players set the pace
tograph, she is looking up and speaking to and decide the plan —
Marianne offers Harry and the Crew a someone just out of frame. then react appropriately.
late lunch. Harry accepts. Lunch is SCOP
dogs and more glasses of chilled ersatz "This is Juliana 'Jules' Lung (see You've got this, choomba.
lemonade. As a tiny treat, Marianne has page 110). She's a rising star in the We believe in you!
topped the SCOP dogs with a sprinkling of Continental Brands food chain and has
real dehydrated onion flakes. been promoted to Chief Operations Officer
of a new investment vehicle."
"I try to keep to myself now I'm out of the
game," Harry says, conveniently leaving
out what exactly she retired from doing, Infobox: Continental Brands (DV9)
"but burning my place down to steal my
liquor is the kind of thing a gal comes out If you've eaten food in Night
of retirement for. So, how would you cuties City, chances are Continental
like to aid me in pulling off a heist … and Brands either made it, sold it, or
help The Forlorn Hope in the process?" both. Thanks to its chain of Oasis
GO TO DEV (SNAKEBITE) convenience stores and brutal
market tactics, Continental Brands

D EV (Snakebite) is North America's largest provider


d e v s n a k e b i t e of cheap food and goods.

"A good snoop of my place didn't tell me The Neocorp used to be a division
anything more about who burned it down, of Petrochem but spun itself off,
so I took a different route, looked into who forcibly, following three years of
might want to heist my collection, and daring Corporate skulduggery.
spotted a likely culprit. In the old days, I
would have handled this personally, but I
can't in the here and now. When I retired, The next photo comes down right next
there was a gentleperson's agreement that to the first one. It continues the first, reveal-
I'd only ever do consulting gigs. If I put my ing the person next to Jules. He's tall and
toes back into things directly, it could be broad-shouldered, with tousled black
seen as a declaration of war in some quar- shoulder-length hair, wearing his expensive
ters. You understand, I'm sure. Marianne, sports coat and dress shirt as if he wishes
maybe a little privacy for this one?" they were tac gear instead.

97
THE DEVIL'S CUT

BY STORN A. COOK
Jules Lung, Anvil, and Mira Maldonado

"This bruno is Lung's bodyguard. Street name is all-time low. Real booze is rare. Chemically blended
Anvil (see page 110). His birth name is Anver Carson. intoxicants have taken over the market. This means
Continental Brands hired him away from a Canadian vintage bottles of the good stuff are worth a lot of
Marine commando regiment." cheddar.
Harry puts a third photograph down. This one was Hunting down the right liquors to invest in takes work
taken in a separate space from the first two and shows and specialist knowledge, and storing them makes you
a harried-looking young woman holding a trio of Koff a target. So, why not saddle up to a liquor bank and
Pop cups in a plastic tray. Her chemskin is designed to pay for them to acquire the best bottles and store them
look like an old Ming vase, with dark blue EMP lines safe on your behalf? That's what The Devil's Cut is. A
over porcelain white, and she looks like a walking booze bank."
anachronism in her business attire.
Again, this is a good time for the Crew to ask
"Mira Maldonado (see page 111), Lung's per- questions.
sonal assistant. She was a hard one to investigate, and
I still don't have most of her dossier assembled, which
X Have there been other thefts?
means she's probably covert ops in disguise."
"I've caught wind of three other accidents involving liquor
Harry slaps a printout of a digital business card onto collections. One aboard a boat — it sank. One in Pacifica
the table. — another arson. And one from an office at Petrochem
"Continental Brands put Lung in charge of a new HQ — they pinned that one on a SovOil strike team. Boat
investment vehicle — a liquor bank called The Devil's belonged to a nomad clan leader, and he's moved on.
Cut. Since the Collapse of the 1990s, the number of The owner in Pacifica died in the fire. Petrochem won't
vineyards and distilleries world-wide has shrunk to an flap their gums with the likes of me. Still, I see a pattern."

98
THE DEVIL'S CUT

X Are you sure Lung is the thief? • One of the last cask-aged bourbons
decanted before the Kentucky distill-
"As close to a hundred percent as anyone
eries all closed.
can be these days. She didn't make me an
offer — everyone knows I collect for plea- • The last bottling of apple brandy A Bevy of Booze
sure and not money — but I know she's been distilled before a mutated strain of Enterprising Edgerunners
acquiring, and her career is on the line. If fire blight wiped out the Normandy might be thinking about
The Devil's Cut fails, she'll wind up managing orchards. how much they can get
a factory floor in Oklahoma instead of living for the bottles in the vault
• A rare Swedish cloudberry liqueur — beyond those on Harry's
the high life here. That's motive right there. cloudberries are now extinct. list. Remember, bottles of
Her bodyguard's past training gives her the
alcohol tend to be heavy (3
means. Yeah. I'm sure." • An Irish pot-still whiskey distilled with
pounds or 1.36 kilograms),
actual Liffey River water. bulky, and fragile. Usually,
X Is NCPD investigating any of this? • A bottle of tequila with Johnny carrying capacity isn't a
concern in Cyberpunk
"I didn't bother to report it to the cops. Silverhand's autograph on it — a
RED but if the Crew plans
The boat theft wasn't reported, and the limited promotional tie-in. on hauling a large quantity
Petrochem incident is being handled "My collection's small but top shelf. You'll of heavy, clinking, fragile
internally. The Pacifica case is being inves- want something to tote them in safely," glass bottles out of the
tigated by an NCPD detective, but she's vault, you're within your
Harry emphasizes, "You'll be carrying
mysteriously gone from scarfing down right to ask, "How are you
precious cargo." carrying it" and adjust the
kibble to dining on higher-end Continental
GO TO DEV (DOING A HEIST) story accordingly.
Brands prepak in the last month. Make of
that what you will." If the Crew thinks ahead,

D EV (Doing a Heist) a properly padded carry-


The basics of the job are simple. d e v d o i n g a h e i s t all costs 50eb (Everyday)
Harry wants the Crew to retrieve as and can hold up to six
much of her collection as possible so "Here's the important part." Harry says, wine bottles (worth roughly
she can sell it to The Forlorn Hope. She "She stole from me. Destroyed my home. 50eb to 500eb each, as
wants it done in a specific way so as I want Lung humiliated during the biggest determined by the GM).
to cause maximum embarrassment to night of her career, and I want it done right. Remember, getting too
Jules Lung. Harry will pay 1,000eb per A smash-and-grab isn't enough. Her bosses greedy has been the end
Edgerunner for the job. Marianne offers could forgive a random act of violence. We of many would-be thieves.
an additional 100eb per bottle of liquor need to make it clear to the higher-ups that
retrieved from Harry's list. she's incompetent. Which means a heist
pulled off during her big opening-night
"This has to be a clean job. Professional." gala. That gives us three days. The specifics
Marianne insists. "We can't be caught with of the heist are up to you, but I can offer the
our hands dirty. Not when the other side is benefit of my experience and suggest a few
Continental Brands. The last thing we want ways I might have done it back in the day."
is The Hope destroyed a second time."
Harry lays down a map of the Upper
The List Marina with one location circled. The Devil's
Cut is in a converted bistro in the Upper
Harry hands over a list of seven bottles Marina, between GraffitiX, an art gallery,
stolen from her collection. and Night City Bubbles, a high-priced
spa/escort service. Though it isn't open, the
• A 16 -year or older aged Islay
liquor bank's Garden Patch is already up. It
single-malt.
shows off images of the art nouveau-themed
• A clay bottle of Junmai sake made with interior, with faux marble floors, graceful
Mount Fuji spring water. bronze-tinted fixtures, and plush armchairs.

99
THE DEVIL'S CUT
Harry helpfully breaks the heist into of mine. And, I hear Lung's looking for an
several parts, each with its own tasks. First, entertainer to juice up the opening gala.
the characters need to Case The Joint.
Heist Flow
Or maybe you've got your own idea! Like
After that, they Perform the Heist, and I said, you've got options."
The flow of heists differs lastly, Escape the Scene.
from the average Changing Their Look
No heist is complete without a long
Cyberpunk RED mission
montage of preparatory clips where an As the Crew cases The Devil's Cut, they
and can be difficult to plan
for. Every Crew is unique, ensemble cast uses their myriad skills to will likely notice cameras. They have
and Players love to dream prepare. This is where they do so. Some of options if they're worried about their mugs
up entertaining schemes the scenes below could be broken down being captured for later identification by
to achieve their goals. This into simple Skill Checks, but work with your Continental Brands. For 100eb (Premium),
and the space limitations Players to describe what happens as part they can pick up a Stage Makeup Kit. That
of this book means we of a proper montage while plotting and and a DV15 Acting or Personal Grooming
can't list every single way preparing. Check will help change the contours of
to rob The Devil's Cut. If
the face to help defeat facial recognition
the Players suggest an idea GO TO CLIFF (CASING THE JOINT)
beyond those listed here, software.

C
don't say no out of turn.
LIFF (Casing The Joint) If they're really worried, a biosculpt to
Think about it, decide what
tools, gear, and Skills are
c l i f f c a s i n g t h e j o i n t change their face entirely only requires
needed, then improvise.
4 hours and 500eb (Expensive). With a
As Harry noted, the Crew has three days
Just remember, heists are DV17 Persuasion Check, the Edgerunners
before the gala opening of The Devil's
boring if they go off without can convince Harry the Shrimp to reim-
Cut. They'll need to not only plan the heist
a hitch. Complications burse them for the two procedures (one to
during this time but also find a way to case
always make things more get a new face and one to get their old
fun. the joint. Harry can offer suggestions, but it
one back).
is up to the Crew to decide which elements
to put into practice. Surveillance
Overplanning The goal is to gather information about
Casing the joint requires time spent outside
One danger of heist mis- The Devil's Cut and the opening-night
of The Devil's Cut. The neighborhood
sions involves overplanning gala. Ideally, the Crew wants to know the
on the part of the Players. is upscale and NCPD actually patrols
layout of the building, the level of security
A desire to prepare for it roughly once an hour. They'll roust
in terms of guards and defenses, and pos-
every contingency can bog anyone who looks out of place, so a DV15
sible entrance and exit points. As the Crew
things down, leading to Wardrobe & Style Check and the appro-
hour upon hour spent plot-
gathers info, refer to the Mission Appendix
priate clothing (Asia Pop, Businessware,
ting and planning. If your (see page 107) for more information
Generic Chic, and Urban Flash all work)
Players seem in danger of about The Devil's Cut.
wouldn't go amiss. Eight hours and a DV13
this, remind them about the
Harry is happy to suggest possible Bureaucracy or Tactics Check will reveal
Flash of Luck rules (see
methods. the basic flow of personnel in and out of
page 186). Note if the
the building in the period leading up to the
unexpected comes up, "Here's the skinny. You can perform good
they'll be able to use their opening gala.
old-fashioned reconnaissance — watch
LUCK to give the Crew a the place, inside and out. It was renovated There are two shifts of guards. Day and
fighting chance at success.
recently, so there'll be up-to-date blueprints night. They switch at 6am and 8pm. Mira
if you can find 'em. You can also find an in Maldonado arrives precisely at 6am and
with one of Lung's people: her bodyguard, leaves at 8pm, always via a taxi. Jules
her assistant ... even the security guards Lung and her bodyguard, Anvil, arrive via
working the building. Now, back in the a groundcar (driven by Anvil) somewhere
day, posing as some sort of city official between 6am and 6:30am and leave
inspecting the joint was always a favorite somewhere between 7pm and 8pm.

100
THE DEVIL'S CUT
During the day, one of the guards stands performer or success at a DV17 Streetwise
outside in the back alley. Otherwise, the Check to find the right Fixer to make the
guards stay inside the building. arrangements. If the Crew has their own
Fixer, reduce the DV to 15. Harry will front Built for Combat?
At noon, a Continental Brands Oasis
the cash for the appropriate bribes here — If your Crew is optimized
truck pulls into the back alley. A delivery
100eb (Premium) should do it. for combat, they might find
person carries a large box of food inside.
this heist difficult. Here are
They're in the building for under five minutes The audition is being held in The Devil's a few options for putting
before exiting and driving off. Cut, so scoring an invite automatically gets success within their reach.
the performer(s) and any "helpers" inside
Blueprints two days before opening night. Warn them ahead of time.
At the end of Welcome to
Snagging plans for The Devil's Cut is a good Once inside, the Edgerunners only have the Neighborhood (or
idea. According to the booze bank's Garden forty minutes to case the joint. They'll be even after Real Estate
Patch, the building was once a bistro and Rumble), mention an
allowed twenty minutes to set up their act,
has been remodeled by Morrus Jenkins, an upcoming mission focuses
during which time Mira Maldonado and on thieving and social
architect employed by Zhirafa Construction. one Devil's Cut Security Guard (see abilities. They can spend
Harry notes Zhirafa Construction is a tough page 109) will watch them. Lung will return I m p r ove m e n t Po i n t s ,
nut to crack, but Jenkins is more accessible, then and watch the act for ten minutes accordingly.
and he likely keeps blueprints for recent before leaving. When more than one
projects on his Agent.
After the audition ends, Maldonado and member of the Crew takes
Jenkins is a creature of habit. He always the Security Guard will observe for ten the same non-combat
has lunch at the same food truck parked Action, ask the Players
minutes as the Crew packs up their gear.
outside of the Zhirafa Office Park every to pick one Character to
At this point, they'll be escorted out of the make the Check and apply
afternoon. He always leaves work at 8pm building. the result to the entire Crew.
in the evening and rides a bus to his apart- This is especially useful for
ment in the Glen. During the audition, the main NET
Stealth Checks, where a
Architecture is switched off, as are all single bad roll can spell
How the Crew acquires the files is up defenses connected to it. The vault's NET doom for an entire group. It
to them. They could mug Jenkins, pick his Architecture is up and running, but the also allows another member
pocket (DV15), hack his Standard Quality vault itself is open as Lung moves between of the Crew to boost the
Agent using a Breacher (see page 179), it and her office while performing a final chances of success with a
seduce him (DV13), or bribe him with inventory check. Complimentary Skill Check.
1,000eb (DV17). Harry will reimburse the
Remind them about the
Crew for the bribe. Anvil, Lung's bodyguard, stays with her
existence of Skill Chips.
at all times. In addition to The Devil's Cut Slotting one for a +3 to a
The file shows not only the layout of The Security Guard watching the audition, a Skill is better than going
Devil's Cut but also the defenses installed as second Guard is stationed outside the vault, in with a +0. Also remind
part of the main NET Architecture. It does a third on the front door, and fourth in the them LUCK and the Flash
not include defenses installed as part of the back alley. of Luck (see page 186)
vault's NET Architecture. rules exist.
It is up to the Edgerunners to decide how
The Audition to sneak around during the audition. They Finally, if all else fails,
feel free to drop some of
can use Social Skills to pull the old "can
As Harry explains it, the DJ hired by Lung the heist's Skill Checks by 2.
I use your bathroom" trick, Stealth away,
to play the opening-night gala turned
cause distractions … encourage creativity.
up dead at a Piranhas party in Pacifica
last night, so she's been forced to hold Actually passing the audition and getting
last-minute auditions for a replacement. the gig requires succeeding at a DV21
Obtaining an audition invite requires Check using an appropriate Skill, such as
having a Reputation of 5 or higher as a Dance or Play Instrument.

101
THE DEVIL'S CUT

City Inspection Playing the part of an inspector requires good bull-


shit. Acting, Bureaucracy, Education, and appropriate
While Night City bureaucracy favors Corporations, Science Skills are all useful in convincing Maldanado
it does occasionally do its job and perform safety that the Edgerunners are doing the job they say they're
inspections. With the right outfits (DV13 Wardrobe & there to do. No matter how successful they are, though,
Style Check) and the proper paperwork (DV15 Forgery if they linger for more than thirty minutes, their babysit-
Check) a Crew of Edgerunners could make for con- ters will grow suspicious.
vincing inspectors checking on earthquake-resistance
or fire code compliance. Add a bonus if one of the A Break-In
Edgerunners is a Lawman working for the NCPD or a
reputable security outfit and accompanies the Crew in Breaking into The Devil's Cut at night before the
uniform ("Yeah, I think this is a waste of resources, too, opening gala is risky but potentially rewarding. After
but my boss says I gotta escort these geeks around.") hours, Lung, her assistant, and her bodyguard are off-
site. The vault is closed, and both NET Architectures are
Once inside, the Crew will have full access to the build- up and running. There is a Devil's Cut Security Guard
ing but be escorted the entire time by Mira Maldonado stationed at each entrance, and one guard per floor
and one The Devil's Cut Security Guard. The main NET is on patrol.
Architecture is switched off, as are all defenses connected
to it. The vault's NET Architecture is up and running, but Direct From the Source
the vault itself is open as Lung moves between it and her
office while performing a final inventory check. Anvil, The Crew can try to gather information directly from
Lung's bodyguard, stays with her at all times. In addition someone working at The Devil's Cut.
to The Devil's Cut Security Guard escorting the Crew, a The Devil's Cut Security Guards are Continental
second Guard is stationed outside the vault, a third on the Brand loyalists and work in shifts. It wouldn't be hard
front door, and fourth in the back alley. to follow one to a bar near the docks in the Upper
Marina and pump them for information using Bribery
(at least 50 eb [Costly]), Conversation, Persuasion, or
another appropriate Skill Check. Their information is
limited, though. They can provide a general layout of
the building and an idea of the defenses connected
to the main NET Architecture but don't know much
about the vault, its defenses, or its contents. They know
nothing about the opening-night gala except that they
need to show up for it.
Mira Maldonado is thorough, efficient, and ulti-
mately self-serving. She cannot be seduced or bribed.
BY TORBEN WEIT

She can be convinced screwing over her boss is good


for her career if an appropriate plan is presented.
The problem is approaching her. Currently, she splits
her time between The Devil's Cut and her conapt in
the Continental Brands Vertical Neighborhood near
the Neocorp's HQ in Little Europe. Possible points of
contact: the taxi she takes to and from work daily and
that she orders Greek food for delivery each night once
she returns home. The taxi driver or delivery person can
be replaced via abduction, violence, or an appropriate
Skill Check. Mira has copies of the blueprints (including
the defenses inside and outside the vault) and infor-
mation on the opening-night gala logistics (including

102
THE DEVIL'S CUT
the schedule and information on the catering staff) on Once the Crew has cased the joint and finalized
her Agent. She can provide the passwords for both their plans, it is time for The Devil's Cut's grand opening
NET Architectures, allowing an infiltrating Netrunner gala! The party begins promptly at 10pm. Entrance is
to succeed at Backdoor Checks automatically (though by invitation only, and valet parking is provided.
they will still be recognized as an intruder by the system
Jules Lung and her assistant Mira Maldonado and
otherwise). She cannot provide information about the
bodyguard Anvil are on-site. Neither Maldonado nor
security team. She won't actively help during the heist
Anvil stick with Lung, as both have their own tasks to
but can be convinced to "leave a door open."
perform during the evening.
Anvil is loyal but flawed. He picks up Jules Lung in the
Catering is provided by Continental Brands. Present
morning from her high-security Camden Court conapt in
are two cooks (in the kitchen), five servers (three in the
Little Europe and drops her off there at night, ensuring she
main lounge, two in the cigar bar), two bartenders (one
makes it inside before leaving. He then drives to Wicked
in the main lounge, one in the cigar bar), and one intern
Pissa, a braindance bar near the University District. He
working the coat check.
downs a few drinks, then plugs into a BD for a few hours
before crawling home to his conapt in the Continental The number of security guards present depends
Brands Vertical Neighborhood for a few hours of sleep. on how well the Crew performed while gathering
He can't be bribed or persuaded to betray his boss but information.
he can be seduced or conned out of the information.
• No Alert: If everything went smoothly, there is
He has copies of the blueprints (including the defenses
one Devil's Cut Security Guard in the main lounge,
inside and outside the vault) and information on gala
one in the cigar bar, one at the station near the
security (including information on the security guards
front door, two in the alley behind the building, and
and their assignments during the gala) on his Agent. He
two at the vault guard station.
can provide the passwords for both NET Architectures,
allowing an infiltrating Netrunner to succeed at Backdoor • Low Alert: If the Crew left behind evidence of
Checks automatically (though they will still be recognized their interest but weren't caught in the act of gather-
as an intruder by the system otherwise). He can't provide ing information, there are two Devil's Cut Security
information about the logistics of the opening-night gala. Guards in the main lounge, two in the cigar bar,
one at the security station near the front door, two
GO TO CLIFF (HEIST Night)
in the alley behind the building, and three at the
vault security station.

C LIFF (Heist Night)


cliffh eistnightcliffh eistnight
Harry is happy to sit down with the Crew and discuss
• High Alert: If the Crew was found out but
escaped while gathering information, it is the same
as Low Alert, but there is an NCPD Officer (see
their plans for the gala.
page 109) in the main lounge, cigar bar, and at
"You've got to answer three questions, kids: How are the vault security station.
you getting inside The Devil's Cut? When you're inside,
There will be a hundred guests moving between the
how are you cracking the vault to steal the booze?
main lounge and the upstairs cigar bar upstairs during
Once you've got the booze, what's your exit strategy?"
the gala. Many will be armed but unwilling to engage
"For a swanky party, getting in always comes down to in a fight unless their life is threatened.
one of three methods. Be a guest, be the help, sneak in.
You'll need to slip past security to trip your way down to Opening-Night Schedule
the vault, deal with the guards there, open the vault, and
The schedule of opening night is precise.
grab the bottles. You could go for the stealth and subdue
or the distract and lure away there. Finally, you'll need to • The party begins at 10pm, and guests will
hit the door. Don't forget something to carry the bottles mingle, partake in food and drinks, enjoy the
in. They're heavy, clink if they hit each other, and'll be the live entertainment, and inspect the bottles being
first thing to break if things turn rough." auctioned off at various interactive electronic

103
THE DEVIL'S CUT
displays. During this time, Jules Lung Fashion) and success at a DV15 Wardrobe
will speak with the guests in the main & Style Check is expected. Arriving as an

Working for lounge and the cigar bar upstairs.


Mira Maldonado will split her time
already invited guest's plus-one is also
possible, though we leave it up to you to
Continental between the cigar bar, main lounge, decide how an Edgerunner arranges this.
Brands? and kitchen, ensuring everything runs
smoothly. Anvil moves around in a
If the Crew attended the audition and
What if a member of the
secured the gig, they'll have access to the
pattern, checking on the guards. His
Crew is a Continental venue starting at 9pm for setup. They'll be
Agent receives feeds from the security
Brands Exec? This could expected to begin playing at 10pm and do
cameras in the building, and he checks
potentially change the so until midnight. They'll be given a break
game. First, you'll need
them roughly once every five minutes.
during the auction and then expected
to define their relation- • At midnight, Jules Lung will hold to play from 1am to 3am and leave the
ship with Jules Lung. Are an auction, offering fifty bottles in the building by 3:30am. When not setting up,
they friendly colleagues,
collection to the highest bidders. Mira tearing down, or performing, they're told
rivals, or unaware of one
another? Next, the Exec Maldonado is present, taking notes on to "not bother the guests" and wait in either
must decide where their who won what. Anvil is there, guarding the kitchen or the back alley. Sneaking
loyalties lie. Loyalty to Lung, but he checks the security feed around when not performing won't be easy,
Continental Brands doesn't on his Agent roughly once every five but it isn't impossible.
rule out participating in the minutes.
heist — it may well be an Sneaking in as catering staff or a security
opportunity for the Exec • The auction ends at 1am, at which guard is possible. It requires tracking the
to advance their career. time the winners will be escorted to the staff or guards down before the event and
After all, if Jules Lung falls, vault by Lung and Anvil, where they arranging to replace them. They aren't paid
someone has to take her can ogle their purchases for a few well, so they'll hand over their uniforms and
place. minutes before they return to the party ID badges with a DV15 Bribery Check and
Working for Continental upstairs. Mira Maldanado takes the 100eb (Premium). Harry will reimburse the
Brands provides a new time to visit the office and ensure the Crew for the bribe. The Crew can also take
avenue for acquiring payments are transferred correctly. the uniforms and IDs the old-fashioned
information. Data on The way — via violence. Once they have the
Devil's Cut and the open- • The party ends at 3am. Guests will
uniforms, showing up and convincing their
ing-night gala is probably be gently ushered out of the building
stored somewhere inside new coworkers that they belong there is
as clean-up begins.
the company's Night City a DV15 Acting Check. However, creative
headquarters, after all. An Getting Inside Players can substitute other Skills, such
Exec just needs to navigate as Bureaucracy, Persuasion, Tactics, or
the bureaucratic minefield The first step of the heist is gaining access to Wardrobe & Style.
to retrieve it. They can the building. Harry can suggest a few pos-
probably also score an Breaking and entering is always pos-
sibilities. Depending on the circumstances,
invite if they know just who sible. The Devil's Cut has three possible
to bribe in the mail room.
the Crew may need to try multiple routes to
points of entry: the front door, the back
get everyone inside.
door, and the skylight. The front door
Scoring an invite isn't easy unless a is watched and guarded at all times.
member of the Crew has a Reputation of 6 Opening the back door requires sneaking
or higher for acts that might attract positive past the guards in the alley before using a
attention from "high" society. With such a passcard (possessed by any staff member)
reputation, they only need to succeed at or succeeding at a DV17 Electronics/
a DV17 Streetwise Check. Otherwise, the Security Tech Check. Cutting through
DV is 21. An invitation only provides entry the skylight is possible but requires a
for two people: the invitee and their plus DV15 Basic Tech Check and appropriate
one. Formal dress (Businesswear or High tools. The drop to the floor below is short

104
THE DEVIL'S CUT
enough that anyone with cyberlegs can simply leap Social Skill Check — they don't want any trouble. Any
down. Anyone else will need to succeed at a DV13 guards encountered will assess the situation and take
Athletics Check using a rope. appropriate action, calling for backup if needed.
This is best done during the auction when the cigar At least two Devil's Cut Security Guards are on alert
bar is emptied of everyone but the security guard, near the vault. If Jules Lung is on Low Alert, there are
who is helping themself to the contents of the bar and three guards. If Lung is on High Alert, there's also one
distracted. NCPD Officer present. Convincing a single guard to
leave their post is possible using an appropriate Social
Grabbing the Goods Skill Check against a DV15. Convincing two guards
to leave ups the Skill Check to DV17. Three or more
Once they're inside, the Crew needs to gain access to
boosts it to an incredible DV24 (and requires a truly
the vault and grab the goods.
convincing reason). Sneaking up on the guards with a
How the Edgerunners travel to the vault is up to them. Stealth Check versus their Perception Skill is possible —
Stealth is an option, and distractions are helpful, but the neither is focused on the stairs but on the vault or their
goal is to embarrass Jules Lung. This means she needs conversation.
to complete the auction and show the buyers empty
If engaged or alerted, the guards will hit a panic
cases where the booze used to be. Even if the Crew
button and call for backup at the end of a second
steals the bottles, the job is only halfway done if Lung
Round of combat. If the alarm is sounded, backup
isn't humiliated.
(in the form of Anvil and one guard per Edgerunner
The guests won't look twice at the Crew moving present) will arrive at the end of the third Round.
around the building as long as they seem like they Additional backup (up to the number of guards present
belong. The catering staff can be silenced with a good in the building) can arrive as the GM desires.
BY JOEL CHIAM HOLTZMAN

105
THE DEVIL'S CUT
The vault is closed. Opening it requires taking over the Even if the heist ran smoothly, you might want to end the
door's Control Node in the Vault's NET Architecture, suc- heist on an action movie high note. If you so desire, have
ceeding at a DV24 Electronics/Security Check requiring a patrolling NCPD car notice the Crew driving away,
5 minutes, or slotting a keycard from Jules Lung, Anvil, looking suspicious. If the cops flash their lights and order
or Mira Maldonado and a keycard from one of the the Edgerunners to pull over, will they comply? Or flee?
on-duty vault security guards at the same time.
Use the Chase rules (page 180) to determine the
Once the Crew is inside, they need to locate the outcome of any pursuit. One important caveat —
right bottles. Each bottle is locked in a thick bulletproof anytime an Edgerunner or the Crew's vehicle takes
glass case (30 HP) secured by an old-fashioned key damage, roll 1d10. On a 1, one of the purloined
lock (DV13 Lock Pick and 30 seconds to open. Jules bottles is smashed unless the Edgerunners thought to
Lung has the key on her person and keeps a copy pack them securely.
in her office desk. Finding the bottles on Harry's list
quickly requires a DV17 Perception Check and takes If the Crew fails the heist, GO TO RESOLUTION
5 minutes. If the Crew fails the Perception Check, they (EMP T Y BO T TLE) . If they succeed, GO T O
still find the bottles, but it takes 10 minutes instead. It is RESOLUTION (FULL BAR).
up to the GM to decide if Anvil visits the vault as part
of his regular patrol during this time.
Securing the bottles properly is essential. They are
R esolution (Empty Bottle)
r e s o l u t i o n e m p t y b o t t l e
If the Crew fails to bring back any bottles to The Forlorn
fragile and should be carried in a padded bag or box/
container. Hopefully, the Crew took Harry's warning Hope, Harry and Marianne are disappointed, but they
and planned ahead. Once the Crew has the goods, understand that going up against the Corps means you
they have to escape with their loot intact. don't always win.

GO TO CLIMAX (Fleeing THE SCENE) "I know you did your best. I guess we'll just open
without any pretty bottles to decorate the shelves

C limax (fleeing the scene) behind the bars." Marianne says, "At least we'll still
c l i m a x f l e e i n g t h e s c e n e open. Lay low for a while. Stay out of sight in case
someone at Continental Brands figures out who you
If the Crew did well and no one was alerted, they just are. I'll let you know when the coast is clear."
need to sneak the goods out and make their escape. Easy
peasy. Of course, if they pass Lung, her people, or any Harry the Shrimp will reimburse the Crew for any money
guards on the way out, feel free to make opposed Checks spent on bribes, but there's no payout for failing the job.
based on how the Crew is hiding or carrying the booze.
There might be pursuit if the Crew made enough
noise to attract attention. Once they've pushed their R esolution (Full Bar)
r e s o l u t i o n f u l l b a r
When the Crew arrives at The Forlorn Hope with their
way outside, the Edgerunners can try to hoof it or grab
a vehicle and drive off. They can use a conveniently prize, Marianne shouts in triumph and begins unpack-
parked getaway car if they planned ahead, or they can ing the bottles carefully, one at a time.
borrow the catering van (see page 109) parked in "I'll hide these until opening night, just in case,"
the back alley.
Marianne promises.
If Lung and her people are alerted and giving chase,
Harry the Shrimp and Marianne pay the Crew the
Anvil and a few security guards will pile into his ride
agreed-upon fee: 1,000eb each plus 100eb to the
(see page 109) and follow, shooting all the way. If
group as a whole per bottle retrieved. Harry will also
Lung was on High Alert, at least one NCPD Cruiser
reimburse the Crew for any bribes paid.
(see page 109) follows the Crew, too. As the chase
continues, feel free to ramp up the excitement by bring- If it seems likely a member of the Crew was identified
ing in more pursuers. Continental Brands might send in connection with the heist, Marrianne suggests they
in more security, or NCPD might join in on the action. lay low for a while, just in case.

106
THE DEVIL'S CUT
Otherwise, she hugs those Edgerunners who seem Three observation cameras are on this floor (marked on
receptive to hugs, genuine tears in her eyes. the map). Spotting one requires a DV17 Perception Check.
Moving past the camera in the Main Lounge without being
"I can't wait for opening night!"
clocked by it requires a DV13 Stealth Check. Moving past
the two cameras in the back halls without being clocked

D owntime
D o w n t i m e d o w n t i m e
By this point in the Campaign, the Crew might want
requires a DV17 Stealth Check. Countering each camera
remotely using an Agent requires a DV9 Electronics/
Security Tech Check and 1 minute.
some serious downtime to take care of personal matters Access points for the Main NET Architecture are
— especially if there's a Tech in the group who wants to marked on the map.
spend a little time in their workshop.
Main Lounge (1): A large, open space easily
We recommend at least one month of downtime configured for multiple uses. It currently serves as
before the next Mission. Go for more if you need it. a lounge, with a bar set up against the south wall.
Heck, feel free to slot in a small side gig just for fun! Ten waist-high columns are scattered throughout
We do recommend you keep the Crew aware of The the room, each displaying a tablet listing The Devil's
Forlorn Hope's opening night during this time ... after Cut's available inventory. A temporary stage has
all, they'll be guests at the party! been erected against the west wall, not far from the
Go to Mission: Hope's Calling!!! main entrance. In the northeast corner, stairs lead up
to the top floor.

A ppendix: The Devil's Cut


a p p e n d i x t h e d e v i l s c u t
The Devil's Cut is located in the Upper Marina. The
Coat Check Room (2): A space filled with racks for
holding coats.
Kitchen (3): A large kitchen, designed for industrial
building was home to a bistro from 2042 to 2043. It use.
sat empty after the bistro went under until Continental
Brands bought it. Initially, they intended to turn the loca- Bathroom (4): A two-stall, unisex bathroom.
tion into an Oasis, but Jules Lung convinced her bosses
to take a chance on her booze bank concept instead.
Top Floor
Remodeling was contracted to Zhirafa Construction The north elevator travels between the ground and the
under the supervision of architect Morrus Jenkins and top floor. The stairs go down to the ground floor.
completed a little over a month ago.
Two observation cameras are on this floor (marked
The Devil's Cut is a two-story building in an elegant on the map). Spotting one requires a DV17 Perception
style, with an art nouveau-themed interior, faux marble Check. Moving past the camera in the Cigar Bar without
floors, graceful bronze-tinted fixtures, and plushy being clocked by it requires a DV13 Stealth Check.
upholstered armchairs. The bottom floor is divided into Moving past the camera in the back hall without being
a large main lounge, complete with a bar and stage, clocked requires a DV17 Stealth Check.
and a kitchen. The top floor offers a wrap-around
Countering each camera remotely using an Agent
balcony overlooking the main lounge and a comfort-
requires a DV9 Electronics/Security Tech Check and 1
able cigar bar. The high-security, climate-controlled
minute.
alcohol vault is located in the basement.
The office contains an Electrical Flooring Trap
Ground Floor (see page 111) across the entire floor. It only deac-
tivates when a proper keycard is slotted to open the
The north elevator travels between the ground and
door. Leaping from the hall outside to the top of the
the top floor. The elevator to the southeast is a cargo
desk is possible with a DV15 Athletics Check.
elevator traveling between the ground floor and the
basement. The stairs to the basement are next to the Access points for the Main NET Architecture are
southeast elevator. marked on the map.

107
THE DEVIL'S CUT

Cigar Bar (5): A cigar bar with comfortable seating. Basement


The staffed bar against the south wall provides clients
with both cigars and drinks. There is a skylight above. There is one observation camera on this floor (marked on
the map). Spotting it requires a DV15 Perception Check
Balcony (6): A balcony overlooking the main lounge.
and moving past it without being clocked is a DV21 Stealth
Comfortable tables and lounge chairs line the south
Check. Countering the camera remotely using an Agent
side. Standing tables dot the west and north sides.
requires a DV15 Electronics/Security Tech Check and 1
Bathroom (7): A two-stall, unisex bathroom. minute. Inside the vault is a Laser Grid (see page 111).
Office (8): An office for The Devil's Cut's manager, It covers the entirety of the vault and is active unless the
currently being used by Jules Lung. The door is vault is properly opened. Access points for the Vault NET
locked (DV15 Electronics/Security Tech Check Architecture are marked on the map.
to bypass unless an Edgerunner has a passcard Foyer (9): An open area in front of the vault. Both
from Lung or Maldonado). There is a laptop here. the stairs and elevator leading from the ground
Hacking into it requires a DV17 Electronics/ floor open here. It is also the location of the security
Security Tech Check. It contains information about station.
the catering staff for the gala, the security guards
and their assignments during the gala, and blue- The Vault (10): Bottles of booze, each in a mechani-
prints for The Devil's Cut, including all defenses. A cally locked bulletproof glass display case. The vault
copy of the key needed to open the display cases door is composed of four layered sections of cover,
in The Vault (10) is kept in a desk drawer. each Thick Steel (50 HP).

AP c: Camera
c ap : Access Point
e : Elevator

1 3
ef : Electrical Flooring
lg : Laser Grid

AP
c
4 c
Basement
5
BY SAGA MACKENZIE
2 c AP
Ground Floor 6
10
EF
7 8 AP lg
c
1 : Main Lounge 6 : Balcony AP
2 : Coat Check Room 7 : Bathroom c
Top Floor
3 : Kitchen 8 : Office
4 : Bathroom 9 : Foyer
AP 9
5 : Cigar Lounge 10 : The Vault

The Devil's Cut

108
THE DEVIL'S CUT

N PCs, Obstacles & NET Architectures


np c sob s tac l e sandn e ta r c hit e c tursnp c sob s tac l e sandn e ta r c hit e c tur e s

DC SECURITY GUARD
HP
35 NCPD Officer
HP
40
Reputation: 0 Reputation: 1
STATS STATS
COMBAT # 12 INIT 6 MOVE 4 COMBAT # 13 INIT 6 MOVE 6
Important Skill Bases Important Skill Bases
Athletics 6•Conceal/Reveal Object 10•Concentration 6 Athletics 7•Conceal/Reveal Object 11•Concentration 8•Conversation 9
Conversation 6•Cybertech 8•Human Perception 10•Interrogation 10 Cybertech 8•Drive Land Vehicle 12•Human Perception 6
Perception 10•Persuasion 8•Resist Torture/Drugs 4•Stealth 6 Perception 10•Persuasion 8•Resist Torture/Drugs 6•Stealth 8

Attacks Attacks
Baton (ROF2) 3d6 Baton (ROF2) 3d6
Very Heavy Pistol (ROF1) 4d6 Assault Rifle (ROF1) 5d6
armor armor
Head: Light Armorjack SP11 Head: Light Armorjack SP11
Body: Light Armorjack SP11 Body: Light Armorjack SP11
Important Gear & Cyberware Important Gear & Cyberware
Basic Very Heavy Pistol Ammo x16•P­Q Agent•Handcuffs Basic Rifle Ammo x25•SQ Agent•Handcuffs x2•Radio Communicator
Radio Communicator•Devil's Breath Keycard•Cash: 50eb Subdermal Pocket•Cash: 20eb

X Continental Brands Catering Van


SDP 50•Seats 6•Speed (Combat) 20 MOVE•Speed (Narrative) 100 MPH/161 KPH

X NCPD Cruiser
SDP 50•Seats 4•Speed (Combat) 20 MOVE•Speed (Narrative) 100 MPH/161 KPH
Upgrades: Armored Chassis (SP13)•Bulletproof Glass (15 HP)

X Anvil's Ride
SDP 50•Seats 4•Speed (Combat) 20 MOVE•Speed (Narrative) 100 MPH/161 KPH
Upgrades: NOS

109
THE DEVIL'S CUT

HP
5 18
35
Name Julianne "Jules" Lung rep Seriously
wounded

role Exec: Teamwork 6 Death


save 4
STATS
INT 7 REF 6 DEX 6 TECH 5 COOL 7 WILL 6 MOVE 6 BODY 4 EMP 3
weapons armor
Brawling Attack (C# 8) ROF2 1d6 Skinweave SP7

BODY HEAD
EQ Heavy Pistol (C# 13) ROF2 3d6 Light Armorjack SP11
skill bases
Accounting 12•Acting 10•Athletics 8•Brawling 8•Bribery 12•Business 12•Concentration 10•Conversation 12
Permission is granted to the user to print or copy this page.

Education 12•Evasion 12•First Aid 7•Handgun 12•Human Perception 13•Interrogation 12


Language (Cantonese) 12•Language (English) 10•Language (Streetslang) 9•Local Expert (Little Europe) 9
Local Expert (Upper Marina) 9•Perception 13•Personal Grooming 14•Persuasion 12•Resist Torture/Drugs 10
Stealth 8•Trading 10•Wardrobe & Style 12
GEAR
Basic Heavy Pistol Ammo x16•Excellent Quality Agent•Audio Recorder•Disposable Cell Phone•Synthcoke x1•Trauma Team
Silver Card•Devil's Breath Keycard•Cash: 500eb
cyberware
Biomonitor•Chemskin•Contraceptive Implant•Cybereye w/ Chyron•EMP Threading•Shift Tacts•Skinweave•Techhair

HP
3 20
40
Name Anvil rep Seriously
wounded

role Solo: Combat Awareness 5 Death


save 7
STATS
INT 5 REF 8 DEX 6 TECH 4 COOL 5 WILL 5 MOVE 5 BODY 7 EMP 4
weapons armor
Martial Arts Attack (C# 12) ROF2 3d6 Subdermal Armor SP11
BODY HEAD

EQ Heavy Pistol w/Smartgun Link (C# 15) ROF2 3d6 Subdermal Armor SP11
skill bases
Athletics 10•Brawling 12•Concentration 7•Conversation 6•Criminology 9•Cybertech 10•Deduction 9
Education 10•Endurance 12•Electronics/Security Tech 10•Evasion 14•First Aid 10•Handgun 13
Human Perception 10•Interrogation 10•Language (English) 10•Language (French) 10•Language (Streetslang) 10
Local Expert (Little Europe) 8•Martial Arts (Aikido) 12•Perception 12•Persuasion 9•Pick Locks 10•Shoulder Arms 10
Stealth 12•Tactics 10

GEAR
Armor-Piercing Heavy Pistol Ammo x16•Standard Quality Agent•Devil's Breath Keycard•Cash: 50eb

cyberware
Biomonitor•Cybereye w/ Low Light/Infrared/UV x2•Enhanced Antibodies•Neural Link w/ Subdermal Grip

110
THE DEVIL'S CUT

HP
3 13
35
Name Mira Maldonado rep Seriously
wounded

role Solo: Combat Awareness 2/Exec: Teamwork 2 Death


save 5
STATS
INT 5 REF 5 DEX 7 TECH 7 COOL 6 WILL 5 MOVE 5 BODY 5 EMP 3
weapons armor
Popup Spike (C# 10) ROF2 3d6 Skinweave SP7

BODY HEAD
EQ Heavy Pistol (C# 13) ROF2 3d6 Skinweave SP7
skill bases
Accounting 10•Athletics 10•Brawling 8•Bribery 10•Business 10•Concentration 10•Conversation 10

Permission is granted to the user to print or copy this page.


Education 10•Evasion 12•First Aid 9•Handgun 12•Human Perception 10•Language (English) 10
Language (Streetslang) 7•Local Expert (Little Europe) 9•Local Expert (Upper Marina) 9•Melee Weapon 10
Perception 12•Personal Grooming 10•Persuasion 10•Stealth 12•Wardrobe & Style 10
GEAR
Basic Heavy Pistol Ammo x8•Excellent Quality Agent•Disposable Cell Phone•Devil's Breath Keycard•Cash: 100eb

cyberware
Biomonitor•Chemskin•Contraceptive Implant•Cyberarm w/ Popup Spike•Skinweave

X Electrical Flooring Trap X Laser Grid Trap


Hit Points: 20 Perception Check to Spot: DV17
Perception Check to Spot: DV17 DV17 Electronics/Security Tech Check,
DV13 Electronics/Security Tech Check, 1 minute to counter.
1 minute to counter. Attacks
Attacks Laser Grid (4d6 Damage)
Electrical Shock (6d6 Damage) Any target who enters this space or moves
Targets are shocked the first time they make more than 2 m/yds through encounters the
contact with the floor in The Devil's Cut officer. laser grid and takes damage. Armor reduces
They are shocked again at the end of any of this damage and is ablated.
their Turns in which they continue (or rees- The grid can be navigated with a DV17
tablish) contact with the floor. This damage is Contortionist Check.
reduced by armor but does not ablate it.
Countering this trap requires access through
Countering this trap requires access through a panel in the security station.
a panel in the hallway outside the office.

111
THE DEVIL'S CUT

X The Devil's Cut Main NET Architecture X The Devil's Cut Vault NET Architecture
Floor DV Floor DV
Password Password
1 8 1 8
Floor DV Floor DV
Black ICE: Black ICE:
2 Asp & Wisp
— 2 Skunk x2

Floor DV Floor DV
Control Node: Control Node:
3 Observation Cameras
8 3 Observation Cameras
8
Permission is granted to the user to print or copy this page.

Floor DV Floor DV
Black ICE:
Password
4 10 4 Hellhound & Killer

Floor DV Floor DV
Files:
Password
5 Blueprints & Defenses
8 5 10
Floor DV Floor DV
Black ICE: Control Node:
6 Kraken
— 6 Laser Grid
8
Floor DV Floor DV
Files: Control Node:
7 Caterin & Guard Info
8 7 Vault Door
10
Floor DV
Control Node:
8 Electrical Flooring
10
Heist Inspiration (DV0)

Nervous about running a heist or looking to inspire your Players before


the session begins? Then check out some of the following!

Burn Notice•Heat•Inception•Leverage
Lock, Stock, and Two Smoke Barrels
Ocean's Eleven•Snatch
Thief (the Michael Mann one)

112
BY STORN A. COOK

Estimated Play time: 8 to 12 hours

Hope's Calling!!!
By Chris Spivey
Beat Chart........................................ 114 Dev (Task Hub)................................. 122 Cliff (Deadly Digs)............................. 132
Rumors............................................. 115 Dev (Stems & Seeds)......................... 122 Dev (Warning the Boss).................... 132
Background...................................... 115 Cliff (Grab & Dash)........................... 123 Cliff (Virus)........................................ 132
The Rest of the Story......................... 115 Dev (Updating the Boss)................... 124 Climax (Opening Night)................... 133
The Setting........................................ 116 Dev (Faulty Wiring).......................... 124 Resolution (Hope Dies)..................... 139
The New Forlorn Hope..................... 116 Cliff (Electricians).............................. 125 Resolution (Hope Lives).................... 139
The Opposition................................. 120 Dev (One Band, Mate)...................... 126 Downtime......................................... 139
The Hook.......................................... 121 Cliff (The Gentleman)........................ 127 NPCs, Obstacles & NET Archs...........140
Dev (Undercover Legionnaire)......... 130

113
Beat Chart for Hope's Calling!!!

path depends
on Crew's choices
The Hook Development Cliffhanger
page 121 (Task Hub) (Virus)
s page 122 page 132
nd e s on p a t h
e pe hoic Cr d e
d
th 's c ew pe
pa rew 's c nd
C ho s
on ice
s

Development Development Development Development


(Stems & Seeds) (Faulty Wiring) (One Band, Mate) (UC Legionnaire)
Permission is granted to the user to print or copy this page.

page 122 page 124 page 126 page 130

Cliffhanger Cliffhanger Cliffhanger Cliffhanger


(Grab and Dash) (Electricians) (The Gentleman) (Deadly Digs)
page 123 page 125 page 127 page 132

Development Development
(Updating the Boss) (Warning the Boss)
page 124 page 132

Climax
Resolution (Opening Night) Resolution
(Hope Dies) it all goes wrong page it all goes right (Hope Lives)
page 139 133 page 139
HOPE'S CALLING!!!

X Rumors
1d6 Rumor

The Devil's Cut, Continental Brands' foray into the high-stakes world of alcohol collecting has failed miserably,
thanks to a daring heist on the booze vault's opening night. Rumor has it CEO Olivia Forsythe has called The
1
Cut's lead Exec, Jules Lung, back to home base for a "talk." Bets are being taken as to whether Ms. Lung will
end up managing an Oasis in Alaska or "managing" a cemetery from six feet under.
The Forlorn Hope reopens tonight! Among the high-power choombas rumored to be attending: Rogue
2 Amendiares (the legendary Queen of the Solos), Network 54 star reporter Bes Isis, newly elected Watson
City Manager Lucius Rhyne, and porn artiste and braindance star Mister Studd.
After several victories against the Iron Sights, the Red Chrome Legion has gone quiet, fortifying its territory
3 rather than trying to expand. Don't expect it to last for long, though. Vox and Populi, the current leaders of the
neo-fascist gang, obviously have huge ambitions.
Due to a massive NCPD operation that incarcerated over half its membership, the Dockside Billhooks have
4 canceled all their remaining bouts for the roller derby season. The Night City Wonderland League is report-
edly considering demoting the Billhooks to the minors and boosting another team to take their place.
Reports out of Morro Rock suggest geological engineers flown out from Kenya have halted construction on
5
the Orbital Air mass driver, citing concerns about the stability of the area's bedrock.
Dirty Shirley, head cook for the Piranhas, was recently seen inside a bespoke drug shop named Breeze.
6
Shirley seemed exceptionally cozy with the owners, known locally as Nana and Pop Pop.

"Night City! We're living in the eye of a And above all? Make sure the bar's still standing when
hurricane. The war's at the doors, the sun rises tomorrow. The Forlorn Hope can burn
out, but it'll never fade away! Night City is a place for
All you Edgerunners are crying. Hope's
dreams; this bar is its silver lining! The gig kicks off at
Calling! Hope's Calling for Forlorn!"
high noon, and everyone is expected to be geared,
Hope's Calling!!! by Grace Steel and the Distortions arsenal-ed, and fashioned-up on the clock until 4am
the following morning. Let's rock!

B ackground (Read Aloud)


b a c k g r o u n d r e a d a l o u d
The old Hope burned away, quite literally, with little T he Rest of the Story
t h e r e s t o f t h e s t o r y
more remaining than cinders and recollections. The As the original Hope burned down, the Red Chrome
New Hope rose thanks to your tireless work, which Legion took advantage and attacked. After months of
has paid off in new friends, new allies, and most losses at the hands of the Iron Sights, the Battle of the
importantly, a few eb in your pocket! You've found the Burning Hope proved a fatal blow for the old leader
place. You've scoped the scene. You've snagged the of the Legion, Maniple. Two of the RCL's recruiters,
booze. All that's left is the grand opening! Everything Jennifer Hausser and Damien Naumann, stepped up
is riding on tonight going right: The Hope's reputation, and took over in a violent coup. Going by the handles
their revenue, your street cred, and their return. What Vox and Populi, the pair have traded in on desperation,
could possibly go wrong? recruiting the unhoused and the poor with promises of
a meal and a place to sleep and then radicalizing them
Every. Fucking. Thing. Marianne knows it, so she's
into true believers.
hired you for 500eb each as a knock-around crew.
What does that mean? You're part roadie, techie, Destroying the new Forlorn Hope will erase the stain
gopher, and security, with your priority being to ensure of the RCL's defeat outside the old building, so they've
tonight blows the doors off Night City and cements The been monitoring the ongoing rebuild and waiting
Hope's legacy. So fantastic drinks! Non-stop music! for the perfect, reputation-boosting moment to strike:

115
HOPE'S CALLING!!!
opening night. Needing a spy on the inside and Backhand: Sarcastic and sardonic, Backhand picked
an observation nest, Jennifer (Vox) killed a Woodland up the job as The Forlorn Hope's in-house Tech a
Park resident named Anne Cartwright and took on short time before The Angel's Share.
her identity courtesy of a bit of biosculpting. Damien
Cid: Left Vancouver three years ago after washing out
(Populi) took on the identity of Anne's brother, Arthur.
of Corporate training in the local Biotechnica offices.
He worked from the outside, observing and planning.
She shares an apartment with (too many) friends in
She worked from the inside, obtaining a job as a server
the Watson Development.
at the soon-to-reopen Hope and earning a reputation
as a friendly, quiet employee willing to work long hours The Distortions: Formed by Grace Steel in the
and do whatever tasks needed doing. aftermath of her old band's collective death in the
fire that destroyed the old Forlorn Hope. Chevalier
It was all a scam, of course, allowing the duo to plan
(back-up vocals and guitar) is a historian by aca-
for an attack on opening night. If the Red Chrome Legion
demic training but couldn't resist the siren song of
can bring down the new Forlorn Hope, they believe their
a musical career. Legacy (drums) graduated from
reputation as the toughest gang around will be set in
NCU with a degree in music but didn't want to go
steel, recruits will flood to their cause, and their ideology
the Corporate content mill route. Random (keytar
will flourish and gain dominance in Night City.
and sound mixing) spent his teen years as a member
of the Andersons, a YoGang, before he aged out

T he Setting
t h e s e t t i n g t h e s e t t i n g
The scenario kicks off at The Forlorn Hope, with
and started playing clubs.
Doc Stoic: Known for his unflappable and quietly
polite demeanor. In-house medtech at The Forlorn
Marianne giving the Edgerunners the skinny and a
Hope. He inherited it from his mentor, Sundance,
task list. From there, they can go to Stems & Seeds in
when she retired.
the University District for cocktail ingredients, hunt down
power fluctuations in the building for Backhand the house Edelweiss: Practically born in The Forlorn Hope and
Tech, and retrieve wayward band member Random from the niece of former co-owner William "Dollar Bill"
the Highcourt Plaza hotel in Old Japantown. Of course, Dolarhyde. She began work there as a waitress and
it all ends in a blowout party at The Forlorn Hope fea- was recently promoted to head cook.
turing the biggest of all bar brawls.
Grace Steel: A former member of the Back Street
Regardless of what happens, Brawlers, a guardian gang from back in the day.
the doors open at 9pm sharp! Grace spent time working as a Solo before discov-
ering her love of music. She now leads The Forlorn

T he New Forlorn Hope Hope's house band.


t h e n e w f o r l o r n h o p e John "The Professor" Freeman: Co-owner of the
The new Forlorn Hope, fully finished and ready to shine, bar and husband of Marianne. John's slowly pro-
features prominently in this Mission, so we're showing it off gressing neuromuscular disorder has led him to focus
here. This New Hope is housed in a four-story building, less on day-to-day operations and more on his work
with two floors located underground and two above. advocating for veterans in need of help.

The People (Staff) Jorge: Grew up in Night City and worked a series
of odd jobs before finding employment as a server
A bar isn't just a building. It is the people in it. Here's the at the new Forlorn Hope. Lives with his boyfriend in
who's who of The Hope's staff. Heywood.
Annie: Annie was a resident of Woodland Park, living Marianne Freeman: Co-owner, manager, and chief
with her brother Arthur in The Shark before she was bartender. Wife to The Professor. She serves at the
killed and replaced by Vox in order to infiltrate The Crew's primary employer during the events of Tales
Forlorn Hope as a server. of the RED: Hope Reborn.

116
HOPE'S CALLING!!!
Petra David: 4th Corporate War veteran who dis- in the bar's old house band, the Slaughtered Lambs.
likes talking about their past. Head of security for She's retired these days but if she drinks enough she'll
The Forlorn Hope. still climb up on stage and rock out with Grace Steel.
Valence: A former streetrat, practically enslaved by Team Monster: An experienced edgerunning crew
Maelstrom as a Hot Zone digger. The Professor and consisting of Cereal (Netrunner), Isolate (Solo),
Marianne helped Valence leave their old life and Lucky (Medtech), Nox (Rockerboy), Paladin
start a new one. Works as a server at The Forlorn (Solo), and Too Tall (Nomad). Team Monster
Hope. spends most of their time out of town on jobs these
days, but when they return to Night City they always
The People (Regulars) make it a point to visit The Forlorn Hope for a drink.
The Forlorn Hope has a number of regular patrons who Tim Ward: Tim loves to tell his story about starting
treat the bar like their home away from home, including: out his career as a security guard at an old movie
Aurora "Rory" O'Reilly: One of a new generation studio before leaving to build Ward Security, a firm
of Media who specializes in livecasting her inves- specializing in providing protection to the rich and
tigations. The daughter of famed Solo of Fortune famous. He occasionally hires edgerunners he meets
reporter C.J. O'Reilly and former Federal Marshall at The Forlorn Hope for short-term assignments.
Gayle "Nails" Sigmund.
Sub-Basement
Axel "Axeman" Mankievicz: A former private
detective, Axeman switched careers after too many Tech Workshop (1): A workshop primarily inhabited
close calls (including time spent in a coma). These by Backhand. It also houses The Forlorn Hope's NET
days, he works with The Professor to ensure veterans Architecture server.
of past wars receive the help they need to survive in Medbay (2): A ripperdoc clinic operated by Doc Stoic.
Night City. He specializes in tracking down those
vets who slipped through the cracks and vanished. Utility Room (3): This is where you can find The
Forlorn Hope's hot water heater and fuse box. It is
Ingénue: The only known survivor of the old Willow also home to an industrial washer and dryer.
Sisterhood, a bodyguard/assassin outfit. After the
rest of her sisters died during the 4th Corporate Backhand's Quarters (4): Where Backhand sleeps
War, Marianne helped Ingénue find new purpose (sometimes).
in the founding of the Willows, this time dedicated to Doc Stoic's Quarters (5): Where Doc Stoic sleeps
helping and supporting women who suffered through (often).
trauma as veterans and edgerunners.
Vault (6): A secure vault ripped out of the old Forlorn
Major Veronica Stiles: A recruiter for Militech who Hope. It is ancient, having been part of the old Hope
specializes in hiring and wrangling freelancers for back when it was a hotel.
gigs. She learned the job from Traci Jo Marlowe,
a regular at The Hope in the days before the 4th Storage Cage (7): Cage where residents living on
Corporate War. Called Vicky by Marianne. the ground floor can store their stuff.
Roxanne "Roxxi" Colton and Kimiko "Kissy" Empty (8): Not currently in use.
Sanchez: A married pair of Solos who famously work
Storage (9): A large storage space.
gigs together. In their youth, they were famous for the
amount of property damage they caused during their Meeting Room (10): A secure, soundproof meeting
jobs. They've mellowed out a little as they've aged. room available to edgerunners favored by the
owners.
Susan "Sundance" Dahner: A military veteran and
old friend of The Professors who served The Forlorn Shooting Range (11): An indoor shooting range.
Hope in two capacities: as its in-house medtech from Useful for testing a weapon after Backhand's
2023 until 2043 and as a bassist and back-up singer repaired it.

117
1 : Tech Workshop
2 : Medbay
3 : Utility Room

3 10 e 4 : Backhand's Quarters

1 5 : Doc Stoic's Quarters


6 : The Vault
7 : Storage Cage

4 9 11 8 : Empty
9 : Storage
10 : Meeting Room
11 : Shooting Range

e : Elevator

5 8
2

6 77 7
Forlorn Hope: Sub-Basement

CARTOGRAPHY BY SAGA MACKENZIE

e L
1 : Kitchen

4 2 : Entrance
1 e 3 : Closet

5 4 : Freezer

9 5 : Storage
6 : Rec Area
7 : Main Bar
8 : Bathroom
9 : Green Room
B 10 : Stage

7 e : Elevator

10
l : Evac Ladder
c : Camera
t : Turret
b : Biotoxin Bomb

C 2 T
6
3 8 8

Forlorn Hope: Basement/Bar


3 4 1 : Common Space
5 e
2 : Entrance
3 : 2 BR Apartment
4 : 1 BR (Studio) Apt
5 : Facilities
4 5 5 6 : Studio
1 7 : Cube Room

6
8 : Closets

e : Elevator

4
c : Camera

7 7
4 8
2 3 3
7 7
C
Forlorn Hope: Ground Floor

CARTOGRAPHY BY SAGA MACKENZIE

1 : Office

1 SP e 2 : Bedroom
3 : Lounge

3 SP
H 4 : Kichen
5 : Dining Area
6 : Bathroom
7 : Living Space

7 8 : Bathroom
2 9 : Bedroom
4 6 e: Elevator

8 h: Hatch
sp : Stun Panel

1 5 9

Forlorn Hope: Top Floor


HOPE'S CALLING!!!

Basement/Bar Facilities (5): All apartments on this floor share


a communal bathroom, washroom, and laundry
Kitchen (1): A relatively small (by commercial stan- room.
dards) but well-equipped kitchen. A small cargo ele-
vator provides easy access to the tight alley running Studio (6): A small music studio and practice space
between The Forlorn Hope and The Shark. the house band utilizes.

Entrance (2): An "airlock style" entrance, with light Cube Room (7): Equivalent in size and furnishings
decontamination and drying features to help slough to a cube hotel room. Usually used as temporary
off blood rain. lodging for guests, but Distortions band member
Legacy has moved into one full-time.
Closet (3): A closet for cleaning supplies.
Closets (8): Two small utility closets.
Freezer (4): A walk-in freezer shared by the kitchen
and bar. Top Floor
Storage (5): A storage closet shared by the kitchen Office (1): Two offices, one used by The Professor and
and bar. one used by Marianne.
Rec Area (6): An area where you can play pool Bedroom (2): A large bedroom in The Professor and
on one of the two tables or play video games. Marianne's apartment.
The Roach Race cabinet is brand new and was
Lounge (3): A living space in The Professor and
shipped to The Forlorn Hope by a Polish friend of
Marianne's apartment.
Marianne's.
Kitchen (4): An open kitchen in The Professor and
Main Bar (7): The beating heart of The Forlorn Hope,
Marianne's apartment. Rarely used.
with tables, booths, and a bar. In an emergency, a
fire door near the stairs opens to reveal an evac Dining Area (5): An eating space in The Professor
ladder leading up to the alley running between The and Marianne's apartment.
Forlorn Hope and The Shark.
Bathroom (6): A toilet, shower, and hot tub in The
Bathroom (8): A unisex bathroom. Professor and Marianne's apartment.
Green Room (9): A waiting room next to the stage. Living Space (7): The living room/dining room/
kitchen combination located in Petra's apartment.
Stage (10): A stage for the house band, or any per-
Unoccupied if Petra is dead.
forming act, to use. They occasionally clear the tables
in front away for dancing. There's a small side pocket Bathroom (8): A bathroom in Petra's apartment.
used for electrics and storage. Unoccupied if Petra is dead.

Ground Floor Bedroom (9): A bedroom in Petra's apartment.


This is also where she keeps her weapon cabinet.
Common Space (1): A large hallway with a few Unoccupied if Petra is dead.
chairs where residents can gather and socialize with

T he Opposition
one another.
Foyer (2): The entryway to the ground floor.
t h e o p p o s i t i o n t h e o p p o s i t i o n
• Vox (Jennifer Hauser): Originally, she was a
Two-Bedroom Apartment (3): Valence and
tall white woman in her early 20s with long blonde
Edelweiss (if alive) share one, Grace Steel occupies
hair and blue eyes, never far from her cyberdeck.
another, and others may be claimed as the GM desires.
She is currently biosculpted to look like Annie
One-Bedroom (Studio) Apartment (4): Aurora Cartwright, a white, curvy, raven-haired woman
"Rory" O'Reilly occupies one. Others may be claimed in her late 30s fond of layers, flannel, and steel-toe
as the GM desires. combat boots.

120
HOPE'S CALLING!!!
• Populi (Damien Naumann): A Three new servers, Jorge, Cid, and
striking white man in his early 20s Annie, work under Marianne to clean
with short-cropped military-style tables, sweep floors, and prep the bar for
blond hair and brown eyes. He is cur- the event. Spotting you, Marianne gestures Replacing the
rently biosculpted to look like Arthur
Cartwright, an averagely-built white
for you to meet her at the bar and serves
non-alcoholic drinks to any who wants one.
Fallen
man with dark hair in his late 30s who It is possible Petra and/or
"I'm glad you're all here. We've got a load
prefers colorful tracksuits and trainers Edelweiss died during the
of work to do before opening tonight, and destruction of the original
with a suspicious lack of scuff marks
on them. I need your help. I've got a checklist that Hope.
needs checking, and not enough people to
If Petra is dead, security
• The Badland Bandits: A crew of tick off boxes. That's where you come in. is instead being overseen
newbie Edgerunners looking to make by Lieutenant Luzia Tanzia,
their bones. They've been hired by Vox "I need you to check as many things
an operative of Major
to "obtain" produce purchased by The off this list as possible. Pay's 500eb per
Veronica Stiles. Major
Forlorn Hope. person, plus free drinks and eats at the Stiles is a wrangler of
party tonight. You in?" freelancers for Militech,
• Red Chrome Legion: Chromed up, a regular at The Forlorn
jackbooted angry neo-nazis awaiting Marianne flings a copy of the checklist
H o p e , a nd a f r i e nd
orders rather than thinking for them- to a Crew member's Agent. She waits of Marianne and The
selves. What they lack in skills, they about five beats for questions and, if Professor (who call her
make up for in numbers and willingness none are asked, turns to do a final inven- Vicky). She's loaned the
to kill anyone who's not "right." While tory on the chemicals for the bar's shiny Lieutenant to the Freemans
gathered, they all dress in pressed red new Hammered Industries Drink Master to help until a replacement
5000. is found.
and black uniforms, including helmets
and masks. If Edelweiss is dead, only
The Checklist Cid and Annie are working
• The Gentleman: A Black man with on the floor, and Jorge
an elvish biosculpt in a ridiculously The tasks on Marianne's checklist are... is in the kitchen, assisting
expensive 1890s-st yle suit who • Cocktail Ingredients: Obtain blood Valence.
speaks with a posh British accent. He oranges and jalapeno peppers from
is a rising Night City Fixer who has Lily, lead gardener at Stems & Seeds
carved out a niche in the loan-shark- in the University District. These are key
ing industry. He always has a cadre ingredients in The Hope's new signa-
of Guards nearby and can call on ture cocktail, Hope Reborn. The order
Hotel Security if needed. has already been paid for, and the list
includes the validation code Lily needs

T he Hook
t h e h o o k t h e h o o k
Welcome to the new Forlorn Hope. After
to confirm the Crew is authorized to
perform a pick-up. Considering this is
Night City, it is a two-hour round trip
weeks of hard work, the inside shines, there and back.
ready and waiting to open its doors for
• Tech Check: Backhand's blunt per-
the inaugural party. The bar level's under-
sonality has driven off her assistant, so
ground and the staff buzzes around, pre-
she could use help performing a final
paring for tonight. Petra sits in one of the
check on The Forlorn Hope's electrical
booths, cleaning her sidearm. Edelweiss
grid and tech systems.
and Valence work together in the kitchen,
prepping it for service. The Professor, fully • The Band: Check in with Grace Steel
recovered after the fire, travels from station and make sure the band is on-site and
to station, checking items off a list. has everything it needs to perform tonight.

121
HOPE'S CALLING!!!
it where the Players can see it. The purpose of the
Infobox: Stems & Seeds (DV21) Clock is to apply pressure and up the stress factor (in
a fun way).
A small guerilla gardening outfit run out of
the University District. Their lead gardener, Lily If the Players devise clever ways to reduce the
Larson, is a former researcher for Petrochem. amount of time a task takes, give them a fighting chance
She lost her job when Continental Brands split to succeed.
off from Petrochem and went independent.
For example, a DV17 Drive Land Vehicle or
Most of Lily's employees are students from
Streetwise Check could reduce the travel time to or
Night City University, working to earn a bit
from a location by 15 minutes. Use The Task Clock
of spending cash and some fresh produce
table to determine how long each job takes.
to supplement an otherwise bleak diet.
X Task Clock
The Ride Task Time Spent
If the Crew doesn't have their own ride, Marianne loans Stem & Seeds 2.5 hours
them The Forlorn Hope's van (see page 143).
Faulty Wiring .5 hours per floor
GO TO DEV (TASK HUB)
The Gentleman 2.5 hours

D
Questioning .5 hours (w/ Conversation),
ev (Task Hub) the Staff .25 hours (w/ Interrogation)
d e v t a s k h u b
Investigating
The Edgerunners should decide which tasks they want Annie's .5 hours
to tackle and in which order. Any tasks not accom- Apartment
plished by 9pm are left undone.
• If the Crew wants to pick up the cocktail ingredi-
The Forlorn Hope opens at 9pm by hook or by crook.
ents, GO TO DEV (STEM & SEEDS).
Once the Crew completes all their tasks or the Clock
• If the Crew wants to help Backhand with the tech reaches 9pm, GO TO CLIMAX (OPENING NIGHT).
check, GO TO DEV (FAULTY WIRING).
• If the Crew wants to check in on the Band, GO TO
DEV (ONE BAND, MATE). D ev (Stem & Seeds)
d e v s t e m a n d s e e d s
The trip to Stems & Seeds takes an hour, and, for once, the
• If a Netrunner checks out The Hope's NET
ride goes smoothly. You arrive at the old, four-story brick
Architecture, GO TO CLIFF (VIRUS).
building on the south end of the University District. Despite
• At any point, the Crew may realize there is a spy/ being a garden center, the building looks girded for war,
saboteur in The Forlorn Hope and seek to con- with metal shutters on the windows and turrets at each
front them. If they do, GO TO DEV (UNDERCOVER corner. Marianne's provided you with an encrypted code
FASCIST). to verify you're legitimate. They've set up a day market in
the parking lot: a collection of stalls containing a variety
The Clock of honest-to-Blackhand organic produce.
You'll be using a Clock to keep track of the first of this A smattering of shoppers wander among the booths.
part of the Mission. This go around, you'll be keeping Lily, a Puerto Rican woman and botanist turned produce
time in the form of minutes and hours, not Rounds. The producer runs Stems & Seeds with her two partners,
action starts at twelve noon, and the Crew has until who are out at Minimallism, an abandoned shopping
9pm, when the party begins, to check off the items mall turned Night Market in Rancho Coronado, for
on their list. Write NOON on the Clock and place supplies.

122
HOPE'S CALLING!!!
As the Crew arrives, they'll notice a blue briefly, or a DV15 Perception Check to find
pick-up truck pulling out of the lot. With it if they spoke to her at length. Either way,
a DV17 Perception Check, they'll spot they begin the chase 4 squares behind.
cartons in the back labeled "Reserved for
During the chase, the Badlands Bandit What About the
M. Freeman." If they immediately turn in
pursuit or open fire, GO TO CLIFF (GRAB
Driver attempts to push the Crew into crash- Pearces?
ing by engaging in reckless maneuvers and
AND DASH). Players might wonder why
forcing the Edgerunners to do the same. For their Edgerunners must
If the Crew stops to ask Lily about the example, the Driver might make a sharp travel all the way to the
order, she points to the truck pulling out turn down a side street (a DV13 Drive Land University District when the
of the lot. Those are the supplies. In fact, Vehicle Check) or pull a bootleg turn/u- Pearces, a family of gue-
those are all the blood oranges and jala- turn (a DV17 Drive Land Vehicle Check). If rilla gardeners, live right
peno peppers that Stems & Seeds has! A the Crew wants to keep on their tail, their next door in The Shark.
DV9 Human Perception Check shows Lily If anyone thinks to ask
driver will also have to perform the maneu-
Marianne, she'll explain
is honestly confused by the situation. The ver or risk losing them. The Hope has purchased
people in the other truck had the correct some produce from the
The Badlands Bandit Shooters will open
code and knew the order's details, so she Pearces but the family
fire on the Crew. One will focus on the
had no reason to suspect they were frauds! doesn't grow citrus and
vehicle itself. The other on the driver or any
their jalapeno crop was
A Crew with the right connections Edgerunner firing at them. a casualty of the Lucky
might be able to call in favors to replace Charms' invasion. Stem
The chase ends if the blue pick-up gets
the missing shipment, but Marianne has & Seeds has both in the
away, the Driver is incapacitated or dies,
already paid, and Stem & Seeds has a quantities needed.
the pick-up's SDP drops to 0 and it can
strict no-refund policy. In other words, it's
no longer function, or the pick-up truck
time for a chase.
crashes. If the pick-up truck stops for any
GO TO CLIFF (GRAB AND DASH) reason, any Bandits capable of running
do so. They're not interested in dying for

C liff (Grab and Dash) produce, even if it is fresh.


c l i f f g r a b a n d d a s h If a Bandit is captured and questioned,
The produce thieves are on the lookout. a DV13 Interrogation or DV15 Persuasion
They know what the Crew looks like and Check breaks them, and they talk. The
have been warned about them. They trio are small-time edgerunners calling
focus more on escaping than fighting themselves the Badlands Bandits, just
and will try to outmaneuver/outspeed the breaking into the business. They were
Edgerunners. contacted via their Garden Patch by
someone calling themselves "Populi."
Use the Chase rules (see page 180) for
After some back and forth via email, they
this encounter. One Badlands Bandit
were given details of the shipment and
Driver (see page 140 ) and two
the validation code and told to pick it up
Badlands Bandit Shooters (see page
as "representatives of The Forlorn Hope."
140) are in the truck (see page 143).
Afterward, they were supposed to toss
If the Crew noticed the boxes and took the boxes into the harbor.
off after the thieves right away, they begin
They were promised 500eb each, with
the chase 2 squares behind the truck.
100eb being transferred to them via the
If they stopped to talk to Lily, the Crew Garden in advance. The thieves have no
will need to locate the blue pick-up truck. idea who Populi is. They received the
Finding it requires a DV13 Perception job yesterday and were sent an alert
Check to find it if they only spoke to Lily while driving to Stems & Seeds, telling

123
HOPE'S CALLING!!!
them to be on the lookout for "thieves" who matched Questioning either Marianne or The Professor reveals
the Crew's descriptions. A DV13 Human Perception they were the only two who knew the validation code
Check reveals the Bandits are telling the truth. and pick-up time, though she kept the information on
her Agent. Any staff member could have learned the
As for the Bandits, the Crew needs to decide what to
ingredients needed for the cocktail — Marianne isn't
do with them. They can't help further with the investiga-
keeping it a secret.
tion and aren't a threat. Still, it is up to the Edgerunners
if they should be released or … not. Based on the information obtained thus far, a DV15
Deduction Check suggests "Populi" must be someone
If the Bandits got away with the blood oranges and
with potential access to Marianne's Agent (which stored
jalapenos, The Forlorn Hope doesn't have the ingredi-
the validation code and information on the order) and
ents needed for the new signature cocktail.
who saw her give the Crew the task list. In other words,
Either way, the Crew should return to The Forlorn someone currently inside The Forlorn Hope.
Hope and report to Marianne.
If the Crew returns with the fruit, Marianne will mix
GO TO DEV (UPDATING THE BOSS) each Edgerunner a Hope Reborn (unless they decline)
and ask for their feedback.

D ev (Updating the Boss)


d e v u p d a t i n g t h e b o s s
Marianne is exuberant if the Crew succeeds. If not, she
Advance the Clock two and a half hours (one for the
trip there, one for the trip back, and a half hour for the
chase) and GO TO DEV (TASK HUB).
is expectably less than amused that the Crew lost the
blood oranges and jalapeno peppers, as the fresh fruit
and taste are the wow factor of the new cocktail. She
won't linger on it and instead stresses the importance
D ev (Faulty Wiring)
d e v f a u l t y w i r i n g
The building's massive sub-basement is illuminated with
of getting everything else right.
dull azul ceiling lights and accented with a light chill.
You're in the hidden bowels of The Forlorn Hope, which
offers off-the-books medical and technical services
to edgerunners in the know. There's even a shooting
range. After all, when someone fixes your gun, don't
you want to test it out and make sure the repairs took?
The double steel doors of Backhand's workshop slide
open seconds before any of the Crew's raised knuckles
contact the door. She smiles smugly as if she knows a
joke but isn't sharing it. The heavily chromed Chinese
BY NEIL BRANQUINHO

woman pivots in her computer chair to address the


Crew.
"About fucking time, you doombas got here. There
is some weird-ass shit going on, and I can't locate the
source. The power keeps "hiccuping." Different floors.
Different times. Not enough to disrupt anything, but it
irks me."
Her console beeps, and she spins around to stare
at it.
"There's another one!" It's gone just as suddenly as it
spiked. "Crap, I'll monitor from here. You go track these
A Hope Reborn fuckers down. "

124
HOPE'S CALLING!!!
Backhand uses her third, cybernetic arm to toss a
signal tracker to the nearest Edgerunner. It acts as
a specialized techscanner, granting a +3 bonus to
Electronics/Security Tech Checks made to track down
and repair the electrical anomalies in the building. This
replaces and does not stack with the bonus of an ordi-
nary techscanner and does not enhance other Checks
made in the search.
"Give that back when you're done. Ask Marianne
for The Hope's universal keycard. It opens every lock

BY NEIL BRANQUINHO
in the building. Just don't touch people's stuff unless you
have to, okay?"
If asked more questions, Backhand is curt but helpful.
• The power fluctuations started this morning.
• Backhand did a final inspection of the wiring three
days ago and found no flaws in the system.
• The fluctuations have occurred on every floor but
the sub-basement.
• The fluctuations shouldn't cause any issues during
opening night. She's just annoyed by them.
GO TO CLIFF (ELECTRICIANS)

Backhand

C liff (Electricians)
c l i f f e l e c t r i c i a n s
Marianne will turn over the universal keycard to the Crew
sound system. A DV17 Demolitions Check disables
the device. Otherwise, it is set to activate and release
but cautions them — much of the ground floor and top the biotoxin at 9:19pm.
floor serve as homes for the various employees of The
Forlorn Hope, including her and The Professor. Giving the Ground Floor
keycard is a sign of trust, and she expects the Edgerunners Grace Steel's guitar, currently plugged into the wall in
to honor it. She also expects the keycard returned to her the band's studio, has been tampered with. Someone
before the bar opens at 9pm. It will unlock any door in
has installed a small distortion device designed to turn
The Forlorn Hope except the vault in the sub-basement.
on at 9pm and flatten any sound the guitar makes. It isn't
The Edgerunners can start their search on any floor; so much harmful as annoying. Finding it requires a DV13
Annie (Vox) planted a virus into the NET Architecture Play Instrument Check, a DV15 Electronics/Security
and sabotaged various parts of the building's security Check, or a DV17 Perception Check. Disconnecting it
system. Searching each floor thoroughly requires half requires a DV9 Electronics/Security Check.
an hour.
The Observation Camera installed outside the front
Basement/Bar Floor door has been fitted with an external device. At
9pm, the device will begin looping footage, making
A biotoxin bomb (see page 143) has been it seem as if the street is empty. Discovering the device
wired into the lights above the dance floor. As the requires a DV13 Electronics/Security Check or a
Crew investigates power issues in the bar, a DV17 DV15 Perception or Tactics Check. Disconnecting
Perception or Electronics/Security Tech Check finds the device without damaging the camera requires a
a gas-dispensing device wired into the event area DV15 Electronics/Security Tech Check.

125
HOPE'S CALLING!!!
If you so desire, the Crew may run into "Fuck. Fuck. Fuck. I need help. They … "
Grace Steel, the band, and some of Random's voice is interrupted by the sound

No Tech? Chevalier's family members while


checking the Ground Floor (SEE DEV
of a door breaking down. A rough voice,
sounding as if speaking from across the
It is possible no one in the [ONE BAND, MATE]) and learn about room and growing closer with each word,
Crew is capable in the field Random's troubles. growls, "No more hiding, Random. The
of Electronics/Security Gentleman wants a word with ya."
Tech, a vital Skill for this Top Floor
task. If that's the case, don't "We've got to get him back," Chevalier
panic! After all, there's a The Stun Panels built into the walls of says, "Any ideas?"
talented Tech in The Forlorn the top floor hallway have been subtly
Hope. If the Crew can find sabotaged. Discovering this requires a
the problems and call DV15 Electronics/Security Tech Check Infobox: The Gentleman (DV17)
Backhand, she'll grumble or a DV17 Perception Check. The panels
but come fix things (with The Gentleman is a loan shark and
appear to be functioning but will fail if
a Electronics/Security a successful one at that. He operates
Tech Skill base of 13) activated. Repairing them is a simple
DV13 Electronics/Security Tech Check. out of a suite in the Highcourt Plaza
and wonder who the hell is
screwing around with her
Hotel, a swanky hotel offering
Someone has connected a secondary discretion and security for the elite
building all the while.
processing unit to the lock on the rooftop despite being in Old Japantown.
Billy Flight is also an access hatch. The unit adds additional The Gentleman has a reputation for
option. While the Crew authorized users to the hatch's biometric being reasonable — dead clients
has interacted with him
lock. Discovering this requires a DV17 can't repay their debts (or incur
primarily in his role as a
Fixer, Billy is also the neigh- Electronics/Security Tech Check or a new ones), after all! Unlike many
borhood fix-it choom. His DV21 Perception Check. Disconnecting it in his business, The Gentleman's
Electronics/Security Tech is a DV13 Electronics Security/Tech Check. services are publicly available. He
Skill base is 12 and he even has his own Garden Patch!
will charge 50eb per task Advance the Clock by one half hour per
completed. floor checked, then go to Dev (Task
Hub). Armored and well-defended, the Highcourt
Add 15 additional
minutes to the Clock each
Plaza holds the distinction of being the only
time Backhand or Billy
Flight is called to make a
repair. This is in addition to
D ev (One Band, Mate)
d e v o n e b a n d m a t e
Eerie music creeps down the hall as the Crew
luxury hotel located in a combat zone in
Night City. That's actually part of the attrac-
tion since it makes it harder to spy on or
any time spent searching stalk guests seeking security and discretion.
each floor.
approaches the band's studio on the ground
Customers usually arrive and depart from the
floor. Chevalier stands in the doorway, his
hotel via an AV-4. A DV9 Tactics Check tells
face grim. Over the muscular Black man's
the tale: planning an assault or infiltration of
shoulder, the Crew spies Grace Steel and
the Plaza would take time the Crew doesn't
Chevalier's family — his wife Isabel and
have. The Gentleman is happy to discuss
three kids. The twins, Damien and Daniela,
terms for the repayment of Random's debt. If
are fourteen, and the youngest, Xavier, is
called, he invites the Crew over for a meeting.
ten. They're currently engrossed in a game
of Carrions and Crawlers, run by GM and If the Crew cannot figure out who The
band member Legacy. Gentleman is, Chevalier recommends they
speak to Billy Flight, the neighborhood
Chevalier leans close, keeping his voice
Fixer. Billy knows The Gentleman by rep-
low so the game muffles everything.
utation and is willing to arrange a meeting
"Random's in trouble." He pulls out his
for 100eb (Premium).
Agent and plays the message he received
moments ago. GO TO CLIFF (THE GENTLEMAN)

126
HOPE'S CALLING!!!

C liff (The Gentleman)


c l i f f t h e g e n t l e m a n
"Your newfound involvement in this
matter offers an opportunity for us all. I
know your reputation — you did quite well
The Highcourt Plaza, an art deco-style
building, gleams like a diamond in the
for Mr. Skorkowsky and Mr. Flight. I can Telling Tales
always use the services of a skilled crew.
rough surroundings of the Old Japantown If the Crew rats out
Give me your word you will perform,
combat zone. It hosts a wealth of privileges Chevalier to Grace, she
gratis, a job of my choosing in the near
denied nearly everyone in the Time of the breathes out a long, deep
future, no questions asked, and I will laugh and says, "I figured.
Red: indoor pools, a spa, and an exquisite
forgive Random's debt. Otherwise, I fear Random is in debt up to his
French restaurant. The suites inside serve
as a home away from home for the famous Random will be … unavailable for his gig beautiful eyeballs but is too
tonight." afraid of me not to be here.
and infamous when they visit Night City. Solid on Chev for covering
Before the Crew enters, ask them to make The Edgerunners have several ways to for him, though I wish he'd
a DV21 Perception Check. Anyone who save Random. thought enough of me to tell
me himself. What can I say?
succeeds spots a wriggling, bound man
Giving In This band is new. It'll take
being dangled off the edge of a balcony time for us to really bond.
roughly 50 m/yds up (the 15th floor). The easiest route to securing Random's Do me a solid and go get
release is agreeing to The Gentleman's Random, yeah?"
Assuming they made an appointment, the
Crew is escorted up to a suite on the 15th terms. He'll be delighted and order the
release of the drummer effectively immedi-
floor by a pair of oversized hustle clad in
well-tailored suits. Inside the suite sits a tall ately, promising to be in touch soon. Changing Faces
man, The Gentleman. He invites the Crew "I trust you will honor your deal. Even if the Crew didn't
to sit and offers them refreshments in the Otherwise, I will ensure every Fixer in Night help Grace Steel find new
form of real cheese (a particularly sharp City knows of your duplicity. There may band members during
white cheddar), gourmet crackers (wafer previous missions, the
also be other consequences. Especially for
thin and lightly spiced), and wine (Pinot musicians are still here —
poor Random." Grace simply went out and
Grigio, a crisp white).
found them herself. The
▶ Is This Too Easy? ◀ one possible exception
One of the escorts takes up position
in front of the door leading to the hall. You might be thinking — this is an easy is Legacy. If Legacy died
solution to the problem. And you're abso- during Welcome to
The other moves to stand behind the
the Neighborhood,
Gentleman. A third stands on the balcony, lutely right. It is. Right up until you twist the
Grace called in a favor
dangling a bound and gagged Random knife. If you're continuing the campaign and recruited Lilayah, a
over the edge. beyond the end of Tales of the RED: Rockerboy who plays the
Hope Reborn, you now have a hook for drums as well as the keytar,
"Thank you for meeting me," The
a future mission where you can test the to fill in on opening night.
Gentleman says, "Please enjoy my hospi- If that's the case, Lilayah
ethical limitations of your Crew. If you plan
tality while I explain the situation. My friend isn't running a session of
on ending the campaign with the final
Random there has mentioned joining Grace Carrions and Crawlers but,
mission of this book, The Gentleman calls
Steel's band. I am elated by his newfound instead, helping the young-
during Ripping the Ripper and makes est of Chevalier's children
fortune and excited to see the heights to
a ... request (see page 159). Either way, build an AV4 out of building
which his career might take him. However,
when you make a deal with the Devil, you blocks while the two teens
despite my joy at his new circumstances, I
risk getting burned. stare at their Agents.
cannot forget owes me a considerable sum,
which he presently does not possess." The Repayment
Gentleman pauses, takes a sip of his wine,
and glances at the guard on the balcony, If the Crew can pay the 10,000eb owed by
who slightly lowers Random. The poor musi- Random, The Gentleman will be surprised
cian would scream if he weren't gagged. but accept the money.

127
HOPE'S CALLING!!!
"Obviously, edgerunning has proven a profitable to Night City last week, including security details such
venture for you. My congratulations." as the number of guards and specific checkpoints the
convoy passed. A DV17 Streetwise Check (DV15 for a
Partial Payment Media) allows the Crew to recall rumors of a convoy
commissioned by Mister Kernaghan, carrying a signed
Convincing The Gentleman to release Random for the
guitar once owned by legendary Rockerboy Jack
gig tonight without paying off the entire debt requires
Entropy. The guitar went missing seven days ago. Just
an opposed Trading Check. Grant the Edgerunner per-
possessing the file on his Agent is enough to attempt to
forming the negotiations a +1 to their Check for every
blackmail The Gentleman, who doesn't want to go up
500eb (or equivalent amount of gear) they offer. If they
against Mister Kernaghan directly. This is a two-step
succeed, The Gentleman makes it clear Random is still
process.
on the hook for the rest of the money and has thirty
days to make good. Or else. First, the Edgerunner performing the hack must hide
their actions from The Gentleman and his guards for
"You have convinced me my best interests lay in
the roughly five minutes it will take to hack the Agent.
allowing Random to live. I hope I am not disappointed."
Allow the Players to be creative in how they distract
Blackmail their audience.
Second, convincing The Gentleman to agree to the
An Edgerunner with a Breacher (see page 179) can
Crew's terms requires a Persuasion Check versus his
attempt to hack into The Gentleman's Agent with a
Concentration.
DV24 Electronics/Security Tech Check. Of interest
to the Crew is a file entitled MrK_Convoy. It details If anything goes amiss, The Gentleman orders his
information about a convoy traveling from Los Angeles guards to attack immediately.

BY MATT HENDERSON OF LOKE BATTLE MATS

The Gentleman's Hotel Suite

128
HOPE'S CALLING!!!

Choosing Violence reach Random and grab him. Second, a DV15 Athletics
Check to land without breaking a leg. No matter what,
Of course, this being Cyberpunk RED, the Crew can the Edgerunner performing this reckless feat suffers
always choose violence. The big question is — can they 10d6 damage (reduced by armor). If they fail at the
rescue Random before he goes splat on the pavement second Athletics Check, they also suffer the Broken Leg
below? Critical Injury.
If the Edgerunners try to be sneaky about their Again, allow for creativity. A drone probably can't
intentions, ask for an Acting Check against the Human catch Random but might let him survive the fall with
Perception of The Gentleman and guards present. If only a broken leg. And if the Crew spotted Random
the Crew wins, they gain surprise and get one Action being dangled off the side of the building? Maybe
(it can be either a Movement or an Action but not both) they devised a plan to catch him before they even went
each before combat begins in earnest. Otherwise, roll inside.
for Initiative.
The Gentleman (see page 141) has a number
The Crew might want to secure Random before he of Guards (see page 140) equal to the number
plummets to his death. of Edgerunners present. Any beyond the three
visible in the room are in the bedroom and ready to
Grabbing Random and hauling him inside can be
burst in should combat occur. They are professionals,
accomplished with a DV13 Brawling Check. The guard
well-paid, and will fight until dropped.
holding Random will be surprised and release the
musician. The Gentleman will continue to fight until all his
guards are down; at this point, he will try to run or
Snagging Random with a grapple gun or hand surrender.
requires an Action and a DV13 Athletics Check. Again,
the guard will be surprised and let go. Hauling Random Once the fight begins in earnest, place a Clock on
onto the balcony takes a second Action, which another the table with the number 6 showing. Ask for a DV13
member of the Crew can perform. Bureaucracy or Tactics Check from the Players. With
a success, their Edgerunner knows the hotel will fully
Allow for creativity here. For example, a flying drone respond to this situation when the Clock reaches 0
could be used to snag Random while someone skilled — the elevators will be locked down, and an armed
in Acting might be able to mimic The Gentleman's voice, presence will be waiting at the lobby exit.
confuse the guard with an order to "Haul Random
inside!" and buy another Round of time. When the Clock reaches 5, assuming he's still alive,
The Gentleman shouts, "Call security!" A DV13 Human
Attacking the guard holding Random results in the Perception Check tells the Crew he just sounded the
musician's immediate release — into the air. Otherwise, alarm via his Internal Agent. Hotel security is probably
the guard holds their Action until the end of the first Round on its way.
of combat, at which point they drop Random and attack.
When the Clock reaches 4, a Hotel Security
Poor Random has a 50 m/yd drop to the ground Officer (see page 140) arrives and enters the fight
below and will not survive the sudden impact at the on The Gentleman's side. An additional Officer arrives
end. He hits the pavement at the end of the Round fol- when the Clock reaches 3 and 2.
lowing the one where he was dropped. In other words,
there is a chance to save him. If the Crew reaches the elevators before the Clock
reaches 0, allow them to escape. Otherwise, they'll
Leaping off the balcony, grabbing Random, and need to figure out an alternate escape route. Below
using a grapple to stop the fall requires a DV21 are some options but allow for creativity.
Athletics Check (and is impressive as hell).
They can take the stairs to the lobby and fight their way
Simply leaping off the balcony and catching out. This isn't recommended. In addition to two Hotel
Random, then trying to land without dying requires Security Officers per Edgerunner present, the
two Athletics Checks. First, a DV13 Athletics Check to lobby is home to four turrets (see page 143).

129
HOPE'S CALLING!!!
They can take the stairs, exit onto a lower floor, and DV15 Interrogation Check. The initial Check draws
leap out a window. The windows are Thick Bulletproof out answers to questions but doesn't guarantee those
Glass (30 HP). The second floor is only 6 m/yds off the answers are true. Ask for a Human Perception Check
ground. Leaping from it results in no damage. The third for each point brought up to determine if the responses
floor is 10 m/yds up. The sixth floor is 20 m/yds up. are honest.
Consult the rules for Falling (see CP:R page 181) for
more details. This route can be even more fun if Security To make each of the three new hires viable suspects,
Officers pursue the Crew. you'll need to engage in a bit of subterfuge. Below, we
establish DVs for Human Perception Checks to know if
The Crew can rush up to the roof, hoping to hijack Jorge and Cid are lying. Roll dice each time and act as
an AV4. None are present, but a DV13 Perception if you are making Checks for Jorge and Cid. Otherwise,
Check spots the fire escape chute box in the corner. Annie becomes the obvious suspect by default.
Activating it deploys a long tube that the Edgerunners
(and Random) can slide through to reach the street ▶ Jorge ◀
below. It takes one full Round for the chute to deploy,
He grew up in Night City and lives in Heywood with his
so feel free to have the Crew battle against a bevy of
boyfriend. It takes a DV13 Human Perception Check to
pursuing Hotel Security Officers in the meantime.
determine each answer below is true.
Random is grateful and thanks the Crew a thousand
times on the way back to The Forlorn Hope. If asked, • About the Drink Ingredients: He's a backup
he'll say he's been crashing at a friend's place to avoid bartender, so he did know about the ingredient
The Gentleman. He isn't sure how he was found, but he order.
remembers The Gentleman mentioning, "Someone at • About the Security System: He barely knows
The Forlorn Hope claimed the bounty on you." how to operate a Data Term, much less mess with
Advance the Clock by two and a half hours and GO a security system. When it comes to tech in The
TO DEV (TASK HUB). Forlorn Hope, Backhand usually fixes it, though he
did see Annie repair the Drink Master 5000, once.

D ev (Undercover Legionnaire)
d e v u n d e r c o v e r l e r g i o n n a i r e
After checking a few tasks off their list, chances are the
• About Random: He and his boyfriend occasion-
ally hook up with Random for a fun night but he
doesn't know anything about The Gentleman.
Crew knows something is wrong. Someone arranged
for the drink ingredients to be stolen, someone turned ▶ Cid ◀
Random into The Gentleman, and someone sabotaged She moved to Night City (from Vancouver) three years
The Hope's security system. ago, lives in an apartment in the Watson Development,
A DV15 Deduction Check rules out the possibility of and frequently catches a ride to The Forlorn Hope with
the contractors who worked on The Hope's construc- Chevalier. It takes a DV13 Human Perception Check to
tion — they could have rigged the security systems determine each answer below is true.
but wouldn't have known about both Random's hiding • About the Drink Ingredients: She once broke
place and the drink ingredients. That leaves the staff. the Drink Master 5000, so she's not allowed to
While the Crew might suspect the staff carried over mix drinks and knows nothing about the ingredient
from the old Forlorn Hope, they're all solid members of order. Luckily, Annie fixed it.
the family, so it makes sense to start with the new hires:
Jorge, Cid, and Annie. • About the Security System: She's got a repu-
tation as a jinx when it comes to computers. She's
Jorge and Cid more likely to break a security system than rig it.
Subtly interviewing Jorge and Cid takes one half hour • About Random: She and Random have hooked
each and a DV13 Conversation Check. More directly up a few times and she knew where he was hiding
questioning them takes fifteen minutes each and a because she "visited" him last night.

130
HOPE'S CALLING!!!
▶ Both Jorge & Cid ◀
If the Crew collected at least four Human Perception
Check successes while interrogating Jorge and Cid, they
can make a DV13 Deduction Check. With a success,
they realize both mentioned Annie's repair of the Drink
Master 5000's computer once when it went on the fritz.

Annie
As with Cid and Jorge, ask for DV13 Conversation or
DV15 Interrogation Checks when the Crew speaks to

BY ADRIAN MARC
Annie. Conversation takes one half hour. Interrogation
takes fifteen minutes. Human Perception Checks should
be made against Annie's Acting Skill.
With a successful Conversation or Interrogation
Check, the Crew discovers she and her brother, Arthur,
live in The Shark (the apartment building behind The
Hope). A successful Human Perception Check versus
reveals this to be somewhat true. They do live there
currently, but do not consider it their home.
• About the Drink Ingredients: She does know
how to operate the Drink Master 5000 but knew
nothing about the ingredient order. A successful
Human Perception Check reveals this to be a lie.
Annie/Vox
• About the Security System: Annie knows
some "tech tricks" but would have no idea how by Annie's Concentration. Files on the cyberdeck
to rig a security system. A successful Human
detail the Red Chrome Legions' plans for attacking
Perception Check reveals this to be a lie.
The Hope during the opening.
• About Random: If asked about Random, she
• Over 200 Legionnaires are involved in the assault
shamefully admits to having sex with him a few
and will attack at 9:19 PM. They will assault The
nights ago. She'll admit to calling The Gentleman
Hope from three vantage points: the basement, the
about Random because he "told me he loved me,
ground floor, and the roof.
then hooked up with Cid." If asked, Random will
admit to the sex but promises he never tells his lovers • Someone named Populi will lead the charge from
anything but the truth — their time together is just fun, the roof. He seems to be co-leader with Annie (who,
and that's it. A successful Human Perception Check according to the plans, goes by the name Vox) and
reveals Annie's words here to be somewhat true. She is carrying both a bomb and a hit list which includes
did have sex with Random, and she did turn him into Marianne, The Professor, Grace Steel, Petra (if she is
The Gentleman, but not due to a broken heart. alive), and several other Forlorn Hope staffers.
A success on an opposed Conceal/Reveal • A note is there as well: "Reminder. Long step at the
Object Check finds the cyberdeck Annie carries apartment door."
hidden on her person. Bypassing the DNA lock
requires both a DNA sample from Annie and her If the Players don't think of it, ask for a DV15
codeword. Cracking the codeword can be accom- Deduction Check. With a success, one of the
plished with a DV17 Electronics/Security Check Edgerunners realize Annie might have placed a Virus
or an Interrogation or Persuade Check, opposed in The Hope's NET Architecture.

131
HOPE'S CALLING!!!
If the Crew succeeds on at least two Human
Perception Checks or if they confront her with the
contents of her cyberdeck, Vox/Annie activates her
D ev (Warning the Boss)
d e v w a r n i n g t h e b o s s
Having discovered a plot to attack The Forlorn Hope during
BodyWeight AutoInjector. It sends a dose of deadly
its opening night, the Crew will probably go to Marianne
biotoxin directly into her heart.
with a warning. She responds with righteous anger.
An Edgerunner can attempt a DV29 Paramedic
"First, the Bozos attack The Hope. Then, someone
Check to save her, but even if she does not die, she
blows it up. I'm fucking tired of this city's scum thinking
falls into a coma.
we're a punching bag. Nothing's stopping us from
Advance the Clock based on how much time was opening tonight, and if some bigoted asshats want to
spent interrogating the suspects. come knocking? There's gonna be a whole lot less of
If the Crew decides to investigate Annie's apartment, them by morning. I promise you that. Keep doing what
GO TO CLIFF (Deadly digs) otherwise, GO TO DEV
you can to get us ready. I'll talk to Petra and be sure
(WARNING THE BOSS). we're ready for our party crashers."
In other words, no matter what, opening night will

C liff (Deadly Digs)


c l i f f d e a t h d i
Investigating Annie's apartment in The Shark takes
g s
happen, and Marianne's happy to let the Red Chrome
Legion walk into a bar full of some of the biggest, baddest,
and best-armed edgerunners Night City has to offer.
half an hour. Access requires her keys (secured on her GO TO DEV (TASK HUB)
person), a DV15 Pick Lock Check, or the cooperation of

C
Billy Flight. If the Crew's relationship with him is good, liff (Virus)
Billy will hand over the key without a Check. Otherwise, c l i f f v i r u s c l i f f v i r u s
it requires a DV13 Persuade Check.
In addition to acts both petty (arranging to steal
Annie and her "brother," Arthur "live" in apartment 3B the drink ingredients and ratting out Random to The
and have rigged a pressure plate with a mine (see Gentleman) and nasty (sabotaging the security system),
page 143) just inside the front door. Annie (Vox) also infiltrated The Forlorn Hope's NET
While searching the apartment, a DV13 Perception Architecture (see page 143) and planted a Virus.
or Deduction Check uncovers the following. As a result, when the Red Chrome Legion attacks, The
Hope's automated turrets will treat anyone not wearing
The bodies of the real Annie and Arthur Cartwright the gang's colors and symbol as an enemy.
are stored in a deep freezer. The pair likely kept the
bodies here to prevent discovery before the assault. If the Crew's Netrunner (should they have one) thinks
to ask Backhand or Marianne for access, they'll be
An encrypted memory chip (DV17 Electronics/ treated as friendly by the system and not bothered by
Security Check to crack) containing the same informa- its Black ICE. Otherwise, they'll be considered hostile
tion stored on Annie's cyberdeck (see page 131). when they Jack In.
An encrypted memory chip (DV13 Electronics/ Detecting the Virus requires a DV10 Pathfinder Check
Security Check to crack) containing full physical (see CP:R page 199). Destroying the Virus requires a
scans of Jennifer Hauser (aka Annie aka Vox) and
DV13 Virus Check (see CP:R page 200).
Damien Naumann (aka Arthur aka Populi) so they
can be resculpted into their original bodies when Even if the Crew doesn't have a Netrunner, they
this is over. might worry Vox left a Virus in The Forlorn Hope's NET
Architecture and warn Backhand or Marianne. If they
The tools needed to make a bomb (DV9 Criminology,
do so, a Netrunner will be hired to come in and clean
Demolitions, or Weaponstech Check to identify).
the Virus out.
Advance the Clock by half an hour.
Since Netrunning takes hardly any time at all, do not
GO TO DEV (WARNING THE BOSS) advance the Clock. GO TO DEV (TASK HUB).

132
HOPE'S CALLING!!!

C limax (Opening Night)


c l i m a x o p e n i n g n i g h t
Opening night jitters fully hit The Hope around 8pm.
Don't forget to advance the Clock as you determine
is best, however. Once 9pm hits, the doors open, and
there's no more prep time.
Rory O'Reilly, a Media, and friend of The Hope arrives
The Guest List
an hour before opening with her camera drone to live-
cast and record the event for posterity. Everybody wants in on opening night so they can say,
If Annie (Vox) is alive, present, and not in custody, "I was there when The Hope was reborn. You should
she attempts to sneak into the background of various add contacts, friends, patrons, and even enemies of the
shots while flashing subtle Red Chrome Legion hand Crew to the guest list as you so desire.
signs (DV21 Perception Check to spot it and a DV15 Notables who might be present include…
Streetwise Check to know what the signs mean),
seeding the idea that members of the gang can be • Locals from the neighborhood, including Billy
anywhere and anyone. Flight, Carri Zote, Ella Corella, and Calliope (see
Welcome to the Neighborhood).
Countermeasures!
• At least a few of the bar's regular customers (see
If the Crew has advanced warning of the Red Chrome page 117), including Roxxi and Kissy, Axeman,
Legion attack, they may want to implement their own Rory O'Reilly, and Sundance.
countermeasures. This is a time for Player creativity to
• Rogue Amendiares (see CP:R page 306), the
shine! Do they set traps? Do they arm up? Do they call
legendary Queen of the Solos.
in favors and bring in extra muscle? What they do is
up to them. What they need to do in order to succeed • Members of Team Monster (see DGD page 105),
is up to you as the GM. just back from an out of town gig.
BY 3 BIT STUDIO

Grace Steel and the Distortions

133
HOPE'S CALLING!!!
• Phoenix Redwyne (see CP:R page At 9:19pm, shit gets real! One minute
305), medtech and owner of the From into the band's new song, The Long Walk

Tasks Left Undone


the Ashes Clinic. Home, the Red Chrome Legion attacks.
• Harry the Shrimp wouldn't miss this The wall near the bathrooms blows apart,
You might need to adjust for the world. After all, those are her and the Red Chrome Legion, reeking of
your description of events bottles behind the bar (hopefully)! hate and feces, streams in from the sewers.
if the Crew failed any
Anyone standing near the bathrooms at
tasks or left them undone. • Fiona Hayes of Network 54 (see
Random can't be on stage the time takes 2d6 damage (reduced by
CP:R page 304).
if he's dead and Lilayah armor) from the shrapnel. At the same time,
replaces Legacy if they • Jack Skorkowsky, edgerunner turned if it wasn't disarmed, the biotoxin bomb
weren't rescued back real estate agent. (see page 143) above the dance floor
in Welcome to the activates. Any Edgerunner in the area of
Neighborhood. Not to • Mister Studd (see DGD page 135),
effect must make a Resist Torture/Drugs
mention, no one will be the artiste porn braindance star.
Check or take damage.
ordering a Hope Reborn
• Lucius Rhyne (see CP:R page 305),
if the ingredients weren't As Legionnaires rush into The Forlorn
brought back to bar. newly elected City Manager for the
Hope, Grace Steel tosses the mic to
Watson Development.
Chevalier and leaps from the stage, bringing
• Woodchipper (see CP:R page 308), the blade end of her steel guitar down onto
nomad Fixer extraordinaire. the head of one of the gangers. Chevalier
picks up the song right where she stopped
Let's Rock! singing, and the battle commences!
Opening night is packed! The Crew can Set a Clock at 20. Each time a Round
wander the building as needed. If they ends, decrease the Clock by 1.
know the assault is coming, they might
choose strategic positions. Otherwise, Mass Combat
feel free to ask them if they're mingling,
Massive combats are pure chaos, violent,
dancing, drinking, playing pool, joining in
and wild. When describing the combat,
the tournament at the Roach Race arcade
don't forget what's going on around the
machines (Rogue is an absolute beast at
Crew as the hundred or so the armed staff
the game), or doing something else entirely.
and patrons of The Forlorn Hope brawl
Grace Steel and the band take center against the Red Chrome Legion.
stage at 9:15pm. Grace grips the mic with
In this battle, the two sides start off evenly
her cybernetic arm and says, "I'd like to
matched. While The Forlorn Hope's staff
dedicate this first song to my old band
and patrons are better armed and more
mates, what died during the fire. You're
experienced, the Red Chrome Legion have
with us in spirit, choombas, kicking ass
the advantage of overwhelming numbers.
and speaking truth." She dives right from
The Crew's actions before and during the
the dedication into belting out the first
invasion will swing the results. Every member
song. Chevalier plays guitar on the left
of the Red Chrome Legion present, except its
and provides additional vocals. On the
two leaders, fights to the death tonight.
right, Random plays keytar and modulates
the sound system in tandem. In the back, To determine which side is winning at
Legacy sets the beats on the drum kit. If the the end of any given Round of combat,
Crew found the malicious device hidden in make an opposed Bar Brawl Check —
the band's gear, Grace and the Distortions The Forlorn Hope's Combat Number +
sound awesome. Otherwise, there's some- 1d10 vs the Red Chrome Legion's Combat
thing notably off about the performance. Number + 1d10. This should be done even

134
HOPE'S CALLING!!!

X Bar Brawl Clock


Round Event

20 The Red Chrome Legion invades.


19 Extra Chaos Effects (see page 136) begin occuring.
The Red Chrome Legion Heavies plant 1 bomb on the ground floor. End of Round: Marianne directs
18
some of the Crew to sweep upstairs.
17 Populi and a RCL Heavy infilitrates the building via the roof.
16 The Red Chrome Legion Heavies plant 1 bomb on the ground floor.
15 Populi and a RCL Heavy break into the Freeman's apartment.
14 The Red Chrome Legion Heavies plant 1 bomb on the ground floor.
11 If she is alive and present, Vox (aka Annie) attempts to flee The Forlorn Hope.
Any bombs planted on the ground floor explode. Populi and a RCL Heavy set and arm a firebomb
10
dead center in the middle of the Freeman's apartment.
5 If he is alive and able, Populi attempts to flee the building via the roof.
0 The firebomb set by Populi detonates at the end of the Round.

in Rounds when no Crew member is present on the • The Crew prepared countermeasures (traps, extra
bar floor. Always offer a description of how the fight muscle, etc): +1 per (up to +3)
is going after making the Check, even if it is as simple
• A Lawman in the Crew calls in Backup: +1 once
as, "Looks like your side is turning the tide" or "Damn,
they arrive
Roxxi and Kissy just went down!"
The Red Chrome Legion's Combat Number starts at 10.
The Forlorn Hope's Combat Number starts at 10. Use
Use the following info to determine how it increases.
the following notes to determine how it increases.

• The Crew retrieved the drink ingredients (everyone • The Crew failed to retrieve the drink ingredients
loves the new drink and is feeling good): +1 (the drinks are bland and people are mournful): +1

• The Crew neutralized the biotoxin bomb above the • The Crew didn't neutralize the biotoxin device
dance floor: +1 above the dance floor: +1

• The Crew fixed the observation camera on the • The Crew didn't fix the observation camera on the
ground floor: +1 ground floor: +1

• The Crew neutralized the audio distortion device in • The Crew didn't fix the audio distortion device in
the band's equipment (everyone is pumped) and the band's equipment and/or the Crew failed to
retrieved Random: +1 retrieve Random: +1

• The Crew fixed the stun panels on the top floor: +1 • The Crew didn't fix the stun panels on the top floor: +1

• The Crew fixed the hatch lock on the top floor: +1 • The Crew didn't fix the hatch lock on the top floor: +1

• The Crew realized something was amiss but did not • The Crew knew something was amiss but did not
uncover the RCL plot: +1 uncover the plot: +1
• The Crew realized something was amiss and • The Crew didn't neutralize the Virus in the NET
uncovered the RCL plot: +2 Architecture: +2
• The Crew neutralized the Virus left by Vox in The • The Crew did something to damage The Forlorn
Hope's NET Architecture: +2 Hope's reputation during a previous mission: +1

135
HOPE'S CALLING!!!
If The Forlorn Hope wins the Check, reduce the Red thru 5, the effect impacts the Red Chrome Legion. On a
Chrome Legion's Combat Number by 1 as Legionnaires 6, it impacts both. The side impacted suffers a -1 penalty
are flatlined. If the Legion wins, reduce The Forlorn Hope's to their Bar Brawl Check this Round. In addition, if the
Combat Number by 1 as patrons either fall or flee. effect impacts The Forlorn Hope, randomly choose one
Edgerunner (if they are on the bar floor) to suffer it.
Extra Chaos Effects
The Crew
This part is optional. It adds to the flavor and chaos of
the invasion but also gives you more details to track. Where does the Crew fit in? That depends on where
Only use it if you want to. You're also free to tap a they are when the fun begins.
trusted Player as a helper and ask them to make the
Check and read out the effects each Round, freeing The Bar
you up to keep track of the battle.
If the Crew is in the bar (the Basement) they'll be right
At the top of each Round after the first, events happen in the thick of it. You'll be running this fight a little differ-
in the environment and impact the battle. Roll 1d6. On ently from normal Cyberpunk RED combat in order
a 1 or 2, the effect impacts The Forlorn Hopers. On a 3 to simulate the cinematic chaos of the scene.

X Extra Chaos Effects


1d10 Effect (FH : Forlorn Hope•RCL: Red Chrome Legion)

Something small (like a bottle of booze) explodes. If FH: This does 3d6 damage to a nearby Edgerunner.
1 No dodging. If RCL: A Legionnaire is reduced to half HP if above or 0 HP if below (reduce the RCL's
Combat Number by an additional -1).
A piece of wall or ceiling collapses. If FH: An Edgerunner must succeed at a DV15 Evasion Check or be
2
knocked prone. If RCL: A Legionnaire is knocked prone (see CP:R page 169).
An automatic weapon or the turret malfunctions, spraying lead in random directions. If FH: This does 4d6
3 damage to an Edgerunner. No dodging. If RCL: A Red Chrome Legionnaire dies (reduce the RCL's
Combat Number by an additional -1).
Someone on the other side finds the high ground and starts sniping. If FH: The sniper attacks at an
4 Edgerunner with a Shoulder Arms of 14, doing 5d6 damage if they hit. If RCL: A Red Chrome Legionnaire
explodes into mist (reduce the RCL's Combat Number by an additional -1).
The other side broke out the combat drugs and now they're raging. If FH: Someone stabs an Edgerunner
5 with poison (see CP:R page 181), no dodging. If RCL: One Legionnaire stabs another, reducing them to
half HP if above or 0 HP if below (reduce the RCL's Combat Number by an additional -1).
A flashbang goes off. If FH: An Edgerunner must resist the effects (see CP:R page 346). If RCL: A Red
6
Chrome Legionnaire is blinded.
There's blood everywhere, making the floor slippery. If FH: An Edgerunner must succeed at a DV13
7
Athletics Check or be knocked prone. If RCL: A Legionnaire automatically falls prone.
Something electrical explodes, showering an area with sparks. If FL: An Edgerunner must succeed at a
8 DV13 Evasion Check or be set on Fire (Mild) (see CP:R page 180). If RCL: A Legionnaire is set on Fire
(Mild) and spends one Round putting it out.
A wave of bodies push the fight in a specific direction. If FH: An Edgerunner must succeed at a DV13
9 Endurance Check or be knocked prone as the crowd surges. If RCL: A Legionnare is knocked prone by the
rushing crowd.
An EMP grenade goes off, neutralizing an ally's cyberware. If FH: An Edgerunner must resist the effects
10
(see CP:R page 345). If RCL: A Legionnaire is unable to act for one Round.

136
HOPE'S CALLING!!!
Don't worry about anyone but the Crew explosives. Likewise, if Marianne had
and the enemies they're directly engaging. advance notice of the Red Chrome
This includes the effects of the Extra Chaos Legion's plans but no Edgerunners are on
Effects. Yes, The Forlorn Hope is full of the ground floor, a group of Forlorn Hope Let's Split
allied and enemy NPCs but assume the
rest of the fight flows around the Crew and
regulars are present.
Up, Gang!
They'll be down before the Crew arrives
doesn't get in their way. If the Red Chrome Legion
but prevent the planting of any
has the upper hand in the
There are always a number of RCL explosives. bar brawl, the Crew might
Trash Mobs (see page 141) present want to leave a capable
If the Crew begins the battle on another
equal to the number of Edgeunners Edgerunner or two behind
floor and is unopposed, the Heavies plant
present. These Trash Mobs represent those to help out. Let them.
one explosive when the Clock hits 18, one
enemies focusing specifically on the Crew Yes, it is more work
when it hits 16, and one when it hits 14.
and have only 10 HP each. When one falls, for you, but it gives your
another immediately steps out of the masses The Heavies will engage immediately Players a richer and
to take their place. There's no need for Death upon spotting anyone not wearing Red deeper role when telling
Saves. Assume any RCL Trash Mob who hits Chrome Legion colors, using the corners the story. If you keep every-
0 HP is out of the fight. as cover. one in the same Initiative
Queue, it will be easier to
The sheer number of people present There's one Heavy for every two track.
makes ranged attacks difficult and dicey. Edgerunners present. If there's only
Anyone attempting a ranged attack suffers one Edgerunner present, the single
a -2 to their Check. If they roll a 1, they Heavy is accompanied by three RCL
automatically miss their attack and acci- Trash Mobs. If Annie/Vox (see page
dentally take down an NPC ally. Subtract 142) is alive and free, she replaces one
1 from the Combat Number of their side. A of the Heavies.
Solo's Fumble Recovery negates the ally hit.
The explosives are on a timer. If any are
For every 2 RCL Trash Mobs the Crew planted, they'll go off when the Clock hits
eliminated during a Round, grant The 10. Spotting an explosive requires a DV9
Forlorn Hope a +1 bonus to its Bar Brawl Perception Check. Defusing one requires
Check during the next Round. a DV13 Demolitions Check and 1 Action.
Failing to defuse an explosive does not
At the end of the third Round of the
set it off, but trying to move it does (a DV9
Combat (18 on the Clock), if the Crew
Demolitions Check reveals this).
hasn't already sussed it out, Marianne gives
them orders either directly or via an Agent: A detonated explosive acts like a
"Some of you, move up! Clear the above grenade, doing 6d6 damage to anyone
ground floors! Don't let them surprise us!" within a 10 m/yd (5 squares) area. It also
increases the Red Chrome Legion's Combat
Ground Floor Number by +1.
A squad of RCL Heavies (see page 141) If the Heavies are routed, add +2 to The
penetrated the front door via explosives Forlorn Hope's Combat Number. If Annie
as the sametime their downstairs allies (Vox) is killed in action or flees, decrease
invaded. These Heavies move through the the Red Chrome Legion's Combat Number
floor, setting bombs at key points in the by -2.
hallway.
If Annie (Vox) is present, she
If an Edgerunner is on the ground attempts to flee the building
floor when the battle begins, they can when the Clock hits 11.
attack before the Heavies begin setting

137
HOPE'S CALLING!!!

Top Floor Alternatively, the bomb can be moved.


It is bulky, requiring two people to lift and
When the battle begins, Populi (see
An Extra page 142), accompanied by a RCL Heavy,
carry it even if they possess cybernetically
enhanced strength. No Check is needed
(Back)hand rides a zipline down from The Shark's roof to carry it safely — the bomb is stable; it
to The Forlorn Hope's roof. They intend to won't blow before the Clock hits 0. Getting
If you're worried about break into the top floor, set the fire bomb, the bomb out of the building in time is an
a lack of Demolitions
then flee. entirely different problem. While carrying
Skill among the Crew,
add Backhand to the mix If one or more Edgerunner are already the bomb, Edgerunners cannot use the
when they head upstairs. on the roof, they can engage. The Crew Run Action (see CP:R page 169). Allow
B ackhand pr ior it izes
gets one free attack on Populi and the for creative solutions for disposing of the
bombs over combat, using bomb, but a few ideas are as follows.
her Demolitions Skill Heavy as they zipline down.
base of 13 to defuse them If no one is present to oppose the rooftop • The Edgerunners can attempt to carry it
before "some doomba
invaders, their progress depends on how down the stairs and out the front door.
accidentally shoots one
and blows us all the hell much time has passed since the battle • The Edgerunners can attempt to shove
up." began. it up through the hatch and onto the
• When the Clock hits 17, Populi and the roof, then toss it into the air or off
the side of the building. Shoving the
Rejoining the Fight Heavy infiltrate the building and are in
the hallway on the top floor. bomb up through the hatch requires
an Action and a DV13 Athletics Check
So long as the Red Chrome
• When the Clock hits 15, Populi and and a success from both Edgerunners
Legion's Combat Number is
above 0 and the firebomb the Heavy break into the Freemans' (one below to push, one above to pull).
on the top floor hasn't been apartment. Failure means they must try again next
defused, Edgerunners who
• When the Clock hits 10, Populi and Round.
so desire can head back
downstairs and rejoin the the Heavy set and arm the bomb dead • The Edgerunners can raise the apart-
fight at any point during center in the middle of the Freemans' ment's security shutters (a simple button
the battle. apartment. push) and break the bulletproof glass
window (30 HP) facing the street. The
• When the Clock hits 5, Populi flees the
window does not open. Once the
building via the roof.
window is broken, the Edgerunners can
• When the Clock hits 0, the bomb goes toss the bomb out.
off. Decrease the Combat Number of
How far the Edgerunners carrying the
The Forlorn Hope and the Red Chrome
bomb can throw depends on their BODY.
Legion by 10 as the building catches
If their combined BODY is 20 or higher,
fire.
they can toss the bomb high enough into
• If the Crew fixed the roof hatch, the air or far enough across the street to
decrease the Clock values above (17 prevent damage to The Forlorn Hope or
to 16, 6 to 5, 0 to -1, etc.) to represent Woodland Park. If their combined BODY
Populi's difficulty breaking into the is lower than 20, the bomb doesn't travel
building. far enough before it detonates. The
building isn't set on fire but the explosion
Defusing the bomb requires 3 Actions
does rock the structure and cause some
(and thus 3 Rounds) and a DV15
damage. Reduce The Forlorn Hope's
Demolitions Check. Only one Edgerunner
Combat Number by 1.
can attempt to defuse it at a time, though
another can provide a Complimentary Skill If Populi is put down, subtract 2 from the
Check bonus. Red Chrome Legion's Combat Number.

138
HOPE'S CALLING!!!
If the bomb detonates before the Crew can defuse
or dispose of it, treat it like an Armor-Piercing Rocket
(see CP:R page 345), but anyone caught in the blast
D owntime
d o w n t i m e d o w n t i m e d o w n t i m e
After a rocking opening night, the Crew probably
is also set on Fire (Serious) (see CP:R page 180), even
wants a little R&R to recover from the extreme partying!
if they took no damage. In addition, The Forlorn Hope
Give them at least one week to heal up and wind down
itself is now ablaze. Reduce the Combat Numbers for
before Marianne tosses them one final job.
The Forlorn Hope and the Red Chrome Legion by 10
as everyone flees. Go to Mission: Ripping the Ripper

T
End Game he House Special (Recipe)
If at any time during the battle, The Forlorn Hope's
t h e h o u s e s p e c i a l r e c i p e
Combat Number drops to 0 or every member of the Hope Reborn (Light or Dark)
Crew dies, go to Resolution (Hope Dies).
For groups of age and GMs looking to set the mood,
If at any time during the battle, the Red Chrome we've included a recipe for the Hope Reborn (Light
Legion's Combat Number drops to 0 or Populi's bomb or Dark). In a mixer filled with ice, pour blood orange
is defused, go to Resolution (Hope Lives). juice, sweet vermouth, and bourbon or mezcal and stir
quickly for 30 seconds until the exterior glass is cold

R esolution (Hope Dies)


r e s o l u t i o n h o p e d i e s
For the second time, The Forlorn Hope dies in fire. The
to the touch. Place jalapeno slices in the bottom of a
chilled glass and strain the cocktail into the glass. For
extra punch, squeeze each slice once before placing
it into the glass.
hate and overwhelming numbers of the Red Chrome
Legion proved too much for even the seasoned reg- • 2 oz. Bourbon (Dark) or Mezcal (Light)
ulars of the legendary bar. The sun rises on the build-
• 2 Jalapeño Slices
ing's gutted, burned-out remains. You didn't stop the
Legionnaires, and you didn't stop the firebomb they set • 0.5 oz. Blood Orange Juice
on the top floor. It's over.
• 1 oz. Sweet Vermouth
Where things go from here is up to you as the GM.
• Blood Orange Peel Twist Garnish
You get to decide who made it out alive, who died
in the battle, and what the consequences are for any Please drink responsibly.
Crew member who survived. One thing's certain,
though — Night City will never be the same again. This
is the end of the campaign.

R esolution (Hope Lives)


r e s o l u t i o n h o p e l i v e s
When the sun rises on The Forlorn Hope, it does so on
a Night City institution — one bloodied but unbowed.
The Red Chrome Legion is decimated, and the staff and
regulars of The Hope will have a story to tell for years
to come.
And you were at the center of it all. You saved The
Forlorn Hope. Night City will never be the same for
you after this.

139
HOPE'S CALLING!!!

N PCs, Obstacles & NET Architectures


np c sob s tac l e sandn e ta r c hit e c tursnp c sob s tac l e sandn e ta r c hit e c tur e s

Badlands Bandit driver


HP
25 Badland Bandits shooter
HP
35
Reputation: 1 Reputation: 1
STATS STATS
COMBAT # 10 INIT 6 MOVE 4 COMBAT # 12 INIT 6 MOVE 5
Important Skill Bases Important Skill Bases
Athletics 8•Concentration 5•Conversation 6•Cybertech 4 Athletics 9•Concentration 8•Conversation 9•Cybertech 3
Drive Land Vehicle 12•Human Perception 6•Perception 8 Drive Land Vehicle 8•Human Perception 5•Perception 12
Persuasion 5•Resist Torture/Drugs 3•Stealth 8 Persuasion 6•Resist Torture/Drugs 4•Stealth 10

Attacks Attacks
Brawling Attack (ROF2) 2d6 PQ Cudgel (ROF2) 2d6
Permission is granted to the user to print or copy this page.

PQ Heavy Pistol (ROF2) 3d6 PQ Assault Rifle (ROF1) 5d6


armor armor
Head: Light Armorjack SP11 Head: Light Armorjack SP11
Body: Light Armorjack SP11 Body: Light Armorjack SP11
Important Gear & Cyberware Important Gear & Cyberware
Basic Heavy Pistol Ammo x8•P­Q Agent•Neural Link w/ Interface Plugs Basic Rifle Ammo x50•SQ Agent
Cash: 20eb Cybereye w/ Lowlight/Infrared/UV x2•Cash: 20eb

Gentleman's Guard
HP
35 Hotel Security
HP
35
Reputation: 2 Reputation: 3
STATS STATS
COMBAT # 12 INIT 7 MOVE 3 COMBAT # 12 INIT 6 MOVE 4
Important Skill Bases Important Skill Bases
Athletics 10•Conceal/Reveal Object 8•Concentration 9 Athletics 8•Conceal/Reveal Object 10•Concentration 9
Conversation 6•Cybertech 3•Human Perception 6•Perception 10 Conversation 8•Cybertech 5•Human Perception 6•Perception 12
Persuasion 5•Resist Torture/Drugs 4•Stealth 10•Wardrobe & Style 10 Persuasion 8•Resist Torture/Drugs 6•Stealth 7•Wardrobe & Style 8

Attacks Attacks
Brawling Attack (ROF2) 3d6 Security Baton (ROF2) 3d6
Very Heavy Pistol (ROF1) 4d6 Heavy SMG (ROF1) 3d6
armor armor
Head: Skinweave SP7 Head: Light Armorjack SP11
Body: Skinweave SP7 Body: Light Armorjack SP11
Important Gear & Cyberware Important Gear & Cyberware
Basic Very Heavy Pistol Ammo x16•SQ Agent•Handcuffs Basic Heavy Pistol Ammo x40•SQ Agent•Handcuffs
Cyberarm w/ Popup Shield•Cash: 20eb Cyberaudio w/ Internal Agent•Cash: 20eb

140
HOPE'S CALLING!!!

RCL Trash Mob


HP
10 RCL Heavy
HP
40
Reputation: 0 Reputation: 1
STATS STATS
COMBAT # 12 INIT 6 MOVE 6 COMBAT # 13 INIT 6 MOVE 5
Important Skill Bases Important Skill Bases
Athletics 8•Concentration 4•Conversation 5•Cybertech 4 Athletics 12•Concentration 7•Conversation 4•Cybertech 4
Human Perception 4•Perception 8•Persuasion 4 Demolitions 10•Human Perception 5•Perception 10
Resist Torture/Drugs 2•Stealth 8 Persuasion 8•Resist Torture/Drugs 5•Stealth 8

Attacks Attacks
Chrome Bat (ROF1) 4d6 Wolvers (ROF2) 3d6

Permission is granted to the user to print or copy this page.


PQ Very Heavy Pistol (ROF1) 4d6 Assault Rifle (ROF1) 5d6
armor armor
Head: Kevlar® SP7 Head: Light Armorjack SP11
Body: Kevlar® SP7 Body: Light Armorjack SP11
Important Gear & Cyberware Important Gear & Cyberware
Basic Very Heavy Pistol Ammo x8•Anti-Smog Breathing Mask Armor-Piercing Rifle Ammo x50•Anti-Smog Breathing Mask
Disposable Cell Phone•Cash: 10eb Disposable Cell Phone•Cyberarm w/ Wolvers•Cash: 50eb

HP
5 20
40
Name The Gentleman rep Seriously
wounded

role Fixer: Operator 5 Death


save 6
STATS
INT 7 REF 7 DEX 7 TECH 4 COOL 8 WILL 6 MOVE 4 BODY 6 EMP 4
weapons armor
Weighted Cane (C# 12) ROF2 3d6 Skinweave SP7
BODY HEAD

EQ Heavy Pistol (C# 15) ROF2 3d6 Skinweave SP7


skill bases
Accounting 12•Athletics 9•Brawling 13•Bribery 12•Business 12•Concentration 8•Conversation 12
Education 10•Evasion 13•First Aid 6•Handgun 14•Human Perception 10•Language (English) 11
Language (German) 11•Language (Spanish) 11•Language (Swahili) 11•Language (Streetslang) 11
Local Expert (Little Europe) 9•Melee Weapon 12•Perception 10•Personal Grooming 12•Persuasion 14
Resist Torture/Drugs 10•Stealth 9•Streetwise 12•Trading 14•Wardrobe & Style 12
GEAR
Expansive Heavy Pistol Ammo x8•Standard Quality Agent•Disposable Cell Phone x2•Trauma Team Executive Membership Card
Cash: 1,000eb
cyberware
Biomonitor••Contraceptive Implant•Nasal Filters•Skinweave•Toxin Binders

141
HOPE'S CALLING!!!

HP
5 20
40
Name Vox/Jennifer/Annie rep Seriously
wounded

role Netrunner: Interface 6 Death


save 6
STATS
INT 7 REF 7 DEX 5 TECH 8 COOL 6 WILL 5 MOVE 6 BODY 6 EMP 2
weapons armor
EQ Medium Pistol (C# 14) ROF2 2d6 Skinweave SP7

BODY HEAD
EQ Very Heavy Pistol (C# 14) ROF1 4d6 Skinweave SP7
skill bases
Acting 13•Athletics 13•Basic Tech 14•Brawling 7•Concentration 7•Conversation 13•Cybertech 16
Deduction 13•Demolitions 12•Education 9•Electronics/Security Tech 14•Evasion 12•First Aid 10•Handgun 13
Permission is granted to the user to print or copy this page.

Human Perception 12•Language (English) 11•Language (German) 11•Language (Streetslang) 9•Library Search 10
Local Expert (RCL Territory) 12•Perception 12•Persuasion 12•Stealth 12
GEAR
Basic Medium Pistol Ammo x12•Armor-Piercing Very Heavy Pistol Ammo x8•Anti-Smog Breathing Mask•Breacher
Disposable Cell Phone w/ Scrambler/Descrambler•Techtool•Cash: 500eb
Excellent Quality Cyberdeck w/ Armor, Banhammer, Crunch Whistle, DNA Lock, Hellbolt, KRASH Barrier, Speedy Gonzalves,
Superglue, Worm
cyberware
Bodysculpt•Bodyweight Auto-Injector (loaded w/ biotoxin)•Contraceptive Implant•Neural Link w/ Interface Plugs
Skinweave

HP
5 25
50
Name Populi/Damien/Arthur rep Seriously
wounded

role Netrunner: Interface 6 Death


save 12
STATS
INT 5 REF 8 DEX 8 TECH 5 COOL 4 WILL 4 MOVE 6 BODY 12 EMP 2
weapons armor
EQ Officer's Sword (C# 15) ROF2 3d6 Subdermal Armor SP11
BODY HEAD

EQ Assault Rifle w/ Smartgun Link (C# 14) ROF1 5d6 Subdermal Armor SP11
skill bases
Acting 10•Athletics 12•Brawling 10•Concentration 6•Conversation 6•Drive Land Vehicle 10•Endurance 11
Education 7•Electronics/Security Tech 10•Evasion 14•First Aid 7•Handgun 10•Heavy Weapons 12
Human Perception 6•Language (English) 9•Language (German) 9•Language (Streetslang) 6•
Local Expert (RCL Territory) 10•Melee Weapons 14•Perception 10•Persuasion 12•Resist Torture/Drugs 13
Shoulder Arms 12•Stealth 10•Streetwise 9•Tactics 11
GEAR
Armor-Piercing Rifle Ammo x50•Anti-Smog Breathing Mask•Disposable Cell Phone w/ Scrambler/Descrambler•Duct Tape
Techtool•Cash: 500eb
cyberware
Bodysculpt•Grafted Muscle & Bone Lace•Implanted Linear Frame Sigma•Neural Link w/ Chip Socket, Kerenzikov & Pain Editor
Subdermal Armor

142
HOPE'S CALLING!!!
X Forlorn Hope NET Architecture
X Forlorn Hope Van
Demons Installed: Efreet
SDP 50
REZ 25•Interface 4•NET Actions 3
Seats 6
Combat Number 14
Speed (Combat) 20 MOVE
Speed (Narrative) 100 MPH/161 KPH Floor DV
Password

X Badland Bandits Pickup Truck


1 8
SDP 50 Floor DV
Control Node:
Seats 2
Speed (Combat) 20 MOVE 2 Observation Cameras
10
Speed (Narrative) 100 MPH/161 KPH

Permission is granted to the user to print or copy this page.


Floor DV
Upgrades: NOS Black ICE:
3 Hellhound x2

X Hotel Lobby Automated Turrets Floor DV
Hit Points: 25 Control Node:

Combat Number 14 4 Turret


12
DV17 Electronics/Security Tech Check,
5 minutes to counter. Floor DV
Black ICE
Attacks
5 Dragon

Assault Rifle (5d6 Damage)

X Biotoxin Bomb X Vox & Populi's Mine


Hit Points: 10 Hit Points: 10
DV17 Perception or Electronics/Security DV17 Perception to spot.
Tech Check to find. DV17 Demolitions Check, 1 minute to
DV17 Demolitions Check, 1 minute to counter.
counter.
Attacks
Attacks
Explosion (6d6 Damage)
Biotoxin
If the pressure plate is depressed, the
Anyone in the area of effect must succeed mine goes off, acting like an Armor-Piercing
at a DV15 Resist Torture/Drugs Check or take Grenade, doing 6d6 damage to all targets
3d6 damage directly to their HP. This bypasses within a 10 m/yd (5 square) area of effect.
armor and does not ablate it.
They also get splattered with red paint.
The bomb will release the Because the RCL are assholes.
biotoxin gas at 9:19pm.

143
HOPE'S CALLING!!!

X Forlorn Hope versus Red Chrome Legion Combat Tracker


Forlorn Hope Combat Number Red Chrome Legion Combat Number

VS
Bonus gained by the Crew
◊ Retrieved the drink ingredients (everyone loves the new drink and is feeling good). +1
◊ Neutralized the biotoxin bomb above the dance floor. +1
◊ Fixed the observation camera on the ground floor. +1
◊ Neutralized the audio distortion device on the band's equipment and retrieved Random. +1
◊ Fixed the stun panels on the top floor. +1
◊ Fixed the hatch lock on the top floor. +1
◊ Realized something was amiss but did not uncover the RCL plot. +1
◊ Realized something was amiss and uncovered the RCL plot. +2
◊ Neutralized the Virus left by Vox in The Hope's NET Architecture. +2
◊ Prepared a countermeasure (1). +1
◊ Prepared a countermeasure (2). +1
◊ Prepared a countermeasure (3). +1
◊ A Lawman in the Crew calls in Backup (once they arrive). +1
Total
Bonus gained by the REd Chrome Legion
◊ Failed to retrieve the drink ingredients (the drinks are bland and people are mournful). +1
◊ Didn't neutralize the biotoxin bomb above the dance floor. +1
◊ Didn't fix the observation camera on the ground floor. +1
◊ Didn't neutralize the audio distortion device and/or didn't retrieve Random. +1
◊ Didn't fix the stun panels on the top floor. +1
◊ Didn't fix the hatch lock on the top floor. +1
◊ Realized something was amiss but did not uncover the RCL plot. +1
◊ Didn't neutralize the Virus left by Vox in The Hope's NET Architecture. +1
◊ Did something to damage The Forlorn Hope's reputation during a previous mission. +2
Total

NOTES

144
BY ADRIAN MARC

Estimated Play time: 6 to 8 hours

Ripping the Ripper


By Frances stewart
Beat Chart........................................146 Cliff (The Sewer Map)....................... 153 Dev (Ripper's Hideout)..................... 162
Rumors............................................. 147 Cliff (Parts for Parts)......................... 154 Dev (Up the Walkway)..................... 162
Background...................................... 147 Dev (The Bait)................................... 154 Cliff (East Wing)................................163
The Rest of the Story......................... 148 Cliff (The Hook)................................. 154 Dev (The Bridge)...............................164
The Setting........................................ 148 Dev (The Tunnel Job)......................... 155 Cliff (The Maze).................................164
The Opposition................................. 148 Dev (The Sting).................................. 156 Dev (Ripper's Man Cave).................. 165
The Hook.......................................... 148 Cliff (Vault Raid)............................... 157 Climax (Ripper's Reckoning)............ 168
Dev (The Busan Back Door).............. 149 Climax (The Flip)............................... 159 Resolution (A Different Ending)........ 169
Cliff (The Meet)................................. 151 Dev (Bullets Are Simpler).................. 159 Resolution (Hope and Home)........... 169
Dev (Setup)....................................... 153 Cliff (Hot Zone Hazards)................... 161 NPCs, Obstacles & NET Archs........... 170
Cliff (Slip).......................................... 161

145
Beat Chart for Ripping the Ripper

The Hook Development Development


crew chooses the con job Cliffhanger
(The Busan Back Door) (The Setup)
page 148 (The Meet)
page 149 page 151 page 153
ing
y th
er
crew chooses violence
s ev

p
lie

nee Crew
ma
pp
su

ds
ry
ar

Crew needs cybertech


H
if GM chooses
Development Cliffhanger
(Bullets are Simpler) (Hot Zone Hazards) Development Cliffhanger
page 159 page 161 (The Bait) (The Sewer Map)
page 154 page 153
Permission is granted to the user to print or copy this page.

Cliffhanger Development
(Slip) (Ripper's Hideout) Cliffhanger
(Parts for Parts)
page 161 page 162
Cliffhanger page 154
(The Hook)
page 154

Development Cliffhanger
(Up the Walkway) (East Wing) Development
(The Tunnel Job)
page 162 page 163
page 155
Development
(The Sting)
page 156

Development Cliffhanger Cliffhanger


(The Bridge) (The Maze) If Ripper dies at
any point outside (Vault Raid)
page 164 page 164 of the Climaxes, go page 157
to Resolution (A
Different Ending).

Climax Climax
(Ripper's Resolution (The Flip)
Development Reckoning) (Hope and Home)
(Ripper's Man Cave) page page 159
168 page 169
page 165

Violence is always an option. Be ready for the Players to switch tracks from The Busan Back Door to Bullets
are Simpler at any point. If the Crew kills Ripper before The Flip, go to Resolution (A Different Ending).
RIPPING THE RIPPER
X Rumors

1d6 Rumor

Some say legendary grifter Harry the Shrimp has come out of retirement, making some people in power
1
nervous.
The grand re-opening of The Forlorn Hope went off with a bang. Literally. Not only did the attendees
2 represent a who's who of Night City edgerunners, but the staff and guests decimated an invading force of
Red Chrome Legionnaires.
Insiders with Maelstrom say their leader, Warlock, is watching the scavver underboss, Ripper, for signs of
3
disloyalty. He fears that Ripper might try to break away and form his own gang.
The Muses have been knocked out of the running for the Night City Wonderland Roller Derby League
4
championship. Maybe as a result of too much partying and not enough practice?
Rocklin Augmentics insiders say their new Internal Agent represents a revolution in cyberware technology.
5
Security-minded Techs, meanwhile, say it represents a major risk for early adopters.
The Hot Zone has shrunk by nearly 10 percent in the past three years. Current projections show it should be
6
fully reclaimed by 2056.

Background (Read Aloud) "4CW vets," Marianne growls. "With families. Just
b a c k g r o u n d r e a d a l o u d trying to carve out a space to live their lives."
Marianne calls you back to The Forlorn Hope during Harry nods. "Plenty of decent folk wind up on the
the day. Inside, Valence serves drinks to a few sunlight street. Marianne and The Professor have a reputation
regulars while The Professor and Marianne chat with for helping. When Ripper started putting pressure on
Harry the Shrimp over at the bar. None of the three the Brookhaven squatters, our favorite couple here
wear cheerful smiles. worked with the Jodes to find them a new life down
the road to the south. Ripper took it real personal-like.
"Thanks for coming," Marianne says, "I told you I had Witnesses overheard him ranting about revenge when
people looking into the attack on the old Hope. Harry's he was into his cups at the Totentanz."
helping out, and she's gotten us a name."
Marianne glances across the room, watching
Harry flicks a file from her Agent onto the bar's video Valence serve lunch to a customer.
screen. A grimy, shave-headed man in black and red
Maelstrom leathers appears, gesturing angrily at some "When we helped out the Brookhaven folk, we also
skinny, exhausted people by a bombed-out building. managed to rescue Valence. They were one of his
"diggers." Weighed maybe seventy pounds, soaking wet.
"This lovely little scalawag," Harry says, "is Ripper. Skin so pale you could almost see through it. This fucking
He commands Maelstrom's Hot Zone scav ops by praying mantis works them until they're just another piece
riding herd on terrorized streetrats as they pick through of wreckage littering the Hot Zone sidewalks."
the wreckage. He calls the poor things his Diggers."
Harry nods in agreement, "He's triple-A trash, that's
Marianne snarls and cracks her knuckles. The for sure. And he's the one who blew up the old Hope.
Professor pats her arm gently. I did some horse trading with David Ling Po, and he
"Ripper's an abusive, sadistic boss," Harry says. "And provided some security cam stills from a Vendit he owns
in the area.
that's on top of the horrid Hot Zone working condi-
tions that mangles and poisons. Makes the Maelstrom Harry flicks the images up onto the screen: Ripper
money, but there's a constant need for new labor, so watching as a group of streetrats carry duffel bags
he's always "recruiting." Last year, he'd set his eye on a into the sewer. Ripper holding what looks like a remote
band of squatters in the old Brookhaven Co-Op ruins." detonation device. Ripper pressing the button.

147
RIPPING THE RIPPER
"Time stamps on the stills match the explosion," Harry • Ripper's headquarters is a rickety old hotel,
explains, "And the Vendit is only a few blocks north of damaged by the nuke of 2023 but still standing.
the old Hope's location." Somehow. He's laced it with traps, just in case his
Diggers get the bright idea to turn on him.
"Now we know who," The Professor says, "And we
know why." • On the con-job path, a member of the Crew
might end up in a free-form brawling contest
"All that's left," Marianne finishes his thought, "is against one of the Wild Things, the gladiatorial
revenge." gang operating out of Redline.

T he Rest of the Story • On the con job path, depending on how things
t h e r e s t o f t h e s t o r y go, the Crew might find themselves briefly
dealing with Rocklin Augmentics security
Ripper is a rancid stain your Crew can joyfully destroy. guards.
On top of supplying Maelstrom, he has two sidelines:

T
diverting the best parts he finds in the Hot Zone to he Hook
Rocklin Augmentics, and serial torture and murder. t h e h o o k t h e h o o k t h e h o o k
Marianne and The Professor want Ripper destroyed. Marianne and The Professor fall silent as Harry takes
Painfully, if at all possible. That's why they're willing full control of the meeting.
to pay the Crew 4,000eb each to do the job. That's
double the going rate for a gig this dangerous. "Here's the skinny. I "borrowed" this from Danger
Gal."
How the Edgerunners handle the job is up to them.
Harry transfers a dossier on Ripper (see page 149)
A combat-heavy Crew can go directly to Ripper's
to the Edgerunners' Agents.
hideout, while a streetwise, technical group can build
an elaborate con. Harry and The Hope crew can offer "Something Danger Gal's dossier doesn't mention is
guidance and even resources, but the Edgerunners Ripper's habit of skimming from the top. He takes the
should do the legwork. best tech his Diggers find in the Hot Zone and sells it
direct to Rocklin Augmentics. I don't have solid proof,

T he Setting though, or I'd take it to the Maelstrom's boss, Warlock,


t h e s e t t i n g t h e s e t t i n g and let gang politics take care of the rest."
Where the Crew travels depends on the route they Marianne leans in, "We want revenge, but not at the
take. If they choose to con Ripper, they'll begin with cost of losing the new Hope. We called in all our favors
a visit to Redline, a modern gladiatorial arena, before to get our home rebuilt. Cashed in all our chips."
eventually leading the bastard down into the sewers The Professor tilts his head in agreement, "Whatever
and to a secret Rocklin Augmentics warehouse. you do, the trail can't lead back here."
If they decide to lay siege to Ripper's fortress, they'll "The way I see it," Harry says, "you've got two
need to find it in the Hot Zone before climbing to the top options. First, you could flatline him. Doing the deed
of a ruined hotel and into a den right out of a horror movie. outside the Hot Zone risks you being seen, and
someone might connect the dots between you and The

T he Opposition
t h e o p p o s i t i o n t h e o p p o s i t i o n
• The man at the center of it all is Ripper, a cunning,
Forlorn Hope.
"Inside the Hot Zone, though? There's only Ripper
and his Diggers. No one there's gonna rat you out to
sadistic asshole with a taste for power and pseu- Maelstrom. The other option? A little poetic justice. I
do-occult trappings. He's built his own little army in can teach you a sweet con called the Busan Back Door.
the Hot Zone made up of gangpressed Diggers You exploit his greed and get his pals over at Rocklin
and his "guard dog" Skippy, a heavily augmented, to pull the trigger for us. Both are good and this is your
cyberpsychotic monster of a Maelstrom member. gig. Play to your strengths."

148
RIPPING THE RIPPER

Ripper rose to leadership when Maelstrom's scavver army


RIPPER needed a full-time organizer. Of all gang leader Warlock's
Prepared by Linda "Overpass" Lucastra decisions, this is the one most likely to bite him.
(undercover at the Totentanz) Ripper was a typical street enforcer with a good rep and gang
underboss Quake sponsored him for this role. As an enforcer under
Quake, Ripper's sadism pointed outward: disemboweling Inquisitors,
slicing parts off deadbeats, dragging traitors behind his van
for a "chat." But his new job, herding disposable streetrats to
work in radioactive deathtraps, offers even better opportunities
for cruelty.

Ripper entices his scavvers, whom he names Diggers, with the


chance to earn membership in the Maelstrom. And they might —
maybe one in twenty survive and graduate to the big leagues.
As for the rest, some resurface on The Street or elsewhere,
but a frightening number (and higher than Ripper reports to
Warlock) journey into the Hot Zone and never come out. Even
the "winners" bear scars. Ripper's developed pseudo-mystical
"Tests," rituals for Diggers on the cusp of graduating.

Ripper makes Maelstrom bank, and Quake likes how Ripper's


wannabe gangers idolize him. But his trail of cast-off corpses
might sink the gang one day. Or Ripper might decide he's better
off making all the decisions, take his Diggers, and split off
to form his own gang.

Give the Players time to discuss the strengths and Harry goes through the steps, one by one, with the
weaknesses of each path before prompting them to Crew.
make a decision. "One of you takes on the role of an Exec who
If they want to run the con, GO TO DEV (BUSAN manages construction crews for Jack Skorkowsky. He
BACK DOOR). owes me a favor, so he'll agree to help. Besides, he
loves The Hope, so I'm sure he'll even put up a fake
If they want to siege Ripper's base, GO TO DEV profile for you on his Garden Patch."
(BULLETS ARE SIMPLER).
"The story behind the con is simple. While demolish-
ing an old building in the Upper Marina, a construction

D ev (The Busan Back Door)


d e v t h e b u s a n b a c k d o o r
foreman found a broken old truck in the rubble with a
dead driver inside. Probably died courtesy of the nuke.
Besides the corpse, the foreman found two things of note.
The Busan Back Door, Harry explains, might seem com-
plicated for a standard Edgerunner plan, but it is simple A crate full of old cybertech and a work order, telling
for a con since it doesn't require a "long-term hook." the driver to pick up said crate from an underground
In the plan, the Crew sells Ripper on a "lost" cache of warehouse at an address now located in the Hot Zone."
pre-4CW cybertech and tricks him into robbing a "The foreman came to you. You investigated, worked
Rocklin Augmentics facility. This puts Ripper on the outs out a route to the underground warehouse address,
with both of his employers. Rocklin will hunt him down and decided to cut Jack out of the action … but you
for the betrayal, while Maelstrom will kill him for bringing don't know the first thing about salvage, so you need a
a Megacorp's wrath down upon them without sanction. partner with experience to help you."

149
RIPPING THE RIPPER
"Of course, the trick is, since it doesn't Step Three: The Sting
exist, you won't be leading Ripper to a lost
Next, the Crew leads Ripper on a baffling
Switching Tracks cache. You'll be leading him to an off-the-
books facility where Rocklin Augmentics route through tunnels under the city until
reverse-engineers cybertech from other he has no hope of knowing where he is.
This mission presents two
paths: the Busan Back Corps. Don't ask how I know about it." Once Ripper's Diggers break through the
Door and Bullets are wall into the Rocklin Augmentics depot, the
Simpler These paths are "Anyway, you either trap him there or Crew needs to make a decision.
modular. You can spice make sure he's spotted on camera. Either
"You either need to trap Ripper and alert
things up, rearrange, inter- way, it'll look to Rocklin like their Hot Zone
change, or mix freely to Rocklin security so they take him out, or you
seller is betraying them."
fit your Crew's tastes and need to make sure he, and only he, gets
actions. Step One: The Meet caught on camera so the suits know they've
been betrayed and drop the hammer on
There's enough flex in
the midway Beats to move First, the Edgerunners must catch Ripper's him later. You make the call when you're
from the Busan track attention so a later call for help feels there based on the facts on the ground. Or
onto the Bullets track or natural. Harry suggests bumping into under the ground, in this case."
vice versa if needed. If the Ripper at the Redline, a gladiatorial combat
Crew couldn't convince bar in Watson he visits regularly. Con Job Jobs
Ripper to take the deal?
Load up for bear and go "He likes booze, drugs, violence, and In a con like this, each Crew member
hunt him down in the Hot talking about himself. Get his number and should play a part and get a few moments
Zone. Similarly, they may to shine in the sun. The following is a list of
make enough of an impression that he'll
discover Ripper's fortress is possible parts an Edgerunner might play in
too well guarded and nope take your calls later. Think carefully about
who you introduce and when. the Busan Back Door.
out before switching to the
con. A DV13 Wardrobe & Style Check gives
"Having people in reserve can help later,
but surprise appearances can spook your the Crew info they need on how to dress
the part, though they still might need to buy
Content Warnings mark. Keep your stories consistent, too —
one slip can blow the whole thing."
the actual clothes.
This Mission is stuffed full Remember, the Edgerunners don't need
of body horror and cruel Step Two: The Hook to be these parts in "real life;" they just need
exploitation. For some
Players, the intense descrip- to know how to play them convincingly for
Next, the Crew introduces the bait. They
tions of Ripper's experiments the con.
call Ripper with the opportunity and
and treatment of the Diggers
arrange a meeting to show Ripper proof The Boss: Someone has to take on the
might twist the stomach too
far and ruin the fun. We and to make a plan for retrieving the stash. part of the Boss: a construction Exec
recommend you talk to your working for real estate agent Jack
"Meet at an office so you can control Skorkowsky. Anyone playing this part
Players, work out what their
comfort level is, and adjust access. Gather some quality cybertech should buy an outfit that straddles the
accordingly. and offer it to Ripper as proof and as line between "nice" and "too nice."
a gesture of good faith. After all, it's Urban Flash or Leisurewear with a hint
Remember, this is a
game and it should be fun nothing compared to what's still in that of "mob connections" works better in this
for everyone playing. warehouse, eh? Make him dream about circumstance than Businesswear.
his piece of it.
The Assistant: Every good boss has
"Be cagey about the location of the an Assistant nearby to take notes, fulfill
stash. He'll expect you to keep it to yourself. requests, and make them look important.
Otherwise, he'd be able to go there himself The assistant might also have the air of
and cut you out of the deal. He'll expect an undercover bodyguard. Businesswear
you to think like him." works best for this.

150
RIPPING THE RIPPER
The Hustle: The Boss might bring along hired muscle
to any part of the job. It works best if the hired muscle Infobox: Maelstrom (DV9)
fits the boss's cover story. Perhaps a 4CW veteran or
underground fighter working construction but moon- A combat gang with some serious history in
lighting as a legbreaker. Leisurewear and Nomad Night City. Maelstrom believes in the virtues of
Leathers both work for this role. chrome with a zealous, almost religious fervor.
Over the years, they've absorbed the remnants
The Guide: The Guide is someone brought in by the of a dozen other gangs, often defeating them
boss who can lead the way through the tunnels. in battle before inducting the survivors.
They might be a Night City maintenance worker or
a Ziggurat repair technician. Either way, they're on Maelstrom operates out of the Totentanz,
this job to earn extra cash. Gang Colors work here, a metal bar on the edge of the Hot Zone.
with the "gang" in question being the guide's regular They're led by Warlock, who has guided
employer. them into power as one of Night City's
biggest dealers in drugs and salvaged tech.
The Expert: The Boss might bring in an Expert to
evaluate the cybertech and provide an informed
opinion on what to take and what to leave behind.
Leisurewear, Generic Chic, and Bohemian all make
good fashion choices here. Infobox: Rocklin Augmentics (DV13)

Backup: Other Crew members can hang back, ready Originally a prosthetic manufacturer,
to rush to the rescue if things go wrong. Backup isn't Rocklin Augmentics bet hard on cyberware
the most active or exciting part of a con, so the GM following the ascension of current CEO
should feel free to toss obstacles their way. Maybe Jacinda Hidalgo. They are known for their
someone throws up on their shoes as they watch the cutting-edge design, eschewing the organic
boss from across the room during the Meet. Maybe for the artificial in both form and function.
they fall behind and get lost in the tunnels during the
Sting. Anything's possible in Night City. Rocklin Augmentics has also become
Once the Crew have assigned the jobs for the con known for pushing the limits on cyberware
and worked out the basics of their plan, GO TO CLIFF and rumors abound about boundary-
pushing transhumanist designs secretly in
(THE MEET).
development in heavily guarded labs.

C liff (The Meet)


c l i f f t h e m e e t t h e m e e t
Who should attend: The Boss is the only require- Infobox: The Hot Zone (DV9)
ment. The Assistant and Hustle coming along makes
sense. Anyone else should be out of sight and only The geographical center of Night City,
present as backup. the Hot Zone also used to be its center of
Wannabes strut and brawl in the streets outside the power. Then a nuke blew it up, devastating
the area and destroying the Corporate
Redline, some with skill, others with drunken bravado.
skyscrapers planted there like a lumberjack
Bouncers built like forklifts keep belligerents from enter-
cutting down a giant metal tree.
ing the bar proper. You go to the Slammer for brawls.
You come to the Redline for gladiatorial combat. The
Today, it is a haunted landscape of
bar lighting is dim with most emanating from screens
wrecked, twisted buildings, burnt-out
showing off the action in the arena. Ripper and his
vehicles, and entombed bodies. Scavvers
cronies are too cheap to spring for a private booth so
abound, digging through the destruction
they're cheering from a table upstairs, right next to the
in hopes of earning a few ebs.
barricades. Close enough to the edge to smell blood.

151
RIPPING THE RIPPER
The third task to impress Ripper should
Infobox: Redline (DV15) involve a grand gesture. Just what said

Ripped Ripper
gesture is depends on the Players, but some
A bar with a reputation of hosting possibilities include:
Remember, drugs alter
the best live fighting events in Night
• A member of the Crew winning a fight
STATs and Skills, and City. The entire bar is built around
in the arena. It is an "open fight" night;
Ripper can be on (or the fighting pit, where gladiators
anyone can sign up to battle a Wild
coming off of) any combo duke it out for the entertainment
you want at any time. Things gladiator. Fights in the arena
of the crowds. Officially, all fights
Ripper on Blue Glass and are melee only. No firearms allowed.
are to the knockout but rumors
Smash is easier to deal with Implanted armor is fine, but worn
suggest the Redline hosts private,
than Ripper on Boost and armor is not. The battle ends when
monthly death matches. The house
Synthcoke. Ripper taking the first combatant hits the Seriously
Synthcoke to come down fighters are all members of the
Wounded Wound State.
off of Black Lace could Wild Things, a boostergang that
be a nightmare. Adjust survived the Time of the Red by • Buying Ripper and his hangers-on a
the mix to personalize the channeling their megaviolent round of drinks. The total number is up
challenge to your table. impulses into bloodsport. Jenny to the GM but drinks are 10eb (Cheap)
Nails is both the leader of the Wild per glass purchased.
Things and the owner of Redline.
Flash of Luck • Beating Ripper in a drinking contest
with opposed Resist Torture/Drug
The Flash of Luck rules Ripper's a loudmouthed braggart with Checks.
(see page 186) were enough rep and swagger to impress those • Or moving the party to a private booth
specifically designed to who don't know any better. He's snagged a on the first level. This requires a DV13
facilitate playing out heists
table near the barricades on the top floor, Bribery Check and a payout of 500eb
and cons just like the Busan
Back Door. Remind your overlooking the arena. Around him are (Expensive).
Players the rules exist! several hangers-on, soaking up his stories
• A Netrunner might dig into
about life at the "top of the Maelstrom
t he Re d l i n e's S e r v i c e N E T
heap."
Architecture (see page 174) to
He talks over any conversation unless it's help them perform some of these tasks
about him or something he's excited about. on the cheap.
"You know the Maelstrom, choomba? I'm Knowing if Ripper is impressed enough to
big-time. They all look up to Ripper! I get do business later requires a DV13 Human
'em all their chrome!" Perception Check. If the Crew hasn't per-
formed three tasks yet, just tell them "You're
The point of this part of the con isn't to not sure he'll remember you in the morning.
sell Ripper on anything but to make contact Better keep it up." If they've completed two
and set the stage for later. To stick in tasks but not the grand gesture, tell them,
Ripper's drug-addled brain, the Crew must "You've established a rapport, but you
succeed at impressing him three times. Two need to do something big to stick in his
of those times can be simple Social Checks mind when he sobers up."
— Conversation or Persuasion against
his Human Perception, for example. He Once they've completed all three tasks,
responds well to compliments, philosoph- Ripper suggests exchanging numbers. He's
cunning enough, even when smashed, to
ical ramblings about weird occult shit, talks
avoid carrying an Agent and gives the
about the fight below, and the possibility of
digits to one of his burner phones.
sex. He responds poorly to people who act
superior to him. GO TO DEV (THE SETUP)

152
RIPPING THE RIPPER

D ev (The Setup)
d e v t h e s e t u p t h e s e t u p
It isn't too hard to lure a service team out.
In fact, a DV13 Streetwise Check suggests
Cons are slippery and hard to plan. From
a plan: drop down a manhole, find a
cable, damage it, and wait. The wait time, Flexibility
here on out, the Busan Back Door Beats
and what security shows up with the team, We only have so many
help you chart a satisfying course rather
depends on where the cable is. A DV15 pages for this mission,
than giving explicit scenes or directions.
Streetwise or appropriate Local Expert and your Crew might
Be prepared to improvise, and expect (and Check will reveal details. devise a plan not covered
prompt) your Players to do so as well. here. For example, they
• Rebuilding Urban Zones: A may pursue the Rocklin
After the Crew hooks Ripper, Harry Ziggurat team arrives in a service Augmentics angle, digging
gathers them to prepare the actual con. van (see page 175) within three for the dirt they need to turn
Success in the Busan Back Door hinges hours. The team consists of 2 Maelstrom against Ripper.
Ziggurat Technicians (see page If that's the case, be ready
on acquiring two physical elements
170) and 2 Corporate Guards (see to repurpose the elements
A map of the Night City utility tunnels in presented in this mission.
page 170). Complicating matters,
the Upper Marina to plan the route and Here are two examples of
a patrol car (see page 175) with how to do it.
ensure Ripper gets nice and lost. To obtain 2 NCPD Officers (see page 170)
them, GO TO CLIFF (THE SEWER MAP). shows up to provide assistance, direct The Crew might decide
to use a classic undercover
Some pre-war cybertech to fully hook traffic, and call for backup if needed.
cop trick and set up a
him on the existence of the stash. To obtain • Overpacked Suburbs: A Ziggurat "buy." They'd follow the
them, GO TO CLIFF (PARTS FOR PARTS). team arrives in an armored service con track, but instead of
van (see page 175) within twen- dangling a hidden cache
It's now time to pull it all together. If you in front of him, they'd
ty-four hours. The team consists of
want to keep things simple and move the arrange to buy some
2 Ziggurat Technicians and 3 choice salvage ( without
action along, have Harry supply the Crew
Corporate Guards. Maelstrom's permission).
with one or both of the elements needed.
Transform the steps involv-
If she provides only one, GO TO CLIFF • Combat Zones: A Ziggurat team
ing sewer maps and cyber-
(THE SEWER MAP) or CLIFF (PARTS shows up in an armored service ware parts into planting
FOR PARTS) as needed. If she provides AV (see page 175) within three credentials in a server and
both, GO TO DEV (THE BAIT). days. The team consists of 2 Ziggurat acquiring proper identifi-
Technicians, and 1 Corporate cation. Ripper's a brute but

C liff (The Sewer Map) Guard per Edgerunner. he's smart enough to do a
basic background check.
c l i f f t h e s e w e r m a p • Exec Zone and Hot Zone: Not Then, let them record the
Ripper knows the Hot Zone well, including viable for opposite reasons. The Exec whole buy and turn the
the tunnels below, so convincing him he's Zone is too well guarded, while the Hot evidence over to Warlock.
traveling under the radioactive ruins of Zone isn't connected at all.
(Continued on page 154)
the old Corporate Center won't be easy. The Ziggurat Technicians are equipped
The Crew must obfuscate the route as they with Excellent Qualit y Agents. An
travel. To do so, they'll need the most solid Edgerunner can use a Breacher (see
information possible, which means obtain- page 179) to hack a Ziggurat Tech's Agent
ing a current map. remotely and steal the file. Otherwise, the
The best source for a map is Ziggurat Crew needs to grab one and crack it physi-
(see CP:R page 280), since their CitiNet cally with a DV17 Electronics/Security Tech
Check and four hours of work.
spans most of the metropolitan area and
most of the cables run underground through If Crew can't do the job, Backhand, The
the sewer system. Luckily, Ziggurat service Hope's in-house Tech, is a deft hand at
teams carry Agents with maps preloaded. hacking Agents.

153
RIPPING THE RIPPER
Neither the technicians nor the guards If needed, use the Chase rules (see
want to give their lives for this job. They'll page 180) to run the scene.

Flexibility
seek a way to retreat the moment they
If the Crew is prepping for the job and
come under fire. Convincing them to sur-
(Continued) render is possible with a strong Social Skill
doesn't have the sewer map yet, GO TO
CLIFF (SEWER MAP). Otherwise, GO TO
Check. If there are no guards (or cops) to
Alternatively, the Crew DEV (THE BAIT).
might opt to dig up evi- protect them, the technicians will surrender
the Agent (and even bypass the security)

D
dence instead of creating
it. The files they need could without a Check. ev (The Bait)
be in the secret Rocklin
d e v t h e b a i t t h e b a i t
If the Crew is prepping for the job and
Augmentics warehouse. Now it's time to draw Ripper in. A few days
In which case, the sewer doesn't have the parts yet, GO TO CLIFF
(PARTS FOR PARTS). Otherwise, GO TO after the Meet, the Edgerunner playing the
crawl turns into a challenge
DEV (THE BAIT). Boss should give him a call, feed him the
of navigation instead of
subterfuge. Alternatively, story, and arrange a get together.

C
the files could be in liff (Parts for Parts) The story: The Boss has the intel. Can
Ripper's tower, leading the c l i f f p a r t s f o r p a r t s Ripper supply the muscle and expertise
Crew to wait until he's at
the Redline before sneak- The Edgerunners are selling Ripper a story of to move and sell the goods? Ask the
ing/fighting their way in. lost cybertech, so they need to show him con- Edgerunner doing the talking for a DV9
vincing examples from the crate mentioned in Conversation Check just to be sure they've
Don' t be af raid to
the con's cover story. Harry happens to know got Ripper salivating. If they ask, Harry is
change things up and
adapt the elements of this that Mister Kernaghan (see CP:R page happy to give them tips.
mission to follow the path 305) owns a sealed crate of optical sensors, "Add in some construction yard back-
your Players lead you on. myomar fibers, and neural subprocessors, ground noise to prove you're legit and
The story belongs to the complete with 2022 customs tags and she
whole table, after all. calling from a site. Anything you can do to
knows exactly what he'll trade it for. sell the illusion is important. Once you've
Mister Kernaghan wants someone to laid out the plan, rev up his excitement. Talk
steal an all-original power plant for a about when you get the goods, not if. Get
Cometa, one of the first racing AVs ever him dreaming about what he plans to do
built. Only two flyable examples exist in with his share of the take."
the world, and Kernaghan owns one of the GO TO CLIFF (THE HOOK)
two. If he gets this engine, he will own the

C
only flyable example. The other's engine
liff (The Hook)
is trashed and awaiting this replacement. c l i f f t h e h o o k t h e h o o k
The Crew can use bribes, favors, or mis- Who should attend: The Boss must be
direction to get into the Heywood Industrial present. The Assistant, Hustle, Guide, and
District port and drive the container out, or Expert can logically attend. Backup should
they can hijack its transport as it travels be out of sight.
from the port to a small airport out in the
Badlands, where a cargo copter awaits to Harry arranges for the Crew to take over
transport it to Seattle. The transport team an empty but furnished office in an Upper
has a Driver (see page 171), a Heavy Marina building for a few hours. If they want
Corporate Guard (see page 171), and to take some time and spruce the place up,
1 Corporate Guard (see page 170) ask for appropriate Checks based on their
per 2 Edgerunners in the Crew. They're ideas. The obvious thing missing would
driving an Armored Semi-Truck (see be various accoutrements indicating the
page 175). The Crew can intercept it any- office is part of the Jack Skorkowsky Real
where between the port and the airport. Estate family. A Fixer can acquire signs

154
RIPPING THE RIPPER
and stationary using Operator. A crafty goes out the window. The Crew may end
Edgerunner can fake them up with a DV13 up ending Ripper right here. If so, GO TO
Forgery Check. Someone might think of
calling Jack and asking to borrow some
RESOLUTION (A DIFFERENT ENDING).
Otherwise, the Crew might devise a new Working for
decorations, requiring a DV9 Persuasion plan (see Flexibility on page 153) or Rocklin
Check if they're on good terms or a DV13 strike Ripper at his home in the Hot Zone,
What happens if one of
Check if they aren't. A DV13 Bureaucracy in which case GO TO DEV (BULLETS ARE the Edgerunners is an
or Business Check will help order the office SIMPLER). Exec working for Rocklin
to make it seem more "lived in." Your Players If they succeed, go to Dev (The Augmentics? Well, that's
might come up with other ideas. Reward up to them. Removing
Tunnel Job).
them for being creative! Ripper from play means
causing disruptions in the
Ripper (see page 172 or 173) comes
to the meeting sober and impatient. A block
from the meeting, he drops off 1 Digger
D ev (The Tunnel Job)
d e v t h e t u n n e l j o b
Once Ripper's firmly on board, the time
Neocorp's supply chain.
The Exec needs to decide if
this is something that they're
Guard (see page 171) per Edgerunner good with or if they want
comes to finish the con. Harry meets with to advance their career by
present who he can call quickly if the deal the Crew in a private room in The Forlorn betraying the Crew and
goes sideways. They follow at a distance, Hope to go over the plan one last time. The Forlorn Hope.
then skulk outside.
Harry's located a broken-down building Assuming they go along
Once inside, Ripper demands introduc- with sewer access in the Upper Marina, with the plan, their inside
tions to anyone he doesn't know. When near the Hot Zone border. From that entry knowledge might be
they get down to business, he asks aggres- helpful. The facility is top
point, the complicated series of switchbacks secret, so they likely won't
sive questions. How big a haul? Why him? planned by the Crew using the Ziggurat know about it. Still, some
How does he know this isn't a scam? He sewer maps feels like it leads ahead into sleuthing work (with appro-
demands ninety percent of the take since the Hot Zone but actually twists back on priate Skill Checks) could
he's "taking all the risks," but gets suspicious itself to a building in the Upper Marina score useful details or even
unless the Crew bargains hard to lower that where Rocklin performs under-the-table the password for the NET
number to something more reasonable. "competitive research" on the cyberware Architecture, allowing a
Netrunner to automatically
The Crew must succeed at two Checks. of other Corporations. This means there's
succeed on an Interface
The first is the Bargain, an opposed Trading no Rocklin Augmentics branding on-site to Check against it.
Check to haggle with Ripper. Without it, give the job away.
there's no chance of him buying this as a "I've hired some bodies in coveralls to
"real job." Second, the Sell, an opposed pretend to be Jack's construction crew,
Acting or Persuasion Check against move random shit around, and measure
Ripper's Human Perception to convince him things around the entry building we picked
everything is legit. out," Harry explains. "Look for the fella
Give the Crew a +1 (up to a +3) to all with the clipboard and pretend to bribe
Checks made as part of the Bargain and him before going down the tunnel. That'll
the Sell for each task performed to dis- sell things.
guise the office and make the setting more "Don't worry. They're trustworthy enough
convincing. for this gig.
If the Crew can't convince Ripper, at "Remember, Ripper knows his turf. If he
best, he walks away angry. At worst, he pays too much attention, he might realize
sends a silent signal, and his Diggers burst you're going in the wrong direction. Divert
in to help him beat answers out of the his attention from the route. Distract him at
Edgerunners. Improvise depending on how the turns and intersections with questions or
the scene goes down. Either way, the con suggestions or warnings."

155
RIPPING THE RIPPER
Harry also warns the Crew to be careful with Ripper's This is the last chance for the Crew to pick up supplies
Diggers. or make preparations before things go down.
"The poor bastards are bound to Ripper by fear and GO TO DEV (THE STING)
not loyalty, so give them as little reason to dislike you as
possible. When the time comes to run, it's best to have
as many people running and as few people shooting
at you as you can manage."
D ev (The Sting)
d e v t h e s t i n g t h e s t i n g
Harry's hirelings are already present, pretending to
The goal of this final step is for Rocklin Augmentics work as part of a Jack Skorkowsky construction crew,
to catch Ripper in the act of breaking into their facility. when you pull up to the broken-down building in the
Rocklin has on-site surveillance and security, but it's Upper Marina. They play the part well, calling out
important to get Ripper inside where the cameras can greetings to their "boss" as you walk up.
see his face.
Ripper, meanwhile, rolls up ten minutes late, red-
Rocklin security will hit the scene in minutes once eyed, and with that special flavor of twitchy that
the first person enters the storeroom. An enterprising suggests multiple drugs are tipping his mood in differ-
Netrunner can infiltrate the facility's NET Architecture ent directions. He hops out, slaps the side of his box
ahead of time to further tilt things in the Crew's favor. truck, and opens the rear door. A group of scrawny,
unwashed, desperate-looking streetrats clutching
"Ideally, Rocklin security takes him off the board,
empty industrial carryalls hop out.
but don't hang about. Get him filling his pockets, then
make yourselves scarce. If he follows you back into the "C'mon, move your asses!" Ripper yells. "I picked you
tunnels, this could turn into a gunfight." 'cuz you said you could work!"

BY STORN A. COOK

156
RIPPING THE RIPPER
"Okay," he says to you. "Time to go get rich, yeah?" will only fight until he takes damage, at which point he
runs, leaving the Diggers behind to keep the Crew busy.
There 1 Digger Worker (see page 171) per
Unless convinced otherwise by an appropriate DV17
Edgerunner present. They cluster together and don't
Social Skill Check, the Diggers fight to the death. They're
talk to outsiders. They don't even make eye contact.
more frightened of Ripper than they are of pain or dying.
After receiving "a bribe," the fake worker with the
If things go south and the Crew ends Ripper here,
clipboard leads the Crew and Ripper and his Diggers
GO TO RESOLUTION (A DIFFERENT ENDING).
to the sewer entrance in the rubble. Ripper follows the
Otherwise, the Crew might devise a new plan (see
Edgerunners into the dark with an LED headband light-
Flexibility on page 153) or strike Ripper at his
ing his way. He splits his time between watching them
home in the Hot Zone, in which case GO TO DEV
like a hawk, pushing his workers along, and bragging
(BULLETS ARE SIMPLER).
about his success with Maelstrom.
If they succeed, GO TO CLIFF (VAULT RAID).
"I got hundreds like these losers crawling the Hot
Zone and digging all day. They fuckin' worship me.
Warlock relies on me to chrome the gang up. Every
'ware you see in someone wearing Maelstrom colors,
I probably dug up the parts!"
C liff (Vault Raid)
c l i f f v a u l t r a i d v a u l t
The underground route ends in a utility tunnel. About
10 m/yds down the wall is a spot adjoining Rocklin's
After about five minutes of traveling, Agents lose
basement. Once the Crew points this out, Ripper directs
signal due to being underground. They can no longer
his Diggers to attack the concrete with cutters, drills,
act as communication devices or connect to the CitiNet.
hammers, and bare hands, chewing through a couple
Tunnels and Trolling of feet of cement and rebar.
After five minutes, the hole opened by the workers is big
One of Ripper's few talents is navigating the Hot Zone's
enough for a Netrunner to connect to the Warehouse's
tangled wreckage. He pays attention at intersections,
NET Architecture (see page 174). At that point, they
scanning for landmarks, and glances back along the
can attempt to hack it to seize control, alert security, or
route as if fixing it in his mind. He may also notice
ensure the cameras fixate on Ripper and no one else.
inconsistencies: a Ziggurat logo on a junction box or
working power cables in "abandoned" tunnels, for After ten minutes, the diggers open a hole large
example. The con needs him lost and ignorant. enough for people to squeeze through.
Give the Crew five opportunities to conceal signs/ The storeroom on the other side of the hole is clean,
move markers or confuse Ripper with Skill Checks orderly, and lacking in illumination. A musty smell,
against his Concentration. The same trick won't work typical of underground concrete structures hangs in
twice, so Players need to be creative. Fake an injury. the air. The darkness and silence are so thick you can
Debate Ripper on cyberware brands. Shoot a rat. almost feel them pressing up against your skin.
Distract him and the Diggers while another Edgerunner
The hole came through a clear space between
paints over a sign. Encourage the Players to be creative.
parts bins that line most of the walls and sit on free-
If the Edgerunners fail two distraction Checks, standing shelves. Each bin is labeled with words like
Ripper realizes something's up. Soothing him requires Microswitches, Howell Capacitors, Magnetolubricant
an Acting or Persuasion Check against his Human Pumps, Firefoam Extruders, and the like.
Perception Skill. "Get in my face down here again, the
rats'll be cleaning up what's left of you, butthead!" After Ripper's 11th Hour
this, Edgerunners make any further distraction Checks
Ripper is dangerous and cunning but not smart enough
with a -2 penalty.
to question the lack of dust. If his Diggers notice, they're
If they fail a third Check, Ripper pulls his rifle and starts too frightened of him to speak up. Ripper sends half of
shooting. His Diggers draw pistols or machetes and attack them inside, then demands to know what parts they're
as well. Things turn into a firefight in the tunnels. Ripper finding.

157
RIPPING THE RIPPER
"It's lots, Ripper! All kinds! Whole warehouse of 1d10. On an even result, he steps in front of the camera,
stuff!" and it records him. On an odd result, he does not. If a
Netrunner has control over the camera, they can point
If Ripper noticed any of the Crew's distractions earlier
it at Ripper at any time.
or is otherwise nervous or suspicious, an Edgerunner
may have to go in and drag out a fistful of components Either way, at least one of Ripper's diggers steps in
to kick-start his greed and lure him inside. Otherwise, front of the camera roughly one minute after entering the
he goes readily. But he also calls on the Crew to enter storeroom, alerting the Demon in the NET Architecture. It
and help and grows suspicious if they hang back, so triggers the silent alarm, alerting the security team in the
they must mislead, evade, or trap him somehow to facil- building above. They, in turn, contact a Rocklin Augmentics
itate their own escape. Feel free to tempt your Players Rapid Response Squad, who, three minutes later, arrive
to linger — they can fit 500eb (Expensive) worth of and assault the storeroom. The Crew needs to decide if
parts in a single carryall. Stuffing a container full takes they'll set Ripper up to encounter the Rocklin squad or if
one minute's time. simply recording his face on camera is enough.
If a Netrunner controls the Silent Alarm Control Node
That's Your Cue in the NET Architecture, they'll see an ETA about the
Unless hacked to do otherwise, the observation camera arrival of the Rocklin Augmentics team in their Virtuality
(which uses Low Light/Infrared/UV to see in the dark) HUD. Otherwise, ask for a DV13 Bureaucracy or
Tactics Check from the Players. With a success, they
covers the door of the storeroom. Noticing it requires
know they have anywhere from three to five minutes
a DV17 Perception Check — with any penalties due
before security charges in.
to the darkness of the room applicable. At the end of
every minute Ripper spends inside the storeroom, roll GO TO CLIMAX (THE FLIP)

BY MATT HENDERSON OF LOKE BATTLE MATS


Camera

hole leading to sewers

Rocklin Augmentics Warehouse

158
RIPPING THE RIPPER

C limax (The Flip)


c l i m a x t h e f l i p t h e f l i p
danger and runs the second he thinks he's
losing. He's also vengeful. He'll take a shot
Once Ripper's fully engaged in looting, he
at anyone he thinks betrayed him on the
way out. Member of
pays little attention to the Crew. Instead,
he moves around the room, ordering his The Rocklin Augmentics guards won't
Maelstrom
Diggers to empty specific boxes and con- pursue people far into the maze of It is possible one of the
tainers into the industrial carryalls. More sewer tunnels. Edgerunners who escape Edgerunners is a member
than once, he crows about needing to come the warehouse can follow the map and of Maelstrom or, at least,
on good terms with them.
back because "there's so damn much!" reach the city above in safety. If Ripper If they are, hopefully, they
If an Edgerunner tries to slip out, ask them manages to escape, he'll also vanish into see how Ripper is a short-
to make a Stealth Check against Ripper's the sewers. He values survival over imme- term benefit but a long-
Perception. If he notices, he'll ask why diate revenge. term problem for the gang.
Anyone with leadership
they're leaving. His greed is overriding his Assuming all goes to plan, Ripper's done skills can run a scavver
common sense, so give Ripper a -2 to his for. If he's captured, Rocklin Augmentics crew, but Ripper's skimming
opposed Human Perception Check if they "disappears" him. If he's caught on camera and screwing over his own
feed him a lie. with his hands in the Corporate cookie jar, people. Eventually, that will
the Neocorp hunts him, causing disruptions weaken the gang.
If the Crew decides to seal Ripper inside
the storeroom, it isn't hard. They'll need to to Maelstrom operations. At that point, it If the Edgerunner in
succeed at a DV15 Demolitions Check in is a question of who flatlines him first: question approaches
order to attach a single Armor-Piercing Rocklin Augmentics or Maelstrom's leader, Warlock or one of his lieu-
Warlock. tenants, they'll listen to the
Grenade (or similar device) to the hole and
concerns and charge them
rig it for remote detonation. With a success, Even if Ripper escapes somehow, he's with proving their claims.
they'll collapse the hole and trap anyone burned with both his former employers, Once they have proof,
still in the vault on the other side. Failing leaving him completely alone. Both groups Maelstrom will be glad to
the Demolitions Check (or just chucking a seek his death. In that case, he may decide feed Ripper to the Pit.
grenade) seals the hole but partially col- to attack the Crew (if he can figure out who
lapses the tunnel. they actually were), but odds are he grabs Favor for
Escape is still possible for the Crew, but
they each take 4d6 damage (reduced by
what little cash he can and runs for the hills.
The Gentleman
Go to Resolution (Hope and Home) If the Crew owes The
armor, which ablates) due to being clipped
Gentleman a favor (see

D
by falling debris.
ev (Bullets are Simpler) page 127), he calls one
At the end of three minutes, a squad d e v b u l l e t s a r e s i m p l e r of the Edgerunners as they
of 6 Heavy Corporate Guards (see Marianne sets the Crew up with Valence,
prep to enter the Hot Zone.
page 171) assemble outside the
the young server who she and The "A friend of a friend sug-
storeroom door. They won't identify Professor rescued from Ripper's clutches. gested you might be on the
themselves or demand surrender. They'll They promise to lead them to his hideout hunt for a specific monster.
pop open the door, throw in three flash- Another friend mentioned
in the Hot Zone.
bangs, and then stream inside with the goal said monster sports an
of incapacitating or killing any intruders. "Gonna want masks," Valence says. "You advanced bit of cybertech.
Ripper's Diggers shoot back and fight to the don't wanna breathe the dust-loads of rads. Retrieve it. Bring it to me.
Your debt will be paid."
death. if the Crew hasn't persuaded them We can take tunnels for sommathe trip, not
to flee. They're more afraid of Ripper than all. Up ground, there's lotta jaggy crap.
of dying. Even monowire fiber dust, some places.
Wear good boots."
Ripper, on the other hand, is a wild card.
He cares only about himself. He throws Any armor SP7 or higher meets the
anyone he can between himself and "good boots" standard.

159
RIPPING THE RIPPER
She gives Marianne a full gear checklist: anti-smog Crew down a ladder and through a series of poorly
masks, duct tape, flashlights, and radio communica- maintained, sometimes partially collapsed tunnels. After
tors (Agent and cell service is spotty), which The Hope nearly half an hour, they enter a basement kitchen, its
supplies as needed. Valence laughs at anyone who floor distinctly tilted.
suggests rad suits. "We ain't never had those."
If anyone asks why they don't just march into the Hot
Marianne can source rad suits at 500eb (Expensive) Zone, Valence says, "Don't wanna die. This is the best
apiece. They will protect the Crew from radiation so long way. Dodges Ripper's diggers. Other scavs, too."
as they aren't damaged. If an Edgerunner takes enough
damage to ablate their armor, the rad suit becomes "Masks on if you got one," Valence says. "Tuck your
worthless. pants in your boots. Tape up the gaps."

The next morning, the Edgerunners meet Valence at "Oh," Valence adds. "Listen for slips. Busted-up
a service tunnel entrance on the border between Little buildings, sometimes a whole floor of stuff just … falls.
China and the Hot Zone. The former Digger leads the Something industrial drops on you? Ain't no coming back."

X Hot Zone Hazards


1d6 Hazards

Pitfall. A section of the ground is broken and gives way. An Edgerunner can spot the pitfall with a DV17
Perception Check and warn the Crew to go around. If the pitfall isn't spotted, each Edgerunner stepping
1 onto it must succeed at a DV15 Athletics Check or fall into a hole filled with sharp rubble, taking 6d6
damage. Climbing out does not require a Check. Anyone with a Grapple Hand or easily accessible
Grapple Gun automatically succeeds at the Athletics Check to avoid falling.
Carbon Fiber Splinters. The wreckage in this area is dusted with microscopic and extremely sharp
carbon fiber splinters. Anyone walking across it must succeed at a DV13 Athletics Check. If they fail, all
2
armor worn on their body (but not their head) is ablated by 1. If they aren't wearing armor on their body,
they take 3d6 damage instead.
Ash Storm. Wind blows ash from a fire burning somewhere in the Hot Zone into this area. Anyone without
3 some form of protection (nasal filters, an anti-smog breathing mask, or similar) takes damage as if exposed
to a vial of biotoxin (see CP:R page 355).
Radioactive Wind. Wind blowing through the area carries with it radioactive particles. Anyone not
4 protected by a Radiation Suit or similar item is exposed, taking 4 damage per Round directly to their HP for
1d6 Rounds. This damage bypasses armor and does not ablate it.
Sinkhole. A section of the ground collapses, dumping anyone who steps onto it into a pit of sewage and
mud. An Edgerunner can spot the sinkhole with a DV17 Perception Check and warn the Crew to go around.
If the sinkhole isn't spotted, each Edgerunner stepping onto it must succeed at a DV15 Athletics Check or
fall in. Climbing out does not require a Check. Anyone with a Grapple Hand or easily accessible Grapple
5
Gun automatically succeeds at the Athletics Check to avoid falling. The firearms of anyone who falls into
the sinkhole become jammed with sewage and mud and are effectively reduced in quality by one step
(Excellent to Standard, Standard to Poor, Poor to non-functional). Restoring a weapon to its original quality
requires 10 minutes, proper tools (a techtool will do) and a DV13 Weaponstech Check.
Roving Blood Swarm. Left over from the 4th Corporate War, these nanite swarms use pre-war Tech and
do not require a NET Architecture to function. They fill an area with a red particle fog and enter a victim's body
through their nasal passages, binding their hemoglobin into clots. Anyone inside a swarm must succeed at a
6
DV15 Resist Torture/Drugs Check or take 3d6 damage. This damage bypasses armor and does not ablate it.
Targets with some form of protection (nasal filters, an anti-smog breathing mask, or similar) are immune. The
blood swarm will attack for 1 Round, then move on to another part of the Hot Zone.

160
RIPPING THE RIPPER
Only then do they lead the Crew up into the Hot Zone.
Welcome to the Hot Zone! Broken buildings stand C liff (Hot Zone Hazards)
c l i f f h o t z o n e h a z a r d s
As Valence leads the Crew through the Hot Zone, they
at angles all around you, like a mouthful of bad teeth.
Here, the constant city noises of traffic and gunfire may encounter strange, unpleasant, and even deadly
vanish almost completely. The quiet is oppressive to obstacles. Roll up to three times or choose entries from
the point of creepy. Wind rattles plastic and shushes the Hot Zone Hazards table (see page 160) to
through metal. A faded plastic image of Kerry make your Crew's march through this nuclear-blasted
Eurodyne smiles enigmatically at you from the bubbled, wasteland appropriately hazardous.
melted plastic side of a bus shelter facing a field of
Once you're done with the hazards, GO TO CLIFF
rubble. Don't mind the glow. That's just your imagina-
(SLIP).
tion playing tricks on you. Probably.
The Hot Zone is a strange, horrible place to travel
through. Disposable cell phones do not work at all.
Whenever the Crew tries to use an Agent to commu-
C liff (Slip)
c l i f f s l i p s l i p s l i p s l i p
It feels as if you've been trudging through the rubble for
nicate or access the CitiNet, roll 1d6. On a 6, they
days … and whenever you think you've seen the nastiest
succeed. Otherwise, they fail. Radio communicators
thing the Hot Zone has to offer, there's always something
work fine inside the Zone but have trouble calling out
new to prove you wrong. The rat covered in tumors. The
(or receiving a call from outside).
webwork of carbon-cable filaments hanging across
If you want to add random hazards to the trek a pathway, ready to slice skin to ribbons. The disturb-
through the Hot Zone, GO TO CLIFF (HOT ZONE ingly clean shape of a human body, outlined in carbon
Hazards). Otherwise, GO TO CLIFF (SLIP). scoring on a large, flat chunk of concrete.
BY NEIL BRANQUINHO

161
RIPPING THE RIPPER
All you're hearing now is the same creaks, rattles,
and wind noise you've forced yourselves to ignore for
the last several hours, but Valence stops and cocks their
D ev (Ripper's Hideout)
d e v r i p p e r s h i d e o u t
Valence stops the Edgerunners in the shadow of a
head. They go pale. "SLIP!" they yell. Then you hear it,
fallen building across the street from Ripper's hideout
echoing weirdly from above: an avalanche-like rumble.
and refuses to move closer; this is where they'll wait to
That's when chunks of wreckage begin falling down
guide the Crew home.
upon you like a flash rainstorm.
"That's it. Ripper's hideout. He's high up 'cause he
Valence's warning doesn't come in time and only
needs to prove he's better. Higher up than the Diggers. I
the truly perceptive — or someone who's worked the
ain't going further. I can't. I'm sorry. The memories … I'll
Hot Zone before — will recognize the slip's warning
wait for you here, bring you home when you're done."
signs (with a DV13 Local Expert [Hot Zone] or DV17
Perception Check). If a Player heeded Valence's earlier The building is tall but split in twain, one wing tilted
warning and is actively on guard against slips, give rakishly against the other. Its gleaming metal trim
them a +2 bonus to the Check. Edgerunners who is pitted and burned, but the sign on the side is still
succeed at this Check can scramble to cover and drag legible: Ashcroft Hotel.
Valence or one other Crew member with them. Twisted, armored shutters and rubble block all access
Anyone left beneath the raining debris must make a to the ground, but someone has built an improvised
DV17 Evasion Check to avoid damage. On a failed walkway. It rises like a snake, coiling around the tilted
Check, roll on the Slip Type table to see what falls on east wing, up to a hole on the seventh floor. Dirty hand-
the target. Despite coming from above, all damage is prints on the railing show it's been well-used.
done to the body and not the head. "They get in by going up the walkway," Valence says,
The ground rumbles. Looking up, you see a wall on "Nobody was outside last time I came, but he called
a nearby, tilted building give out. The new hole vomits gangers down to collect our tribute, so probably there's
the contents of the floor out towards the ground below guards up there."
like a ganger who drank too much raw CHOOH2 at Careful observers (DV13 Perception Check) spot
the Slammer. guards patrolling past cracked and broken windows on
the 7th floor and can guide the Crew to the walkway
X Slip Type unseen with no problem. Otherwise, crossing the open
ground unnoticed requires a DV13 Stealth Check.
Effect (armor reduces and
1d6 GO TO DEV (UP THE WALKWAY)
is ablated if penetrated)

D
Small Chunk. A piece of cement, chair, or
1-2
can of SCOP. 2d6 damage.
ev (Up the Walkway)
d e v u p t h e w a l k w a y
Sharp Thing. Rebar or a chunk of glass.
3d6 damage. This damage is Armor- A huge, painted Maelstrom skull leers up from ground
3-4 just before the walkway, marking territory. Glow paint
Penetrating, reducing armor SP by 2 if it
penetrates. and LED stick-on lights shine along the creaky struc-
ture's rusted railing. It looks like a long, strange climb,
5 Big Chunk. A desk or toilet. 4d6 damage.
so watch your footing.
Holy Crap, That's Big! A fridge. An
6 executive desk. Maybe part of an AV-4. 6d6 Consider the walkway hazardous terrain. Making
damage. it up without stumbling requires a DV13 Athletics or
Stealth Check. Failure means an Edgerunner breaks a
board or slams into the railing, creating a lot of noise.
Once everyone's dug out and patched up, Valence hurries
There are 2 Digger Guards (see page 171) just
them along. "Slips come in groups. We need to move!"
inside the entrance on the 7th floor. One will peek out
GO TO DEV (Ripper's Hideout) if they hear anything. It is a DV15 Perception Check to

162
RIPPING THE RIPPER
notice a Digger Guard's head poking out of the hole. If desperate, one may run and push it. This action doesn't
the Crew climbs to the top without making noise, they'll bring help, but it does alert Skippy and Ripper about
only have the two guards to deal with. Otherwise, the intruders. Otherwise, no one in the West Wing
they'll walk into an ambush involving every guard on hears the sounds of combat over the rushing of wind
the floor. between the sections.
GO TO CLIFF (EAST WING) There are a number of Digger Guards (see
page 171) present equal to the number of

C liff (East Wing) Edgerunners. If the Crew made it up the walkway


c l i f f e a s t w i n g without alerting the guards, only 2 are present on the
7th floor. The rest are upstairs on the 8th floor in an old
Once upon a time, this was a lounge where the hotel's
hotel room, watching a loud show. If the Crew deals
guests gathered and enjoyed themselves. Now, the
with the 2 guards silently, the others won't be alerted.
windows are cracked and shattered, and any plush
Otherwise, they'll charge down the stairs and join the
furniture has long since tumbled out to the street below.
fight at the top of the third Round.
Perilous platforms made from old planks provide stable
standing room on the otherwise tilted flooring. If the Crew alerted the guards during their trip up the
walkway, all the guards are there, setting up an ambush.
On the far end of the room is a gnarled opening
where it's possible to cross a welded metal gangway Fighting on the tilted floor isn't easy. Consider anyone
across the gap between the building's sheared sides who isn't on one of the platforms to be in difficult terrain
and into the west wing. There's an alarm button (see CP:R page 169). It costs 2 m/yds of Movement to
bolted to a pillar next to the hole. If the guards grow move 1 m/yd or 2 squares for every 1 square traveled.

C a
S
S c : Camera
e : Electric Flooring
a E
m : Automated Melee Weapon
M C s : Secret Door
M a : Access Point

S
BY JON ABBISS

S
E
C E
S
a a
E E

S M

C
S
a
The 7th Floor

163
RIPPING THE RIPPER
In addition, ask the Crew to make a DV13 Athletics Crossing the bridge should feel hazardous. After all, the
Check when combat begins. Anyone who fails suffers Crew is seven stories above the Hot Zone, with nothing but
a -1 to all physical Actions taken while not on the poorly welded guardrails protecting them from falling to
platforms due to the tilted terrain. The guards are used the ground below. Describe the wind kicking up, making
to the weird angle and don't need to make a Check, passage treacherous.
though they still take a penalty for movement when not
Ask for an Athletics Check if you so desire, but don't
on the platforms.
actually throw anyone off the bridge. If someone fails an
Explosives Athletics Check, say they stumble to the edge and stare
down at the ruined streets below for a long moment before
The Ashcroft is an old, incredibly damaged building, they catch their balance. No one wants to be insta-killed
and explosives — even those designed to avoid dam- crossing a bridge before the final boss encounter … but
aging infrastructure — will accelerate its inevitable col- there's no reason why you can't get their blood pumping
lapse. Whenever a combatant uses a damage-dealing to create tension.
explosive, describe how the entire building shakes and
GO TO CLIFF (THE MAZE)
make a tally mark.

C liff (The Maze)


If you accumulate 10 tally marks, describe how the
building is collapsing … and give the Crew one minute c l i f f t h e m a z e t h e m a z e
to devise an exit strategy.
The West Wing isn't tilted at an angle like the East, so
The guards will fight to the death if engaged but the floor evens out on the other side of the bridge. It also
aren't so loyal to Ripper that they're impossible to talk transforms into a maze.
down. A successful Social Skill Check against a DV17
Ripper set this sheet metal labyrinth up to slow down
will do the trick, convincing the guards to lower their
invaders, welding steel walls with all sorts of angles
weapons and surrender.
and bends, even sealing the elevator doors so the only
If the Crew cuts a deal, one of the guards warns them way down to his lair is via the staircase at the maze's
to be careful. "Make too much noise and Skippy will end.
hear ya coming. You don't want that."
And he's left it protected, too, with cameras and traps
The goons don't know much about Ripper's private run by a NET Architecture (see page 175). And, of
sanctum. "We bring people or stuff up here, but Ripper course, there's also Skippy (see page 174), Ripper's
and Skippy come to carry it over the gangplank into guard dog.
the West Wing. We stay in the East Wing. I don't know
what they do over there. Don't think I wanna, neither." Maze Features
They wish the Crew luck and then bail. They've The maze is lined with traps. There are observation
betrayed Ripper, so they need to get the hell away cameras (DV17 Perception Check to spot, equipped
from this place. with Low Light/Infrared/UV, DV13 Electronics/
Security Tech Check and 1 minute to counter) to search
GO TO DEV (THE BRIDGE)
for intruders, as well as an Automated Melee
Weapon (see page 172) and Electrical Flooring

D ev (The Bridge)
d e v t h e b r i d g e t h e b r i d g e
A rickety gangway bridges the tangled wreckage
(see page 172).
When traveling the maze, Ripper and Skippy make
use of unlocked secret doors (DV21 Perception
between the East and West Wings, with an unnerving
Check to notice) to speed the journey. The doors aren't
view of the Hot Zone seven stories below. Attached to
locked.
a broken column located at the gangway's entrance is
a buzzer button. On the far side you can see welded You'll find all these features, as well as NET
walls of rusty metal stretching from floor to ceiling, Architecture access points, marked on the map (see
creating a stained, scratched hallway. page 163).

164
RIPPING THE RIPPER

Skippy
Ripper may or may not buy the mystical excuses he
applies to his sadistic "tests," but Skippy believes
with absolute fervor. Fanatically loyal to Ripper, she
eagerly joins in his "experiments," and even voluntarily
accepted physical alterations herself.
Skippy's about six feet tall (1.83 meters), with pale
skin, dark hair, and the saddest-looking Exotic mod
you've ever seen with dog ears and whiskers that almost
look like they were torn off of a cheap Halloween

BY SEBASTIAN SZMYD
costume. Skippy wears biker leathers painted with
black and white dog spots and a spiked choke chain
with peeling chrome coating that shows the cheap
metal underneath. She'd draw laughter or pity except
for her heavy muscle grafts, filed teeth, deadly arma-
ment, and berserk rage. Unless Ripper tells her not to,
she will tear intruders apart on sight.
Once Skippy becomes aware of the Crew, she'll send
an alert to Ripper, then turn the lights off in the maze
and lie in wait. This is pitch darkness, giving anyone
without an appropriate countermeasure a -4 penalty to
all Checks requiring vision. A light source, like a flash-
light, provides some illumination (low lighting conditions
and a -1 penalty). Skippy
Skippy tries to stalk the party, coming in for a strike
and then escaping into the darkness. She becomes on the floor are boarded over. Nobody can see in, and
aware if one of the East Tower Guards hits the alarm no light gets out. It's an ugly, sickening place. Power is
button, one of the observation cameras catches sight of provided through a long series of cables jury-rigged
an Edgerunner, the Crew makes excessive noise while into the city's grid.
in the maze, or one of the traps inside is tripped. Fortunately, Ripper is the only enemy the Crew must
If the Crew manages to avoid alerting Skippy, they'll deal with on the 6th floor. His paranoia means he
find her guarding the stairs at the end of the maze. In doesn't trust his people enough to share the space
this scenario, she's too focused on combat to send an with them. Only Skippy is allowed in Ripper's man
alert to Ripper. Skippy is fanatically loyal to Ripper. cave and the Crew has likely dealt with her, one way
She will not flee. She will not surrender. She cannot or the other.
be talked down. She fights to the death — hers or the
Crew's. Entrance (1)
GO TO DEV (RIPPER'S MAN CAVE) There's a smell of cheap disinfectant, cheaper Kibble,
stale smoke, and something underneath it all: rot. A

D ev (Ripper's Man Cave) BhangraMetal song plays nearby, not quite drowning
d e v r i p p e r s m a n c a v e out muffled sobs. LED work lamps flood some areas,
while neglected corners are dim.
The 6th floor of the West Wing is Ripper's private
playground. Here, he stashes tech he skims for Rocklin The windows are all metal panels coated in a
Augmentics, any "toys" he keeps for himself, and black paint that's dripped messily onto decades-old
people he plans to "test to destruction." All the windows carpet.

165
RIPPING THE RIPPER

Ripper's Escape Hatch (2) Storeroom (3)


This former office is stuffed full of grungy hard-foam or This room houses crude brick-and-board shelves full of
metal crates, each overflowing with dingy cybertech. Kibble, ammo, clothes, tools, and parts needed for make-
shift repairs and construction. There's nothing particularly
A successful DV13 Cybertech Check shows the crates
valuable, but hey — you can stock up if you need to.
contain nothing of value. A DV15 Perception Check
reveals that nothing's been moved around in this room The Crew can swap out damaged armor for undam-
for a while. If the Perception Check beats a DV17, the aged armor of the same type or grab up to two extra
reason why becomes clear: there's a swing-away panel clips of ammunition per weapon here.
in the outside wall, hidden behind a stack of crates.
Ripper's Bedroom (4)
A battery-powered tracked aerial lift runs from the
panel to a cleverly hidden spot in the wreckage six The master bedroom, complete with bed, armoires,
floors down. and chests. While the windows are boarded up, vivid
green velvet curtains hang over them in a mockery
This is Ripper's escape hatch. It is also a self-destruct of luxury. The king-size bed has an ornate, exotic
trigger. If the aerial lift is activated, a one-minute wood frame (slightly scorched in places) covered in
countdown begins. Once the timer hits zero, perfectly ultra-luxe silk sheets. What can only be described as
positioned explosives detonate, and both the East and an oversized dog bed sits on the floor in one corner.
West Wings of the building collapse. Nothing matches, as if each piece was plundered from
Clever Edgerunners can find ways to use this a different CEO's penthouse.
knowledge. Once the hatch is found, noticing the A DV15 Perception Check reveals a laptop computer
self-destruct system requires a DV13 Perception or in one of the chests. Hacking into it requires five minutes
Demolitions Check. Disarming the system requires a and a DV17 Electronics/Security Tech Check, allowing
DV15 Demolitions Check. Transferring the trigger from the Crew to find Ripper's surprisingly well-kept notes on
the lift's winch mechanism to a radio communicator his experiments (which are sickening to read) and deal-
requires a DV17 Electronics/Security Tech Check. It is ings with Rocklin Augmentics. If using the Boss version
impossible to sync the trigger to an Agent because of of Ripper (see page 173), there are also usage reports
the lack of infrastructure in the Hot Zone. on the Nanoswarm Incubator.

1 : Entrance c : Camera C
2 : Escape Hatch a : Access Point
3 : Storeroom
4 : Ripper's Bedroom
8 a
6
3 2
5 : Bathroom
6 : Meeting Room
BY DONAL HEGARTY

7 : Storeroom
8 : Ripper's Dungeon
9 : Workshop
10 : The Cage

10
C a
9 a
7 5 4 1

Ripper's Mancave

166
RIPPING THE RIPPER

Bathroom (5) A skull sits on a table in one corner, carved to resemble


the Maelstrom logo. Twenty-four bloody handprints,
This luxury bathroom's marble is marred by new impro- each a different size, several missing fingers, mark
vised plumbing. It's probably not wise to drink from the the wall beside it. The freshest handprint belongs to
tap. Or breathe in this room. Dustbunny, the Nomad trapped in the Workshop (9).

Meeting Room (6) ▶ Lago ◀


This room is still mostly intact. A big video screen hangs There's also a person here. Lago is Ripper's personal
on the wall. Empty take-out cartons, dirty plates, and medtech. His body, scarred and ruined by too many
crushed cans of Smash litter the big table in the center. years in the Hot Zone, is strapped into a thing that's part
Knife marks, as if someone sliced into the wall idly linear frame, part life support, and part multi-arm surgi-
while pacing, mar the walls. Near the video screen is cal robot. The whole thing is on roller wheels, but it has
a stand, upon which sit two braindance wreaths and a to be moved by someone else. Lago can't move it himself.
functional, pre-war gaming console. Lago isn't a good man. He's murdered and tortured
The console is a genuine collector's item and worth willingly. However, watching Ripper and Skippy over
1,000eb (Very Expensive) to the right Fixer. the last few years taught him his limits. He's sick of
keeping their victims alive and of the Ripper's increas-
Storeroom (7) ingly awful rituals, but has no hope of escape.
A storeroom, complete with stacks of crates full of When he notices armed intruders, he does what he
tech parts. Dirt ground into the carpet here suggests can to help them. If the Crew has not yet run into Ripper,
that cargo moves in and out frequently. A messy hand he tries to warn them silently by waving the arms of his
has written on the crates, marking some for Rocklin linear frame. Given how utterly frightening those arms
Augmentics, some for Maelstrom, and some for Ripper. seem, this might get misinterpreted.
This is Ripper's depot for the "good stuff." There's If questioned, Lago makes a token effort to hide his
5,000eb (Luxury) worth of tech parts here at present. complicity, but soon admits his part. "I'll tell you every-
A single carryall can carry 500eb (Expensive) worth thing. I'll go to prison. I don't care so long as you get
of parts. me out of here first! Either I go with you, or you give me
a bullet. No way do I stay alive here one more day."
Ripper's Dungeon (8)
If asked about the young man caged up in the
Most of the carpeting in what was once the suite's lounge Workshop (9), Lago admits he's been working on
area is scraped away, leaving bare cement spotted with the lad according to Ripper's latest experimental design
the kind of stains no amount of scrubbing can remove. — what happens when you replace a whole body, part
Heavy rings are bolted to several spots on the floor and by part, by cyberware over a long period of time.
support pillars. The fear and desperation seeping from
Lago has two doses of Speedheal ready to go but
these walls cut through jaded Night City sensibilities and
won't administer them unless he believes he's being
make the skin crawl. The oddest thing of all? A broken
rescued. Lago cannot be removed from the linear frame
grand piano just … sits near the center of the room.
system without killing him.
Two metal embalming tables sit on the other side of
the broken piano. Straps, shackles, and liquid-channel- Workshop (9)
ing grooves attached to the tables make it clear what
Along the interior wall is a workbench covered in
they're for.
tools and bizarre projects, as if someone is trying to
Against the far wall there's a workbench with … let's teach themselves cybertechnology. Several screens on
call them "tools." Some are obvious: the sander, pliers, the wall display feeds from the cameras of the maze
and vice. Others look invented. None of them bear upstairs. A standalone speaker blares BhangraMetal,
thinking about. the singer snarling over the beat.

167
RIPPING THE RIPPER
If the cameras in the maze were shut When you're ready, GO TO CLIMAX
down, the screens show nothing but static. A (RIPPER'S RECKONING).
DV13 Perception Check reveals an old-fash-
Not Even
C limax (Ripper's Reckoning)
ioned metal key on a hook beside a bench.
Maelstrom This is the key for Dustbunny's Cage. c l im a x r i p p e r s r e c konin g
The Cage (10) The end game depends on your pref-
Boostergangers kill people
all the time. Other gangers. erences. If Ripper (see page 172 or
Mugging victims. Inquisitors. An area about 3 m/yds square has been 173) is alerted to the Crew's presence by
Lots of people. But even in cordoned off with heavy-duty rebar driven Skippy, he'll hide in his Bedroom (6)
Night City, dragging help- directly into the stained cement floor. Inside or the Meeting Room (3) and try to
less people to a secret lair the makeshift cage, a painfully thin young observe the Edgerunners through a crack
and gutting them one by one man huddles, sobbing into bandaged in the door. If he thinks he can take them,
for pleasure is cyberpsycho hands. A chain runs from a metal collar he'll jump out and attack. Otherwise, he'll
shit. Hell, it's worse, because
around his neck to a ring bolted to the floor. attempt to sneak to his escape hatch.
at least a cyberpsycho is out
of control. Next to the cage is an open elevator door,
If Ripper isn't on alert, he'll likely be in
leading to a shaft. A sudden rush of air up
The evidence in Ripper's the Workshop (9), deciding on which of
the shaft carries the smell of rot into your
lair is a death sentence if Dustbunny's body parts he wants Lago to
nostrils.
the Crew decides to use replace next. With the music on, he won't
it. If given to the NCPD This is Dustbunny. He was kicked out hear the Crew coming, and they can take
or MAX-TAC, it will make of his nomad pack after killing another him by surprise.
him a priority target. Even member during a fight over salvage rights.
Warlock, the Maelstrom's There are many ways for things to play
Ripper caught him. You can guess the rest.
leader, will find the evi- out here, and the tone of this Climax is up
dence cause for alarm While Dustbunny is drugged and malnour-
to you and the Crew.
because it could bring the ished, a DV13 First Aid or Paramedic Check
entire might of the authori- suggests Ripper's plans for the young man Do you want a dramatic showdown?
ties down on the gang. are just beginning. Have a Ripper inside and ready for a fight.
In other words, even
Want an ugly, dragged-out showdown?
Thus far, he has one cybereye, two
if Ripper sur vives this Turn it into a chase, with Ripper running
cyberfingers on his left hand and three
encounter, the Crew can and gunning as he retreats towards his
on his right. Ripper's trying a new tack
ensure he's toast with the escape hatch.
— replacing someone's body parts with
right word in the right ear.
cyberware, one by one, over a long period If your Crew has been sneaky and clever,
to see how they respond. All without anes- they can ensure Ripper cannot escape and
thetic and without follow-up treatment to blow up the building using the self-destruct
prevent rejection or infection. mechanism tied to the escape hatch.
Dustbunny is barely responsive to any Even if he does escape, the evidence on
attempt to communicate unless someone his laptop is enough to bring the wrath of
tries to move him from the cage. Then he NCPD, MAX-TAC, and Maelstrom down
begins screaming and flailing out of instinct. on his head.
Any Check to subdue him or knock him out
The end of Ripper's story
automatically succeeds.
is the Crew's to tell.
Next to the cage is a permanently-open
elevator door leading to an open shaft. Too Easy ?
At the bottom of the shaft, piled atop the If your Crew is the type to optimize and
wreckage blocking it some three stories build the biggest, baddest combat monsters
below, are the remains of too many corpses around, even a Boss level Ripper might not
in various states of decomposition. be enough of a challenge for them. If that's

168
RIPPING THE RIPPER
the case, feel free to add in any number of Optional
Advanced Automated Turrets (see page 172) to
help turn up the heat for the final confrontation.
C ongratulations!
c o n g r a t u l a t
You've finished Tales of the RED: Hope Reborn.
i o n s

GO TO RESOLUTION (HOPE AND HOME) Where you go from here is up to you. You can continue
the campaign and build on your Crew's new reputation.

R esolution (A Different Ending) With The Forlorn Hope as a potential base of opera-
r e s o l u t i on a d i f f e r e n t e n d i n g tions, they can take on jobs with a larger scope and
become real power players in the region. In fact, if the
If things went wrong during the Busan Back Door and
Crew wants to make The Forlorn Hope their official
Ripper met his end at the hands of the Crew, The Forlorn
Headquarters, check out the rules on page 187.
Hope has been avenged, but the mood back at the bar
isn't as joyous as it could be. Even if this is the end of the campaign, you and your
Players can take satisfaction in a job well done. Thanks
"You know what they say," Marianne tells them, "No
to them, a beloved Night City institution has a shot at
plan ever survives contact with the enemy. You did your
a long future slinging drinks and serving as a second
best, and the bastard who murdered our old home is
home to veterans and edgerunners.
dead. I just hope no one connects it with us. We don't
need more trouble." On behalf of the writers, artists, and cartographers of
this campaign, as well as Talsorian Rex and the entire
Marianne pays the Crew the 4,000eb each she
R. Talsorian Games crew, thank you for sharing this
promised.
journey with us. See you in the Dark Future!
Despite the worries, that evening, The Forlorn Hope
parties. Drinks and food for the Crew are on the house
and the various staffers at The Hope approach to offer
their thanks and appreciation. Even grumpy Backhand
grunts and tells them they did a decent job.
From here on out, Marianne and The Professor
consider the Crew part of the family. As far as they're
concerned, The Forlorn Hope is the Crew's home.

R esolution (Hope and Home)


r e s o l u t i o n h o p e a n d h o m e
Ripper's dealt with. Even if he isn't dead now, he soon
will be. The Forlorn Hope has been avenged.
"We won't ever forget what you did for us," Marianne
tells you, "Without you, The Forlorn Hope wouldn't
have a future. Thank you."
She pays the Crew the 4,000eb each she promised.
That evening, The Forlorn Hope parties. Drinks and
food for the Crew are on the house and the various
staffers at The Hope approach to offer their thanks and
appreciation. Even grumpy Backhand grunts and tells
them they did a decent job.
From here on out, Marianne and The Professor
consider the Crew part of the family. As far as they're
concerned, The Forlorn Hope is the Crew's home.

169
RIPPING THE RIPPER

N PCs, Obstacles & NET Architectures


np c sob s tac l e sandn e ta r c hit e c tursnp c sob s tac l e sandn e ta r c hit e c tur e s

Wild Things Gladiator


HP
45 Ziggurat Technician
HP
35
Solo: Combat Awareness 4 Tech: Maker 2 (Field Exp 2/Fab Exp 2)
Reputation: 3 Reputation: 1
STATS STATS
COMBAT # 13 INIT 7 MOVE 7 COMBAT # 8 INIT 3 MOVE 4
Important Skill BASES Important Skill BASES
Athletics 8•Concentration 8•Conceal/Reveal Object 7 Athletics 6•Concentration 6•Conversation 6•Cybertech 6
Conversation 8•Cybertech 5•Human Perception 5•Interrogation 7 Drive Land Vehicle 10•Electronics/Security Tech 12•Human Perception 6
Perception 13•Persuasion 9•Resist Torture/Drugs 12•Stealth 8 Perception 10•Persuasion 6•Resist Torture/Drugs 4•Stealth 6

Attacks Attacks
Brawling Attack (ROF2) 3d6 Brawling Attack (ROF2) 2d6
Permission is granted to the user to print or copy this page.

Big Ass Hammer (ROF1) 4d6 Medium Pistol (ROF2) 2d6


armor armor
Head: Subdermal Armor SP11 Head: Kevlar® SP7
Body: Subdermal Armor SP11 Body: Kevlar® SP7
Important Gear & Cyberware Important Gear & Cyberware
Enhanced Antibodies•Neural Link w/ Kerenzikov & Toxin Binders Basic Medium Pistol Ammo x16•Excellent Quality Agent•Techbag
Subdermal Armor•Cash: 0eb Cyberarm w/ Techscanner & Toolhand•Cash: 50eb

COrporate Guard
HP
45 NCPD Officer
HP
40
Solo: Combat Awareness 2 Lawman: Backup 2
Reputation: 1 Reputation: 2
STATS STATS
COMBAT # 12 INIT 5 MOVE 5 COMBAT # 13 INIT 6 MOVE 6
Important Skill BASES Important Skill BASES
Athletics 8•Concentration 5•Conversation 4•Cybertech 3 Athletics 7•Conceal/Reveal Object 11•Concentration 8•Conversation 9
Human Perception 4•Interrogation 3•Perception 6•Persuasion 5 Cybertech 8•Drive Land Vehicle 12•Human Perception 6
Pilot Air Vehicle 10•Resist Torture/Drugs 3•Stealth 8 Perception 10•Persuasion 8•Resist Torture/Drugs 6•Stealth 8

Attacks Attacks
Baton (ROF2) 3d6 Baton (ROF2) 3d6
Shotgun (ROF1) 5d6 Assault Rifle (ROF1) 5d6
armor armor
Head: Subdermal Armor SP11 Head: Light Armorjack SP11
Body: Subdermal Armor SP11 Body: Light Armorjack SP11
Important Gear & Cyberware Important Gear & Cyberware
Basic Shotgun Slug x8•Basic Shotgun Shell x4•Anti-Smog Breathing Basic Rifle Ammo x25•Standard Quality Agent•Handcuffs x2
Mask•Flashlight•Radio Communicator•Cash: 20eb Radio Communicator•Subdermal Pocket•Cash: 20eb

170
RIPPING THE RIPPER

Driver
HP
25 Heavy Corporate Guard
HP
45
Nomad: Moto 2 Solo: Combat Awareness 3
Reputation: 1 Reputation: 1
STATS STATS
COMBAT # 10 INIT 6 MOVE 4 COMBAT # 14 INIT 6 MOVE 6
Important Skill BASES Important Skill BASES
Athletics 8•Concentration 12•Conversation 6•Cybertech 4 Athletics 10•Concentration 10•Conversation 8•Cybertech 10
Drive Land Vehicle 13•Human Perception 6•Perception 10 Human Perception 6•Interrogation 8•Perception 12•Persuasion 8
Persuasion 5•Resist Torture/Drugs 10•Stealth 8 Resist Torture/Drugs 10•Stealth 6

Attacks Attacks
Brawling Attack (ROF2) 2d6 EQ Baton (ROF2) 3d6
Heavy Pistol (ROF2) 3d6 EQ Assault Rifle (ROF1) 5d6

Permission is granted to the user to print or copy this page.


armor armor
Head: Light Armorjack SP11 Head: Medium Armorjack SP12
Body: Light Armorjack SP11 Head: Medium Armorjack SP12
Important Gear & Cyberware Important Gear & Cyberware
Basic Heavy Pistol Ammo x8•Standard Quality Agent Armor-Piercing Rifle Ammo x50•Anti-Smog Breathing Mask
Radio Communicator•Cash: 100eb Armor-Piercing Grenade x2•Radio Communicator•Cash: 50eb

Digger worker
HP
30 Digger Guard
HP
45
Tech: Maker 1 (Field Exp 1/Upgrade 1) Solo: Combat Awareness 2
Reputation: 0 Reputation: 2
STATS STATS
COMBAT # 10 INIT 4 MOVE 4 COMBAT # 15 INIT 5 MOVE 5
Important Skill BASES Important Skill BASES
Athletics 10•Basic Tech 12•Concentration 5•Conversation 6 Athletics 8•Basic Tech 10•Concentration 8•Conversation 4
Cybertech 6•Human Perception 6•Perception 5•Persuasion 5 Cybertech 8•Human Perception 4•Perception 12•Persuasion 8
Resist Torture/Drugs 3•Stealth 12•Wilderness Survival 10 Resist Torture/Drugs 14•Stealth 10•Wilderness Survival 10

Attacks Attacks
PQ Hammer (ROF2) 3d6 Repurposed Rebar (ROF2) 3d6
PQ Heavy Pistol (ROF2) 3d6 Assault Rifle (ROF1) 5d6
armor armor
Head: None — Head: Kevlar® SP7
Body: Leathers SP7 Body: Scavenged Armor SP11
Important Gear & Cyberware Important Gear & Cyberware
Basic Heavy Pistol Ammo x8•Some Tools•Random Junk Basic Rifle Ammo x25•Grafted Muscle and Bone Lace
Cash: 0eb Cash: 10eb

171
RIPPING THE RIPPER
For this Mission, we provide two stat blocks for Ripper. One treats him as a Hardened Lieutenant with plenty of
grenades (a decent challenge for a less combat-oriented Crew). The other treats him as a Boss (a more significant
challenge for a combat-oriented Crew). Use the one you feel works best for your game.

HP
5 23
45
Name Ripper (Hardened Lieutenant) rep Seriously
wounded

role Solo: Combat Awareness 4 Death


save 8
STATS
INT 5 REF 6 DEX 6 TECH 4 COOL 6 WILL 5 MOVE 5 BODY 8 EMP 0
weapons armor
EQ Wolvers (C# 14) ROF2 3d6 Subdermal Armor SP11

BODY HEAD
EQ Assault Rifle w/ Smartgun Link (C# 15) ROF1 5d6 Subdermal Armor SP11
Permission is granted to the user to print or copy this page.

skill bases
Athletics 10•Autofire 13•Basic Tech 12•Brawling 11•Conceal/Reveal Object 8•Concentration 7•Conversation 3
Cybertech 10•Demolitions 10•Education 7•Endurance 7•Evasion 13•First Aid 6•Gamble 8•Handgun 9
Human Perception 4•Interrogation 9•Language (English) 9•Language (Streetslang) 7•Local Expert (Hot Zone) 12
Melee Weapon 13•Perception 10•Persuasion 10•Shoulder Arms 13•Stealth 8•Streetwise 8•Weaponstech 6
Wilderness Survival 10
GEAR
Armor-Piercing Rifle Ammo x50•Armor-Piercing Grenade x4•Disposable Cell Phone x2•Carryall•Glow Paint
Maelstrom Colors•Radio Communicator•Techtool•Various Drugs•Cash: 1,000eb
cyberware
Cyberarm w/ Wolvers•EMP Threading•Neural Link w/ Chipware Socket, Interface Plugs & Pain Editor•Subdermal Armor

X Optional Advanced Automated Turret


X Electrical Flooring Trap
Hit Points: 30
Hit Points: 20
Combat Number 16
Perception Check to Spot: DV17
DV17 Electronics/Security Tech Check,
DV13 Electronics/Security Tech Check,
5 minutes to counter.
1 minute to counter.
Attacks
Attacks
Grenade Launcher (6d6 Damage)
Electrical Shock (6d6 Damage)

X Automated Melee Weapon Targets are shocked the first time they make
contact with this square of floor. They are
Hit Points: 25 shocked again at the end of any of their Turns
Combat Number 14 in which they continue (or reestablish) contact
DV17 Electronics/Security Tech Check, with the floor. This damage is reduced by
5 minutes to counter. armor but does not ablate it.

Attacks Countering this trap can be done when


standing next to it.
Big & Rusty Blade (4d6 Damage)

172
RIPPING THE RIPPER
HP
5 30
60
Name Ripper (Boss) rep Seriously
wounded

role Solo: Combat Awareness 6 Death


save 12
STATS
INT 8 REF 8 DEX 8 TECH 4 COOL 6 WILL 7 MOVE 7 BODY 12 EMP 0
weapons armor
EQ Wolvers (C# 17) ROF2 3d6 TUp Subdermal Armor SP12

BODY HEAD
TUp EMG-86 w/ TUp Drum Mag (C# 16) ROF1 5d6 TUp Subdermal Armor SP12
Popup Shotgun (C# 16) ROF1 3d6
skill bases
Athletics 16•Autofire 13•Basic Tech 12•Brawling 16•Conceal/Reveal Object 10•Concentration 9•Conversation 3
Cybertech 12•Demolitions 12•Education 10•Endurance 10•Evasion 16•First Aid 6•Gamble 8•Handgun 12

Permission is granted to the user to print or copy this page.


Heavy Weapons 16•Human Perception 8•Interrogation 12•Language (English) 9•Language (Streetslang) 7
Local Expert (Hot Zone) 14•Melee Weapon 16•Perception 12•Persuasion 10•Resist Torture/Drugs 9
Shoulder Arms 16•Stealth 12•Streetwise 8•Weaponstech 10•Wilderness Survival 12
GEAR
Armor-Piercing (TUp Drum Mag allows EMG-86 to fire) Rifle Ammo x100•Incendiary Shotgun Shell x2•Armor-Piercing Grenade x4
Disposable Cell Phone x2•Carryall•Glow Paint•Maelstrom Colors•Radio Communicator•Techtool•Various Drugs•Cash: 1,000eb
cyberware
Cyberarm w/ Wolvers•Cyberarm w/ Popup Shotgun•EMP Threading•Implanted Linear Frame Sigma•Nanoswarm Incubator
Nasal Filters•Neural Link w/ Chipware Socket & Pain Editor•Muscle and Bone Lace•TUp Subdermal Armor•Toxin Binders

N anoswarm Incubator
N a n o b o t i n c u b a t o r n a n o b o t i n c u b a t o r n a n o b o t i n c u b a t o r
A piece of experimental cyberware created by Rocklin Augmentics and implanted in Ripper for field testing.
During the first Round of combat, and whenever Ripper's HP is reduced by 10 (to 50 or less, 40 or less, 30 or less,
etc.), Ripper's body produces two nanobot swarms: one external (a Hell Swarm) and one internal (a Repair Swarm).
A Hell Swarm takes the form of a red fog, has a MOVE of 5, covers a 6 m/yd (3 square) area, and immedi-
ately seek to envelop any viable target in the vicinity. Equipment that filters gas attacks does not block a Hell Swarm.
Hell Swarms move on Ripper's Turn and can survive outside his body for 3 Rounds. At the end of 3 Rounds, they
run out of power and rain down to the floor, inert. Hell Swarms can overlap, but targets inside the area of effect of
multiple Swarms only suffer the effects of a single Swarm. Ripper is immune to all Hell Swarm effects.
Targets inside a Hell Swarm suffer the following effects:
• Anyone inside a swarm suffers a -4 penalty to all Checks involving vision.
• Anyone who begins their Turn inside a Hell Swarm must succeed at a DV17 Resist/Torture Drugs Check. If
they fail, they take 4d6 damage directly to their HP. This does not ablate armor.
• All armor worn by or implanted in someone who begins their Turn inside a hell swarm is ablated by 1.
When a Repair Swarm is released inside Ripper's body, it repairs his Subdermal Armor back to full and then
goes inert.
Due to its experimental nature, the Nanobot Incubator cannot be removed from Ripper without destroying it
beyond repair. Even then, it is still a hot item. Rocklin Augmentics will do anything to retrieve it, and their competitors
would be willing to pay up to 10,000eb (Super Luxury) for a chance to reverse engineer it.

173
RIPPING THE RIPPER

HP
2 30
60
Name Skippy rep Seriously
wounded

role Solo: Combat Awareness 4 Death


save 12
STATS
INT 4 REF 4 DEX 7 TECH 2 COOL 4 WILL 8 MOVE 8 BODY 12 EMP 0
weapons armor
Martial Arts Attack (C# 14) ROF2 4d6 Subdermal Armor SP11

BODY HEAD
EQ Popup Hook Blade (C# 15) ROF2 3d6 Subdermal Armor SP11
Thrown Bowling Balls (C# 13) ROF1 4d6
skill bases
Permission is granted to the user to print or copy this page.

Athletics 13•Brawling 13•Concentration 11•Conversation 2•Education 6•Endurance 7•Evasion 14•First Aid 4


Human Perception 2•Language (English) 8•Language (Streetslang) 6•Local Expert (Hot Zone) 6•Martial Arts (Karate) 14
Melee Weapon 14•Perception 8•Persuasion 6•Resist Torture/Drugs 12•Shoulder Arms 6•Stealth 16
GEAR
A Surprising Number of Bowling Balls•Dog Tags•Black Lace x1
Cash: 0eb
cyberware
Budget Exotic Biosculpt•Cyberarm w/ EQ Popup Hook Blade•Cybereye w/ Low Light/Infrared/UV x2
Grafted Muscle and Bone Lace•Linear Frame Sigma•Subdermal Armor

X Rocklin Warehouse NET Architecture


X Redline Service NET Architecture Demons Installed: Efreet
REZ 25•Interface 4•NET Actions 3
Floor DV Combat Number 14
Password
1 8 Floor DV
Password
Floor DV 1 10
Control Node:
2 Drink Order Tracker
8 Floor
Control Node:
DV

Floor
Black ICE:
DV 2 Silent Alarm
10
3 Wisp x2
— Floor
Black ICE:
DV

Floor DV 3 Giant & Skunk



File:
4 Private Booth Reservations
8 Floor
Control Node:
DV

4 Observation Camera
10
174
RIPPING THE RIPPER

X Ripper's NET Architecture X Ziggurat Service Van


Floor DV SDP 50
Password Seats 6
1 8 Speed (Combat) 20 MOVE
Speed (Narrative) 100 MPH/161 KPH
Floor DV
Black ICE:
2 Kraken & Skunk
— X NCPD Patrol Car
SDP 50
Floor DV Seats 6
Control Node:
Speed (Combat) 20 MOVE
3 Observation Cameras
8 Speed (Narrative) 100 MPH/161 KPH

Permission is granted to the user to print or copy this page.


Upgrades: Armored Chassis (SP13)
Floor DV
Black ICE: Bulletproof Glass (15 HP)

4 Giant
— X Ziggurat Armored Service Van
Floor DV SDP 50
Control Node: Seats 6
5 Auto Melee Weapon
10 Speed (Combat) 20 MOVE
Speed (Narrative) 100 MPH/161 KPH
Floor DV
File: Upgrades: Armored Chassis (SP13)
6 Video of Experiments
10 Bulletproof Glass (15 HP)

X Ziggurat Armored Service AV-4


SDP 100
Seats 6
Speed (Combat) 40 MOVE
Speed (Narrative) 200 MPH/322 KPH
Upgrades: Armored Chassis (SP13)
Bulletproof Glass (15 HP)

X Armored Semi-Truck
SDP 70
Seats 4
Speed (Combat) 40 MOVE
Speed (Narrative) 200 MPH/322 KPH
Upgrades: Armored Chassis (SP13)
Bulletproof Glass (15 HP), Heavy Chassis

175
Revenge
you c a n a f ford

GunMart Bubba Buster


50eb

GunMart Smart Special


100eb

GunMart Overlord
100eb
BY PEDRAM MOHAMMADI

Appendix: New Rules


New options for spicing up your game!

Throughout Tales of the RED: Hope Reborn, you can play with new rules to enhance the experience. In
this appendix, you'll find rules for hacking Agents, engaging in high-speed chases, duking it out on the roller
derby track, and boosting your heists through flashbacks.
If some of these rules look familiar, you might have downloaded the free DLC most (all but Flash of Luck)
were previously released in. We're reprinting what's needed to play this campaign here for your convenience,
but be sure to check out the full DLCs if you haven't because each contains additional lore and information.

177
APPENDIX: NEW RULES

H acking Agents
h a c k i n g a g e n t s h a c k i n g a g e n t s
The art of hacking communication devices and net-
the more expensive the Agent, the better its security
protocols. If the hacker gains the proper security
information via other means (social engineering, for
example), they receive a +2 to the Check.
works goes back over two centuries to the days of
telegraphs and wires. With each new advance in If the hacker fails the Electronics/Security Tech
communications, hackers have adapted and developed Check, the Agent's SAAI (on-board pseudo-AI) detects
new techniques and technology. That tradition hasn't the attempted intrusion and alerts its user at the halfway
changed in the Time of the Red, where many of Night mark (30 seconds in).
City's citizens rely on Agents to not only get and send
Assume an Agent is Standard Quality unless other-
word but to manage their daily lives.
wise stated.
The Hack
X Hacking an Agent: Remote
In theory, anyone can hack an Agent, but the Role
Abilities of Netrunners and Techs do improve the
Agent Type DV to Hack
chances of success.
Poor Quality 17
Hacking an Agent requires a Breacher (see page
179), a specialized device designed specifically for Standard Quality 21
the task. The hacker must be within 20 m/yds (10 Excellent Quality 24
squares) of the Agent and have line of sight on either
it or the Agent's user. An Agent can be hacked if it is Implanting a Command
in a pocket or bag, but not if it is behind cover. Only
external Agents can be hacked using this method. Once the hacker has bypassed security, they can
Neither Internal Agents nor disposable cell phones can implant a command in the target Agent without
be hacked via a standard Breacher. a Check. The length of time required to implant a
command depends on the complexity of the function
The Hack Check the Agent is being ordered to undertake.
To hack an Agent, a hacker must succeed at an Only one command can be implanted per hack. To
Electronics/Security Tech Check to bypass the implant another command, the hacker must rehack the
device's security. This Check takes 1 minute, and the Agent. No command implanted by a hacker can last
DV depends on the quality of the Agent — generally, more than 24 hours.

X Implanting Commands on an Agent


Command Type Examples Time Needed

Activate a Emit a notification tone. Activate the Agent's flashlight. Mute an


3 seconds (1 Round)
Basic Function Agent. Turn the Agent off.
Activate a
Run an app. Place a call. Upload/download a file. 1 minute (20 Rounds)
Core Function
Change the login credentials to lock a user out. Order the Agent
to send location data to the hacker's Breacher for 24 hours.
Order the Agent to transmit CitiNet interactions/phone calls to the
Activate a
hacker's Breacher, allowing them to observe/listen to interactions 5 minutes (100 Rounds)
Secure Function
for 24 hours. Installing a backdoor, allowing the hacker to auto-
matically succeed at any additional hacking attempts performed
on the Agent in the next 24 hours.

178
APPENDIX: NEW RULES

Hacking an Agent: An Example X Hacking an Agent: Physical Access


Grease and Redeye are sitting in the lobby of the Agent Type DV to Hack
Highcourt Plaza Hotel. Grease needs to sneak into the
elevator and ride it up to the 14th floor to speak to a Poor Quality 15
Fixer known as the Gentleman, but the lobby guard is Standard Quality 17
alert and watching for trouble. Excellent Quality 21
To distract the guard, Redeye attempts to hack into
their Agent. The GM determines the guard is carrying a
Poor Quality Agent, making it DV17 to hack. Thanks to New Gear
a Crunch Whistle installed on her cyberdeck, Redeye's
Player adds their Interface (4) to the Electronics/ X Breacher
Security Tech base (11) and 1d10 roll (4) for a total of
Cost: 500eb (Expensive)
19. Success!
A specialized tool designed for hacking Agents.
All Redeye wants is to distract the guard, so they acti-
vate a Basic Function, commanding the Agent to ring An Agent upgraded with special hardware and
with a priority tone. The entire process takes exactly 1 software, allowing it to hack other Agents remotely.
minute (to defeat the Agent's security) and 3 seconds A Breacher can only be used for hacking. It will not
(to implant the command). The guard looks down to function as a normal Agent, nor can it be hacked like
check their Agent as it rings, and Grease slips by and one.
into the elevator.
X Crunch Whistle
The Limitations
Cost: 100eb (Premium)
If a user suspects their Agent has been hacked, they (or
A modern take on a classic hacking tool.
anyone they allow) can attempt to detect the infiltration
via an Electronics/Security Tech Check made against Cyberdeck Hardware Option. A Crunch
a DV equal to the initial Check to bypass the Agent's Whistle connects a Netrunner's Cyberdeck to a
security. Even if they don't detect the infiltration, the user Breacher, allowing them to add their Interface
can always choose to perform a system reboot as a Rank to Electronics/Security Checks made to hack
standard security precaution. Agents.
This requires 5 minutes, disconnects the hacker's
Breacher from the Agent if still connected, and
eliminates any ongoing commands they might have
implanted.
A system reboot can be done anytime, even after
the hack is completed. Discovering an Agent has
BY DIEGO MARTINEZ

been hacked does not reveal the hacker's identity or


whereabouts.

Physical Access
Direct, physical access to an Agent simplifies the job,
making hacking easier. A hacker who can physically
interact with an Agent does not need a Breacher to
break in, although they can still use one (which is espe-
cially useful for Netrunners), and faces a lower DV on
the Electronics/Security Tech Check.

179
APPENDIX: NEW RULES

V ehicle Chases
v e h i c l e c ha s e s v e h i c l e c ha s e s
Your prey's getting away, peeling down the street in
their Quadra Thunder-X. You leap into your Makigai Crew Thief's
Ebi and give chase. They're faster, but you know the Car Truck
score — when it comes to the rack-and-ruin streets of
Night City, skill matters as much as speed. Maybe even Initiative
more!
Once the chase grid is set, all participants should roll
These rules aren't a replacement for the vehicle Initiative. Unlike standard vehicle combat, the operators
combat rules presented in the Cyberpunk RED core (aka the drivers) roll Initiative. They don't automatically
rulebook (see CP:R page 189) but work with them, jump to the top of the queue.
providing an optional framework for quick, tense, and
exciting chase sequences where driving ability counts Chase Rounds
as much as vehicle speed.
During a Chase Round, each participant can perform
The Rules one Move Action and one standard Action, just like in
standard combat.
Before we get into the rules, let's clarify. This isn't
intended to be a gear-shift to gear-shift simulation of a ▶ Move Actions ◀
chase sequence. Instead, these rules work via abstrac-
Participants can use their Move Action to change
tion, allowing you to better focus on the action.
position in their vehicle (jump into a turret seat, for
Setting Up the Chase example), climb out of the vehicle and onto the roof or
vice versa, or leap from the vehicle to a location within
At the beginning of a chase, the GM sets up the Chase range based on their MOVE Statistic — even another
Grid by determining the distance, in squares, between vehicle involved in the chase.
all participating vehicles. Each square represents one
band on the Range Table. When determining if a location is in range for a leap,
use the far end (the higher number) of the current range
band based on the location of the vehicle (or vehicles)
X Chase Grid
on the Chase Grid unless the operator has performed
# of Squares Range Band a Pull-in Close Maneuver (see page 182).

1 square 0 to 6 m/yds
Unlike with standard combat, participants in a Chase
can hold their Move Action but only to sync with the
2 squares 7 to 12 m/yds
vehicle operator. For example, to wait for them to
3 squares 13 to 25 m/yds perform a specific Maneuver.
4 squares 26 to 50 m/yds
▶ Standard Actions ◀
5 squares 51 to 100 m/yds
6 squares 101 to 200 m/yds A participant can perform any Action they could in
normal combat, taking into account their circumstances.
7 squares 201 to 400 m/yds
Range to other vehicles is determined by their position
8 squares 401 to 800 m/yds on the Chase Grid. Melee attacks against another
vehicle (or targets on the vehicle) can't be made unless
the two vehicles are adjacent on the Chase Grid and
Example: The Crew hops in their car to chase after a
one of the operators first performs a Pull-In Close
truck. The thief inside just stole a memory chip the Crew
Maneuver (see page 182).
was transporting. The GM determines the thief has a
decent head start and is 3 squares ahead. The GM sets Example: At the start of the second Chase Round, the
up the chase grid as follows. Crew is 2 squares behind the thief's truck.

180
APPENDIX: NEW RULES
Operators always have the option of maintaining
speed, in which case they don't move forward on the
12 m/yd Chase Grid, or slowing down and moving backward 1
square on the Chase Grid. Neither maintaining speed
Crew Thief's nor slowing down requires a Check. Switch to normal
Car Truck combat rules if the lead vehicle suddenly reverses
course and runs directly at the vehicle following it. It
That places the Crew 7 to 12 m/yds behind the truck. isn't a chase anymore!
Forty decides to shoot at the truck using her Very Heavy
Pistol. Since she's in the 7 to 12 m/yd range band, she'll Example: At the end of the Round, the Chase Grid is
be shooting against a DV15. Mover, meanwhile, wants as follows.
to leap from the Crew's car to the thief's truck. The GM
rules this as a 12 m/yd (6 square) jump. Fortunately,
Mover recently bought jump boosters for both his cyber-
legs, and he has a MOVE of 7, so he can make the leap.
Crew Thief's
Positioning Car Truck
At the end of a Chase Round, all participants acting as The Crew's car and the thief's truck both have a
operators must determine their vehicle's position relative Combat Speed of 20 MOVE. However, since the thief's
to the others. To move forward on the Chase Grid, they truck is now at less than 1/2 of its maximum SDP, the
must succeed at an appropriate vehicle control Skill GM rolls the thief's Drive Land Vehicle Check as if it
Check, aka a Positioning Check. The DV of the Check had a Combat Speed of 15 MOVE. In other words,
is dependent upon the vehicle's Combat Speed. against a DV of 21 instead of 17. The Crew's car is
undamaged, so Racer, the operator, makes the Check
X Positioning Check DVs against a normal 17.
Racer succeeds and moves up a square. The thief
Combat Speed DV fails and does not. The Chase Grid looks like this at the
60 MOVE 13 beginning of the next Round.
40 MOVE 15
20 MOVE 17
15 MOVE 21
10 MOVE 24 Crew Thief's
8 MOVE 29 Car Truck

Operators and Actions


The operator of a vehicle with a current SDP total
of less than 1/2 its maximum makes the Check as if it Since operators control the vehicles involved in chases,
were one Combat Speed category lower (for example, there are special considerations regarding their Actions.
10 MOVE instead of 15 MOVE). If this would reduce
the target vehicle's effective Combat Speed below 8 ▶ Actions ◀
MOVE, it spins out of control and crashes (see CP:R Operators do not use their Move Action to move their
page 192). vehicles. That's done at the end of the Round, as out-
If the operator succeeds, their vehicle moves lined above. If the operator uses their Move Action to
forward 1 square on the Chase Grid. If they fail, they leave the control seat, they are no longer in command
remain where they are. This Check is not considered a of the vehicle. Someone else should probably use their
Standard Action or a Move Action. Move Action to slip into the control seat, quick!

181
APPENDIX: NEW RULES
If the operator's REF + Relevant Control Skill + any Pull-In Close (DV13): The operator puts on a boost
bonuses is less than 9, they cannot perform a Standard of extra speed, pushing their vehicle to the lower
Action during their Turn. All of their energy is focused edge of their current range band (for example,
on maintaining control of the vehicle. 7 m/yds instead of 12 m/yds) until the end of the
Round. This can allow others to leap from one vehicle
▶ Maneuvers ◀ to another or make melee attacks against another
The GM can always spice things up by placing obsta- vehicle (or its occupants) viable.
cles, dangerous terrain, or sharp turns in the path of Ramming (DV17): In a chase, ramming does not
vehicles during a chase Round. When this occurs, the happen automatically by pushing into the same
operators of all vehicles in the chase must use their square as an opponent but requires a focused
Standard Action that Round to perform a Maneuver attempt to crash into the target while still maintaining
Skill Check. This follows the standard rules for control. Otherwise, it follows the same rules as the
Maneuvers (see CP:R page 192). Failure to perform
core rulebook (see CP:R page 192).
a Maneuver will result in the vehicle either falling back
1 square as it is forced to slow down or spinning out Passenger Actions
of control (see CP:R page 192). The GM determines
which result occurs based on the degree of failure and Passengers can perform any Standard Action they
the riskiness of the Maneuver in question. would normally be capable of within the limits placed
upon them by being inside (or on top of) a moving
In addition to those listed in the core rulebook (see
vehicle. This includes attacking the enemy or taking an
CP:R page 192), vehicle operators can perform the
Action to provide a Complimentary Skill Check bonus
following additional Maneuvers during a chase.
(see CP:R page 130) to an ally.
NOS (DV13): If a vehicle has NOS, the operator can
Some examples of Complementary Skill Checks
activate it on their Turn as a standard Action. Doing so
useful when on the road include using Local Expert to
automatically moves the vehicle 1 square forward on
shout directions to the operator (bonus to the operator's
the Chase Grid. The Check determines if the operator
next Positioning Check), using Perception to search for
can maintain control during the harsh acceleration.
obstacles on the road ahead (bonus to the operator for
PIT Maneuver (DV15): This Maneuver can only be their next Maneuver Check), or using Tactics to direct
performed if the operator's vehicle is adjacent to the ally fire (bonus to an ally's Attack Check).
target vehicle on the Chase Grid. The operator uses
Don't forget more creative options! A paintball
their vehicle to tap the target vehicle. This does no
splattered on a chasing car's windshield can impose
damage but causes the target vehicle to wobble. At
a penalty on the operator's Skill Checks to control the
the end of the Round, the target vehicle's operator
vehicle. An Athletics Check to throw a large enough
makes their Position Check as if it were one speed
obstacle in a chasing vehicle's path can force its oper-
category lower (for example, 10 MOVE instead of
ator to perform an emergency Maneuver on their next
15 MOVE). If this would reduce the target vehicle's
Action. Go wild!
effective Combat Speed below 8 MOVE, it spins out
of control and crashes (see CP:R page 192). Ending the Chase
Pull-Ahead (DV17): This Maneuver can only be
A chase ends when one vehicle cannot continue for
performed if the operator's vehicle is adjacent to
whatever reason (including the occupants voluntarily
the target vehicle on the Chase Grid. With skill and
stopping) or when the vehicles involved move more
speed, an operator can risk their vehicle and their
than 8 squares apart on the Chase Grid.
life by pulling ahead of the target vehicle. If they
succeed, their vehicle moves 1 square ahead of the If someone's gotten that much of a lead they're able to
target vehicle on the Chase Grid. If they fail, they vanish into the urban jungle. Maybe the Crew escaped!
spin out of control or possibly ram into an obstacle, Or maybe they'll need to resort to new tactics to flush
such as an oncoming vehicle (see CP:R page 192). their prey out again.

182
APPENDIX: NEW RULES

R oller Derby
r o l l e r d e r b y r o l l e r d e r b y
Roller derby isn't some fluff to toss into the background of
Flow of Play
At the start of a jam, the two squads form up at the
starting line in a block, with the rabbits in front, blockers
your game. It is a fully fleshed-out sport that your Crew in the middle, and jammers in the rear. When the first
can play as part of your adventures! Here are the rules. whistle sounds, they take off, skating counterclockwise
around the track. The two squads use the first 6 seconds
The Players
(2 Rounds) of the jam to stretch muscles, find flow,
Each squad fields five players. There are no alternate and jockey for position. No contact between the two
players or substitutes. If someone is incapacitated or squads is allowed at this time. At the end of 6 seconds
ejected from the jam, their squad must continue (if (2 Rounds), a second whistle blows, and the action
they can) with fewer players. Everyone needs to wear begins.
skates or be equipped with skate feet. Players can bring
Blockers move to defend the rabbits, who do their
weapons on the field, but only blunt ones are allowed
best to evade the jammers. Meanwhile, the jammers
(bats, batons, and big knucks are popular). League
try to push past the blockers and score a solid hit on
regulations require all players to wear Roller Derby
the target worn by the opposing squad's rabbit. If
Helmets and Padding.
play pauses due to a penalty or the incapacitation of
There are three positions in a standard roller derby a player, both squads return to the starting line, form
squad. up, and wait for the first whistle. Again, they skate in
Jammers: The offensive power of a squad. Jammers a counterclockwise direction and are forbidden from
skate through the opposing squad's defenses with the interfering with the opposing squad until 6 seconds (2
goal of tagging their rabbit. Each squad fields two Rounds) pass and the second whistle is sounded.
jammers.
Penalties
Blockers: The defensive wall of a squad. Blockers
protect the rabbit against jammers. Each squad fields The referee can flag a player with a penalty for the
two blockers. following reasons.

Rabbits: A living target. Each rabbit wears a sen- Illegal Maneuver: The player performed a maneu-
sor-equipped target on their back. When the target ver, such as Guard or Whip, not allowed due to their
is struck, the arena's scoreboard registers a point position as a rabbit, blocker, or jammer.
scored. Each squad fields one rabbit. Illegal Action: The player performed an illegal
action such as making contact with an opposing
Victory Conditions player between the first and second whistle, aiming
A squad wins a jam if they score ten points (via their for the head or legs, or attacking another player not
jammers tagging the target of the opposing squad's allowed due to their position.
rabbit) or if the opposing squad surrenders. A squad Improper Movement: The player moved clockwise
must surrender if it cannot field a rabbit and at least one on the track for more than 4 m/yds (2 squares), pur-
jammer or if they collectively accumulate nine penalties. posefully left the track, or stopped moving for more
than 3 seconds (1 Round).
Game Structure
When a penalty is flagged, the game pauses, and
Roller derby is divided into jams and bouts. A jam is a
any offending players are placed in the penalty box
single instance of play in which a squad wins. Bouts
(located next to the startling line).
are multiple jams run back-to-back. This allows larger
squads to field all their players across multiple jams, Penalized players must remain in the box for 12
giving everyone a shot on the track. The overall victor seconds (4 Rounds) after the first whistle blows. Once
of a bout is determined at the end of the event, based the 12 seconds (4 Rounds) end, they can skate out of
on which squad won the most jams. the box and rejoin the jam.

183
APPENDIX: NEW RULES
If a player is penalized three times during • Grabbing and grappling are not
a single jam, they are ejected from the allowed. Doing so results in a penalty.

Too Many Players?


game (but can return to play in a later jam
• Aimed shots to the head and legs are
during the bout).
not allowed. Making one will result in
If you've got more than If a squad collectively accumulates nine a penalty.
five Edgerunners wanting
penalties during a single jam, they must
a taste of the track, don't • If a rabbit is excessively injured, inca-
worry! Change the game surrender, and the opposing squad wins.
pacitated, penalized, or ejected from
as follows.
The Rules the game, play pauses as if the referee
6 Players: Add a new had flagged a penalty. The squad must
position — a switch. Each Specific rules for Night City Roller Derby reassign a blocker as their new rabbit.
Round, at the beginning of are as follows. If no blocker is available, a jammer is
their Turn, the switch must reassigned instead. If the reassignment
choose if they'll function • Players must skate counterclockwise on
the track for the majority of the jam. was due to a penalty, when the penal-
as a jammer or a blocker.
Once they choose, they If they purposefully move clockwise ized player returns to the jam, they do
must follow the rules for the more than 4 m/yds (2 squares), they so in the position of the squad member
position until the beginning are flagged with a penalty. Likewise, who replaced them. For example, if
of their next Turn. purposefully leaving the track results a blocker is reassigned as the new
7 Players: In addition to in a penalty. rabbit, the penalized rabbit becomes
a switch, add a second a blocker when they skate back onto
rabbit and increase the • If a player falls prone or comes to the track. If a squad can't field a rabbit,
total number of points a complete stop, they must resume it must surrender.
needed for a victory to 15. skating and move at least 2 m/yds (1
square) within 3 seconds (1 Round). If • If a jammer is excessively injured,
8 Players: As with 7 incapacitated, penalized, ejected
players, but remove the
they cannot, they are penalized.
from the game, or reassigned to a new
switch. Add a third blocker • Only jammers can score points and
and a third jammer.
position, play pauses as if the referee
only by hitting the target on the rabbit's had flagged a penalty. The squad has
9+ Players: We tip our back with their fist or weapon. the option of reassigning a blocker
hat to you. Obviously, as a jammer. If the reassignment was
you're well versed enough • Jammers can attack opposing blockers
and rabbits but not opposing jammers. due to a penalty, when the penalized
in large-player count
games to figure out your They can Bump (see page 185) oppos- player returns to the jam, they do so
own rule changes! ing players of any position (jammers, as a blocker. If a squad can't field a
blockers, and rabbits). Performing an jammer, it must surrender.
illegal attack results in a penalty. • If a blocker is excessively injured,
• Blockers can attack opposing jammers incapacitated, ejected from the game,
but not opposing blockers or rabbits. or reassigned to a new position, play
They can Bump (see page 185) pauses as if the referee had flagged a
opposing jammers and blockers but not penalty. The squad has the option of
opposing rabbits. Performing an illegal reassigning a jammer as a blocker. If
attack or bump results in a penalty. the reassignment was due to a penalty,
when the penalized player returns to the
• Rabbits can attack opposing jammers
jam, they do so as a jammer. A squad
but not opposing blockers or rabbits.
can continue to play with no blockers.
They can Bump (see page 185)
opposing players of any position • Rabbits cannot benefit from a whip
(jammers, blockers, and rabbits). maneuver. If a Rabbit is whipped
Performing an illegal attack results in forward, they and the player who
a penalty. performed the whip are penalized.

184
APPENDIX: NEW RULES

Roller Derby as Combat on their Turn. This is a special Held Action


that activates when a jammer attacks the
Night City Roller Derby runs much like stan-
dard combat but with the following tweaks.
guarded rabbit. Before the jammer makes
their Attack, the blocker moves adjacent Spicing Things Up
• Speed matters. Initiative is MOVE + to the jammer (even if they have already If you want to add some
1d10 and not REFLEX + 1d10. done a Movement this Round) and makes spice to the jam, make
an Attack Check with the weapon of their the rink interactive — with
• The Run Action is off-limits. No one can choice. obstacles rising and falling
take it. randomly — forcing the
If the blocker's Attack Check succeeds, skaters to use their skills to
• Everyone can travel up to their MOVE the jammer's Attack Action (no matter their dodge, jump, or duck in
as per normal but special Actions can ROF) is canceled. In addition, the jammer the middle of Movement.
temporarily increase or decrease it. takes damage as per normal and is pushed Jumping, ducking, or
2 m/yds (1 square) away from the rabbit in dodging an obstacle
• Any player dropped to 0 HP is con- during a Movement isn't
a direction of the blocker's choosing. This
sidered too injured to continue and is considered an Action but
cannot move the target off the track or push does require a Skill Check
ejected from the game.
them into an occupied square. and may limit mobility
• Players can suffer up to two Critical based on the rules for
Injuries and remain in play. If they X Skate or Die Other Forms of Movement
suffer a third, they are considered too Available to all players. If you forgo any (see CP:R page 169).
injured to continue and ejected from other Action during your Turn, you can
the game. make a DV13 Athletics Check. If you
• Players have access to special Actions succeed, your MOVE is increased by
they can use during the game. 2 for this Turn. If you fail, your MOVE is
decreased by 2 (minimum 1) for this Turn.
Unique Roller Derby Moves
X Whip
Over the decades, roller derby players
have developed special maneuvers unique Available to blockers and jammers only.
to the sport. As an Action, a player can grab hold of
an adjacent, willing squadmate's hand
or wrist and propel them forward. This
X Bump
does not require a Check and allows the
Available to all players. As an Action, an teammate being whipped to move up to
attacker can ram into an adjacent target an additional 8 m/yds (4 squares), even if
with a successful opposed Brawling vs they've already finished their Turn.
Evasion Check. If the attacker succeeds,
they do no damage but force their target to Roller Derby Gear
move 4 m/yds (2 squares) in a direction of
the attacker's choosing. This cannot move X Roller Derby Helmet/Padding
the target off the track or push them into
Cost: 50eb (Costly)
an occupied square. If the target rolls a 1
on their Evasion Check, they are knocked Uniform padding for roller derby as deter-
prone at the end of their forced Movement. mined by regulations established by the
Night City Wonderland League. Head
X Guard (the helmet) and Body (the padding) are
purchased separately.
Available to blockers only. If a blocker is
within 4 m/yds (2 squares) of a rabbit, Head or Body Armor with SP7. Always in a
they can choose to take the Guard Action team's specific colors.

185
APPENDIX: NEW RULES

X Roller Derby Skates


Cost: 50eb (Costly) F lash of Luck
f l a s h o f l u c k f l a s h o f l u c k
In the real world, leaders spend an astonishing amount
A pair of roller skates with four wheels — two in front,
of time planning missions, attempting to account for
two in the back — and a stopper. every contingency. In a TTRPG, that can get boring
Roller Derby Skates increase movement by 4 m/yds quickly, leading to a whole session (or more!) spent
when using the Run Action. Pulling the skates on or planning for action instead of taking action.
taking them off requires an Action. Any cyberware Flash of Luck gives Players a safety net, allowing them
options stored in a cyberleg or meat leg are inacces- to spend Luck Points (see CP:R page 130) to retcon a
sible while the skates are worn. past event into existence, providing an advantage when
At the GM's discretion, performing a physical task the unforeseen occurs. This new rule helps prevent heists,
involving the legs or balance while wearing skates infiltration, and con jobs from transforming into hours-long
might count as a Complex Task (see CP:R page 130) planning sessions or absolute disasters due to not antic-
ipating one specific element of the gig. It might be too
and impose a -2 modifier to Checks.
powerful to use during more combat-oriented missions, so
This modifier shouldn't be applied to Checks made GMs, feel free to only allow the use of this rule when you
during a roller derby jam. feel it adds to the game and doesn't unbalance it.

X Flash of Luck
Type: Guidelines for building the Flash of Luck, complete with examples.
Maximum Spending: How much money an Edgerunner can spend during a Flash of Luck. This includes the
cost of gear picked up, bribe money paid out, and so forth.
Luck Point Cost: How many points the Flash of Luck costs at this level.

Type Maximum Spending Luck Point Cost

A simple task/coincidence that could have easily hap-


pened "on camera" during a previous Beat. Examples: You
called a friend from your Lifepath and arranged for them to be in a 100eb 2
nightclub you're about to infiltrate. You picked up an Air Pistol at a
Night Market you visited last session.
An unlikely task/coincidence that could not have hap-
pened "on camera" during a previous beat. Examples: The
security guard you encounter is a regular in your regular Wednesday
night poker game (even though you've never mentioned the game 500eb 4
before). You've hidden an assault rifle behind a cabinet in the
nightclub you're sneaking into (even though you've never been there
"on camera").
An improbable task/event requiring remarkable fore-
knowledge or incredible luck. Examples: You were a beta tester
for the safe model you're trying to crack, so you know how to exploit 1,000eb 8
its weaknesses. You once ran into the club owner at a casino where
he displayed a serious (and exploitable) gambling problem.

186
APPENDIX: NEW RULES

The Rules
The rules are as follows. Refer to the Flash of Luck table
H eadquarters
h e a d q u a r t e r s h e a d q u a r t e r s
The following rules aren't specifically used while
(see page 186) for specific guidelines on building a
flashback. playing Tales of the RED: Hope Reborn ... but they
might be useful afterwards!
• A Player can only use Flash of Luck once per Beat
and no more than three times per Mission. A Headquarters is a space controlled by a crew,
representing the center of their operations. It's their base.
• Performing a Flash of Luck is a Standard Action if Their hangout. Their zone. It's where they can catch up,
done during combat. spend time together, and plan their next move. As the
• The Player must spend Luck Points as indicated crew goes through jobs together, this space grows with
on the Flash of Luck table and then describe the them through Headquarters (HQ) Improvements and
action they took in the past, tell when it occurred, Upgrades, granting benefits. Benefits, of course, that can
and explain how it helps in the current situation. be taken away if they aren't defended. You aren't ever
Players still need to spend the appropriate amount really safe in Night City. If a crew loses access to their
of money and succeed at any Checks needed to Headquarters, they lose those benefits and must regain
make the action viable. If they cannot buy the item access or risk them vanishing entirely.
in question (due to GM fiat or the economy rules), Failing to pay rent is a good way
they get their Luck Points back. If they fail Check(s), to lose access to a HQ.
the Flash of Luck still occurs, showing they tried the
action but failed — they cannot try again. This If the HQ is destroyed, the crew must start over from
counts against the number of times the rule can be scratch. All the associated benefits are gone.
used per Beat/Mission, and the spent Luck is not To build a Headquarters, a crew must first earn and
refunded. spend Headquarters Improvement Points (HQ IP).
• GMs always have the right to veto a Flash of Luck
Earning Headquarters IP (HQ IP)
if they feel it is too powerful or impossible. For
example, you can't slip sugar into the gas tank of a Whenever a crew receives Improvement Points from
car you couldn't have known would be in the race, the Group column after completing a mission, they also
and no amount of prep will let you hide a standard receive an equal amount of Headquarters Improvement
sniper rifle in your Rockerboy's skintight bodysuit. Points (HQ IP). These points do not go to any specific
Edgerunner but are instead spent on Headquarters
Example: A security team has cornered Racer
(HQ) Improvements and Upgrades.
(played by Kennedy) and Torch (played by Isaac)
in a Corporate facility. Kennedy says, "We can both Example: The Mighty Mighty Trio, an edgerunning
see in the dark. I wish there were a way to turn off crew/chromatic ska band, finishes their first Mission
the lights so we can get an advantage." Isaac slides together. The Gamemaster awards 40 Improvement Points
2 Luck Points over to the GM and states, "Outside in to every member of the Crew for completing the job. The
the alley, before we slipped into the building, Torch GM also awards 40 HQ IP to the Crew as a whole.
jimmied open a control panel and hardwired a remote
control device into the wiring. When I tell Beatrice, my Your Very Own HQ
Agent's pseudo-AI, the codeword, she'll activate it, and
A crew can designate any space that they have some
the lights will shut off."
measure of control over as their Headquarters once
The GM agrees with the idea but tells Isaac to spend they have enough HQ IP to purchase at least one HQ
100eb for the remote control device and to make a Improvement (see page 188). This space can be one
DV15 Electronics/Security Check to be sure Torch they own, rent, or gain via the goodwill of a patron. If
pulled off the wiring job. Isaac rolls a 17 total, and members of the crew are going to live in the HQ, they
Torch clears the DV. Torch shouts out the codeword, must still pay Housing Costs (see CP:R page 378)
and the lights blink off. equivalent to the space and luxuries provided.

187
APPENDIX: NEW RULES
Example: After receiving 40 HQ IP, installing Vehicle Upgrades, but it cannot
the Mighty Mighty Trio agree to pool be sold. It cannot benefit from a Nomad's

NPC Faction HQs their resources and rent a Two-Bedroom


Apartment. They also agree to spend the
Moto Role Ability.
If the car is Destroyed Beyond Repair, this
Nomad camps, gang 40 HQ IP they received during their first
Improvement (and the Upgrade, if also
hangouts, and corpo- Mission to buy the Garage Upgrade.
rate offices are all great
purchased) is lost. Any HQ IP spent on
This space, christened the Mighty Mighty
examples of Headquarters it is not refunded, and the Improvement
Manor, becomes their Headquarters.
owned and controlled by must be purchased again to obtain a new
NPC factions. They can HQ Improvements and Upgrades vehicle.
also be a great way to
codify the "soft power" Upgrade Cost: 40 HQ IP
An HQ Improvement enhances the
a Player Character Headquarters in some way, providing a When the Garage is upgraded, Nomads
Edgerunner possesses as
benefit to its crew. Each Improvement can gain an additional benefit. Assuming all
a member of said faction
only be purchased once per HQ. Each of a Nomad's vehicles are at full HP and
— especially for Execs,,
Lawmen, and Nomads. Improvement can be Upgraded once in working condition, they can spend one
(unless otherwise noted), further enhancing week of downtime to re-spec the choices
With a GM's permission, its benefit. Spending HQ IP should always they made with their Moto Role Ability to
a PC Edgerunner can draw
be a team decision. date, swapping out Vehicle Upgrades or
on the benefits of the NPC
faction's Headquarters …
even entire Vehicles as desired.
even if they already benefit
Headquarters Improvements
from a Crew HQ. When purchasing HQ Improvements and
X Lockup
GMs, keep a few things Upgrades, select from the following. Improvement Cost: 40 HQ IP
in mind when a Player
A Lockup is a soundproof place where a
makes the request. First, is X Evidence Wall crew can drag off a single character and
the resource even avail-
able to the Edgerunner? Improvement Cost: 40 HQ IP keep them prisoner. When imprisoned in a
Second, are they in good Lockup, the character cannot escape unless
With access to an Evidence Wall,
standing with the faction? they have BODY 13 or higher to break
Third, does the activity the Lawmen and Medias gain a +2 bonus to
through the barriers holding them.
Edgerunner is using the Composition, Criminology, Cryptography,
benefit for help the faction Deduction, Education, Forgery, Library However, others can certainly come
in any way? The GM is Search, and Photograph/Film Checks as looking for them, so be warned.
always free to say, "No, they apply to ongoing investigations.
your pack won't let you Upgrade Cost: 40 HQ IP
borrow a car for a street Upgrade Cost: 40 HQ IP
When Lockup is upgraded, up to three
race." or "Your boss wants
to talk with you about
When the Evidence Wall is upgraded, the characters can be kept in separate cells.
meeting with side-hustle bonus increases to +3 for Lawmen. The In addition, Lawmen gain a +2 bonus to
clients on company time." bonus for Medias remains at +2 but their Interrogation Checks when questioning a
Credibility Rank temporarily increases by 1 prisoner who has spent at least one day in
PC Edgerunners cannot
for the purposes of Believability when they the Lockup.
spend HQ IP on an NPC
Faction's HQ, and the publish a story they've worked on with the
exact benefits available help of the Evidence Wall. X Lounge
are always up to the GM. Improvement Cost: 40 HQ IP
X Garage
During in-person meetings held in a
Improvement Cost: 40 HQ IP
Lounge, Fixers in the crew gain a +2
A Garage comes with a Compact bonus to Bribery, Bureaucracy, Business,
Groundcar that is owned by the crew. The Conversation, Human Perception,
car can be improved by purchasing and Persuasion, and Trading Checks.

188
APPENDIX: NEW RULES
Upgrade Cost: 40 HQ IP X Rent Reduction
When a Lounge is upgraded, Fixers and Medias Improvement Cost: 40 HQ IP
gain a +2 to all Checks made to set-up an in-person
The Rent Reduction Improvement gives edgerunners who
meeting with anyone the GM determines falls under
live in their HQ a break on the rent. Treat the cost of the
their Contacts and Clients (Fixers) or Access/Sources
rent as if it were one category lower on the Real Estate
(Medias).
table (see CP:R page 378), skipping any row listed as
"Given to you by a Corp." The cost of rent for a Cube
X Medbay Hotel room drops to 100eb per month. Rent Reduction
Improvement Cost: 40 HQ IP cannot be applied to a HQ with no monthly rent cost.
With access to a Medbay, members of the crew Upgrade Cost: 40 HQ IP
naturally heal as if their BODY was 2 points higher.
Medtech crew members using a Medbay gain a +2 Each time the Rent Reduction Improvement is upgraded,
bonus to First Aid, Paramedic, and Surgery Skills add another bed (and possibly another room with the
Checks. GM's permission) to the HQ. This adds space for addi-
tional tenants without increasing the housing cost. Rent
Upgrade Cost: 40 HQ IP Reduction can be Upgraded multiple times but not past
When a Medbay is upgraded, a Medtech crew the point where the original number of beds is doubled.
member can use Science (Chemistry) to Upgrade, For example, a Cargo Container cannot have more
Fabricate, and Invent Street Drugs as if they were a than two beds (one Upgrade), while a Two-Bedroom
Tech using the Maker Role Ability (see CP:R page Apartment can have up to four beds (two Upgrades).
148).
X Server Room
Consider the Medtech's Upgrade, Fabrication, or
Invention Expertise to be equal to their Medical Tech Improvement Cost: 40 HQ IP
Skill Level for this purpose. The Headquarters now has a NET Architecture. Using
Home Security 2045 (see CP:R page 217) and
X Morale Boost 20,000eb, create the perfect home defense for your
Improvement Cost: 40 HQ IP crew. The only stipulation is that you won't be able to
resell or remove anything bought with this eb later and
A Morale Boost is any improvement that improves the
that you can't keep any unspent funds.
wellbeing of the crew and makes it more comfortable
or improves its amenities. This represents your crew Upgrade Cost: 40 HQ IP
personalizing their space for fun rather than for reasons
When a Server Room is upgraded, a Netrunner
of utility.
crew member can use Electronics/Security Tech to
This improvement is broad enough to cover most rec- Upgrade, Fabricate, and Invent Cyberdecks, Cyberdeck
reational and decorative upgrades, including arcade Hardware, and Cyberdeck Programs as if they were a
games, liquor cabinets, ping-pong tables, pool tables, Tech using the Maker Role Ability (see CP:R page 148).
saunas, home theaters, murals, basketball courts, claw-
Consider the Netrunner's Upgrade, Fabrication, or
foot bathtubs, and antique fishnet leg lamps.
Invention Expertise to be equal to their Interface Rank
This Improvement reduces stress and, as a result, for this purpose.
lowers the monthly Lifestyle Cost for all members of
the crew by 50eb. X Studio
Upgrade Cost: 40 HQ IP Improvement Cost: 40 HQ IP
Morale Boost can be upgraded up to 10 times, each While inside the Studio, a Rockerboy crew member gains
time providing a new benefit. See the Morale Boost a +2 bonus to their Acting, Composition, Play Instrument,
Upgrade table for more information. Paint/Draw/Sculpt, and Photograph/Film Checks.

189
APPENDIX: NEW RULES
Upgrade Cost: 40 HQ IP Ever wonder how Silverhand wrote Chippin' In, or
Eurodyne completed Second Conflict? Hard work
When the Studio is upgraded, Rockerboy crew
and long swaths of studio time. Art has the poten-
members can spend can one week of downtime to
tial to change the world, often in unexpected ways.
refine a particular artistic project and gain a +2 on
Legendary (DV29) art always does. You won't know
the Acting, Composition, Play Instrument, Paint/Draw/
how until it happens. GMs are encouraged to consider
Sculpt, and/or Photograph/Film Checks needed to
the existence of such an art project for both narrative
create it. If they fail the Check, they can try again later,
and mechanical purposes during play.
spending another week with an additional +2 stacked
atop the already existing bonus. The Rockerboy can Example: Forty wants to lay down a killer track for
continue this pattern and stack bonuses until their her next album — her magnum opus. The GM rules she
project is completed, they abandon the project, or they will need to succeed at three different DV29 Checks
roll a 1 (Fumble Recovery does not help if they also (Composition, Play Instrument (Guitar), and Play Instrument
happen to be a Solo) on one of the Checks needed, (Singing). She spends a week in the studio, gaining a +2
in which case the bonuses from this refinement process bonus on those Skills. She fails all three Checks (with a
vanish in a poof of frustration. 15, 18, and 21 respectively). She puts the work on hold

X Morale Boost Upgrade


Morale Boost Upgrade # Benefit

At the beginning of every month, each crew member can restore 1d6/2 Humanity, up
1
to their Maximum Humanity as determined by their installed Cyberware.
Members of the crew naturally heal as if their BODY was 1 point higher. This stacks
2
with the bonus provided by the Medbay Improvement.
The crew (including Exec Improved Team Members) increases their LUCK by 1. This is
3
one of the only ways for an NPC to be given a Luck pool.
At the beginning of every month, each crew member can restore 1d6 Humanity, up to
4 their Maximum Humanity, as determined by their installed cyberware. This replaces
the benefit gained at the first Morale Boost Upgrade.
Fixer crew members gain a +2 to Trading Checks when negotiating to increase the
pay per person for a job. Non-Fixer members of the crew can now haggle to increase
5
pay per person per job by 20% as if they were a Fixer with Operator Rank 5, though
they do not gain any bonus to their Trading Check.
While Hustling (see CP:R page 381), members of the crew can roll twice on the
6
appropriate Hustle table and take whichever outcome they prefer.
The crew (including Exec Improved Team Members) increases their LUCK by an
7
additional 1.
When Hustling (see CP:R page 381), members of the crew can roll twice on the
8 appropriate Hustle table and gain the income from both rolls. This replaces the benefit
gained at the sixth Morale Boost Upgrade.
At the beginning of every month, each crew member can roll 1d6 twice and take
the highest result. They then add this number to their Humanity, raising it (up to their
9
Maximum Humanity, as determined by their installed cyberware). This replaces the
benefit gained at the fourth Morale Boost Upgrade.
Choose Your Own: Work with the GM to create a unique Morale Boost Benefit
10
designed around the specific circumstances of your crew.

190
APPENDIX: NEW RULES
to do a gig with her crew, then returns for another week X Workstation
of recording. Since this is the second week, the bonus
Improvement Cost: 40 HQ IP
increases to a +4! Still, she fails all three Checks again
(a 16, 22, and 28, respectively). She's so close, she can A Workstation improves the efficiency and abilities of one
taste it! Forty dives right into another week of recording, of the Team Members of an Exec crew member (chosen
with a +6 bonus this time. Only she rolls a 1 on her Play when the Improvement is purchased). An Improved Team
Instrument (Singing) Check. Forty groans in frustration as Member is considered a full member of the crew, gains IP
her muse dies a bloody, bullet-riddled death. Her bonuses whenever their Exec gains IP and should receive an equal
are lost as the work turns to garbage. She'll have to start share of the pay for any gigs they participate in. IP and
over from scratch if she wants to continue. cash are spent as the GM decides.
An Improved Team Member is loyal to their immedi-
X Training Area ate boss, not the Corporation they work for, and follows
Improvement Cost: 40 HQ IP the Exec to a new company if the crew member makes
a switch. If access to the Workstation is lost, the Team
With access to a Training Area, a crew member can use Member can no longer gain IP or payment from jobs
one week of downtime to Practice one of the following but does keep benefits gained due to past spending.
Skills: Athletics, Archery, Autofire, Brawling, Evasion,
Handgun, Heavy Weapons, Martial Arts, Melee Upgrade Cost: 40 HQ IP
Weapon, or Shoulder Arms. When a Skill is Practiced, When a Workstation is improved, Improved Team
the crew member gains a +1 bonus on all Checks made Members no longer use the Loyalty System (see CP:R
using it until the next time the crew receives IP from the page 154) to determine if they stay loyal. Instead, the
Group column after a mission is completed or until they Improved Team Member remains loyal no matter what
Practice again. and will only leave if their Exec actively betrays them.
Upgrade Cost: 40 HQ IP If an Upgraded Workstation is destroyed, removed,
When a Training Area is upgraded, Solos using the or otherwise lost, the crew must restore it before spend-
area gain an additional benefit. They can select two ing HQ IP on any other Improvements or Upgrades. If
different Skills from the above list. Both Skills are con- the crew fails to do so, the Improved Team Member
sidered to be Practiced. feels betrayed and leaves posthaste.

The Forlorn Hope as a Headquarters


X Workshop
Improvement Cost: 40 HQ IP The Forlorn Hope would make an excellent
Headquarters for a Crew but there's a small hitch —
Whenever a Tech crew member spends their time using they don't own it. The Freemans do.
Upgrade Expertise, Fabrication Expertise, or Invention
Expertise Maker Specialties while in a Workshop, That's not a problem! There's no reason not to call
they may assign an equal amount of time to a second The Forlorn Hope home if that's what the Crew desires.
project without actually spending additional time on it. All it takes is a little creative thinking.

Example: Torch spends one week using Upgrade First, anyone who wants to live in The Forlorn Hope
Expertise to equip a Flamethrower with an Attachment needs to rent a room from the Freemans. They can even
Slot. Since he is in his HQ's Workshop, he can also choose between apartment types!
bank one week of time towards finishing the Advanced Next, the Crew needs to spend HQ Improvement
Spider Drone (a Super Luxury item) he is Fabricating. Points to Improve and Upgrade The Hope. Spending on
an Improvement The Hope already possesses, such as a
Upgrade Cost: 40 HQ IP
Workshop, grants the Crew full (and free) access. Spending
When a Workshop is upgraded, a Tech crew member on an Improvement The Hope is lacking, such as a Lockup,
can further assign an equal amount of time to a third adds the resource to The Hope exclusively for the Crew's
project when they use the Workshop. use (though they can grant access to others if they want).

191
THE

HOPE REBORN

When the Megacorps blast your eyeballs with an


unending bombardment of neon advertisements
and the media outlets force-feed their version of
reality into your bleeding ears, it can be easy to
forget the truth about the world, the city, and your
life. That’s when you need to retreat to a space made
for and run by edgerunners. People who know what
day-to-day life is like on The Street. For decades,
The Forlorn Hope’s been such a place: a bar where
those Night City denizens who refuse to play by the
Corporate rulebook go to unwind, connect, and
reaffirm their humanity.

But in the Time of the Red, The Forlorn Hope’s in


trouble! Will this classic Night City institution die a
whimpering death or survive and thrive, helping the
next generation of cyberpunks navigate life on The
Edge? That’s a question only you and your Crew
can answer.

Tales of the RED: Hope Reborn is a mission


book for Cyberpunk RED, the latest edition of
the original tabletop roleplaying game of the Dark
Future. This is a full-length campaign of six jobs
covering every style of play, from Friday Night
Firefights to high society booze heists to the biggest
bar brawl ever. Good luck, choomba! You’re gonna
need it.

CR3091
To learn more, please visit
rtalsoriangames.com

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