DOWNTOWN SATURDAY NIGHT
A Scenario for CYBERPUNK 2020
This is the first CyberPunk scenario I ever wrote, almost five years ago now. It's also the first one I ever ran. It has been play tested by two different groups with radically different playing styles. In both cases the teams were using characters that had never met before. The object of the scenario was to bring the characters together in such a way that they became a team during the course of play. As for motivation, the characters need no motivation beyond wanting to be in a nightclub on a Saturday night. Both teams enjoyed the experience!
Downtown Saturday Night has three main plot lines running through it. They are designed to be of interest to a broad range of characters, not just gun-toting Solos. There's thinking to be done here, too, business opportunities to scout out, trouble to be spotted and avoided or tackled. Weaving these together can be a headache.
I derived a lot of my game's style from William Gibson's Neuromancer, where the violence tends to be occur "off camera" and there are few of the raging gun battles like those seen in the Terminator movies. Maybe your players are ready for different challenges, in which case, get a couple of street-gangs boozed up and off their faces, and let them start a brawl in the club!
Introduction
It is Saturday night in the heart of the City, the end of a long, hot day.
Earlier today two street-gangs came to blows over a truck full of mineral water that had broken down in the buffer zone between their respective turfs. It took a Police chopper and riot-squads to break up the fighting. A cyber-psycho went berserk at a monorail station, murdering 12 people and injuring 20 others before being mown down by the cops. The crime rate has soared along with the temperatures and the City Government is already preparing contingency plans should the heatwave continue.
Unfun.
Now the good citizens of Downtown are out to party. The heat is no longer so oppressive and thrill-seekers, party goers, corporates and street-gangs are heading for some well-earned relaxation in the City's nightspots. Along with the crowd are those who make their living from the general populace: muggers, pick-pockets, car thieves, drug dealers, hookers and hustlers. All drawn into the melting pot that is Downtown ... How many will see dawn?
The Delta
Charles "Chaz" Baxter is a recent arrival in this City. Using significant sums of hard Swiss currency and one or two contacts in the City from way back, Chaz has chosen tonight to open his new club, The Delta.
The club's facilities are excellent: great acoustics, fantastic lighting rigs, professional staff, top rank guest DJs and a truly class line up of opening night bands. Perhaps best of all, given the recent heatwave, the club boasts a state of the art air conditioning system (developed in London to counteract that city's growing smog problem). Chaz can scarcely believe his luck!
Baxter has spent the last few weeks busily publicising The Delta. Radio, TV, flyers, posters and even graffiti have been employed as advertising media. It's still early but Chaz is looking forward to a record breaking opening night.
Opening Night
Gimmicks
Here are a few ideas for The Delta's opening night gimmicks and promotions:
Free drinks with advertising flyers
Competitions and raffles (prizes include back-stage passes to meet the bands)
Free Gifts for the first dozen couples
"Beautiful People" get in free
Musical Line Up
Between 10pm and 2am, three bands will be on stage
SuperHoney: An new all-girl rock band who are gaining quite a reputation for gutsy performances, great music and a winning way with the audience.
Mack the Knife: A celebrated Blues artist, popular, probably with older clientele, Mack is appearing as a favour to one of Chaz's contacts. Mack is a solo artist with a number of albums behind him. He plays guitar, harmonica and sings with feeling.
Shock: A techno-rock act known for putting a new spin on many "classics", from the Heavy Metal bands of the late 20th Century, to Wagner, Beethoven and Bach.
Staff
The Delta's staff are both male and female and all wear an easily recognisable uniform of black trousers (or skirts for the girls should they prefer), white shirt, and burgundy waistcoat. There are four tuxedo-wearing bouncers acting as security on the doors.
All the staff are courteous, professional and well trained in each others' jobs. This means they can swap roles to cover rest breaks and busy periods. The girls will take no nonsense from drunken male customers and have the boys' backing if things cut up rough. This is Chaz's policy as it fosters a team spirit among his employees.
As befits The Delta's "beautiful people" style, all the staff are above average in the looks department.
Clientele
It is to Chaz's credit that he has managed to attract a broad cross section of customers. Decked out in their finest gear for Opening Night the crowd includes the following distinct groups:
Party-goers: Regular clubbers wanting to check out the newest nightspot in town. This is probably the largest group, kitted out in everything from smart casuals to designer party-wear.
Corporates: Chaz has managed to get his club onto the "approved lists" of several local corps. Thus, we have wageslaves, and thirty-something middle managers here too. Styles vary from party-chic to business suits.
Gangers: There are a number of representatives from local gangs here tonight. Most are the trusted lieutenants of gang bosses, i.e, those who can be trusted to behave themselves in public. Their job is to scope out the action and give The Delta the thumbs up ... or not. Most gangers are easily recognisable, being in smartened up versions of their gang colours. Gang bosses may also be here: it has a certain prestige value to bring one's current input (or output) to the first night of a new club.
Hustlers: Largely indistinguishable from members of the above three groups, the hustlers are here to exploit the crowd. Drug and chip pushers are rare but have a presence. Nervous pick-pockets drift through the crowd on the lookout for opportunities. A number of common street hookers have been brought in by their pimps and one or two higher class "independent working girls" are checking out the club's opportunities. Not to be sexist, of course, for those whose tastes are non-female, there are also rent-boys and gigolos working the crowd.
Prices
This being Opening Night, there are cut price admission, membership and drinks. This makes prices "average", rather than the sky-high charges at most Downtown night clubs.
20eb gets you into the club. With three bands on tonight's play list, that represents excellent value. Figure that the average character can get pleasantly blitzed for about 30eb. Extras (drugs, chips, sex) will obviously cost more.
Plot Lines (1) : A Job
This is a device for getting the players involved in the club as employees, rather than just as punters. It is not necessary for all the PCs to be employed at The Delta but would work for one or two characters who are out of work at the start of the campaign. Some suggestions are given below.
Solos and Nomads would be useful as the club's security, doormen and bouncers, kitted out in tuxedos, armour vests and pistols (no SMGs or assault rifles). This will give them a chance to be armed but not necessarily walking tanks. Encounters for these characters would be
Breaking up fights/defusing arguments
Dealing with drug pushers and petty thieves
Getting chatted up by pretty girls waiting to get into the club
PCs with good Streetwise could similarly be employed as "undercover" security. Their job would be to blend with the crowd and keep their eyes open for trouble.
Techies or Netrunners could be employed as roadies, concert riggers and kit-monkeys. They would have to check out and set up lighting, sound system, FX rigs and so on. This is one way to get PCs introduced to SuperHoney or the other performers.
MedTechs could be taken on as First Aiders for the club. This is useful if there are bar brawls or bad drugs.
Media-types are unlikely to be employed directly at The Delta. But local networks could assign reporters to cover any or all of the following aspects of Opening Night
The Bands, either individually or all of them
The Delta's facilities and atmosphere
An interview with Chaz Baxter
Interviews with the punters, particularly if anyone famous turns up.
PC Rockers should be given a chance of a slot on Opening Night. This is by no means compulsory. Perhaps they just need to see Baxter and persuade him to give them a slot at a future gig. If they go on stage, they will replace either Shock or Mack the Knife on the bill. Their fee will be the Rocker's (Start Cash / 4) eb, not bad for one night's work. As a role-playing exercise, the PC performer(s) should describe their set, music, style and stage show.
Combat types could also be employed as bodyguards. This could be for an NPC (eg a Braindance starlet) or a PC (a Corporate and his pet Solo thug). The latter option gets PCs together quickly.
Plot Lines (2) : An Agent for SuperHoney
SuperHoney are an all-girl rock band hailing from this City. The band are currently freelance but might be on the lookout for an agent to represent them. Ideal characters for this would be Fixers, Medias or Corporates with media connections.
The band has been together nearly two years. The line up is -
Angela Chester: Lead singer, guitarist, songwriter. She is 20, tall, fairskinned and heartbreakingly beautiful. Her hair is long and usually blonde but that is changeable as it is a TechHair implant. Angie handles most of the band's contract negotiations but will quickly get out of her depth if SuperHoney makes it big. Hence she will be interested in serious offers of professional representation. The band nearly fragmented a year ago when a certain George Henman offered to act as agent. His promises came to nothing and it turned out that he was only interested in bedding Angela. This makes her wary of over-friendly men who pretend professional interest. One of Angela's songs, "He Just Wants Me", is a barely disguised, scathing attack on Henman and similar sleaze-ball agents Angela has known.
Angela's current boyfriend, Luke Thomas, will be in the Opening Night audience.
Suzi Blake: Keyboards, backing vocals. At 22, Suzi is the oldest member of the band. A brilliant musician with an excellent grasp of technology, Suzi is responsible for synthesiser programming and sets the standards for the band's lighting and effects requirements. Probably the most down-to-earth member of the group, Suzi is often seen in overalls, crawling around on stage, checking and setting up equipment. With her techical skills Suzi gets along well with concert riggers and other techie-types.
Maria Morales: bass guitar, backing vocals, composer. A stunning Hispanic girl the same age as Angela, Maria is responsible for writing some of SuperHoney's heartrending ballads. She writes with feeling and from considerable personal experience. In addition, one of her "political" numbers, aimed at Government/Corporate corruption, caused a storm a few months ago. It led to her being badly beaten up by a gang of street thugs, an assault which only just stopped short of killing her. Maria wants to get to the bottom of this and, since the attack, always carries a switchblade.
Teresa (Teri) Penn: Percussion, backing vocals. Stuck behind her drum-kit as she normally is, the audience often fails to notice that Teri is a shade under 2 metres tall. A lean Afro-American from one of the Southern states, Teri brings a multi-ethnic feel to SuperHoney's music. Mixing influences from Africa, Asia and America, Teri is known for her excellent rhythm and blistering drum solos. Age 21, Teri sees the band as a way of escaping (and staying out of) the poverty trap she and her family were in back in Louisiana.
Meeting SuperHoney
This is a role-playing exercise and can be set up in a number of ways. Some suggestions are -
Luke Thomas, Angela's boyfriend, is in the audience. During the band's set (remember they are headlining tonight), he is watching the band intently, enjoying the music. His gaze rarely leaves Angela and this might prompt security-types to assume he's some sort of obsessive stalker. Being a friendly sort of guy, Luke will proudly tell anyone who talks with him that Angela is his girl. If he's treated fairly, by someone with credible connections and the right attitude, Luke will talk to Angela on her next break. He will arrange some meeting between the band and the potential agent.
If the agent is snotty or gives Luke bad vibes, he will tell Angela to have nothing to do with the character. He saw the trouble Henman caused and will not tolerate a repeat.
Meeting individual band members is also possible. Depending on the set up, technically orientated characters could meet Suzi Blake setting up the gig. Alternatively, Suzi might be helping out during the set of one of the other performers and could be met at the mixing desk or FX gear.
During rest breaks between sets all the band member congregate at the bar; Angela is, of course, inseparable from Luke. Maria takes the lead here, being a very sociable young woman.
Guts. It is possible that gutsier characters will simply try to invade SuperHoney's dressing room. This is likely to meet with stiff opposition, not least from Luke and Maria as well as The Delta's own security. One way around this would be to have the club's security on your side. Another way is to wave a Press Pass around!
Making a Deal
A character wishing to become SuperHoney's agent will have to prove the following -
Demonstrable contacts in the recording industry, with club owners or concert venues
A knowledge of the industry
Techical knowledge, or at least the right contacts
The right "vision"
Natch, the prospective agent will be dealing mainly with Angela and being in tune with her vision is what will lead to success.
Angela wants to hit the big-time. Having tasted some success and seen the slimy underside of the music-biz, she is full of ideas but is careful. The band have enough material to make a comprehensive demo and the tech to put it and a video together (Suzi, of course). Angela will not compromise her message, however. That message is that there are plenty of people who will take advantage of you (corporations, governments, agents, friends, lovers) and maintaining your independence is a healthy thing. Angela and Maria are the driving forces behind this message though Maria's tendencies are markedly more political.
Ref Note
This is mainly a role-playing exercise. Within the confines of The Delta, reaching a solid deal tonight will be difficult. One result would be for SuperHoney to become regular contacts and NPCs. Another possibility would be to have the agent arrange one or two gigs to which the media and recording execs would be invited. This could form the basis of a free-wheeling rock'n'roll campaign, perhaps culminating with a World Tour!
SuperHoney
CYBERPUNK 2020 NPC Record Angela Chester, Rockergirl, Age 20
INT [8] REF [10/__] TECH [5] COOL [7] ATTR [8]
LUCK [5] MA [6] BODY [6] EMP [9/__]
Cybernetics
Tech-Hair
Special Ability Charismatic Leadership +6
Skills Awareness/Notice +4, Perform +5 , Wardrobe & Style +3, Composition +4, Brawling +3, Play Instrument (guitar) +5, Streetwise +3, Persuasion/Fast Talk +4, Seduction +4, Handgun +2, Drive +3, Motorcycle +4, Stealth +3, Basic Tech +3,
Social +2
Gear Medium Armour Jacket, Light Pistol, Helmet, Motorbike
Notes Angie has a boyfriend and will remain faithful.
CYBERPUNK 2020 NPC Record Suzi Blake, Techie, Age 22
INT [10] REF [7/__] TECH [10] COOL [9] ATTR [5]
LUCK [10] MA [5] BODY [5] EMP [8/7]
Cybernetics
Neural Processor + Interface Plugs (2) and Tactile Boost
Special Ability Jury Rig +7
Skills Awareness/Notice +3, Basic Tech +5, Cyber Tech +2, Teaching +2, Education/General Knowledge +5, Electronics +4, Electronic Security +2, Photography & Film +5, Play Instrument (keyboards) +5, Drive +5, Wardrobe & Style +3, Streetwise +3, Handgun +2, Brawling +1
Gear Light Armour Jacket, Light Pistol
Notes If Suzi is a Techie, what's she doing in a rock band? Well, according to p.44 of CP2020 Techies get "Any three other Tech Skills" and Play Instrument is a Tech-based skill.
CYBERPUNK 2020 NPC Record Maria Morales, Rockergirl, Age 20
INT [5] REF [8/__] TECH [3] COOL [7] ATTR [9]
LUCK [4] MA [6] BODY [6] EMP [7/__]
Cybernetics
None
Special Ability Charismatic Leadership +5
Skills Awareness/Notice +3, Perform +4, Wardrobe & Style +6, Composition +7, Brawling +2, Play Instrument (bass guitar) +5, Streetwise +2, Persuasion/Fast Talk +3, Seduction +3, Motorcycle +2, Handgun +2, Melee +3, Dodge & Escape +2, Spanish +3, Dance +2
Gear Switchblade, Light Pistol, Light Armour Jacket
Notes Full of Latin passion, strong willed and firy tempered. She dislikes wimpy men and will not hesitate to give them a hard time. Should a man stand up to her, she will give them a break.
CYBERPUNK 2020 NPC Record Teri Penn, Rockergirl, Age 21
INT [8] REF [10/__] TECH [4] COOL [8] ATTR [7]
LUCK [4] MA [9] BODY [7] EMP [8/__]
Cybernetics None
Special Ability Charismatic Leadership +5
Skills Awareness/Notice +3, Perform +3, Wardrobe & Style +3, Composition +3, Brawling +5, Play Instrument (drums) +5, Streetwise +3, Persuasion/Fast Talk +3, Seduction +3, Education & General Knowledge +4, Handgun +4, Dance +6
Gear Light Armour Jacket, Medium Pistol
Notes
Plot Lines (3) : Kidnapped!
Making the rounds of the club is an attractive, well-dressed, red-haired woman. Catherine McDonald is a Fixer from New York. She is a woman with a problem and is looking for some help. Catherine is known on New York's meaner Streets as Gemini and any characters from that city may know of her by that name, where she has many friends and quite a few enemies. One of these enemies has discovered Gemini's one weak point: her 12 year old son, David.
Behind the scenes is a Yakuza gang in NYC. Gemini was just starting out when she put together a team which assaulted a company's warehouse: a straight-out raid and sabotage op. Gemini was funded by a rival firm. Unfortunately neither the funding company nor Gemini knew that the target warehouse was a Yakuza front corporation. In addition to the electronic components that were the intended target of the raid, a stock-pile of weapons was also destroyed. These weapons were black market imports intended for the Yak soldiers involved in a clandestine war against one of NYC's Mafia families. The loss of the weapons was a set back to the Yakuza in New York, all the more so when the local Oyabun's son was shot dead in a gunfight with the Mob's soldiers. Losing the weapons to Gemini's raid meant the Yakuza's troops had been seriously (and fatally) outgunned.
That was ten years ago. The New York Yakuza eventually found out who was responsible for setting up the raid on the warehouse. Ever patient, the Oyabun watched Gemini's reputation wax and her wealth increase. The Yakuza watched David grow up and have recently decided to punish Catherine through her son. After all, Gemini prospered on the back of the raid which cost the Yakuza so much face in New York.
The Yakuza put together their own team in New York: a Netrunner, a couple of Solos and a Nomad to drive the getaway car. Setting Gemini up with a wild goose chase meeting, this team then kidnapped David. They marched past the extensive security installed in Catherine's apartment, took the boy and escaped. They left a ransom demand and exited for this City.
Using her own contacts, Gemini has traced the kidnappers to this City. Having met Chaz Baxter in London five years ago, Gemini has asked him if she can use his club to scout out local talent to help her. Neither Catherine nor Baxter know of the Yakuza's manipulations. The Sons of the Neon Chrysanthemum have ways of screening themselves from the Street-level grapevine.
Meeting Catherine
Catherine can introduce herself to potential recruits. She is confident and direct. Though she has been in the City only a few days, her contact with Baxter has given her a shortlist of potential "names and faces" who might be able to help. Natch, this is where the PCs come in.
If any of the PCs are employed at The Delta, Baxter can call them aside from their jobs for a meeting with Gemini. This can be handled in several ways, depending on individual PCs -
Use a flunky to relay the message "You are wanted by the Boss", or similar, with no hint as to why. The message can be as curt, chilling or friendly as necessary depending on the PC in question.
Baxter can collar the PC after the End Of Night briefing and ask them to stay behind, or single them out while they're on duty.
Streetwise PCs - those from New York only, perhaps - may recognise Gemini by sight. This is a VDIFF (25) Streetwise check.
A direct approach. Gemini blends with the party crowd and so could end up being chatted up by a PC. The woman very firmly has her own agenda and will not submit to any Seduction roll, no matter how cool the chat-up line.
If met socially, Catherine says "Call me Gem." If met through Baxter or if she singles out the PC herself, she will introduce herself as Gemini.
Gemini's Sales Pitch
A meeting will be arranged for all those potential recruits after the night club has shut, probably something like 4am. Baxter will be present but, apart from ushering in the characters and arranging food and drink, will keep quiet. This is Gemini's operation.
Gemini shows no signs of a few strenuous hours of meeting and greeting the City's party crowd. Her hair is neat, make-up perfect, and her well-tailored, vastly expensive Italian trouser-suit looks freshly pressed. She has two ways of playing this; that is, she can be honest from the get-go or she can lie. However she plays it, the contents of her briefing will be the same but for the minor detail of the victim being her son.
David was kidnapped from an apartment in Manhattan one week ago.
The team who did it were extremely professional. They strolled through her security like it wasn't there, took the boy, left the ransom demand and disappeared like vapour.
The team's equipment and backup were first class. Only good fortune and some high-tech hired from a contact allowed Gemini to identify one of the kidnap team, a Solo by the name of Anvil.
The tech used to ID Anvil analysed the chemicals in his sweat left on the ransom note. A local ripperdoc in NYC matched the Solo's pheromone fingerprint.
The ransom note demands 2million eb to be dropped in a certain location in the City. This is a terribly exposed place for a ransom drop and Gemini suspects a trap, which is why she's not going through with the ransom.
Once she'd fingered Anvil, Gemini ran down the Solo's known associates and came up with the fact that he was working with three more people. She has no intel on the other three, however.
She worked through Chaz Baxter's contacts in the City, paying out a small fortune, until she found out that the kidnappers were holed up in one of the slum districts (Combat Zones) in the City.
The pitch is simple: using the address and other intelligence Gemini can supply, rescue the boy. The fee is negotiable, but a maximum ceiling of 5000eb is suggested. Not bad for a single night's work. Gemini and Baxter together can get their hands on weapons and other toys to help the team.
If Gemini is being honest, add the following detail
David is her son
She will lie to the team under the following circumstances
They look unprofessional, ie the players are fooling around, their characters are at each others' throats etc. However, Gemini needs pros so if the team are acting foolishly, it's unlikely they will be at Gem's briefing
There is any question of Gemini herself looking unprofessional (ie of letting "personal caca get in the way of business").
In such circumstances, David becomes the son of a corporate VP (InfoComp are probably suitable candidates). Note that Gemini will not breach street etiquette and reveal that info, even though it is false. She refers to her mythical backers as "my employers".
The Rescue
The kidnappers are holed up in a small apartment in one of the City's Combat Zone slum districts. The apartment is in a semi-derelict five-storey block. Assume 20 apartments per floor, therefore 100 apartments total. Of these, maybe 75 are occupied with the rest being structurally unsound or otherwise abandoned. Inhabitants (assume 1 - 2 per apartment) will keep themselves to themselves as much as possible. Ironically, the lawlessness of the Combat Zone, which makes policing nearly impossible, also allows Gemini to put a heavily armed rescue-team into play without having to worry about the cops showing up.
Gemini and Baxter have laid many of the preparations for a rescue. They know the location of the kidnappers' hideout and have laid certain solid bribes with several of the block's residents and with the block's caretaker. Maps of the area and a generic apartment within the block (courtesy of the caretaker) can also be supplied.
It is up to the team to come up with a reasonable plan given the information they have. Judge the plan on its merits but be aware:
Gemini will not hold with unnecessary shooting: David is in there somewhere. She will come down particularly hard on plans involving explosives!
To encourage a stealthy approach, avoid revealing the info about bribed residents.
Gemini and Baxter can access reasonable equipment pretty quickly. Money is no object to Gemini where her son is concerned.
Any plan which captures any of the kidnappers alive (particularly Anvil) will be especially attractive to Gemini.
The Bad Guys
Gemini and Baxter's intelligence is good but they have missed the following points.
Weasel, the Netrunner, has planted motion sensors in the corridors and fire escapes. These detectors are 70% effective and will blip targets of human size or greater. These blips show up on a holo-display attached to Weasel's cyberdeck. Thus, the Bad Guys are likely to be alerted to the rescuers. It takes a DIFF (20) Notice roll to spot the sensors and a DIFF (20) Electronic Security check to disarm them.
Harrison, the getaway driver, has wired part of the bedroom wall with plastique in order to blow a new escape route should the need arise.
The Bad Guys have a car hidden in a nearby alley (under a tarp and pile of garbage) should a quick getaway be needed.
David is hidden, handcuffed and gagged, in a closet in the bedroom.
The Yakuza's Kidnap Team
CYBERPUNK 2020 NPC Record Anvil, Solo
INT [6] REF [10/13] TECH [5] COOL [6] ATTR [5]
LUCK [8] MA [7] BODY [9] EMP [8/__]
Cybernetics
Neural Processor + Smartgun Link, Speedware; Cyberoptic + IR, Targeter; Cyberaudio + Sound Editing
Special Ability Combat Sense +7
Skills Awareness Notice +5, Handgun +4, Karate +3, Melee +4, Weaponsmith +3, Rifle +3, SMG +5, Athletics +3, Stealth +3, Japanese +4, Resist Torture/Drugs +4, Leadership +3, Drive +5
Gear Heavy Armour Jacket, Mac 14 SMG + 3 clips, knife
Notes Only Anvil knows that their employers are Yakuza backed. His contact is Mikuro Yamazaki, who works for a New York company. Anvil will not rat out a Yak middle-man. He could be drugged or tortured into revealing this information
CYBERPUNK 2020 NPC Record Dutch, Solo
INT [5] REF [10/13] TECH [7] COOL [9] ATTR [5]
LUCK [8] MA [8] BODY [9] EMP [7/__]
Cybernetics
Neural Processor + Speedware, Smartgun Link; Big Knucks; Cyberaudio + Hearing Amplification
Special Ability Combat Sense +5
Skills Awareness/Notice +4, Handgun +3, Brawling +4, Melee +4, Weaponsmith +4, Rifle +6, Athletics +4, SMG +5, Stealth +2, Dodge & Escape +5, Hide/Evade +5, Intimidate +2, Streetwise +3
Gear Heavy Armour Jacket, Militech Ronin Assault Rifle + 3 clips, knife
Notes Dutch suffers from mild paranoia and is most likely to be awake when the fun starts. He follows orders and may be outside the apartment, perhaps on a fire escape, depending on how things pan out.
CYBERPUNK 2020 NPC Record Weasel, Netrunner
INT [10] REF [8/__] TECH [8] COOL [4] ATTR [6]
LUCK [3] MA [7] BODY [7] EMP [7/__]
Cybernetics
Rippers, Neural Processor + Cybermodem link
Special Ability Interface +6
Skills Awareness/Notice +3, Basic Tech +3, Education & General Knowledge +5, System Knowledge +5, Cyber Tech +3, Cyberdeck Design +3, Composition +2, Electronics +5, Programming +5, Handgun +3, Electronic Security +6, Brawl +2, Dodge & Escape +4, Streetwise +3
Gear Light Pistol + 3 clips, Light Armour Jacket, Zetatech Parraline 5750 Cyberdeck with Hologenerator.
Notes As stated above, motion sensors are sending digital radio signals back to Weasel's deck.
CYBERPUNK 2020 NPC Record Harrison, Nomad
INT [6] REF [10/__] TECH [5] COOL [8] ATTR [4]
LUCK [5] MA [5] BODY [9] EMP [6/__]
Cybernetics
Left Cyberarm + Very Heavy Pistol; Left Cyberoptic + Low Lite
Special Ability Family +3
Skills Awareness/Notice +5, Endurance +4, Melee +4, Rifle +4, Drive +6, Basic Tech +5, Wilderness Survival +3, Brawling +3, Athletics +3, Demolitions +5, Handgun +4, Weaponsmith +4, First Aid +3
Gear Heavy Armour Jacket , Medium Assault Rifle (AKR 20) + 3 clips, knife, remote detonator
Notes Hidden in a nearby alley is the team's getaway car, a nondescript 10 year old Ford. It is mechanically sound. Harrison will blow the apartment's wall and escape with David if things go wrong.
Plot Lines (4) : Bad Acid
Sex, drugs and rock'n'roll are what the night club scene is all about. Despite the best efforts of Chaz's security, The Delta is no exception. Low-level street drugs are available. 2020's equivalents of Ecstasy, cocaine, marijuana and speed are all there for the buying on a DIFF (20) Streetwise roll. The high difficulty number reflects The Delta's security's skill at spotting potential low-level pushers. Some of the smarter ones inevitably slip through the net, however. Prices reflect availability and may therefore be higher than normal.
Anyone taking untested street drugs must make an AVE (15) Body test. If this is failed, they take an additional side effect (at Ref's discretion) from p. 124-5. If the roll is fumbled, they take two side effects, one of which is always Hallucinations.
In addition to this, there is also something more sinister going on. What? Did you expect this to be easy?
Somehow, the Yakuza have connected Baxter and Gemini. How is not important; the Yakuza's sources are far-reaching. But because Chaz is piped in to the local Mafia, the Yak have decided to stir things up a bit. To this end, the Sons of the Neon Chrysanthemum have contrived to contaminate the Delta's drinks supplies. This is not a simple case of one drug affecting a single drink. The Yakuza's black chemists have concocted three additives which, in suitable combinations, produce a range of effects.
1. Dexedrine-gamma (Dg): A potent amphetamine-derivative developed in Colombian labs about five years ago. In small quantities Dg increases alertness (+1 REF) and increases sexual desire (-1 COOL when trying to resist seduction). In larger quantities the subject becomes hyperactive but clumsy (-2 COOL as the "fidgets" set in and it becomes impossible to sit still; -2 REF as your hand-eye coordination goes AWOL).
2. Zybenzaphrene: A depressant, variations of which are used to treat hyperactivity in kids. This subtracts 2 from COOL, making you susceptible to suggestion (in kids this means Mommy can tell her little darlings to behave and, miraculously, they do!) An OD halves REF and COOL (again this means Mommy can not just tell her kids to calm down, but also catch them if they run away) and triggers depression, lethargy and sleepiness.
3. Thymoglandin: A biological. A tailored synthetic hormone analogue which increases aggression. In small doses it makes people act "macho", including women who become more short-tempered and foul-mouthed. In XS Thymoglandin triggers psychotically aggressive outbursts of senseless violence.
These drugs are all bad enough individually. The particular chemistries of the three interract if they are combined, producing a mixture of effects. The more powerful does not cancel the weaker chemical in any way. Sample combinations would be
1 & 2: Mood swings between hyperactivity to depression. Clumsiness and susceptibility to suggestion all the time. In some individuals the mood swings between sexual arousal and tearful outbursts
2 & 3: Mood swings from lethargy to aggression. All the subject wants is to sleep but any disturbance wakes them and triggers a violent outburst
1 & 3: The subject is on a very short fuse. On a failed COOL test (at -2) the character goes absolutely berserk. Anything can trigger this attack
1 2 & 3: A killer combination. The character flips (regardless of COOL stat or Resist Torture/Drugs skill) running amok and attacking whatever is in the way. During the frenzy maniacal laughter mingles with uncontrollable sobbing.
The Yakuza have spiked a number of different drinks supplies, from whisky and beer to coke and orange juice. To determine if any given drink is contaminated, roll D10; on the roll of 1, 2 or 3 it is spiked with the corresponding stuff.
NPCs may already be suffering from a mixture of these drugs and will react appropriately. On the D10 roll of 1, 2 or 3 they are affected with the corresponding drug. On the roll of a 10, roll 2D3 to determine what's in their bloodstream.
Of course, it's only a matter of time before someone goes completely over the edge ... and we wouldn't want to disappoint the players, would we?
Getting the Team Involved
We can hope that the players won't actually try to score drugs but we can't stop them if they do. However, this doesn't stop them having a drink or two. Even soft drinks have been spiked so this is no defense against the Yakuza's nefarious activities. PCs should be given secret BODY tests to avoid the FX of the drugs. Apply a -1 for each drugged drink, -2 for street drugs, and -5 if they have had a line of synth-coke.
Some ideas for getting PCs involved, other than in drug taking, include
Dealing with drugged customers. Bouncers and other staff may be called upon to break up fights or defuse stand-offs. Another option would be to have a PC wake a sleeping customer only to be attacked (see combination 2 & 3 above).
Medical Assistance. A useful PC here would be a MedTech, working as the club's First Aider. A Diagnose Illness (AVE 15) roll is needed to work out what's wrong. Medical Tech and/or Pharmaceuticals (both DIFF 15) can be used to administer a counter-agent for the drug. If there are no PC MedTechs, the club can have an NPC filling this role.
On the Pull. PCs who try their luck chatting up members of the opposite sex may just get lucky. Dg increases sexual desire so some characters may not believe their luck.
Psycho-with-a-gun. Eventually, someone will go berserk in The Delta (hopefully not a PC!) Roll 1D10 on the following chart to determine what sort of person goes berserk on a mixture of booze and drugs.
D10 Roll Person
1 - 4 "Normal". A generic party-going civilian who just got unlucky
5 - 7 Corporate. The Ref can determine corporate affiliation as appropriate for the campaign
8 - 9 Nomad or Gang Boss. 50/50 chance, same stats different background
10 Solo. Already near psycho-hood, this just pushes him over the edge
The idea is to get one or more PCs involved quickly so that they get the chance to sit on the psycho quickly. This is easily accomplished by:
Having the PC the target of the psycho's assault
Having someone the PC is associated with (boyfriend, girlfriend, the "principal" of a bodyguard) be the target
Just having the incident erupt at a nearby table
If the PCs are Delta security, they will be expected to help out
The ideal result will be for the psycho to be dealt with quickly. Shooting will cause panic, so hand-to-hand, subdual and grappling are all attractive options. This is why normals and corporates figure highly in the above chart, they are easier to subdue with little violence. If the team are already pretty tough, the Ref should skew the odds to give them a sterner challenge.
The consequences of this incident vary depending on the following factors
Who/what the psycho is
How the psycho is subdued and whether they are killed in the process
How many bystanders are hit, either by the psycho or PCs
Some points to note are:
Normals: If normals are subdued (even if they are injured) Baxter will use the club's First Aid facilities to aid recovery. This will lead to a MedTech examining the patient and indicating an OD.
If a normal is killed, Baxter will rush the body to First Aid and call Trauma Team and the cops. These worthies will arrive at a back entrance to The Delta. There will be a lot of official heat and Baxter's successful opening night will be marred.
Corporates: Follow the general ideas for normals but are much likelier to have a TT card of their own. Baxter will use this. Also, there will be corporate heat on The Delta's staff and premises, particularly if
The corporate is flatlined
The corporate is/was in a sensitive job
These points are guaranteed plot-hooks for the future.
Nomads/Gang Bosses: These people follow the "normals" ideas but with the added complication of "Family" ties.
If the Nomad/Ganger survives they may bear a grudge against Baxter, The Delta and/or one or more PCs
If they die, the Gang or Pack might bear a grudge. Or not, if the Boss's successor is grateful for removing the competition
Again, these are future plot lines.
Solo: No-one really gives a drek about one dead killer in the first stages of cyberpsychosis. However, this character is armed and dangerous and could cause a lot of trouble.
Customers: If customers are injured or killed this will cause the arrival of TT and the cops and precipitate the early end of Opening Night. Miracles can and do occur, however, and the Ref might want to cause a miracle in order to preserve continuity.
Baxter: Chaz will probably have a lot of explaining to do, particularly to City cops and corporate investigators. But, oddly enough, most of the crowd seem don't have a problem with these events. (See CP2020 p.231 "One Night with the TRAUMA TEAM"). With Baxter's assurances that this was an isolated incident, the crowd will get back to partying but with more to gossip about.
Media Coverage: This is one hell of a story for a Media team to scoop. Encourage Media PCs to interview the crowd, other PCs involved in the shooting, and Baxter. Let them try to get to the bottom of this, as the "contaminated drinks plot" is a conspiracy theorist's dream. One possible investigatory track is as follows:
Contaminated drinks included: three brands of whisky; several brands of beer vodka, two types of red wine; two types of white wine; Coke; orange juice; mineral water.
These drinks were purchased by Chaz Baxter through three different suppliers: Smith's Vintners; Arlow and Van Mussen; and Petersen's World Beers.
Baxter can provide raw data like order numbers; dates; batch numbers of the produce bought. An enterprising Media team with Net support should be able to pursue the investigation. For example:
The batches were all packed by temporary staff. Temporary employment agencies can be contacted
Three names turn up at the different suppliers on or around the dates in question but the Face is the same in all three cases
The poisoner turns out to have connections with a Booster Gang which does wetwork for the Yakuza
And so the whole chase starts again!
Result: If the team have been split up to this point, this incident brings them together. Baxter will anyone involved to the meeting with Gemini, being "impressed with their work."
CYBERPUNK 2020 NPC Record Drug-Crazed Psycho, Type 1: "Normal"
INT [6] REF [6/__] TECH [5] COOL [6] ATTR [7]
LUCK [5] MA [4] BODY [6] EMP [7/__]
Cybernetics
None, unless Fashionware like TechHair, Light Tattoos, etc.
Special Ability "Professional" Skill +5
Skills Awareness/Notice +3, Melee +3, Handgun +3, Brawling +3, Drive +3
Gear 20% chance of having a Light Pistol, otherwise Improvised Weapon (eg broken bottle). Up to 100eb in cash.
Notes
CYBERPUNK 2020 NPC Record Drug-Crazed Psycho, Type 2: Corporate
INT [8] REF [8/__] TECH [6] COOL [7] ATTR [7]
LUCK [6] MA [6] BODY [7] EMP [6/__]
Cybernetics
Cyberaudio + Sound Editing; Biomonitor; Neural Processor + Interface Plugs (2)
Special Ability Resources (Level is set at Ref's discretion)
Skills Awareness/Notice +4, Human Perception +4, Education +5, Library Search +4, Social +4, Persuasion & Fast Talk +4, Stock Market +4, Wardrobe & Style +3, Personal Grooming +4, Handgun +3, Brawling or Martial Art (Ref's choice) +3, Drive +4, Seduction +3
Gear Expensive suit or designer casuals, 30% chance Light or Medium pistol, Corporate permit for firearm, up to 1000eb in cash
Notes Remember to consider corporate affiliation.
CYBERPUNK 2020 NPC Record Drug-Crazed Psycho, Type 3: Nomad or Gang Boss
INT [7] REF [9/__] TECH [4] COOL [7] ATTR [6]
LUCK [7] MA [9] BODY [10] EMP [7/__]
Cybernetics
Big Knucks; Cyberoptic + Targeter and Anti-dazzle
Special Ability Family (Level set at Ref's discretion)
Skills Awareness/Notice +3, Endurance +3, Melee +4, Rifle or Handgun +5, Drive +5, Basic Tech +4, Wilderness Survival or Streetwise +4, Brawling +5, Athletics +5
Gear Medium Armour Jacket, Heavy Pistol, 3 clips, 100-200eb in cash
Notes Gang Bosses get Handgun and Streetwise; Nomads get Rifle and Wilderness Survival. Refs should work out which Gang or Pack the Boss runs. Add 16 points worth of Pick-Up Skills.
CYBERPUNK 2020 NPC Record Drug-Crazed Psycho, Type 4: Solo
INT [7] REF [9/11] TECH [7] COOL [8] ATTR [5]
LUCK [7] MA [7] BODY [9] EMP [5/2]
Cybernetics
Cyberoptic + IR and Low-Lite; Slice'n'Dice; Cyberaudio + Radio Splice, Sound Edit; Kerenzikov Boosterware (+2); Wolvers.
Special Ability Combat Sense (roll D6 + 4)
Skills Awareness/Notice +3, Handgun +5, Karate +5, Melee +5, Weaponsmith +2,
Rifle +3, SMG +5, Athletics +5, Stealth +5
Gear Heavy Armour Jacket, Medium SMG, 3 clips.
Notes Borderline cyberpsychotic.
NPC Section
This section details two major NPCs, Baxter and Gemini, who are ideal long-term contacts for the team if things pan out correctly. This is why they have extensive character bios and some frighteningly high skills. Other NPCs include normal customers, Delta staff and security and some typical examples of "local colour": hookers, con-artists, drug pushers and pick pockets.
CYBERPUNK 2020 NPC Record Charles "Chaz" Baxter, Fixer, Age 38
INT [9] REF [6/__] TECH [6] COOL [10] ATTR [5]
LUCK [9] MA [4] BODY [7] EMP [6/__]
Cybernetics
None
Special Ability Streetdeal +10 (London), +8 elsewhere
Skills Awareness/Notice +7, Forgery +5, Handgun +7, Brawling +5, Melee +5,
Pick Lock +5, Pick Pocket +5, Intimidation +8, Persuasion & Fast Talk +6, Drive +6, Library Search +6, Accounting +8, Stock Market +8
Gear Tuxedo, gold Rolex, gold signet ring.
Notes Slightly portly with grey eyes and slightly thinning dark hair. English accent variable between Public School Toff and East End bully-boy.
The English Fixer has been resident in this City for less than six months but has already established a new nightclub and forged links with the local Mafia.
Like many Fixers, Chaz has a shady and violent past. Born in London's East End, Baxter was running with a gang by the age of 12 and leading it at 15. He progressed from there to being an enforcer for "Diamond" Jack Dobbs, and East End crime boss. Dobbs' influence extended to Europe and Baxter travelled regularly to France, Germany, Italy and Switzerland on his boss' behalf. By the age of 28, Baxter had all-but replaced Dobbs; at 30, he did.
Chaz could have stayed in London but always had a hankering for "across the Pond". Pulling a few strings with Immigration and a Swiss Bank, Baxter handed over the reins in London and came Stateside. He is intent on setting up a legitimate business empire in the US. What's more, he has the financial clout, business accumen and contacts necessary to do it. He aims at nightclubs, bowling alleys, hotels, leisure complexes and casinos.
CYBERPUNK 2020 NPC Record Catherine McDonald "Gemini", Fixer, Age 32
INT [9] REF [5/__] TECH [5] COOL [10] ATTR [9]
LUCK [7] MA [5] BODY [5] EMP [7/__]
Cybernetics
None
Special Ability Streetdeal +10 (New York City), +8 elsewhere
Skills Awareness/Notice +7, Forgery +4, Handgun +5, Brawling +5, Melee +3, Pick Lock +3, Pick Pocket +3, Intimidation +7, Persuasion & Fast Talk +8,
Human Perception +5, Stock Market +5, Accounting +4, Leadership +3, Social +5, Wardrobe & Style +5, Personal Grooming +5
Gear Dresses for the occasion, whether in a business suit, evening dress or combat jacket
Notes Slimly built with shoulder-length auburn hair and blue-grey eyes.
Catherine should have had a glittering career with Merrill, Asukaga and Finch, the financial megacorp. She excelled at school and was working for a Harvard MBA. At age 20, however, she made the mistake of falling for her corporate sponsor, Simon Morrell. They began a passionate affair which Morrell terminated on finding out Catherine was pregnant. The scandal cost Morrell a big promotion but almost cost Catherine her life as her former lover tried to kill her in a hit-and-run driving attack. Morrell died in the resulting crash. Catherine, alone, afraid and pregnant, fled Harvard and turned her back on her career. Her son, David, was born a few months later in a backstreet ripperdoc clinic in New York.
For years, Catherine hustled to feed and clothe her son. She found herself organising a corporate sabotage raid on a warehouse which turned out to be a Yakuza front corporation. The consequences of this raid catapulted Catherine up the Fixer's heirarchy in New York.
Catherine would sacrifice her life for her son. When the rescue mission goes down in this scenario, Catherine will go in with her team if necessary.
CYBERPUNK 2020 NPC Record David McDonald, Gemini's Son, Age 12
INT [7] REF [6/__] TECH [4] COOL [4] ATTR [6]
LUCK [6] MA [5] BODY [5] EMP [8/__]
Cybernetics
None
Special Ability Not applicable
Skills Streetwise +3, System Knowledge +2, Programming +2, Persuasion & Fast Talk +4, Dodge & Escape +3, Brawling +2, Education & General Knowledge +2
Gear None
Notes David has the makings of a promising Netrunner.
CYBERPUNK 2020 NPC Record Delta Security Guard, Solo
INT [7] REF [9/__] TECH [6] COOL [8] ATTR [7]
LUCK [6] MA [7] BODY [8] EMP [6/5]
Cybernetics
Neural Processor + Interface Plugs (2), Smartgun Link
Special Ability Combat Sense +5
Skills Awareness/Notice +5, Handgun +5, Martial Arts Style (Ref's Choice) +5,
Melee +3, Weaponsmith +2, Rifle +2, SMG +3, Athletics +5, Stealth +5, Streetwise +4, Drive +4
Gear Sternmeyer Type 35, Smart + 3 Clips, Armour Vest, Tuxedo, Mastoid Commo
Notes
CYBERPUNK 2020 NPC Record Delta Employee, Male or Female, Age early 20s
INT [6] REF [6/__] TECH [6] COOL [7] ATTR [8]
LUCK [7] MA [5] BODY [6] EMP [7/__]
Cybernetics
None or Fashionware (Ref's Choice)
Special Ability Not Applicable
Skills Streetwise +3, Personal Grooming +3, Wardrobe & Style +3,
Human Perception +3, Social +3, Brawling +3, Dodge & Escape +3
Gear Delta Uniform, Cleaning cloth
Notes Male and female employees, waiters, waitresses, barstaff, cloakroom attendants. They encompass many ethnic backgrounds.
CYBERPUNK 2020 NPC Record Hooker, male or female, late teens, early twenties.
INT [6] REF [6/__] TECH [4] COOL [7] ATTR [9]
LUCK [6] MA [6] BODY [6] EMP [7/__]
Cybernetics
None or Fashionware.
Special Ability None, or use the Vamp skill from WildSide
Skills Seduction +6, Dance +6, Wardrobe & Style +5, Personal Grooming +6,
Athletics +3, Streetwise +5, Perform (Act) +5
Gear Chic but revealing clothing, mobile phone, attack alarm, switchblade
Notes Largely indistinguishable from the party crowd, hookers are mostly female (70% chance). Female prostitutes are either "independent working girls" (40% chance) or have a pimp (60% chance). For the pimp, use the stats for the Nomad/Gang Boss in the Bad Acid section; he will be very protective.
If male, they are rent-boys servicing gay men (60% chance) or "gigolos" servicing ladies (40% chance).
Charges vary. Use your imagination!
CYBERPUNK 2020 NPC Record Eddie, Techno-hustler, Age 24-ish
INT [7] REF [6/__] TECH [6] COOL [6] ATTR [4]
LUCK [8] MA [6] BODY [4] EMP [5/__]
Cybernetics
None
Special Ability Not Applicable
Skills Persuasion & Fast Talk +5, Streetwise +5, Electronics +3, Awareness/Notice +4, Brawling +4, Melee +3
Gear "Black Box", switchblade
Notes Denims, sneakers, tee-shirt. Tad smelly.
Eddie's scam is to "tumble" cellular phones. He persuades people that he can adjust the phone so that the user can make free calls. In fact, he does no such thing. His little black box has an interface cable to connect to the phone, a couple of LEDs and some broken circuitry scavenged from an old TV. He charges 30eb ("but 20 to you, pretty lady") for his non-service. Make a Persuasion roll for Eddie vs 2.5 x the victim's COOL (the Stability score described in WildSide).
CYBERPUNK 2020 NPC Record Robber Bob, Pick-Pocket, Age 21
INT [7] REF [7/__] TECH [8] COOL [4] ATTR [5]
LUCK [8] MA [5] BODY [4] EMP [5/__]
Cybernetics
None
Special Ability Not Applicable
Skills Pick Pockets +8, Seduction +3, Wardrobe & Style +4, Dodge & Escape +5, Athletics +4, Brawling +5, Persuasion & Fast Talk +5
Gear 100 - 500eb worth of stolen gear
Notes Bob's technique is to "get in with the crowd", using whatever line of BS can get him close to potential victims. He then attempts to steal something (wallet, cash, keys, cell phone, pocket computer, music chips etc) before moving on to the next victim. If he gets caught, Bob will grovel for mercy.
CYBERPUNK 2020 NPC Record Steve X, Drug Dealer, Age 23
INT [6] REF [6/__] TECH [3] COOL [9] ATTR [5]
LUCK [7] MA [7] BODY [6] EMP [4/__]
Cybernetics
None
Special Ability None or Streetdeal +2
Skills Pharmaceuticals +3, Brawling +5, Melee +4, Handgun +4, Seduction +3, Drive +4, Persuasion & Fast Talk +3, Awareness/Notice +4
Gear Several shots of different drugs (Ref's decision), Light Pistol, switchblade.
Notes Steve is a thoroughly unpleasant character. He doesn't mind who he sells to and carries out no purity tests on his merchandise. He is street-trash of the worst kind.
CYBERPUNK 2020 NPC Record Generic party-goer, male or female, Age 18+
INT [6] REF [8/__] TECH [4] COOL [5] ATTR [8]
LUCK [7] MA [5] BODY [4] EMP [7/__]
Cybernetics
None or Fashionware
Special Ability Professional Skill D6+3
Skills Dance +4, Personal Grooming +4, Wardrobe & Style +5, Social +3, Streetwise +2
Gear Party clothes, cellular phone
Notes These people form the vast bulk of the Delta's clientele.
CYBERPUNK 2020 NPC Record Generic Street-gang, Age late teens to early 20s
INT [6] REF [6/__] TECH [5] COOL [7] ATTR [7]
LUCK [8] MA [7] BODY [7] EMP [6/__]
Cybernetics
None or generally low-level stuff like Fashionware, Scratchers, Mr Studds etc.
Special Ability Family or Gang Rank (from WildSide) +1 to +4
Skills Awareness/Notice +5, Streetwise +4, Handgun +3, Brawling +4, Motorcyle +4, Stealth +3, Seduction +4, Melee +3
Gear Gang colours, switchblade, light or medium pistol
Notes There could be several gangs in The Delta on Opening Night. Some names include: The Solar Angels, The Silver Lions, Death's Jesters and The Wasted Youth.