Professional Documents
Culture Documents
t-
I
L
Written by:
Lucien Soulban
Editor:
Marc A. Vezina
Copy Editing:
Jean Carritres
Jimmy Mah
Editor for R. Talsorian Games, Inc:
Derek Quintanar
Art Direction:
Pierre Ouellette
Layout:
Pierre Ouellette
Jeff Fortier
Domique Durocher
Cover Art:
Pierre Ouellette
Jeff Fortier
Interior Art:
Ghislain Barbe
Computer Generated Graphics:
Jeff Fortier
All Artwork 0 Ianus Publications Inc.
I
April Montgomery (order #6643740)
Encounter ......................................................
-32
Clues ............................................................... 33
~~~
INTRODUCTION
Foreword ..........................................................
Adventure Background ......................................
Hooks
...............................................................
6
7
SEQUENCE OF EVENTS
Adventure Timeline .........................................
Deceased NPCs ...............................................
Encounters and Clues ......................................
10
11
13
14
18
19
20
21
22
Location ..........................................................
24
Encounter .......................................................
Clues ...............................................................
25
36
40
42
43
46
47
48
49
50
51
56
25
CONCLUSION
TARRA POULNER
Clues ...............................................................
34
34
35
NPCS
TURBOXX
Location ..........................................................
Encounter .......................................................
History ............................................................
Matsumo Rising's Offices .................................
Encounter & Clues ..........................................
PLAYGROUND TECHNOLOGY
SLAMDOWN
Location ..........................................................
Encounter .......................................................
Clues ...............................................................
MATSUMO RISING
28
28
29
60
61
62
30
31
3
April Montgomery (order #6643740)
FOREWORD
Welcome to the realms of the Playgrounds, virtual reality
path where pleasure seekers come to find the ultlmate
hedonlstic experlence, where the ultlmate fantasles are only
a phonecallawayandwherethefunisthesafestsexoffered
to dateshortofcellbacy. Welcome tosex doCyberpunk. but
as per Murphy's Law, something has gone wrong in this
perfect little escape... It is Cyberpunk after all.
The fdlowlng adventure Is deslgned for the alternate reality
universe for Cyberpunk. The subject matter and content of
the module deal with seriousadulttopicsand Innoway does
thls module advocate the practice of anything presented
herefn. It Is meant to show the mlsuse that could and would
come about through the use of this lype of technology.
This scenarlo can be used to Introducethe player characters
Into the realm of vamplre huntlng. It Is set agalnst the
introduction of a new vfrtual reality technology called "Nlrvana". The slrange dark world of Cyberpunk has Just rvn
headlong Into the realms of the Nlght's Edge.
PLAYING TIPS
One of the greatest assen complimentlng roleplaylng and
the settingof mood is the Introductionof musk to the playing
atmosphere. Each adventure and situation requires in own
feel, itsownspecialtouchthatthestorytellerlmpamuponthe
group he GMs. Muskal differences aslde, one of the greatest
sources of musical variety to be found comes from mode
soundtracks.
For the fdlowlng adventure, the soundmk of Terminator II
isrecommended.lhemuslca1plecesarepetfectforCyberpunk
and this adventure as they fit both the somber mood of
certainsltuations and the actlon-packedsequences. Another
good choke for thls adventure would be pieces from the
Black Rain movie soundtrack, partlcularly the tracks composed by Hans Zimmer. Encountem at the Freefali Club
should be accompanied by heavy beat musk wlth a certain
flair for punk. Shrlekback(Nemesls, Hammerheads,MySplne,
Petulant) mlght serve well during these situations.
!i
April Montgomery (order #6643740)
E
ADVENTURE BACKGROUND
PLAYGROUND HISTORY
This adventure begins close to two years ago when the
Matsumo Rising RGrD branch started developing Nirvana
technology. This new tech focused on designing netrunner
decks equipped with neuro-feedback sensors that would
allow the netrunner to use all five senses while in the net. The
push into Nirvana Tech was primarily made as a response to
public demands to "create more realistic virtual reality
simulations in the field of adult pleasure". The new research
also allowed for the creation of the first Playground. The
Hanging Gardens of Babylon, was, and still is,an on-line meat
market that allows netrunners to dictate their threshold of
pleasure and pain. It also enablethem to engagein on-line sex
with their ideal partner via the deck's built-in interactive
private programs, all in the comfort and safety of home.
The initial test release of the product, coupled with the
establishment of an on-line pleasure emporium, was greeted
with such enthusiasm that Matsumo Rising's clientele found
themselves having to book 3-6 months in advance for on-line
time.
With the enormoussuccess of Nirvana tech, Matsumo Rising
tried to establish a hold on the new technology by filing
lawsuits against other companiesfor copyright infringements
when they began developing similar systems. Rival corporations countercharged that this attempted monopoly on new
technology constituted unfair business practice. After a year
in court, Matsumo Rising lost and other companies began
developing and releasing their own Playgrounds.
ADVENTURE BACKGROUND
The adventure revolves around a main NPC named Tam
Poulner, one of the creators of the new pleasure emporiums.
Tarra was a netrunner overseeing the virtual construction of
the Playgrounds: she was a vimal architect. As such, she had
7
April Montgomery (order #6643740)
TARRA'S PLAN
Knowing that she cannot take on Matsumo Rising legally or
prove that she was raped without evidence, T a m decided to
solve matters illegally. To that end she hired a Netrunner
called Turboxx to break into Matsumo Rising. He was to
retrieve any information about the corporation, especially
their clients list, and to steal any program that Matsumo
Rising had developed to sabotage other Playgrounds (Tarra
had heard talks about the development of some new programs when she still worked at Matsumo Rising -the court
case was just beginning). Turboxx accomplished his task and
was able to not only steal the Swarm and Shrapnel programs,
but also managed to retrieve a list of people who had visited
the Hanging Gardens.
HOOKS
As with any adventure, this one has a multitude of hooks
through which the players can be drawn into the action.
Rather than breaking down the hooks to fit the different roles,
such as Corp, Nomads, etc, simple hooks aremade available;
the GM may modify them to best fit the party's situation.
There is one thing of importance, though: it is necessary that
at least one of the players be a netrunner or the party has a
netrunner as a close ally due to some of the final action scenes
of the adventure which may be resolved in the Net.
WILD CARDS
What T a m is unaware of is that Matsumo Rising has hired a
solo firm called the Wild Hunt. Tired of the thefts of their
programs and now aware that someonehas eliminated five of
their clients using the membership information stolen from
them, Matsumo Rising has asked the Wild Hunt to track
down the perpetrators, retrieve the stolen programs and
quietly eliminate the thieves before they suffer negative
publicity. As of yet, the police and Netwatch have not made
the connectionbetweenMatsumoRisingand the dead clients,
but if anymore murders occur, the inevitabletie between the
victims and the corporation will be made.
What neither Matsumo Rising or Tarra are aware of is that the
Wild Hunt is a vampire coven.
It shouldalso benotedthat thetheft oftheContagionprogram
has no bearing on this story and can be used as a red hemng
to draw the players away from their true purpose in this
adventure or as material for future adventures.
Hook #3:
For one reason or another,the p k e n mId be investigating the
mrden either on or ofl line (cops. medias, private eyes, goal.
Samaritans -yeah right!) and come across informationlinking
the murder victims to the Hanging Gardens of Babylon
Hook #4:
whosaysthepartydoesn'thaverivals,whatwoulda~~be~not
annoyingandtheoccmionalhindrmIftheKatyhasanemuvlera
aMhKasanebunner, thaTutbaxxcacldbeapfdrivd
ofthepkyerorNFCand&cidestodtheNetnumerm-kusing
thenewprqgrams After all, why wmteagwdopportuniy?
ADVENTURE TIMELINE
As stated prevbusly, the players are racing against a deadlineinorder to stop the R n a i event, the death of Tam Poulner.
If the invertlgatlonis left and not pursued, the scenado will
play h l f out to the aforementioned condwion. Remember
that the players are racing against the Wild Hunt fn order to
sdvethemysteryandposslblysaveafewlivesintheprocess.
DAY ONE:
Through the various hooks and series of events, the players
are introduced into the adventure. From this point on, the
clock is running.
DAY THREE:
Having watched the Freefall Club for several days now, the
Wild Hunt grows t i d of waiting for Slamdown to appear.
They attack T-Rex at the club with the intent of retrieving his
MRAM "BusinessLedger" chip and failwhen a Trauma Team
pulls T-Rex out of the fixfight. T-Rex is hospitalized that
evening, but the Wild Hunt visits once more and succeedsin
not only disposing of T-Rex, but also in obtaining the MRAM
chip.
Turboxxhearsabout theattackonT-Rexandgoesintohiding
at his girlfriend's apartment, having been unable to reach
Slamdown.
DAY FOUR:
Through T-Rex's MRAM chip, the Wild Hunt learn that
Slamdown was hired with a partner called Turboxx by a
mysterious woman named Jane Doe #7.After learning of his
whereabouts through the chips, Slamdown is visited. questioned and killed by the Wild Hunt. They learn that Turboxx
is responsible for the murders on the Net and is the one who
receives the payments from the mysterious woman. They also
discover that it is Turboxx who assigns Slamdown to certain
targets with the client list.
Turboxx's apartment is searched by the Wild Hunt. They
leam through photos that are lying around that Turboxx has
a girlfriend.
DAY FIVE:
The Wild Hunt locates Turboxx at his girlfriends place and
question him.They learn that Turboxx suspects the mysterious woman to be an ex-employee of Matsumo Rising and that
the clients to be terminated all visited the Hanging Gardens of
Babylon within a four hour window. From this information,
Matsumo Rising is able to inform the Wild Hunt that the
person responsible is most likely to be Tam Poulner. The
Wild Hunt recovers the stolen programs, terminates Turboxx
and begins backtracking Tarra through the courier company
she uses to pay her asasins. A member of the Wild Hunt is
also left behind to terminate Turboxxs girlfriend when she
gets back home in order to tie up all loose ends.
Tarra,rea&zingsomethingisgoingwrong,mailsaway through
E-Mail a copy of her journal to her mother. Thejournalnever
makes it because it gets lost in the Net.
DAY EIGHT:
The Wild Hunt determines where Tarra is living by the
couriercompanys records and proceedsto apprehendher. By
this time, Tam, aware that T-Rex, Turboxx and Slamdown
are dead,begins to deterioratementally.SeeingeveIythingfall
apart around her, Tam decides to enter the Net one last time
and openly attack The Hanging Gardens of Babylon.
Herhopesare that heractionswillleadto aninvestigationthat
is bound to uncover the truth and will destroy Matsumo
Risingin the process.She,unfortunately,cannot handlebeing
in the Net and begins attacking netrunners on-line, killing a
few. While this is happening, the Wild Hunt discovers her
body jacked-in and sends in Digit-Ice to terminate her. DigitIce uses a Firestarter,an anti-personnel program, to kill her
and to destroy any information contained in her deck.
The Wild Hunt retrievesany evidence linking Tams actions
to Matsumo Rising and burns down her sleep cubicle to
further destroy all evidence. The fire is later attributed as
having started within her deck.
The official stoly from Matsumo Rising will be that Tam, an
unstable ex-employee, tried to discredit the company by
killing clienteleaftershe wasfiredforendangeringthelivesof
her co-workers. Probable cause of instability is cyberpsychosis.
T-MINUS DAY 20
Tam contacts T-Rex after she remembers hearing about him.
She pys upfront t h u g h courier and is assigned Turboxx and
Slamdown to help her.
T-MINUS DAY 18
Tarra talks to Turboxx over the phone and tells him to break
into Matsumo Rising to retrieve any information he can
dealing with the Playgrounds and new R&D programs.
T-MINUS DAY 17
Whileworking on moving the p g m m from the Pleasum Decks
(see poaygrauld T a w ), T&xx accidentally discovers the
hiddmsignaturesnded to bypassthe security checks.
T-MINUS DAY 15
Turboxx has successfully removed the Pleasure Deck programs
and transferred the signatures into his programs. He enters the
Gardensby sneaking in on someone elses appointmentafter he
Flatlinestheirdeck.Heaccessessomefilesandtheprops,but
is unable to approach the black ops files.
T-MINUS DAY 14
Theinfodon is sent to Tam via a courier who is hiredby her to
pickup the parcel frmnTidoxxand mumit to her (hes also paid
exm to forget w;here he hpped off the parcel and to whom).
T-MINUS DAY 11
Tarra sendsthe information on the first two targets to be hit for
Turboxx to pass along to Slamdown. Payment in half is made,
the rest to be given after completionof the assignment. Matsumo
Rising hiw the services of the Wild Hunt.
11
April Montgomery (order #6643740)
:
!
T-MINUS DAY 10
T-MINUS DAY 4
Victim # 1:
Joshua McLeavy, age 38, employed as data technicianfor a
small repair company. He was killed at 850PM when hit by a
Toyo-Chevrolet 17 Chevy (ChromeBook 11, pg: 92) outsidea
neighborhood bar. No license plate number was recorded. but
the vehiclewasfoundfour blocks away abandonedand clean of
any prints. The vehicle had been reported stolen earlier in the
evening.
Victim # 3:
Singh Praka, age 25, employed as bank investigation clerk. He
was hilled at 1223 PM while leavingfor lunch in his building
parking lot. The car used was Singhs own Toyota Avante (p,
125,Cyberpunk2020).Wihlessesscry thedriverwas wearing
a mask. The cars homing device lead to the discovery of the
vehicle in an alley three blocks away.
Joshua was married and kept his Pleasure Deck at work so his
wife wouldnt know. There is nothing to connect him to the
Hanging Gardens of Babylon with exception of the Pleasure
Deck. He wasnt responsiblefor the rape.
T-MINUS DAY 9
Turboxx receives the money for the completion of the assignment which he forwards to Slamdown.
Matsumo Rising developsthe new ShuttleBus prvgmm to escort
clients (the program was worked on by close to 25 technicians,
working day and night to have it ready within days).
T-MINUS DAY 8
Slamdown tracks down the second victim and kills him.
Victim # 2:
Allen Bayfield, age 42, employedas security guardfor property
lot He was killed at 11:27 PM while doing his rounds. No
witnesses, but on-site security cameras show a Ddge Carnival
19 entering the lot and leaving at the time of the murder. No
picture of the driver, but the licenseplate is WRX-122-BL The
vehiclewas reported stolen earlier during the day, but it hasyet
to be recovered.
Allen was single but lived with two roommates. The Pleasure
Deck was a joint purchase by all three. None of them were
involved in the rape.
T-MINUS DAY 7
Second payment is received as well as the next two target
assignments.
T-MINUS DAY 5
Slamdown cannot approach the next target to run him over
since he spends most of his time in the Net or with friends.
Turboxx decides to wait for the guy in the Net since he does
have the location where he jacks in.
12
April Montgomery (order #6643740)
Victim # 4:
Laurence Radburn Avery, age 16, student at local High
School. He was attacked at 11:SO PM by an unknown program
(Shrapnel) that killed him before he could punch out. The
cyberdeck was also hit with a Poison Flatline that purged most
of the decks information.
Laurence lived with hisfmily who recently discwered his
PleasureDeck and confiscated itfrom him (MatsumoRising had
called to inform Laurence that his Pleasure Deck had been
repaired - updated hidden signature - and his parents
werheard).
T-MINUS DAY 3
Payment for the last two hits am sent as well as the assignments for the next targets. Turboxx recognizes one of the
names as a Netrunner he knows and decides to go after this
one as well. He sends the rest of the info to Slamdown, who
doesnt open thepackageuntilDay 1,aftercomingdownfrom
a weekend dorph binge.
T-MINUS DAY 0
John finds his target and barely manages to terminate him.
Victim # 5:
Jerome AngelJih Corcez, age27,listed asunemployed. Cortez
was killed at 3:34 PM when attacked andfrozen by a Stun
program. then hit by an unknown program (Shrapnel) that
killed him.
lerme lived with his girlfriend, Sharon, who wasnt present
when he died She knew about the Pleasure Deck and used it
herselfa numberof timu. Sharonwasnt aware of it, butJerome
was one of the people involved in the rape.
Anyoneofthesemurders can besubstitutedby another if the GM
wishes to kill Someone whom the phyers know.
13
April Montgomery (order #6643740)
OVERVIEW
Welcome to the FreefallClub, a reconvertedwarehouse now
nightclub in aperarion for the past twoyears. It's Nn byT-Rex,
a succedulfixer turned agent. The club is fairly popular with
the 18-25 yearold crowd for its huge dance floor, newest
music and hideaway spots scattered abundantly throughout
the place for those private tete-a-tetes.
The Freefallaubaisofeatures FreefallTubes, giganticPlexiglas
tubes that extend from the basement floor to a third story
dMng ledge that allow patronstojump intothe tubes. At the
bottom of each of the twelve tubes is a huge turblne fan
covered by gmting that allows the customer to dive into the
tubes and experience freefall while hovering in place,
suspended by the updrafts. Wednesday, Friday and Samday are DiverDancer Nights, where freefall strippers perform
for the customers. This is by far the biggest draw to the Club.
The house's specialty is soft alcohol drinks at reasonable
prices and a good selection of hard alcohol at a siightiy
higher cost.
Another club amaction is the Underwalks, located in the
basement and surrounding the dance floor. The Underwalks
is a jungle of support beams, crisscrossing pipes, girders and
I-Beams holding up the first story platforms. A perfect place
for lovers who want to be alone, people looking for a
hideaway to condudbusiness without prying eyes or simply
a place for a quiet respite from the lights and sounds of the
club. The Underwalks also feature a quiet lounge hidden
deep inslde the latticework of pipes and beams.
With exception to the dance floor and the Underwalks, the
entire club is built with an open air design. Above the dance
floor are ledges and half levels but no wall to Interfere with
the sights of the Freefall Tubes or the other ledge areas.
Provided one can see over the crowd, a patron can stand at
one end of h e bar and see the opposite wall.
The dub caters primarily to young corporate men and
women and is one of the lower scale trendier bars.
Blackmatketbusiness deals can be and are conducted here
onthesaysoofT-Rex, with exceptionof illegalweaponsand
cyberaugmentswhich T-Rex generally prefers not to have to
deal with in his dub.
The club opens at lunch hours for drinks and light snacks from
4 4 :00 Ah4 to 2:OO PM, then again for the night and after work
crowd from 4:OO PM to 5:OO AM. At m o s t the club can hold
upwards of a thousand partygoem at tables and on the
dance floor, though it does get a bit squeezed.
After the Day 3 mid, the dub will be closed down for at least
a month due to heavy property damage. If T-Rex Is killed at
any point dudng the adventure, the club will close permanently (unless somebody is willing to front the euros to buy
the place - perhaps the characters?)
MAP KEY
1-
3-
4-
5-
TheOverlook ItsurroundstheentiredancefloorandFreeJall
Tubes, affording the best view of the dancefloor if one wants
to sitfor a drink. The west side of the Overlook also leads up
tothekdge, themainbararea ThesacthsideoftheOverhk
is closest to the emqency doon and is where thefirst Wild
Hunt team situates themselves in the bar on Day 3.
The Lcdge: It is the largest table area in the entireclub: it takes
up close to one side of the warehouse and is halfa h e 1 above
the Overlook. This is usually the prime locationfor seating
arrangementswhen theclubstartstoJllupandholdsthebest
view of the club in its entirety (with possible exception to TRexs private booth in the comer).
fiveguards,asectionofthestainnearthebottomopenupand
lead down into T-Rexs basement office. The trap door can
only be openedfrom within the ofice.
Very few people are aware of it, but the Underwalks are
equipped with several hidden nighhrisioncameras and mikes
placed in strategic locations. Being an information broker
doesntmeanyouwaitfor theinfo tocome toyou. Besides,jtlst
having the info doesnt mean hell use it, T-Rexjtlst wants to
insure that hes still on top of things.
13- T-Rexs Office: Located directly below the storage room, T-
The players may notice that certain parts of the picture are
fadedfrom having been touched Wwareness-Noticeskill, DL
20). After three failures, however, the keypad locks up and
doesnt reactivate untilfixed by T-Rex.
What the keypad opens is the secret panel to get behind the
stairs. Also in this alcove are copies of T-Rexs MRAM chips,
records of his transactions, the 20 recordings keptfrom the
16
April Montgomery (order #6643740)
.
17
April Montgomery (order #6643740)
ENCOUNTER: T-REX
It's usually a rule of thumb that T-Rex canbe found somewhere
in the club since his apament is above the nightclub. From
around 6:OO PM to closing time, T-Rex can eitherbe found in a
private booth conducting business, behind the bar entemining
a group of friendsor on the dance floor with a woman he may
be nying to impress. T-Rex loves conductingbusiness as long as
it means profit for him and it is for that reason that he will d y
refuseto meet with someone to discusssomesort of transaction.
ToapproachT-Rex, peopleusually havetogo through one of the
two security guards prrsent.
In terms of information,T-Rex never gives anydung away for
free,unlessit'sto enticesomeoneto pursuethematter further.
SECURITY
At all times T-Rex is watched by two bodyguards that always
(well, almost always) remain an arm's length away. In addition to those two immediate guards, three women dressed as
club goers will always be around the premises somewhere,as
long as it's within eyesight and earshot of T-Rex. Apart from
those five, the club also hosts 10bouncers who also double as
bartenders and door security, 8 waitresses and 5 busing
personnel. All security within the building are armed and
know how to handle a piece.
CLUES
Most of the clues or information needed by the players comes
from T-Rex; this is assuming the players can reach T-Rex before
B2
April Montgomery (order #6643740)
18
ASSAULT ON
THE CLUB
7:15 PM
First Enforcer Team of the Wild Hunt enters the club and
positions themselves at the tables on the south side of the
Overlook, above the dance floor.
8:Ol PM
The Trauma Team amves within 6 minutes via the rear office
entrance and provides cover fire against the snipers in the
back alley apartment. T-Rex gets rescued before Whisper and
Bolt can even make it up the stairs.
8:03 PM
Whisper, Bolt and the other members of the Wild Hunt use
flashbangs and tear gas to cover their escape through the south
alley exits just as the Trauma Team pulls out with T-Rex.
Body Count:
Club patrons: 17 deud, 33 wounded.
Wild Hunt 2 dead (l.rumans), 1 wounded (human:managed to
escape).
7:40 PM
Whisper and Bolt enter the Freefall Club and begin psitioning themselves close to T-Rex. The second team outside is
using the hotel across the way and the apartment in the back
to cover the available exits (2 team members in each).
7:55 PM
One of the bodyguards becomes suspkious when he spots
Whisper hoveringcloseto T-Rex. He attemptsto warn T-Rex.
forcing Bolt to begin the assault early.
11:50AM
Digit-Ice enters the Net and breaks into the hospital files. He
retrieves the location of T-Rex and changes the dosage of the
painkillers hes to be administered (the drug is Morphine, a
narcotic still being used in non-emergency cases; at hi&er
doses it induces a deep sleep).
2:20 AM
Bolt enters the hospital andlocatesT-Rexs room. He retrieves
the MRAM chips from the unconscious T-Rex and injects air
with a hypo needle into his bloodstream that causes T-Rex to
suffer a throat embolism. T-Rex chokes to death.
Final notes: if the players manage to save T-Rex from the Wild
Hunt at any time, hell put them in touch with Slamdown to
return the favor. This also means that if the players interfere
with the Wild Hunt in any way, they will be investigated by
them and eliminated if they pose a possible threat.
7257 PM
Bolt breaks into the office while Whisper is fighting some of
theguards and discoversT-Rexisnt there. Bolt takes anything
that the cameras and mikes might have recorded to insure no
evidence is left behind. Not aware of the secret exit, Bolt and
Whisper must fight their way back out and begin the order to
retreat; the operation wasnt a success.
Another option might be that the Wild Hunt begins tailing the
players, allowing them to do the detective work for them. If
the players discover what has been occurring and track the
murders all the way to Tam, then the Wild Hunt will step in
and attempt to eliminate all the loose ends, including the
players. How fast it takes the Wild Hunt to find the players
and track them down is up to the GM based on the popularity
of the players. Remember that the Wild Hunt is proficient in
learning street secrets.
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April Montgomery (order #6643740)
L O U T 1ON
MarkTdper. a.k.a.Skmdown,livesIntheseedlerpartoftown
hanndownapamnentbuildng. Hellkesitheresincenobody
skks their nose in hls businessand the local pwksknow him
well enough not to QOSS hls
His cholce in IMng quarters
dsohastodowiththefactthatMarkmoymamakegOodmoney,
buthe's betbratspendngit real fastivylngto impresswomen,
buying or updatingequipment 01 Using It on Ms daily Intakeof
Burner, a Versron ofthe 'dorph dwg.
e.
ENCOUNTER
There Is usuallya 1out of 6 chance(I
d6) that Mark Is aaually
here, regardless of the time of day. Apart from that he's
probably out making purchases, voplng out someone on
the llstofMatsumo Rlslngdlentde for the next hit, out on the
town (he's been wng to Impress a new waitress at a bar
calledMaxldlze, whlch Is dsothereasonwhy he hasn't been
atthe Freefal1aub)orjustcrashingatamotelsincehe'seither
too smashed or too lazy to make it back.
WhenMarklsnotattheapartment,hehasasmailboobytrap
d g g e d to the door to dissuade lntrvders. He Isn't wonied
about the widow since he doesn't have a balcony and his
window Is facing the street.
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April Montgomery (order #6643740)
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April Montgomery (order #6643740)
I
_
_
-
@
CLUES
The primly source of information is obvlcusly Slamdown.
UnlikeT-Rex, Slamdownhasno realallegianceto anyone, so
if It would save hls life, Slamdown would even sell hlmself
out. This doesn't mean that's he a pushover or incapable of
defending himself, but if placed In a situation that would
either save his llfe of bting him more eurobucks, Slamdown
would do it without hesitation. Apart from that, he may be
willing to sell the information he has.
6)He has a name and addressfor the next hit he has to make,
a Michael Orlando who works as a biochemical engineer. He
cames this information on a piece ofpaper in his wallet.
Several clues are also scattered about the apartment that the
players can use if Mark is dead or unavailable, or the Wild
Hunt can use if the players got Mark out of there before the
Wild Hunt reached him.
I) Mark rarely checks his answering machinefor calls and has
close to three weeks worth ofthem (28messages). Two arefrom
T-Rex who is asking him to call backforfuture assignments,
whileanother two arefrom Turboxx. %final twowhich belong
to Turboxx are warning Mark toget out of his apartment since
T-Rex was attackedhilled and people have been asking around
about him. At onepoint Turboxxmakes themistakeofdentifying himself as Turboxx, then in the second call he identifies
himselfas]ohn and states the same message.
the names he has the dates ofthe hits and the make and license
of the car he used (his way of remembering the hits). Afurther
search into the desk drawers will reveal mapsfrom two other
cities with at least 6similar red marks in each and the names of
others he's killed
5) A courierpachgefrom Tachyon Couriers that contained his
paymentfor the last kill is on the television set and is empty with
exception to a small typed note saying...
22
April Montgomery (order #6643740)
3
I
23
April Montgomery (order #6643740)
LOCATION
Thereare two differentlocatfonswhereJohnFlamann, a.k.a.
Twboxx, may be found. The first one Is before Day 3 when
h e Freefail Club is hit: John can be found in his own
apartment. The second place Is after Day 3 when John Is
hiding out at his girlfriends' apattment. Unlessthe playenare
real quick movea, It's m e likely hat John will be at his
girlfriend's place when he is found.
JOHN'S APARTMENT
Though not aneat freak,John's placeis in far better shapethan
Marks'apartment.Johnisalittlemorecarrfulwithhislifestyle
and money management, so he can afford to live in a 2 1/2
apartment. The neighborhoodis in the older part of town and
sports a student ghetto for the local university. It's for that
reason that the neighborhood is occupied by the younger,
university crowd.
John tends to be a packrat, so the mess in his apaxtment is
more clutter than actual filth. His bedroomhorkroom is
more of storagespace for boxes of old paraphernalia thatJohn
could never bring himself to throw out. Old papers, memorabilia, pictures and old photos, documents, etc, everything
is stored away in the eventuality that he might need them
someday. The kitchediving room is fairly well kept sincehis
girlfriendhates clutter and constantlylooks after him to keep
the area clean. It is here that John spends most of his time in
the Net foreitherwork or fun. The room is filled with tech that
John has used over the past 20 years since he first became
involved in computers (including his first computer,a virtual
dinosaur). Many oftheitemsinthis roomstillworksinceJohn
kept good care of his hardware and never stripped an item
down to augment or upkeep another.
TANYA'S APARTMENT
Tanya M a m is the girlfriendof John Flamann. Shelives across
townin themoreaffluentsectionoftheaty.HermleasPRHead
fortheTakashiQYatsumhn allowshertolivethecomfomble,
corporate lifestyle. Her 1 1/2 apartment loft is decorated with
heavy Japanese influence. The apartment is sectioned off by
bamboo dividersatens that, when folded closed,allow thelight
to stream in from the bay window that occupies one wall.
The apartment is uncluttered and quite clean with the exceptionofthesmalltableJohnhasset asideforhimselfashiswork
am.
ENCOUNTER
Prior to Day3, John can be found in hisapartment during the
day until around 4:30, when he leaves to go pick up Tanya
from w&. At home he'll usually be in the Net conducting
ng to debug the stolen Swarm
business or involved with Y
and Shrapnel program since he Is aware of the glltches in it.
After4:30, John goes out with Tanya and uswlly spends the
night at her apartment, returning back home early in the
morning after she leaves for work.
On Day 4, John will have taken his equlpment and gone to
hide out at Tanya's, misslng the Wild Hunt who anives scant
moments later to monitor Ms apartment. John will remain at
Tanya's place until Day 6 when the Wnd Hunt locate him
again. At the time that theWild Huntfinds him, Tanya will be
at work with John alone at her place. After they dispose of
John, a team led by Whisper will be waiting for Tanya to
anfve home to insure that she knows nothing either.
CLUES
As always, the best source of Information Is likely to be John
"Turboxx" Flamann. However, both apartments and Tanya
Marcus dso hold lnformatlon that could be beneficial to the
pan/ that finds the clues first.
25
:
!
that Turboxx was able to come away with was the clientele list
of names and addresses, the daily online visitor rogS to the
Ph~~g~ound
and the two programsfrom R&D. The system
discovered Turboxx snooping around and he was forced to
retreat earlier than expected
5) Everytime eithcrlohn or Mark terminate a target, they
receive 1000 eurobucks through courier as payment. Though
]ohn disposes of the envelopes after receiving them, he does
remember the courier company name as being the Blue Express.
6) Any timeJohn is to terminatesomeone in the Net, he is asked
to do so using the Swam or Shrapnel program. John has
informed his employer that the programfor Swarmis unreliable
and that Shrapnel could backfire, but she still insists on using
them to *frameMatsumo Rising". lt'sfor that rcasonlohn has
been trying to modih the two programs.
7) (Thisis to be given if the playenfind Tur-boxx after Day 4)
He iscontactedafterSlmndavn or he terminatesa target. A new
target was set to be terminated on Day 4, but hefailed to contact
Slamdownaboutthenext hit due tocurrentevents. Ifa hit didn't
go throughJohn was to leave an ad in the personalsfor the next
daystating"Honey,l'mso~Imisscdourappointment,
canwe
danceagain?"]ohn was unable todo thisaswell and believes that
his employer rww knows something to be amiss.
II
I
P
I
I
27
April Montgomery (order #6643740)
LOCATION
After going into hiding, Tana took to renting out a sleep
cubicle at a YWCA (Young Womens Christian Asociation)
across town, far away from anyone she knew. The cubicle is
large enough to accOmmOdate a single bed and small sMp
of floonpace adjacent to the bed to allow for dressing and
undressing. The rOOm hosts an In-wall TV (costs extra),
drawerslcloset, a sink with water taps, screen phone (again,
it costs e m ) , and a shoe rack. All these are located behind
the Lift a wall opposite the bed. The wall is comprised of
simili-wood shutters that follow the contours of the arched
celling when pulled up.
Tam spends the better part of her day sitting in darkness,
recordingthe events of the assault and escape, contemplating revenge or watching TV. On the occasion she will leave
to stretch her legs, pay her bills, go to the redroom or grab
a bite to eat, but ail of that Is done quickly so that she can
return to the securily of her cubicle.
Remember that this Is a YWCA and unless the entire player
group d s h of women, there is no way the YWCA will
allow men to walk intothe cubicle area. All female residents
greettheirguestsattheentrance and undernocircumstances
are vlsttors allowed to wander about. The YWCA is used by
women and their children (many are abused, thrown out of
their homes, etc) that needa place to stay for the nlght or are
in lmnsitlon. The front desk will contact the guest to let them
know that they have a visitor. If someone forces their way
past the front desk, the police are immediately called in to
handle the situation.
If, at any time, the front desk calls Tam to inform her of
vlsltors. Tam will immediately try and escape through the
bacltdoor.If she managesto doso,its up to the GMto decide
uponfuture actions. Be aware, though, that Tam will pursue
her actlonsagainstMatsumoRisingwith morezealthan ever.
Shel aeate a dozen copies of herjournal and mail them off
to Netwatch, the media and policebefore reenteringthe net
to strike back at Matsumo Rising.The only thing preventing
her from doing that now are her desires to hurt Matsumo
Rising before anyone else gets their hands on them. She
wants the satisfaction of exacting prdonged hardships on
Matsumo Risingbefore handingthem over to the authorities.
ENCOUNTER
Most encounten with Tam are bound to take place here.
Troubles for T a n 0 begin on Day 3 when the news report the
am'death
Day 8, the repomof John FlamannandTanya M
provide the catalyst for Tam's dive over the edge. Tam
reenters the net shortly after the eady evening newscast at
6:40 PMin a last ditch attempt to attack Matsumo Wng and
to draw attention to herself. However, she cannot handle
being inthenetandpanks completely. She beginsreleasing
the Swarm programs to attack anything in slght.
By this time, with two teams s u m d i n g the building, Bolt
uses his ability to persuade others and gets the front desk
attendant to allow him through with Whisper and Digit-Ice.
They a w e at he cubicle to find Tam jacked. Digit-Ice
immediatelyenters the netand discoversTam in her frenzy.
He unleashesaFirestarterprogramthat Mesherdeck andkills
her. As heja&s out, Whisper and Bdt have already discovered the journal and retreat, allowing the fire to spread.
By 6:45 PMthe cubkle is ablaze and Whisper convinces the
desk anendant that she saw nothing.
NOTE: it should be remembered that Tan0 doesn't know the
playea from a jack in the wall. if the players confront her
outsidethe net, she'll do her best to escape, making as much
noise as possibleto amctaltentlonIf pursued. The best way
forthepa~toapproac)lTanrristobenonconfrontationaiand
to prove they aren't a threat. The best cholce for this option
psychefurtherdamagedasshellbeunabletocopeanymore
with the situation. This may take Tam several years to
recover from the mental snap, or she may even never
recover at all.
Remember that once Tam enters he net, it'll be virtually
impossible to talk her out of her pankked frenzy as she
assaults everytMng in sight (Near Impossible Perswsion
Difficulty Roil (30+).
CLUES
Tam is the key to the entire epfsode. She can tell the players
anything they want to know about the adventure backgmund, the murdersand their reason, who she hired and for
what purpose; provided, of course, the players can get Tarm
calm enough to talk. The only factor Tam will not be aware
of is the involvement of the Wild Hunt (provided she hasn't
met them yet), thaugh she will figure them to be a corporate
black op's team working for Matsumo.
If Tam dies, lhete is stlll her digital journal where she has
stored all the infarmah about h e rope, the coverup and
recent events. The journal, however, will be taken by the
Wild Hunt and given to Matsumo Rising. The Journal will
remain in their lshtar Ai Mainfmme till Day 10, before the
corp's CEO gives the order to purge the files.
Contained In h e journal are Tam's notes for the past two
weeks, her plan of action, the incident of the assault and
consequent results, Matsumo Rising's handling of the sltuation and Tam's steps to bdng them down. The lastenhies for
the past few days will begin to show Tam's mental deteriomtlon up to the point of her farewell message.
29
April Montgomery (order #6643740)
OVERVIEW
Welcome to Wild Hunt Inc, a company speciallzlng in your
ament day problems with good old fashion know-how and
wlth the technology to enforce It. On the street. the most apt
term for this company Is troubleshooters. Want to handle an
affair without lnvolvlng your own corp men or rep?They're
the ones to hlre. You don't have the manpower or ltme to
Invest in a new extraction team?They'll work Ina pinch. The
bottom ilne Is, if you got the euro to spend, you got yourself
a ready bonafldeteam of expetis working for you and you
alone, ready to do what it takes to get the job done and
done right.
The team was started a Iinleover two years ago by Michael
Zlzelmann as a way to bring Inmoney for hlm and hiscoven
after he assisted a cop friend of his in reltieving embezzled
funds. Thejob done was 50 etticiently that word of the team
spread amongst the corporate higher e m d o n s and the Wild
Hunt came Into business wlth a rep of belng a fairly reliable
team. What nobody suspects ts that the core team and team
leader are a l l y vampires, and it is for this ream that the
group has had the upper hand.
Although only ffve vampires are described in this adventure,
the coven consists of four other vampires that are stili "in
training" and will probably not be brought in regardless of
the drcumstances. That is a tule that Michael insistsupon. The
four fledgilngs are acluaiiy four people that have been with
the company from the beginning and have proven then
selves wotthy and reliable in the eyes of Michael.
The Wild Huntoperates our of an d d reconvertedA r e station
sold to Michael by four parapsychologists back in the late
nineteen nineties. They were evidently unaware of the
nature of the buyer. The establishment was primarily used as
thecoven'srestlng place asMimad likedthe d d brownstone
feel to the building as opposed to the anti-septk cold feel of
the surrounding glass and steel hlghdses. After the creation
of the Wild Hunt, Michael took to upgrading the interior of lhe
buildlng asthe dark and musty feel of the placewould surely
drlve customen away. The street level and second s t q
windows were widened to allow more light Inand the place
was equippedwith fresh alr purifiers to make the place more
habitable to humans who visited. The need to hire humans
arose almost immedlately when Michael reallzed that operating only at night mightdraw the suspicionof some groups.
For this mason the Wild Hunt is open only durlng the day and
tun by humanstaff who are unawarethat their secret backers
are actually vampires. The company is registered to and tun
E
by a human woman called Elysia Thurmain, a long time
friend of Michael and the coven, and is probably one of the
only IndMduals aware of lhefr nature (apart hwn other
covens within the dly). Michael is llsted solely as ptindpal
M e r of the group white the rest of the coven onty w&s at
nght due to fheir "day Jobs".
THE COVEN
This covenwas founded In 1998 when the Millennium Cults
began to fiourlsh. Mkhael had made the acquaintance of
Boh and Whisper, both of whom were unatlached to any
coven.Thethlr?efearedthatriseoftheMillennlumCultsmight
be an Indicationof a new InquIsItion as many turned to the
solace of rellgtonsand culh to get them through the difficult
times. The coven was bunt loosely around the precept of
safety In numbers. After it became apparent that a new
lnquisltion was not yet to come, the Mo remained together
more out of ftiendshlp now than fear.
Itwasn't until 5 years ago that Mlchaei reallzedthat technology was by far oumrfppingreason, especfally Mkhael and
31
April Montgomery (order #6643740)
ENCOUNTERS
ThIs part is for the bmvehardy fods that have decfded to pay
the Wild Hunt a visit. Now either they know about the nalure
of the Wild Hunt by now and still think they can take them on
(especiallydutingthedayllght),ortheystillben'tflguredout
who these guys are yet and ore in for a vev rude awakening.
The Wild Hunt Inc. employs 5 office helpers that assist with
RIing, answering phones, researchingpublic accessInformation,taking care of accounts. etc. Also employed are l2 men
and women usedasenforcers, support, lookouts and scouts.
Most of them are ex-militafy, solos, nomads or people who
are vety street proficient, can follow orders and are handy
with weaponry. It's from this group that the lookouts and
sniper teams are pkkedfor this adventure. T h e Wild Huntalso
has access to another I5 people on file that they can call on
in case of an emergency.
All the office help are present fKrm 9:OO AM to 5:OO PMM e
the hired musclework In teams of four on rotating SMfB (8:OO
M : O O PM14:OO PM-12:W AMI12:OO AM-8:00 AM). A ~ e c ond team Is requiredto remain on standby in case one of the
teams needsbackupduringany operation(midonthe Freefall
aub, questioning Mark, John or Tanya, attacking h e chamcters, etc). Anytime there Is surveillance to be done,the team
group is usuallydMded intopairs inorder to keep an eye over
a greater area (Le. watching the front and back door).
CLUES
For the purpose of this adventure, the clues held by the Wild
Hunt all depend on which day it is and who they have
managed to speak to. Most of the informalion is kept on
computer, whkh is maintained and opemted by Digit-Ice.
The office help and researchers do have terminals that they
use, but at the end of the day, most of the information
uncovered during that day is loaded into a pending file h a t
is ready to be downloaded Into Digit-Ice's tenninal in the
basement. The computer hddsail the information learnedto
date on their cunent assignmentand the next planof action.
A hardcopy is then printed up by Digit-Ice and handed to
Michael to keep him updated.
Digit-Ice's workstation mainfromei s m updatedand boosted
Mcrotech llKL4 workstation (Chromebook II, p 15) with
boosted CPU (6 Int), cybemetically-contledoption with a
6x8 meter Videowall. To access any files requires an Average InterfaceDifficulty Roll (I5+). Black ops ff les includingthe
cunent case require a Difficult skill check (20+) to access.
33
April Montgomery (order #6643740)
HISTORY
Initially Matsumo Rising specialized in designing electronic
hardwarefmn different computer systems, decks, terminals,
laptops, customized circuit boards for various products, etc.
The problem with that came when they realized they
couldn't compete against some of the already established
corpsand their easily recognizablebrand names. Inan effort
to survive, they began' looking for new fields to explore,
someplace where they wouldn't be buried by the rival
corporations before they ever got thdr chance to establish
themselves. It was through these efforts that the foray into
"adult pleasure" was made.
The company was nearty forced into recelveahip after the
initialadvertising blifzplacedthem in sedousfinancial doubt;
however, after the enomus success of the "new" technology, many of the creditorswaitedand allowed more time for
the company to recoup their losses (with added interest of
course). Matsumo Rldngdid so well with "Nirvana Tech" that
they were able not only to pay off their debts, but also to
change location ( h m the outskirts of the city, to the city
p'oper).
It was after the move that all the problems began, fiat with
the court case, then with thetheftof the programs, and finally
with the second break-ins and murder of clientele.
The Matsumo Rising corp has also recently announced the
crealion of a second Playground called Nirvana, a Virtual
RealityTheme Park the size of a city. The project is slated to
open soon.
11-1 2 th F~OOB:
General reception, security offices, general office help and
employee cafeteria.
14 th Floor:
Public Relations and Advertising Depaament.
15 th Floor:
Programmers.
3
April Montgomery (order #6643740)
34
16 th floor:
Prototype and testing labs.
17 th floor:
Testing facilities and virtual simulators
18 th Floor:
Ishtar AI Mainframe and support systems.
19 th Floor:
Accounting Gr Patents Department.
20 th floor:
Nirvana AI Mainframe Systems (not yet on line).
21 th floor:
Main corporate offices including presidential offices.
ENCOUNTER
course.
There are no set encounters with Matsumo Rising apart from
the standard corporate security teams. Due to Matsumo's
faMy new standing in the corporate wodd, they still don't
have access to an In-house covert ops team or retrieval unlt.
Itisforthatreasonthattheyhavetakento
hirlngtheWldHunt
In such matters (this being their first). Constantly aware that
any setback could hurt them, Matsumo Rising prefers to
handle any problems through the Wild Hunt.
The main offices are manned by over 200 personnel, engineers, technicians and a variety of other employees. It is here
that the RGrD depafiment is located as well as the mainfmme
for the Virtual Construct of the Hanging Gardens of Babylon.
Due to the previous theft problems, Matsumo has made
security paramount and uses the latest equipment to upkeep
security in addition to standard building security. This includes:
I) ~motions~orsdonotpickuptheguardsmcttothe~r
name tags. The tags are monitored by the computerAI. lshtar,
not to register on the motion senson.Anyone in possssion of the
tag can walk around the cjJicesfreely. This h ' t , however,
make them invisible to the security cameras.
2) Though no outside runner is permitted to enter the Gardens,
a back door is open and accessible onlyfrom within the oflkes of
Matsumo Rising. This is used by the programmers of the
company tofreely come and go.
3) Through a technicalfluke, the back door is also available to
any ofthe other Hondatsun south mer offices. but nobody has
realized it yet. This means that using a cybmnodcmavailable
in one of the South Tower offices will a b work in entering the
back door without any problem. (NOTE: The back door is not
seen asacodegateon the Net map, it'sonly through the building
t h t it becomes an open back door through the terminals.)
Skill
CLUES
As with the Wild Hunt, the clues obtained from Matsumo
Rising all depend on the infomtion they obtain through the
course of the Investigatlon.All the informationwill be kept on
the mainframe system.
with a special mechanism thatfreezes the keys Mverage Di&culty roll, +15 nee&d to open on Electronic Security skill).
6) All files have been placed under Zshtars mainjrame. This
prevents any outsideprogrammerrfrombreakng intothesystem
since tht Gardensonly recognize and admit thosewing Pleasure
Decks On theory). Since no outsideprogram can be brought in
35
STREET TALK
ofien,Wmng InfOmKItionabout people can bea hardthing
to do, espedally when youre dealing with the streets. This
secrion covers some of the dues that can be obtdned from
thestreettmightbeshouidtheplayersmfsssomethingalong
the way. Thoughthereare no set encountersor N F G In here
for the players to go up against, it Is a useful spot to indude
local charactersthat the players may know. Its also a good
spot to Introducerivals to s p w e the game up a Mtshould the
playersbetrounclngthroughtheadventurewithlittletrouble.
After all, Cyberpunk is meant to sweat the players out a bit,
eh chombatta?
Dlffemnt information is invadably different in t e r n of the
diftkulty neededto obtaln It. Rather than golng far the all or
nothing routine in obtaining dues, the information here is
determlned by the varlous amounts of success lhe players
experience in due hunting. The better the success, the mom
Infoyou Qet. The worse you do, the betterchanceyou have
of insulting the wrong people.
T-REX
(Easy/+lO Difficulty/ No Info)
T-Rcx? Homes map tight with that posergang, whats thtir
c m stims rmd
(Very Difficult/+25Difficuhy/TheyknowT-Rexandwhos
looking for him)
Youre kidding right? You dont know that the Wild Hunt is
going after T?Cold crew thats what I hcard
W y advice toyou son is... let thanhave T-Rex, you dont want to
gotakingthefioutofawolfs mouth... apccial3.notapackoj
h
(Nearly Impossible/+30 Dficulty/They know the Wild
Hunt is searching for T-Rex and Slamdown)
Inmesting, but the Wild Hunt isnt going after T-Ra a h ,
theyre bokingfor some chap named Slamdown as well.
Man, might as well pack Slmndown and T-Rex in thc same
dead-box
(Critical Failure RolV You boo-bood big time)
SayQloomba,you wanttoknowaboutmyhomcbay,T- ~ . .
weIlheresm&.
..*BOOM* Trydwkingnocttimcchaanba
SLAMDOWN
(Easy/+lO Difficulty/ Never head ofhim.)
Slamdavn?Whats that, a new drink?
You didnt get thisfrom me, I didnt talk to you and I11 deny
jthe Wild Hunt comes visiting.
everything i
(Critical Failure RolV Stuck your cyberfoot in your
cybermouth again.)
My empbyer would like to know why youve been asking
question about his employees?
TURBOXX
(Easy/+IO Difficuhy/ No clue to even the time of day.)
Turboxw?Yeah man, Im wearing a pair right now.
Is it contagiou~?
(Average/+l5Difficvlty/Theyknowthe personthrough
rumour and friends only.)
. Iveheard the name before... a Netrunner, right?
Icant besurc, but Ithink hemight beworkingforsomeone,you
know, an agent.
37
April Montgomery (order #6643740)
MATSUMO RISING
The Wild Hunt have been everywhere this last week, trying to
get the shakcdoMl on the Freefall Club and all.
(Nearly Impossible/+30 Diiculty/Theyknow about the
MatsumoRisingcontract or maybethat the Wild Hunt
arent what they appear to be.)
aJ3X!This era of circuitsand metal have robbed us of our soul
so that creatures like THEM can walk amongst us.
aAtrade,ltellyouwhohiredouttheWildHuntandyouoweme
one... deal?
(Gitical Failure RolV Run... that picture was of his
girffriend, not a cyberhound from hell as you so
aptly put it.)
Hi there... Im Eggs...*Click* cause you sure as hell are
Toast... *BOOM*
t
April Montgomery (order #6643740)
38
39
April Montgomery (order #6643740)
EXTRA FUN...
THE PLAYGROUNDS
What would thls adventure be If it didn't Introduce the
general concept behind the playgrounds and more spedflcally, theHanglng Gardensof Babylon?Thlssectlonallowsfor
outslde play separate from this module and may be used to
introduce the players to Nlrvana tech, as well as to the furor
over the court case and other events leadlng up to the
adventure. Thls way the concept behlnd this module does
not become a "one time thing" that is Introduced, then
promptly forgotten about due to the lack of generalized
Information.
PLAYGROUND HISTORY
As stated before, the Playgrounds are exactly what h e i r
name Implies, playgrounds that cater In adult pleasures.
Though adult based boards did exist prior to thls, the
Playgrounds were the first attempt In...
"Creating a totally realistic environment dedicated completely to pleasure In ail It's forms
..."
...or so the official spell was. Very few people were aware
of It, but the general concept was a sham. The pioneer of
Playgrounds, Matsumo Rlslng, realized that just having a
virtual construct on the Net, no matter how good, wasn't
enough: they needed an edge. That's when they started
reallzlng that they could apply current technology In a
different way and market It as new. T h e Cyberpunk culhrre
Is one that constantly strives for the leading edge, for new,
brave and bold designs, for something else to push he
envelope, and that's what Matswno Rlslng did. Thelr Public
Relationsdepartment pushedthe Playgroundsash e newest
technology, the leadingedge, somethingthatthe publkhad
demanded and now needed. Itwas advertisedas dlgltized
heaven on earth, and the public ate It up. Consumer repom
trying to expose the new "tech as a sham were quldcly
drowned out by the roar of publlc demand. This was It...
whatever "it" was.
After thesystem came out, most Netrunneaworthy of the title
realized what "Nirvana" actually was: however, regardless
of the lies made to promote it, the system was still good,it
did have an edge over other adult based Net constructsand
did offer a better alternative to Saturday nights Insmoky bar
waiting to be rejected or forking out the Euros for a hot date.
Besldes, most people expected corps to Ile anyway, and
were, therefore, not dlsappointed.
Initially, Matsumo Rising (whkh had now become established and was synonymouswith "adult pleasure"), made a
killing by selling Pleasure Decks that would work in tandem
wlth the Playgrounds. In order for other companies to
compete with Matsumo, rival firms began developing optional Playground adaptable programs for normal decks.
These options were used to update standard decks and
allow access into the Playgrounds. It was, therefore, more
affordable than a complete Pleasure Deck, which was only
really good for one thing. Matsumo began losing revenue
overthe competition, untilthey found a fault with the optionupdated standard decks.
Another feature installed was a data transfer termlnal tocated, physkally, in Matsumo Rising, but independent from
its data fomess inthe Net. Inorder to limitthe number of code
gates in the Gardens and the Matsumo Net fortress, a data
transfer area was installed. Any incoming or outgoing informationto companiesoutside of Matsumooffices and outlets
are pmcessed through an independent terminal in Matsumo
Rising offices. Equipped with it's own defenses, h i s fortress
and minor CW is designed to receive information into a
pendingfile. Throughoutthe day, thefiles are mansfelred into
hard copies from the terminal within the Matsumo Rising
offices, and downloaded directly into the lshtar Mainframe.
With these security precautions in place, The Hanging Gardens of Babylon have been running effidentiy and without
problems. In order for someone to sneak into the Gardens,
a Netnrnner would either have to try and make it past the
defended fmess code gates, break through a wail, spllce
through the land lines or find someone who has reservations
on the Garden andjack In from heir phone when the Shuttle
Bus arrives. Remember though, you still have to have a
Pleasure Deck in order to have a signature and be allowed
into the Gardens (for more informatlon on how the Shuttle
Bus program works, please see the New Georsectlon.)
Still riding on the wave of success over the Playgrounds,
Matsumo Rising has gone a step further and announced the
Theme Park the size of a
opening of the first Virtual Reali~y
city. The name Is Nitvana and the slated grand opening is in
7 months. The adverfising for it has begun in full force.
41
April Montgomery (order #6643740)
ISHTAR MAINFRAME
CPU: 6
INT 18+ 10 Interface
MEMORY 24DATA WALL STRENGTH: 7
AI?: Yes
CODE GATE STRENGTH: 6
Accounting
Anatomy (Animal)
Educ. & Gen. Knowl.
Sexuality (Humans)
System Knowledge
Level
+9
+8
+6
+10
+6
Skill
Level
Anatomy (Human)
Computer Programming
Seduction
Sexuality (Animals)
+9
+7
+6
+6
FILES:
System Progmms:
1- Perfect Lover (host and tourpitiefor thc 'Cardens3
2a- Pit Bull
2b- Pit Bull
3a- Seeya
3b-Spccdtrap
4b- Zombu
5- Brainwipe 6- HelIhound
4a- Zombie
7- Sword
8-Killer 11
Matsumo Rising Files:
9a- Interoffie: Secretarial level information (mcmo's, public
accessfiles, etc)
9b- Interoffie: Erotica history and practice
9c- Business Records: clienteleinformation
9d- Business Records: Marketing &Advertising information
9e- Business Records: Demographics
9f- Transactions: clientelepayment
9g- Transactions: Patents and copyrighted mattrials
9h- Transactions: Company receipts
9i-Transactions: Courtfee's and other bills
9j- Gray Files: Program and prototype R&D
9k- Gray Files: Rival Playgrounds and compctito?~
91- Gray Files: Special clientele and their needs
9m-Black Op's: Hiring andfinding of the Wild Hunt.
9n-BlackOp's:CurrentinvestigationofthemurdmofM~~'s
clients (updated)
90- Black 9 ' s : Hiring and payment of thc strike against
Neptune's Ocean
9p- Black Op's: Swarm and Shrapnelprogram R6D
SecurityMeasures
10- Elevator acccss to Matsumo Rising offie complex
1 1 Security cameras
12- Security badge tracking sensors
If Palm scanners
14- Motion ~~antlcrs
15 W L only to other Matsumo Rising gfices (this i s the back
door to thc systemfrom any of the offies of the south tower of
the Hondatsun building. It's also where the information is
downloadtdfrom the data receivership terminal).
16a-d SpecialJDLJrom 4 Matsumo Risingjunction points on
the Net.
17- Virtual reality elevator to the Hanging Gardens of Babyh
on separate h e l . Access to the Gardens is only through this
function.
18- DeckSignatureScanner (reads the hidden signaturepresent
in the deck).
19- (Not shown on map) Hanging Gardens of Babylon. As part
ofthelshtar Mainframe, this isa virtual construct ofthe25 IeveIS
of the Gardens. Alsofmnd here are 6 active "Perfect Lover"
progrmns.
20- Data Transfming Terminal
The20diffe~tlevelsareopentothegenerdp~k,though
the Gardens has anather five levels beyond that, which are
reserved for speCrd clients to insure their phacy and satisfy
This sechn covers all the new gear and programs discussed
their exotic needs. All tMs is available for a s p e d fee of
in theadventureabove. You asked for it, you got it. Matsumo
am.
king, a soarfngstar in the fleld of adult entertainment, now
brings the newst technology to your flngerltps, the Nimna
Enteminment Technology line....
JUNCTION 0 s
CPU 1
INT:3 Interface
MEMORY 4
DATA WALL STRENGTH: 5
AI?: No
CODE GATE STRENGTH 5
FILS
System Programs: (all the junctions hage thefollowing three
progrmns)
I-watchdog
2-Speedtrap
3-Hellbolt
4a-Shuttle Bus
4bShuttle Bus
S-Business Records: Clientele infmtion
6-Deck Signature Scanner
7-Special land line link up to Matswno Rising bus m i n a l .
INT 3
MEMORY 4
PLEASURE DECKS
Tired of kid games?Welcome to the latest in adult vimal
entertainment!
The N i m m Pleasu~Deck is equipped with its own virtual
reality playmom, customized and dedicated solely to your
needs. The newest in braindance technology takes this
s u m t i c mvimnment and pushes it beyond the realms of
reality.Not only can you use all five senses in our environment,
but you can also dictate your pleasure and pain thresholds and
-ace
sensations like youve never felt before. 100% is no
longer the best you can do, but a limit to be broken.
But wait, what good is this technology if you have no one to
share it with? Thats where our Perfect Lover program comes
in. Each Pleasure Deck is equipped with a companion that
you can customizeto your needs,and it remembers what you
like and dislike. Its totally dedicated to pleasing you no
matter what you ask for. The Perfect lover is intelligent, it
speaks and remembers what you want each and every time.
What more could you ask for in a lover? This is what youve
been waiting for.
43
April Montgomery (order #6643740)
900 ED
SWARM PROGRAM
1,500 ED
(THOUGH NOT AVAllAIKE ON M
A
m YEl)
CLASS Compiler
STRENGTH: 4
M.U.:5 (carries 4 programs)
ICON The program icon appears to be a hive of contextual quality that releases up to four clouds or swarms of
bees.The Swarm will cover a target when releasing their
program and promptly return to the Hive once theyve
finished.
SHRAPNEL PROGRAM
SWARM PROGRAM
One of the three assault programs initially designed by
Matsumo Rising, this Compiler program differs from other
Demon programs in that it was meant to be used as a direct
assault vehicle for Anti-Personnel programs. The program
consists of a Swarm that emerges from their Hive and can
attack up to four different Netrunners using the programs
recognition functions. Each Swarm Cluster was designed to
carry one program that was activated once Lhe Swarm stung
the target.
The Swarm program was equippedwitha recognitionroutine
that wouldenableit to attackNetrunnersandnot othervirtual
simulationsandwhose speed was augmented to cut down the
R
April Montgomery (order #6643740)
44
The main problem began when the designer could only write
a viable program after the tracking routine had been =moved
(it was too difficult to be developed otherwise). For some
reason, the completed program was still hampered with
programming emrs turning Bridge Burner into a destructive
device.
Once the Bridge Burner attacked a target for the first time, it
couldn't follow them afterwardsand ended up by zipgging
on the Net randomly (when activated and after it makes the
initialattack, if the target moves out of the column, roll ld10:
1-8 indicates which adjoining square the Bridge Burner
moves to, 9-10 make it GMs discretion). One of the technicians at the testing runsjoked that it was mom like shrapnel
in being unpredictable, and the name stuck .
"SHRAPNEL" PROGRAM
(NOT AVAILABLE ON THE MARKEI')
CLASS:Anti-Personnel
STRENGTH 7
M.U.:7
700 ED
10.230 EB
45
April Montgomery (order #6643740)
rl
TY '7-REX" WREKS
Real Name: Ty Wreks
ShCetnnmc/AilS:T-RCX
P-r
Role: FixerSpedalty:Entre-
STAB:
I n 7
BODk6
REE6
EMR7
TECtt.5
B'JM-2
COOL9
A m 7
LUCK6
MA:5
DESCRIPTION:
Age: 32
Ethnic Oagin: Hispanic American
Hair S t y k Slickedback w/ponytail.
Hair Color: Black alternating with white stmks.
Eye Color. Soft green.
Heij$t: 59" We@t: 180 Ibs
Fpdsl W.ThinweU gnmdmustndre.
D r r s s a n d S t y l c : ~ ~ ~ a b i t a n t h c o D n s I v P t i v e s i d c , w i
DistinguishingFeatures: Hair color and wry calm. smooth tone of voice.
Sa: Male
PSYCHOLOGICAL
Motivation: Survival
ExM&
InM0de:Sfhuning
Attitude: knowledge is survival. T-Rex is somwne who enjoys beingin the know. Hell always be available
to discuss business if he thinkshe can learn something out of the encounter.To him it's like a game of chess
Level
+8
+3
+5
+5
+3
skills
Awarrness/Notice
Forgev
lntimidate
Persuasion
Wilderness Survival
Level
+I
+2
4
+a
+1
EQUIPMENT:
Worldsatcommunicationsncwsviewe~
chipwaresocket; MRAM chips for business and pleasure; cyberau&o
wl voice sucssd y e r (+2 to Peraeption and Interrogation skills);Tnurm Team card;Federated Arms X-9
mm medium autopistol
BACKGROUND:
Ty calls himself *Myown idol.. He is a bit of a success story in that he always m a n a d to buck the odds
and survive the post millennia conflicts. Ty was raised on the s w t s of Chicago. As any young punk @ying
to s t u p a rep,Ty beganasalookoutandrunner foralocalgang called theRockets(afterthe Houstonbasketball
tumthnttooktheconfe~chnmpionshipundefeattdin9n.AfterhismotherranofftojoinaMillennium
Cultat thetumof thecentury,Typrcwuponthestmts,movingth~u~theranksofhisganguntilthey got
wiped out by a rival gang, one of the first B0obtergang.sto appearin the barrios.Ty was one of three survivors.
Realizing them was little left for him in Chicago,Ty began drifting from city to city, travelingwithnomad
packsandgypsycaravansforclosetotwoyears.Tiredof traveling,Tysettledbackdownintothecity andbegan
worlang the streets as a Fixer.
Ha~nmivednumerousgunfights.attrmptedusrrsinations,
foodriots,plagueoutbreaks,cop warsand
everythugelsc o f f e dby society, Ty decided to p l all his money and w e t s into a safer v e n t u ~openmg
,
a mghtclub. As with anythingthat he did,Ty made a go of the business and is now fairly succwful.
46
April Montgomery (order #6643740)
Role: Solo
COOk9
LUCR6
INT:5
BODY8
REF7
EMP:4
TEa8
BTM:-3
A m 4
Mk7
DESCRIFTION:
Ethnic Origin: CpucasianAmerican Hair Color: Brown
Age: 27
Wr Style: bng, unkept and receding hairline. Facial Hair:2-4 day p w t h . Height: 6'1.
Sex: Male
PSYCHOLOGICAL
Motivation: Money for next fix. ExM& Loud Braggart Mode hranoid md iruecurr
Attitude: I know I'm pingtodie, might as well be the one decidmgwhen. Slamdownisonthevergeoflosing
it Sooraror later his paranoia IS going to start Prrecting his decisionsand he's going to SUR secondguming
his own actions. This'll eventually lead to his death. In the meantime, Slamdown takes almost I pcrversc
pleasure in stealing vehicles, running people over in them, h e n dumping the vehicle. If Slamdown can use
the victim's own car to run the target over, Slamdownwill litedly be high on the euphod (couple ?hatwith
a shot of dorphs and nobody understands a word he's sayine3.
Skills
Combat Sense
Brawhg
Electronic security
Handgun
pick L x k
Stealth
Level
+4
+3
+4
+6
+2
+2
sldlls
AwarAlot. (4with imr.cnh.)
Driving (+9 with AFTRchip)
Gambling
Melee
Rine
Sub-MachineGun
Level
+2
+I
+2
+4
+6
+1
EQUIPMENT:
cprdlodc decryptor, security scanner, traclang device; tracer buttons;advanced alarm rrmovll l d Glock
~
Thirty semi-automatic machine pistol.
CYBERWEAR:
Vehicle link;Kcrenzikovboosterware (+1to init.); interface plud ATPR drivingchip (+2);BigKnuckq image
enhancement (+2 to Awareness).
BACKGROUND:
For many people, the ways out from the hell of the eady 2lst centu~ywe= with the militmy.Didn't have
to wony about food or l o d p g , just had to know how to kill and follow orders. That was am& for Muk
ashe hated scIounpjng around in the streetslike his pamnts and had to lie about his age to enter the military
(he was only 15). Mark was trained as a combat driver for troop v~nsportsand fought in the sccond Cmtral
American conflicts. It was there that he picked up his drug habits and fondnessfor runningover the enemy.
After h e wars, Mark returned u,the streets and began hiring himselfout as a Solo. Due to his highly visible
M.O. of running people over, Mark has been forced to move from aty to city in oder to find work (people
don't like identifiable hits).
47
April Montgomery (order #6643740)
E6
INT:8
BODY6
REF6
EMP5
TECH.10
Bm-2
COOL5
Role: Netrunner
A m 6
LUCK6
MA:4
DESCRIPTION:
Sex: Male Age: 24
Ethnic Origin: Caucasian American Hair Color: Blond
Hair Style: Respectableclean cut, sides and back shaved.
Facial Hair: None
Height 5'9"
Weight174 lbs
Eye Color:Vanes
Dress and Style: Loose fitting clothing, casual wear w/jeans and t-shirts.
DistinguishingFeatures: Looks like the boy next door.
PSYCHOLOGICAL:
M o d e : Helpful but quiet
Motivation: To feel needed
InMode: Wants to help, a bit of a follower.
Attitude: Enjoy what you have, take nothing for granted. John is unusual in that he doesn't have a clear
distinctionbetween fantasy and reality. In the Net, he can easily attack and kill someone, but ask him to do
the same outside the Net and he's horrified. It's as though he doesn't make the connection that by killing
someone on the Net, you kill someone in real life.
SKILLS:
Skills
Interface
Basic Tech
Cybedeck Design
Electronics
System Knowledge
Level
+6
+6
+6
+5
+5
Skills
Awareness
Cybertech
Education
Programming
Level
+3
+5
4
+6
EQUIPMENT:
See T u r k section for equipment list.
CYBERDECK:
SGI Technologies"Elysia"portable deck w/options (Cyberpunk2020p. 123)chipreader, video board,'Trodc
ports, +2 Speed, +5 Data Wall.
hograms:Shrapnel, Swarm,Jackhammer, Poison Flatline, Glue, Invisibility, Stealth, Raffles.
CYBERWARE:
Interface plug (temples); color gland control (eye color)
BACKGROUND:
Despite the times, despite the hardships,John was always nised with good manners and a goodnature. It was
thmugh a richer friend that John discovered the joys of virtual reality and n e t h g when he was younger.
It was also through his friend thatJohn learned how to steal things using a computer. At first the Flamanns
didn't like the idea of their son stealing,but times and circumstancesdictatedsurvivalby any means.Through
John's actions, he paid for the food and the bills, paid his younger sister and himself thmugh school and
university and effectively became the breadwinner of the family.
After his parents passed away and his sister got married,John found himself alone. He then began hiring his
services out just to have sometlung to do, sometlung that made him feel wanted. It was shortly after that he
met Tanya and fell in love with her. Now, with someone to care for in his life,John is thinkingabout retiring
from the 'business' as swn as he finishes this last job.
48
April Montgomery (order #6643740)
T A M POULNER
StxeetnamdAliax none
INT9
REF6
BODE5 EMP3
TECH8
BTW-2
COOL4
A m . 8
LUCK6
MA:6
DESCRIPTION:
Sur: Female
Hair Color:Black
Facial Hair: None
Eye Color:Black
PSYCHOLOGICAL:
ExMode: Businesslike,straight to the point.
Mohtknx(Current1y) Revenge
Wode: Control freak.
Attitude: Get thejob doneand get it doneright the fist time. It shouldbe noted that Tamsdesire
for revenge, no matter who getshurt, stemsfromtwo things,both ofwhichresulted from the rape.
The first is that Tarra is usually in control of situations, and the rape removed that control from
her. The feelings that not even her thoughts were safe from assault has focused her pain into a
blinding rage. The second factor is that Tarra is coming close to entering cyberpsychosis due to
her low tolerance for cyber implants and the rape has just augmented the breakdown.
SKILLS:
Level
+6
+3
+4
4
+9
skills
AwaruussfNotice
Level
+2
+7
+2
+4
+5
EQUIPMENT:
Zetatech E-Book(journal); Datatel image wallet
CYBERWARE:
Interface plugs; cybermoden link, contraceptiveimplant.
BACKGROUND:
Ifone word &&bed hDw Tam feltpwingup,itwasus&. Growingup m an affluent emhma&Tam was
gpwmedbyherpalaustobetht~eofsumssEEvuythingfromthcboysshcdanedto~arccrchoiawupPrt
ofthe~~plan.It~t~~~~thntshe~~controlhrrparrntshadowhcrradsheRbcned.She
sworrthPtnobodywouldevcrcontrolherlifethat~a~~switrhedrmjorsin~~,p~amnjorin
p~~andamimrin~teaure.Sheevrnobt?inedcyber-implants,muchtothc~~of~rpnrmts,Prad
bcgpndourg~con~tothdr*.
Inamiwiveargunrmt,theM y cut Tam offarlswm
thatshewddntbe acfeptcdbprkuntilshc changedkr
~ T n m r h n d u q x a e d t ~ ~ m ~ ~ ~ b o n d s ~ s h a r e s ~ ~ d ~ e d ~ ~ ~ ~ ~ ~
PvtofIhismoneywenttD~hereducatim,and~~went~~~
After~d~tingwith~popmarks,shcwPshi~byFractnlDRnms,a
companyspccializinginvirtuald i t y
architccturr.Itwasntuntilfouryearslnterthatshediscoveredthat herfatherwasa silent partnerinthe company
and thathehada m & forher tobehired,hopingtoeventully placeherasheadof the company.In retaliation,
she quit and moved to another city. She was M y approached by Matsumo Rising to be chief archimt ona
new pq-ectentitled Playpunds. so she accepted and worked there for two years before the incident.
Several monthsafter the rape., Tarn finally emerged from shock and realized that Matsumo Rising would
not assist her in apprehendingthe rapists.Tarra managed to escape the hospital through bribes and went into
hiding.Shecsshedinllltheinv~tmcnushehadmadeuldbc~looldngforaway
tostrikebackatMatsumo
Rising. Its with this cash that shesh i d the services of T-Rex and is paying for the hiu.
49
TANYA MARCUS
Stmtapmc/Auas: none
STATS:
lIW8
BODY: 6
Rm7
TEa7
E m . 7 (9 withJohn)
COOL5
m -2
Role: Corporate
A m 9
LUCK4
uA:4
DESCRIPTION:
Sa: F
Age: 32
E h l c Origin: Cnrrsimhndan H.lr Cdw.Auburn
Fadd WG None
Hair Style:Worn long down to thc shoulder blades andloorc.
E p Color:Blue (vuiesdue to shift--)
Height 5'8"
Wdght 145 Ibs
Dress and Style: Corporate suitsor loose fittingJapanese designer clothes worn on off-hours
Distinguishing Featurn: with exception to her eyes,she WJ no other obvious cybcr-cdmmxmak
PSYCHOLOGICAL:
Skills
Resoufies
Awarcndotice
Human Pelccption
libmy Search
Oratory (Businesprrsmtrti0nJ)
Persuasion
Stock Market
Wardrobe & Style
Level
+7
+5
+3
+2
+5
+3
+6
+3
CYBERWARE:
Shift-tacts
EQUIPMENT:
BACKGROUND:
~~Tarrp,T~yawnskrrninto~~mdlfiordcd~kstllvhrgcanditians.TanyrmJ~yammthnt
miseryonthescalethat~awumddidudstHerpuents~~~~n~tocountry,rrsorttorrson,
always keeping her away fromthe conflicts 01 hardshipsthat affected thc rest of the world. She was tu&
by
thebestprivate~chersmoncycouldbuymd~ughtthcropesof
thebusinessworldbyhermother.Eventually
TanyawentontounivcrsityinJa~nnd,nficr~nti~,mJimmedintelygivtnapositionmhcrfnthn'snw
companyontheAmcricvlcontincn~Tanp,nowawpn
thatpcopletcndedtore~herasspoikd,asked that
she be allowed to prove herself ( a d provc it to herself that she could succeed), to work ha ownway through
the company on her merits. When she finally alievad the position of head of PublicRelations. thm w a r still
those that wluspcred "nepotismDand
thclike,but the truthof thematterwas. Tanya had succeededonher own.
Tanya later metJohn Flamannat a party being LhrmKnby an artist friend of the two and found thunselves
falling in love.
50
April Montgomery (order #6643740)
Role: CorporatdVampire
GAME STATS:
INE11
BODE10
REF11
EMP5
TEm4
Bm-4
COOL8
PSY:11
A m 7
LUCK7
MA:5-
DESCRIPTION:
Sex M
Age Level: 1V
PSYCHOLOGICAL:
Motivation: Experience
M o d e : m e t , cool,calm &collected.
InMade: Studieseverything.
Attitude: L3e is too sholt to discover her M~UR.Havingnow taken the MIUCof Micheal Zizelmann from a
young doctorwho impressed Aragossa in the centurypast, Micheal now lives his existence to experience all
the facets of life and death. Every time he begins his life anew, Micheal finds a new career or "life choice" to
experience and explore. He fancies himself as the ultimate researcher, a researcher of the M W of things.
Quirks Stake through heart Hnll kill (-4); Cannot enter Churches (-11; Awakens earlier than usual (+2); +1
to PSY (+3).
L
>
Skills
Resourn
A w a r e n d otice
History
Ianguage Oatin, English, Spanish)
Personal Grooming
Social
Wardrobe &style
k e l
+9
+6
+9
Skills
Accounting
Ehcation & General Knowledge
Human Perception
(+6),(+8), (+7)library Search
+3
Persuasion
+2
StockMarket
Level
+5
+9
+a
+4
+6
+6
+2
PSYCHIC POWERS:
Healing
Kinesis
Mental
+8
+9
+5
Illusion
Matter Alteration
Telepathy
+7
+9
+6
EQUIPMENT:
Mead electronic notebook; Datatel image wallet; Militech Ams Avenger medium autopistol; kevlar armor
jacket (trenchcoat,SP 14); cellularphone; radiation monitor.
BACKGROUND:
After the 1500's, most European nationswere coming away from the centuriesof the Inquhtion bloodbath,
with the exception of Spain. In 1553AD, a young man by the m e of Alfonso Aragossa was in the hands of
thelnquisitorsforblasphemyandconsortingwithwitches.
The accusationwashisdeathsentence,thetorture
his path to repentance, but the final release of being burnt at the stake never came.
Aragossa had been smitten by the charm of his father's latest mistress and continued to compete for her
attentions, an act not appreciatedbyhis father, who turned him over to the Inquisitors. But it seemsthat the
young mistres was not who she appeared and,one night,visited Alfonso with the offerof life immoml. Near
death and devoidof the faith that he once beliwed in, Alfonso agreed and was spirited out of the dungeons.
He was raised back to health and slowly brought into the courtsof the night. To prove his f i ~allegiance
l
to
thecourts,Alfonsowassent todestroy themulNpowibleforhispain,butuponvisitinghishomficdfather,
Alfonso realized he was still more human than beast in spirit Aware that this act would be seen as one of
weakness, Aragossa booked passage on a ship to go to the new world, the Americas, where he would begin
life anew.
Now in rememberance of his flight and the life he left, Alfonso A r a p s a settles and remains in one place,
establishingalifeandfortuneforhimselfuntiltheFifty-ThirdyearofeachCentury.
Thenhevanisheswithout
a trace to a new city, leaving everythmg behind to begin anew.
51
cI
Role:RockehyNampire
GAME STATS:
1m9
BODk5
WE12
EMP8
ma4
BTM:-2
COOL7
psy:9
A m 9
LUCK7
MA:7
DESCRIPTION:
SCX: M
PMCHOLOGICAL:
Motivation: Hedonist ExM& GRgnrious, good natud. Inklodt:Cool andcollccted.lncontro1.
Attitude Life was meaut to be s a v o d Nonis enjoys life as much as poylble. He allows little to get in his way
or befoul his mood. Very outgoingand friendly with people,he makes than feel comfo~~blc.
Lovesdancingand
especially music, e n j o ~
acting and is a naturally talented mbat. Nonis will not kill any inuocents,but has no
compun&ns in punishing thosewhom he considers guilty.
Quirks:Stake throughheartwi~kiUhim(~);Decapi~tionwithshovelwillIdllhim(~);Mustslcepincoffin
(-2); +2on Athletics (+4); +2 on Reflexes (+6)
SKILLS:
Skills
Chaxismatic Leadership
AwarcncWNonct
Forgery
Melee
Perform
plck Pocket
Streetwia
Level
+7
+7
+3
3
+6
+3
+8
sldlls
Athletics (with Quirk bonus)
Bmwling
Handgun
Persuasion
Pidcbck
scduction
WardrobeQStyle
Level
+5
c+n
+6
+2
+5
+5
+4
+6
PSYCHIC POWERS:
Power
Body Convol
Psychic Focus
-v
Level
+6
+7
+3
powu
Level
cham
+8
Regenemtion
Tdorm
+9
+5
EQUIPMENT:
Annorjacket(bomberjacket,SP 14);Mastoidcammo;pocketackctcomputc~
IDbadgunaker,emergencyWildHunt
card (similar to Trauma Team); Stemeyer type 35 heavy autopiSt61; &tion monitor.
BACKGROUND:
Born and raised in Houston, Taus. Nonis always mrintaincd his attitude of enjoyinglife to the fullest
regardlessof the arcumstnnces. In University,N o d dated an Iranian woman by the name of Melody,who
laterleft tolivewithherfamilyinL~Yea~~tcr,
whenMelodyrctud,shedidsoasavampirc. Sherealized
that she needed someone to go throughouttime with her, a familiar face to ease the passage of centuries, and
for that she chose Nonis.
A year after Melody brought N o d over as a vampire, the two rulizcdthey WCRtoo similnr in nature to
besnythurgbutpart-timelovers.SobothwQltthdrsepamtcwryJa~,choosingtolivelilePccordingtothdr
own nature and knowing that somewhere out there. there was somebody they could call on to case the
loneliness of time.
Norrischose totrnveltheworldaskplwpysdrrnmtpndbegpldoingsotillaboutthelatc199Os,whcnthe
death of an old friend in Houston demanded his return. It was at the funeral that Nonis spotted another
vampire in the crowd, a man by the name of Ian Scott who was also friendwith the deceased. This small bond
brought the two together as tmvellng companions and good friends ever since.
z
April Montgomery (order #6643740)
52
Strrctmw/Allps:wtdrpu
RoleSobrVrmrpirrspdnlt)r:physiulFi~T~
STATS:
INT: 8
BODE11
REF9
E m 5
TEa5
BM-5
COOL7
A m 7
LUCk4
MA:9
BY6
DESCRIPTION:
Sur:M Age (RdApp.): HI28
Eth~dcorigin: AfrO-Caribb
Age Level:I1 Hatr Cola Black
Halr Style: Crew cut
F a d Ewr:None
Height 6'3" Wdghk 180 lbs
Eye Color Green
Dnss and Style Tight athleticclothjngworn to show off his uccellent build.
Distinguishing Features Natural green eyes, soft 'babyface" features.
PSYCHOLOGICAL:
Motivation: Survivalist
Exhi& Outgoingand vivacious
InM& Cautious and plotting
Attitude Physicaifitn~isthekeytomentllhappiraess.
Growingupovcmdg2lt,itwasn'tuntilIandiscoverrd
aerobics and we+t lifting that he lost the weight and began developing a better self image.. h g h his
Vampiric nature now allows him to maintain his physique without any upkeep, Ian still docs aerobics for the
pleasure of it and weightliftingto show off from time to time. ON major fear Ian dw suffer from 1s dying.
He's afraid that there isn't anyrhing after life,no heaven or hell. just an eternityd e r six feet of dia.It's for
thisreason that Ianwill go to virtually anylengthto insurehis safety(shortofallingout his friendsor betraying
their trust).
Quirks: Stake through heart will kill him (3);
Decapitation with shovel will ldll him (Ah h o t enter
ChUKhs (-1); +1 to EIU~UIZIKCF a t (+2); +1 to Body (+3);F ~ n c t i Digestive
d
S y t u n (4).
SKILLS:
Skiuo
Combat Sense
Awarcness/Noticc
Brawling:
Handgun
lntermpption
Seduction
Streenvise
Ltvd
+2
+6
+3
+4
+3
+2
+2
SkiUS
Athletics
Basic Tech
Endu. Feat (w/ Quirk bonus)
Hurmn Percepriotl
Persuasion
Steplth
Submachine Gun
he1
+7
+2
+4 (+6)
+4
+5
+3
+Z
PSYCHIC POWERS:
Power
Bo$ Conml
Level
+5
Power
Transform
Level
+8
EQUIPMENT:
Federated Arms X-9mm medium autopistot digital chip player, music chips; Mastoid ammo; handcuffs;
armor jacket (wind breaker, SP 14); anergcncy Wild Hunt card (similar to Tmump Team card).
BACKGROUND:
Ian spent a good pan of his childhood lnvelingbetwccnBprbados and Monutp1. Though chubby arlier
on in life, Ian began losing weight and beam so involved in physical fitnessthat he would go weight lifting
at least 2 hours everyday coupled with at lust an hour of aerobics. Thus began Ian's move into becoming an
aerobics instructorand physical fitness trainer. Thoughhis general attitudesin life began to change, Ian was
still o b d with a fear of dying It was in his late twenties that Ian met thisone p t l a n a n who changed his
life forever.
Ianhadhown thisone man who only idcntificdhimsclf asSam since he fimbqynwci&hfting. Samwas
theownerof thehealthdubthntIanattmdedmdsomethingaboutSamst~kIPnasodd;
Samonlyappcared
in the evemngs, his very pale complexion,his p a t strengthand stamina despite his small frame, the fact that
he never did swat despite the activity, his p e d secretive mturr,his nfennces to incidents that occurred
outside of his lifetime and other small inaccuracies struck Ian as unusual.
Ian began taUang to Snm out of what was first curiosity and, later, a close fiendship with him.EventualIy,
after the two had become g a d frimds,Ian confided in Sam about his fear of death. It was then that Sam
revealed himself as a vampire and offend Ian the choice of life immortnl. Ian accepted.
IanIaterpartedwnyswithSamunderfriendlyte~nndbe~
travelingNonhArnericain anefforttoleave
hisformerlifebehind.Itwun'tuntilthelnte90'sthathensidedinHoustonforawhileandmade friendswith
Noms
TheonlydisappointmentthntIPnh.saboutunlifeisthefaathathecnnnolongcrutpe~ence
thead~nnline
rushof exercix, but the plus side is that he can eat whatever he wishes.
53
April Montgomery (order #6643740)
IN'E 7
BODY9
RER8
E m 3
TECH: 10
Bm-3
COOL8
PSY: 4
A m 4
Role: Techiflampin?
LUCR6
MA:5
DESCRIPTION:
'
Age Lrvcl:I Hair Color:DiqBlond
h M Age(Rd/App.):36/32 EthnicOrigl~~caucaSinAmcnrvl
HairStyk:Shoulderlengthmdwomloose. FadnlHakNone.
Height 5'11"Weight 235
Eye Color:Yellow (implants). no pupils.
Dress and Style: Turtleneck, cloaks to conceal weapons, dark pamnihaly gear.
DistinguishingFeatures: Faceplate with mouth exposed and one eye dominated by optic sensor m y .
PSYCHOLOGICAL:
M ~ t i r r t b n : ~ U ~ExModeColdQsilau
InM&Evenhrenderwithliuleregjudforanythmg.
Attitude: life without a direction is worthless. Stephanisa complete follower,he's not loyal to money but to
the completion of a job and the p a t e r needs of the team. S t e p h isn't used to handle secret or delicate
situationsdue to his heavy handed and bmtal methods. He's good at building and modifying weapons and
cannotwodcwithoutareason to drivehim.He answerscompletely andwithout question to Micheal a n d d l
follow him into the pits of hell to do so.
Quirks: Stake through heart will kill him (4);-1 to AlTR (-3); +2 to Weapons Tech (A);+1 to Tech (+3).
SKILLS:
Skills
Level
Jury Ris
kV. Tech
+4
Brawling
Electronics
Heavy Weapons
Rifle
Submachine Gun
WildernessSurvival
+4
+1
+3
+4
+3
+7
Skills
Athletics
Basic Tech
Cybertech
Handgun
Intimidate
Security Tech
Weapon Tech
Level
+2
+2
+1
+5
+4
+2
+7
+4
EQUIPMENT:
h a l i t e 44 pistol; StemmeyerSMG 21; A m k a rapid assault shotgun(aU weapons are smart linked though
he only choosesone for a mission with the other two as backup); chain knife; Mastoid commo; Wild Hunt
emergency card (similar to Trauma Team card); kevlar T-shirt (SP 10); flak pants (SP 20).
CYBERWARE:
Digital weapons uplink; skin weave (SP 12);muscle and bone weave; interface plugs; chipware socket; ATPR
chips (+2 to Handgun, Rifle, Weaponsmith, Heavy Weapons & Submachine Gun skills);cyberarm w/ buzzhand µ-missilelauncher; faceplate (SP 25) w/ 5 opticmounts :targetingm p e (+1to weaponsuplink),
thermographsensor,image enhancer,teleoptics,ultraviolet,microvideo&antidazzle;Sandevistanspeedware
(+3 to initiative).
BACKGROUND:
If ever then?wasp careermilitaryman, Stephanwasit. Followingin thepmud stepsof h i s p t grandfather
who fought in WWII, his grandfather who fought in "am, his father who fought in Desert Storm, Stephan
wasbred tofollowordeablindingyadunswenringly.AfterhisstintintheSouthAmericanconnictsStephan
found himself looking for greater challenges to conquer, bigger foes to vanquish. listing his sewices in
merrenary magazines, Stephan was hied by Micheal Zizelmann to complete one task...hunt Micheal down
and tly to terminatehim. Stephan discovered that he wasn't the only one hired to hunt him down, and first
wentoutofhiswayto terminatethecompetitionbeforebe~gtohuntdown~~eal.
Hemanaged tolocate
MichealafterZmonthsandalmostsucceededinambushinghimbeforeMichea1bmughthimdown.Impressed
with his initiative, candor and zeal in which he tried to complete an assignment, Micheal offered Stephan the
chance of livingmany lifetimes to fight in many wars. It was too good of an opportunityfor Stephan to turn
down.
54
April Montgomery (order #6643740)
INE7
BODk6
RER6
E m 6
TECH11
BTM-2
Cook5
PSY: 6
A m 8
Role: Netnuuuflampire
LUCK7
m.5
DESCRIPTION:
S a M Age(RaVAppHW22 U b m t c ~ c N C r r i r m A n w i m n Age-1
Haircolor:IMtEpd
thrirStyk:9mghr,mfiillhr$nu F a c l d H a k U g h t ~ Hdght5'10" Wdght175bs
Eye C&E Hazel
DICSSmd Style: SWUUd T-~hirt.
100s md comfomble clothing.
Distinguishing Features: Nom.
PSYCHOLOGICAL:
Motivntion: Computexs
ExModt: Pmsive.dtstractcd
InModc. P d w . disuactcd.
Attitudc The btter the tech,thebetterlifeis. Daninisabitupsetatbecomingavampireeversincehe learned
that he can't update his cyberhnplants with tht n e s t mate^ on the market due to his h e w nature". This
has upset him sine he always kept up with the newest tech out.He's c u m t l y trying to find a way to bypass
this probkm throujjh tht use of his powers. Apart from hat, he's fairly easygoingwith other people even if
he is regarded as a bit of a doof and a pmctical joker.
SKILLS:
Skills
Interface (+9 with Quixk Bonus)
Cyberkch
Education
Library Search
proeslmming
Level
+7
sklllr
BadcTech
Level
+4
4 4
+7
CybedeckDesilyl
Elccmnics
Notice
systemKnowledgt
+5
MatterAltcration
+6
+6
+3
&
+5
+4
+4
PSYCHIC POWERS:
Elecmkinds
EQUIPMENT:
Microtech IIKL4 worksrption; Mastoid commo
CYBERWARE:
Interfacep h g s radiatian&tecm,cyannodnnlink;Damterm link; skinwatch.
CYBERDECK DESIGN:
Microtech cybermodem headgear tech (poruble deck, 20 M.U.. Speed &, DatawaUs 4);Netrunner
flipswitch;Programs:Wizads Book. Speedtrap, Poison Flatline, Replicator, Stcnlth, Hellbolt, Firestarter.
Glue, Imp, Genie, Cvstal Ball,Padlock (GM's choice on which ones a E loaded).
BACKGROUND:
Daninleda fairlynonnaldodina~~life.
~1oveof~~~bceFnrsahobby.AfierhisfntherpPssed
away and the family income became sevucly hampered. Darrin did what any normal Neuunnerwould do:
heusedhiscomputertoup thefamUy'sbmkhlancc andgotcaught. Only 14at the time,Darrinwasn't thrown
injail, but was forced to do community me.His time served was in the form of inputting data for different
dand community oxganizationsand tepching the workeTs on how to use the systems. This didn't make
Damn realize the value of had umed work. Rather it taught him the value of not getting caught. His
community timeallowedhimaccesstosystanfundsPndwaysonhow
toskimmoneywithoutbeingnoti~d.
Once again Darrin was caughtwhile trying to skim money, but this time, the gentlemanwho caught h m
uscd Darrin to stealforhiminutchangeforhis dence. Aftera few yursof this,Danin becamebetter andused
his knowledge to set up his blackmailingemployer with Netwatch, then promptly vanished before anybody
pointed a finger at him.Danin began to hire out his services a d became quite adept at nemnning. It was
through word of mouth that Michcal met up with Damn a d brought him into the fold.
anyflunkieswithlntheabovethree
groups and should be modified to
fit the circumstances or selting.
These people have access to cer-
GAME STATS:
1NE5
BODT8
REF7
EMP4
TEa5
COOL6
SAW7
BTM: -3
A m 6
LUCK4
MA:6
SKILLS:
Skills
Combat Sense
A w a r e n d o tice
Handgun
Melee
Stealth
he1
+5
+2
+5
+3
+4
Skills
Athletics
Brawling
M a d AN (choose any)
Rifle
SubmachineGun
Level
+3
+6
+2
+5
+5
BACKGROUND:
Soldiers of fortune, COT headhuntea, children of the s m t , nomad edgenmnea, ex-militaryvets, sadists,
greedmongea,etc. Anything you can think of encompasses the background of t h e muscle-for-hiremen and
women.
CYBERWEAR:
Chipware socketw/1AFTR chip (+2to any one reflex based skill)& 2 MRAM (+4 to any 2 intelligencebased
skills); cyberaudio w/ radio I d , amplified hearing & (for Freefall Club security) noise level damper,~ ~
filters; cyberarm w/ ripperhand or spike hand one level of Kerenzikov boostemare;
EQUIPMENT:
Pocketcommo;MilitechArms Avengermedilrmautopistol (Matsumo security);Colt AMTModd2OOOvery
heavy auto pistol (club security); Uzi Miniauto 9 hght sub-machine gun; kevlar T-shi~t(SP 10)
56
April Montgomery (order #6643740)
SPECIALTY:Security
STATS:
(add a total of 5 points to any stat($ of your choice to individualize the team members)
IIW6
REF7
TECR7
COOL8
A m 6
LUCK4
SAW7
BODk8
EMP4
BTM: -3
MA:6
3KILL3:
Skills
Combat Sense
AwarenessMotice
Handgun
Melee
stealth
Submachine Gun
Level
+5
+4
+6
+3
+6
+8
Skills
Level
Athletics
+4
Brawling
+6
+4
Martial AN (choose any)
Rifle
+5
Streetwise
+3
Technical Skills: (+5 in any area or p u p )
BACKGROUND:
Unlike the security of the club and Matsumo Rising, the Wild Hunt employs people with proven records.
Micheal doesnt care about someonesprison record as long ashe or she is capable of handlingsituations and
followingorders. The WildHunt team members are required to constantly trainand only the oneswitha fairly
proficient degree of technical knowledge are enlisted.
CYBERWEAR:
Sandevistanspeedware (+3to initiative); smaxtgunlink: interfacelink; chipware socketw/2 AFTR chips (+4
to any 2 reflex based skills) & 3 MRAM chips (+6 to any 3 intelligence based skills); nasal filters;
3 members (team leaders) have sldnweave (SP 12);
2 members have rippers;
2 members (assigned in sniper positions) have cybemptics w/targeting scope, UV, anti dazzle Q image
enhancer,
4 members (scouting, reconand surveillance) have cyberaudiowlamplifiedhearing, radio link,phone splice,
sound editing &wide band radio scanner,
5 m e m b e r s h a v e c y b e r a r m s w ~ c ~ a n shielding,
d~P
RealskinnorSuperchrome,armor(SP20).2membea
have buzzhands, 2 have self-propelled grenade fingers and 1has a spike hand.
EQUIPMENT:
Mastoid commo; light armorjacket (SP 14); flak pants (SP 20); suppressionfire teamsare also equipped
with door gunners vest (SP 25) and helmet (SP 14);Colt AMT Model 2000 very heavy auto pistol; FN-RAL
Heavy AssaultRifle; Barret-Arasaka light 2Omm (only two are availableand one always remainsbehind; they
are used by one of the suppussion fire teams to provide cover fire); chainknife; 6 grenades (2 frags, 2
flashbang, 2 EMPs).
If, at any time, the news of the assault is released and the
accusations are laid against Matsumo Rising, Nanodyne
Tnc. will, without a doubt, crush Matsumo within 3 weeks
through covert strikes.
If the death of Tanya Marcus is linked to the incidentswith
Matsumo Rising, a full-fledged intercity Corp War will
definitely erupt between the three corps. Which Corp
suMvesis up to the GM, but itsfairly certain that Matsumo
Rising will collapse.
If the Wild Hunt is being investigatedtoo closely, all traces
of it will vanish as the coven relocates and decides to do a
bit of headhunting.
If ev-g
is kept quiet and Tam is taken to undergo
treatment, then the players are going to have to find a way to
keep Matsumo Rising off her back, possibly through blackmail. If they dont, Tarra will definitely have a fatal accident.
If the players are totally amoral and sell Tarra off to
Matsumo along with her journal, they will be paid handsomely and offered a job as a company ops team.
If the players discover that the Wild Hunt are actually
vampires, then the Wild Hunt will spare no expense in
hunting them down and trying to kill them, regardless of
any affiliation.