MELBOURNE, 2020. MEGACORPORATIONS OWN THE CITY,
THE INNER SUBURBS PATROLLED BY CORPORATE ELITES.
FURTHER OUT, CITY POLICE BATTLE TO KEEP PEACE IN THE
BURBS, FIGHTING OVER EVER SHIFTING BOUNDARIES.
BEYOND THIS... NOMADS, BOOSTERS, STRUGGLING FARMERS
AND AGRICORP FORTRESSES CLASH FOR SURVIVAL.
YOU KNOW YOU ARE ONE OF THE BEST, FASTER - STRONGER -
MORE ALERT, CYBER TECHNOLOGY GIVING YOU THE EDGE.
BUT WHEN YOU CROSS ONE OF THE WORLDS LARGEST
CORPORATIONS..
WHAT DO YOU DO?
WHERE DO YOU RUN?
AFTER ALL, THERE’S ONLY SO FAR TO GO—
=
Weta ely ete ait)
=) eee lt Ce)
HaWHEN THE CHIPS ARE DOWN
EESrocunoe Ee ea is
THE BACKGROUND
Pita 6
_.. Terrence Webbs (ex. Interpol), corporate extraction
agent extraordinaire, has recently obtained a computer
chip containing the plans for NASA's newest deep space
craft. He had a young netrunner (Tom Fields) hit NASA
using some programs Webbs provided, and once the job
was completed, he shot Fields to ensure his silence. The
data obtained was downloaded to a storage module;
however, Webbs then had a Tech by the name of Gary
Ottman download the information into a computer chip
and encode it for protection. Webbs then destroyed the
original module. He couldn't kill Ottman (who was
|| protected by a solo at all times).
Webbs soon realised that the Euro Space Agency (ESA)
would pay VERY well for the information and has
contacted them to arrange a pick-up at midnight. As it
happens, NASA wants the plans back and is being aided
by the Japanese Aerospace Bureau (JAB). If Webbs can
survive until the midnight rendezvous, the package will
be taken from his hands. With a new passport, face and
fortune, Webbs feels confident of evading pursuit.
Unfortunately for him, his trail has been picked up
several hours ago by both NASA and JAB. NASA has
hastily engaged a couple of goons to kill both Webbs
and whomever he meets, while JAB intends to enlist the
barman to fix Webbs a drink which will stop him in his
tracks,
The ESA contact is a corporate ninja, with more cyber
than all the players put together, who's watching from
a corner of the bar. He expects a simple handover, not
realizing how fast NASA and JAB have moved—
And you're right in the middle. As the chips come down.Ll
PLAYERS
Macinta
Bom of Russian parents, posted at the
embassy in Canberra, you led an isolated
childhood as your parents tried to shield.
you from the “Australian Decadence’. But
maybe your parents weren’t so wrong, At
sixteen you ran away to Melbourne with
your first lover, a street kid named Mark,
‘Twomonths later a bored gang razed your
apartment block in the combat zone. You
were woken by the screams of other ten-
ants and by the sound of your own door
being broken down. Mark was forced to
watch as they brutally raped you; then they
turned on him—taughing as they slowly
tortured him to death. You were left for
dead in the ruins of the block, of the thirty
eight residents, only a handful survived. As
a result you suffer severe anxiety attacks;
unable to commit yourselfto action due to
an irrational fear of consequences,
After living on the streets fora few weeks
you met Roxanne, a hard-edged rocker
‘with whom you shared a flat for the next
four years, Her determination to succeed in
the harsh realities of the rock scene, and to
leave behind her own tortured past asa
prostitute, helped you get your act to-
gether and to return to your studies. Your
discovery of the Net while studying at
college fired your imagination, and you
quickly developed a persona to guard your
fragile reality. You are known as “Lilith”
(after @ character of ancient mythology),
and your net image is that of a ghostly
female, accompanied by a “familiar” which
seemsto act ofits own accord, performing
actions which you yourself would fear to
commit. This persona ensures that you are
not affected by your anxieties once within
the Net. (What the familiar looks like is up
to yo
Infact, once within the Net you are really
HOT, you melt bases and crack codes just
for fun and anyone who throws Black ICE
your direction better duck, else they'll get
caught by the shrapnel. Often your
WHEN THE CHIPS ARE DOWN
HELIOcuLoe ea
“familiar” (actuallya modified Imp program
running Killer and Worm), seems to act
before you have time to think (in reality
your subconscious acts much faster than
You do, and often surprises you by leaping
into the fray).
‘Afew months ago youmoved intothe 19th
floor of an old office block in South
Melbourne, sharing it with Roxanne and
four guys. There’s Cheetah, a rough but
capable nomad, andthree guys who did an
army stint together. A weird mix which |
seems to work, and it feels more ike home
than theembassy everdid. Youdoyourbit,
gettinginformation, or cracking adatabase
to help with a particular job. They all seem
a bit violent, but then who isn’t these
days...
Notes:
Due to your anxieties, you will freak out
under any stress situation, reducing your
CL. stat to 2 (and you to a screaming
‘wreck), until the stréss passes. This does
NOT occur once you are in the Net.
‘Shadow
Life on the streets hasn’t been particularly
kind to you. At fifteen you spent 6 months
in hospital, the result of a street fight that
almost killed you. You spent two weeks
blind before the optics wentin, leaving you
pretty much on edge about being in the
dark.
Joining the "Adders" seemed like a smart
move, and being a gang member was your
life until you “got involved" with Ruth -
Unfortunately Talonn, the leader of an
opposing gang called the "iron Sights”,
had similar taste in ‘skin’, and he’d already
decided that Ruth was HIS.
She and you both ran, and lay low till you
thought the heat had died off. Eventually
you joined the army, only to have Ruth
murdered while you were away on
manoeuvres. You're pretty certain which
scum did it, but there isn’t much you can
do against a gang lord... yet.
Although effectively an “ex” member of
your old gang, you're still on good terms
‘and sometimes exchange favours. While in
'
I
'
'
‘
:
:
| CREDITS
|? When the Chips Are
Down
By Chris W. Young
With Thanks to:
Anne Lawrence,
Michael Bock, David
Cecil, Paul
Duncanson, Phillip
Keast, David Potter,
Stuart Thomson,
James Turnbull &
Russell Waters.
Ig! Originally written for
Conquest 1990
ihn the Chips Ave Dower
[eR Tabrian Camas, ine
1990. Aight reserve.
Gioopnt i reer
trademark off Taorion
ames, neWHEN THE CHIPS ARE DOWN
BELO Pye ul
| Type: Hallucinogen,
1 Aphrodesiag Euphoric
54
FP: Duration: 1-2 hours
1 Cost: $1350.00
1 /dose
1A high powered
P hallucinogen and
|| psychedelic. Very
\ addictive,
'
‘| the army you obtained quite a rep as a
golfer, trading anything fromdrugstotech,
Hawk was one of your few friends in the
service, and Tuttle's med skills saved your
bbutt more than once, sowhen yournustered
| outaround thesame time, it madesenseto
| stick together.
Back on the streets, you've been hard at
work, gradually building up contacts and
k= forming ties. Currently you are dealing in
| drugs (dorph, glass, angel, etc.) and small
“| volumes of ex-military automatic rifles and
“grenades. You sometimes act as a
go-between handling high tech gear for
Tuttle, but it isn't really your scene.
| You are currently living on the 19th floor of
an old office block in South Melbourne,
sharing it with Hawk and Tuttle, a nomad
|| called Cheetah, and two girls; Roxanne
and Macinta,
|| Notes:
You currently have a very small stock of
drugs for sale (or personal use }
#5 doses - Stim
+ 4 doses -Synthcoke
+ 2.doses - Dorph
#1 dose - Blue Glass
= 2.doses - Angel (see sidebar)
Detailed notes on drugs, can be found in
Cyberpunk 2020, pg. 112. Rolls on your
Street Deal sill may be required to obtain
drugs; identify your cost margin and
urities. Speak to your GM if you wish to
pursue this,
| Roxanne
‘You grew up on the streets; no parents, no
home. Prostitution seemed like the only
answer to cover your addictions to a series
‘of drugs, culminating in your current ad-
diction to “Angel” (which is used by pimps
to ensure "service", since itis highly addic-
"| tive, very expensive, and a each dose ren-
ders the user effectively ‘out of i’ for two
hours). However, the body sculpts you
were given to increase your value eventually
led to a way out. Now you have some
powerful friends and the start of a new
career as a rockergirl. You had the
cybersnake installed many years ago, a last
ditch protection ina dangerous profession.
"| You only used it once, on the pimp who
owned you for so long - and he won’t be
telling anyone. Although nobody knows
aboutit, yousstill practice sometimes when
‘you are alone, since any edge (no matter
how unpleasant) is better than none.
‘You met Macinta afew years ago, a home-
less wreck with no street sense. You
befriended her, fearing she was headed for
the same fate you had just escaped. You've
been through much together, and you
both shared a flat for four years while she
ut herself through college. You now live
‘on the 19th floor of an old office block in
South Melbourne, sharing it with Macinta
andithree guys, You make an unusual group
of misfits who are trying to eke out an
existence in the urban mess. None of your
new friends know of your drug addiction,
though you still need you daily McCoy (air
hypo shot) to keep yourself together— you
don'thave thenerve to go cold turkey, and
‘you don't have enough money to visit a
linic—yet |
Performing has become central to your
new life, With two sets of interface jacks
you become one with the sitar-amp that is
your only valued possession. A mixture of
hard rock and haunting lyrics, your first
solo project, sit Good Enough? is number
45 and ‘ising, and for once things are
looking good. The critics think you a bit
oynical, but that’ life.
Notes:
The cybersnake is an extremely unpleasant
cybemetic implant weapon which is im-
planted in abody orifice (in thiscase in your
chest cavity via your throat). On a mental
signal it uncoils out of your throat about
one metre, with the base remaining at-
tached within your chest. It is covered in
lubricant gel to prevent blood and flesh
sticking to it. The stats for the cybersnake
are given on the Data Screen, Due to it’s
design, and rarity, itis unlikely that anyone
will realize you have it. It will aso not be
detected by security monitors.
You must have a dose of Angel at least
every 24 hours, otherwise you will quickly
lapse into violent fits. These will last until
‘you either dose or cold turkey (which will
take at least a week). You currently have
three doses left.WHEN THE CHIPS ARE DOWN
eT es it
ie
Dazzle) , Machine Link for
‘Sitar, Audio (Wearman)
‘Awareness+2, japanese+2,
‘Compose+4, Play Sitar+6,WHEN THE CHIPS ARE DOWN
| 42020 apventurE | EPO aahWHEN THE CHIPS ARE DOWN
re
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Me
ee
=
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Woe
S25
x
Reyes
(Malcom Contente)
Sex Male
_Throwi2l
| Cantys5
Outfit: Clothes, Pocket = |
Computer, Cellular Phone, |
Shades :
[oberware: Neu
Processor, Smaitgu Unk,
Chip Sockets, interface
Plugs (1 set ea.) Optic
elt brown w/
Microcamera, Low Light,
Image Enhancement)
| audio(w/Phéne Link, y
| Scrambler; Recorder, Radio
| Link: Bug Betecton
| skills; Street Deals,
Athleties+2, Handgun +4,
Rifle+4,
Brawling+2,Driver2,
‘Awareness+8/10, Drug
Know+6, Ditch+5,
Stealth+6, Japanese+2,
Gamble+4, Seductions 4,
Persuasion/Lie+6, Human.
Perceptions,
| Streetwise+6; Intimidate+2,
| Wardrobe/style+2
Cash:50eb
Weapons:
Dai Lung Streetmaster
smart Pisto|
poo gs ereWHEN THE CHIPS ARE DOWN
Eels
sronaniv eeratatgagWHEN THE CHIPS ARE DOWN
| 42020 aDventuRE | ari
Leap:2.8
i
‘Mirrorshades,
Cellular Cyberdeck.
Programs: invisibility,
Cyberware: Neural
Processor, Cybermoden Link,
Arts42, Motorcycle+2,
Awareness+8, General
Knowledge+6, Comm
5, Technical
Russian+7, Gamble+2,WHEN THE CHIPS ARE DOWN
EESonn oe EU eit
Eaveapon
EN-RAL Rifle
Armalite 44 Pistol:Hawk
You were just another dorphed-up grunt
until you fost that arm, trying to return an
enemy grenade. In the field, a military
cyberarmwas the only option. Why bother
having it replaced? Mind you, the built in
Dorph injector wasn't exactly an option,
but you won't need it ... next time. The
shielding in the arm hides the other options
pretty well, even through the best security
gear; which has saved you more than
once,
While recovering from the op you did
some thinking, and since then you've ac-
quired a rep as something more than just
another cyber-soldier. Over the next two
years you built a reputation, and the
knowledge to back it, as an explosives
expert. You found yourself more in de-
mand astime progressed, frst it wassimple
things like ordering explosive artillery and
ammunition. Soon you were being brought
inon big strikes, helping to plan major hits
against installations; working out how
much of which explosive would be used,
‘and howitwould be delivered. Now you're
back in the civilian pit, but there are
corporates (and others), who can use skills
like yours, and they pay real well... if you
survive
‘Shadow was one of your few friends in the
service, and Tuttle's med skills saved your
butt more than once, so when you
mustered out around the same time, it
made sense tostick together. There'salways
more chance to survive as a team. You are
currently living on the 19th floor of an old
office blockin South Melbourne, sharing it
with Shadow and Tuttle, a nomad called
Cheetah, and two girls—Roxanne and
Macinta. Things were real grim for awhile,
but luck’s started picking up. You're not
sure yet where things are going, butyou're
damn sure that it'll be hard and fast.
Cheetah
Life on the open road has always been
home, a Harley 2000 chewing up the k's
and an HK to do your talking, Things were
pretty cool until your accident”. The mine
field was obviously set up by a corporate,
designed to remove your family for good
Lucky for them you were out front - not so
lucky for you though. Still you survived,
WHEN THE CHIPS ARE DOWN
HEI Bere
and technology enabled you to be repaired,
But cyberware isn’t cheap in the wilds and
‘your survival needed fast work, costing the
Family heaps. At least the new legs work
pretty well; you can’t leap tall buildings,
but you can manage a decent long jump.
‘And now you can dance something wild,
You decided it was time to head into the
concrete jungle and get yourself an
"education"; at least till you can earn your |
way as a real asset to the family. A few
months back you shacked with a couple of,
ex-army types (Hawk, Shadow and Tuttle),
and are currently living on the 19th floor of
an old office block in South Melbourne.
You are now sharing it with the guys and
two girls. Roxanne seems to know the
streets pretty well and Macinta, well... she
seems useful to have around. You get on
finewith thistemporary "Family", and Tuttle
even picked you up a reflex boost.
Extractions and hit jobs aren’t really Family |
style, but you don’t have time to be fussy.
Besides, you wanted experience ... ight ?
Notes:
Under your biker leathers you sport a pair
of chromed cyberlegs. These havenoextra
options, but give you incredible running
speed and jumping ability (see pg. 10).
Tuttle
Yeah, you saved lots o' lives for the army
boys; itwas how you did it that tured you
off. The army doesn’t recognize terms like
“"Cyberpsychosis” or "Cybernetic Rejection
Syndrome"; they prefer to call it "Low |.
Probability Battle Fatigue". Whatever; the |.
drug injectors (Dorph, BlackLace, or worse),
massive cybernetic replacements, pain
blockers, and enhancements like “remote
neutralization” or "cranial bombs" jarred
‘your already tamished visions.
Now you're out, but what next? News is
that the corps are worse, and the good
jobs; Trauma Team or large hospitals, are
pretty rare. Freelancing gives you options,
but work's been pretty scarce so far, just
the odd ripperdoc wanting a few hours
help on a big job, or a carved-up booster
struggling for life. Still the five hours on
that solo last night may pay off; he seemed
grateful, and knew he should have been
dead...
| remove
| not so I
\ for you
' though.
"The mine
| field was
: obviously
| set up by a
| Corporate,
‘designed to
‘your Nomad ;
|family for |
it, good...Lucky |°
: for them,
i you were
‘out front—
'
'
'
1
1
1
'
luckyWHEN THE CHIPS ARE DOWN
BESO EU a
: keep the
‘unstable
‘breaking
(into a ful
(*, firefight—
a \ just to liven
R | things up..."
You knew Shadow and Hawk pretty well in
theforce, theywere both “undertheknife”
more than once. So when you mustered
ut it made sense to stick together. You
| may be the only one who knows about
|| Hawk's arm-—the cyber is obvious and all
that, but the Dorph injector, surveillance
shielding and the military issue gyrojet are
pretty rare.
Youare currently living on the 19th floor of
an old office block in South Melbourne,
_| sharing it with the guys, a nomad called
Cheetah and two git. They seem pretty
efficient, although Macinta isa little weird
and you have some ideas about Roxanne-
some times she seems pretty spaced out
(but then she is a rocker.
PART 1: LIVE
& LET DIE
14.00 pi
The scene: The characters are sprawled
around a table at a booth in their favourite
|| (cheap) dive, The Blowtorch, trying to get
“| drunk so they can forget that they don’t
“| even have enough money to get properly
drunk. It's dark and dirty, and outside a
fierce wind whips insistent rain against the
window. This bar is full of people, drunk,
stoned, and almostallreally weird; thesort
_| of people you try to avoid even in main
streets during the day. Four bar-people
serve behind the counter, which is riddled
with scars from previous nights battles.
Only the two tanks employed as bouncers
keep the unstable crowd from breaking
into a full firefight. Just to liven things up.
The characters are approached by a some-
what nervous-looking male in his mid-
thirties, He is wearing an expensive sui
and speaks with a strained English accent.
The only obvious signs of cyber are his
mirrored optics. He orders a round of
whatever they are drinking, and a Martini
(dry, shaken, not stirred) and begs their
indulgence
He offers a total of $1,000 ($500 up front)
for protection by the group for the next
hour. This is a pretty good deal, and he will
only goashigh as $1,500if pressed but will
try and belittle the characters if they hod
‘out too long,
‘The two thugs hired by NASA (see pg. 29-
30) have appalling timing, and will appear
‘on the scene just as the group agreesto the
deal, Since they see the $500 change hands
they believe that thisisactually the meeting
Webbs has planned for later tonight. While
the thugs are pretty good, they are defi.
nitely no match for this group of armed
punks, But, the ensuing firefight should
heat things up.
Ifthe players delay too long, then they will
find themselves in the middle of a firefight
anyway.
The playersare pretty broke. Unfortunately
for them, whatever they're drinking is
disgusting, Even $500 bucks should seem
2 fortune right at the moment. Also,
Webbs only has $525 left on him after
buying drinks, the restis supposed to come
from the meeting.
Don’t kill Webbs. Yet.
Also, remember Hawk's Dorph injector has,
only 2 shots left, This whole thing should
definitely stress Macinta,
Aftermath:
‘As the dust and bodies settle, the charac-
terscan each have an (Awarenesss 15) roll
to notice a dark clad Asian leaving the bar,
casting a furtive glance in their direction.
They can give pursuit, but this ninja (Tapia)
will easily escape for a later encounter.
11.45 pm:
Give the players time to settle down again,
chat (chat up?) and generally relax. Webbs
will not leave the bar until after the meet-
ing and will say very lite, just sit and drink.
Once everyone starts to relax then... Webbs
chokes suddenly on his drink and throws
himself violently off his chair, clutching his
head in agony.
Unfortunately for him, thisis his ast act as
the poison fed to him by the barman,
courtesy of JAB, takes effect. He collapses,
dead.On searching the body, only a wallet con-
taining $25 ($525 if they didn’t deal), a
business card (see handout), a Trauma
Team card, and a small shrink-wrapped
package are found. When the characters
‘open the package, itis found to contain a
blue computer chip, about the size of a
thumb-nail, with no identifying marks.
Within two minutes 2 screaming whine is
heard as the Trauma Team™ makes its
appearance, and Webbs’ body is dragged
off. If the players hang around for more
than five minutes the police will arrive
Obviously they are prime suspects since
they were sharing a table. While the police
won't actually try to arrest them they will
hassle abit. If this also degenerates into a
firefight use the "Generic Police” stats in
theNPCsection. The three copsare backed
up by an AV4 which will give chase for a
while but refrain from shootingin the main
streets. The police will take samples of
Webbs' cigarette, drink etc. for testing
The players may decide to collect samples
of drinks etc. themselves, however this
must be done before the police arrive
Analysis must be done by a lab, and will
cost $120-no bargaining. Itwill show that
the drink contains a high strength syn-
thetic poison, possibly from a biotech lab
Japan.
Don't forget to let them find the chip.
Later on:
There is nothing that can be found out
about the chip (or anything else) untill
morning, but let them try if they like,
Eventually they will return home ...
Transport of delight: Note that Roxanne
has a car and Hawk and Cheetah have
bikes. These are parked in a car-park near
the club. If they forget them, (ah, well)
they will find the vehicles in the moming,
somewhat stripped (tires, radio, interface
electronics, etc.).
Ye
raining isn’t it..2
The journey to the vehiclesis cold andwet,
stumbling through slush filled with rotting
garbage. Neon signs and display boards
Provide islands of garish light in an
WHEN THE CHIPS ARE DOWN
| 42020 ADVENTURE | eT
otherwise dimly lit haze, People huddle in
doorways, around meagre fires or simply
lie in puddles in the gutter. Police AV4’s,
advertising blimps and Trauma Team ve-
hicles regularly break the silence and dark,
moving off into the night sky.
‘As they turn the final corner, an alarm is
heard. The characters are greeted with the
sight of five punks around and under
Roxanne’s car. The punks will run as soon
as they realise the owner is approaching
(with friends) since they were only thinking
of stripping ita bit (but the characters don’t
know that). Afterall, they could have been
plantingatracing device, orevenabomb...
PART 2: HOME
SWEET HOME
The
office block where you live is a 45 story
concrete relic of the previous century. On
arriving home (itis now at least 1.00 am)
you discover that the external lights are
ut, Reaching the ramp down tothe carpark
you find the key-card access device ripped
Off its post, and the roller door buckled and
bent inwards.
‘The storm has taken out the power to the
wholearea. Not only the lights, butalso the
security access system to ALL doors. Some
idiot has already forced his way into the car
park by ramming the door, only to leave
again on being unable to open the fire
escape.
Whilst they are trying to get in the group is
disturbed by a scraping noise just around
the corner of the building, This noise will
continue for a few minutes and will appear |
to be loitering with intent. if they don’t
blow it away, eventually a small cat darts
past (surprise, surprise)
They have 3 options:
1) Force one of the doors open
* Front door, Body vs 20 roll (can
combine efforts, butonly 2 ata time).
* Fire escape, Body vs 30 roll (can
combine efforts, butonly 2 ata time).
2) Climb in through that open third story
"The H
journey to '
the vehicles '
is cold and |
wet, '
stumbling |
through 1
slush filled |4)
with '
rotting 1
garbage. | |
Neon signs gh
and '
videoboards |
provide |
islands of
garish light ,
inthedim ,
haze. Police ,
AV's and
Trauma
Team I!
vehicles I
punctuate
the
silence.WHEN THE CHIPS ARE DOWN
EESZoouLoe 2020 ADVENTURE
|
:
ee
le, reached
1you—
‘hundreds of
le, dark,
' scurrying
| Shapes
biting and
' screeching
' in the
‘: dark..."
window (Ref vs 15 roll or take 13 killing
damage from falling). This is someone
else's room, and they will call the police
_| unless the offending character can fast talk
or seduce their way out. (both vs 20)
3) Make lots of noise and wake a dis-
gruntled first orsecond floorneighbour...or
‘two...and possibly get shot at.
Blasting the neighbour’ cat will also bring
|| the police. A car containing two officers
will turn up within five minutes and the
party can explain their predicament. Use
the “generic police” stats if they decide to
|| fight, following which the riot squad will
tum up fifteen minutes later.
In the Dark...
Oh dear, no power inside either? Gee,
whata shame—it’s only nineteen floors up
with NO lifts working. Also, it's very dark in
the fire escape and there are hungry rats
living in there...
Oh, and Shadow doesn't like the dark—
remember? Read this:
=| As you enter the hall you realize with disgust
that all the power is out. The lifts don’t work,
and it will be a long dark walk up to the 19h
floor.
if they head up the stairs, they/ll get to the
eighth floor, when.
‘Actually you know it is very dark, and there
care some extremely unpleasant scurrying
noises emanating fromup ahead. Those with
‘optics suddenly see small hot shapes running
‘around the corner ofthe stairs ahead. Within
seconds they have reached you, hundreds of
dark shapes biting and screeching in the
dark,
These rats are really hungry and will attack
anything, Rolla random “hit” onthe group
each turn, causing 1 point of damage to
the victim (a Light Wound), as the rats
scorea successful bite through thelrboots/
trousers. The only way pasts to run up the
stairs through the rats; they will give up
‘once the characters get ahead. Onice they
start running, make four more random
attacks, then let them “escape”, Until the
players leave this area of the stairs (oneway
or another), they will keep taking damage.
Since Cheetah has cyberlegs, he takes no
damage if selected (on the other hand, the
rats willl).
Hangover
The next morning dawns siowly, and, for,
‘most, painfully. The lights are still out, and
it is cold and raining outside. The heater
‘works if someone turns it on (it’s gas), but
not much else. There isn't terribly much to
eat or drink either, except some slightly
stale bread.
By the way, the milk’s gone off and these
days NOBODY drinks the water.
Anyone for Answers?
‘Afew hours pass, while everyone recovers
fromthe events of the night before. Round
about ten, wake them up with the cheery
sounds of afirefight just outside th
doesn't have anything to do wit
butthere’s nothing lke thesmell of napalm
in the morning to get you up and at'em.)
‘The group now has about $500 dollars
between them, so at least they can do
some shopping. Anyone for some fresh
soyamilk?
Sooner or later, the players will get around
‘to wanting to figure out what went on the
night before, There are a number of places
where they maylook for information, each
listed under its own separate heading,
Business Card
‘= Personal Contacts
© The Net
‘Aboutthe Phones... Thephone connection
pointson theirfloorhavebeen disconnected
by vandals and other tenants, so they will
have to tap in to the circuits from the
switchboard in the basement. Ona Tech vs
15 roll, someone can tap a line from the
basement, and make a call from there.
(This includes netrunning). This will take
about 10 minutes. A second roll of Tech vs
20's required to connectthislive connection
to the 19th floor. This takes about 20
minutes. if they fail either roll, it can be
attempted again, taking just as long for
each try.
Business Card:
The business card found in Webbs wallet
contains a number of completely uselessWHEN THE CHIPS ARE DOWN
Peers
facts, and one useful one, These are listed
in separate headings below. If anyone asks
about the information overall, then on an
Intvs 15 (Macinta gets +4) they will realize
that the 938 number on the back is a Net
node address,
Orie DW.
Faw 75008 2578587
Voce 78085 27 8543
"NET 780859975972
Freeh Loays
838 2945,
CALL
‘TOHN BOI
TONtEHT
bo
io
is
i
do
e
6
ot
sot"
About the Card:
‘The front: Completely useless garbage.
The characters might decide to visit this
‘guy at the Palace in Session 2, or just call
hhim—either way he doesn’t know Webbs
cor anything about what is going on . He's
just areally boringandobnoxious salesman
who will give his card to anyone.
The names: More useless garbage. These
people have nothing to do with this sce-
nario whatever.
338-2945: O.K. so we lied a little —this is
Freeda Loays number! if they call it, the
phone rings twice, and is answered by a
whining female voice.
“toays Lays. Address and credit number
pleose.”
It should be obvious what this place is. if
the gang insistson talking to Freeda herself
IMAGE CONS
they will have to wait five minutes, and will
finally get a different whining voice who |.
introduces herself as Freeda. They will get
hung-up on within about two minutes,
and the only reaction of interest will be if
they mention Webbs —in which case they
will get:
“Webbs! That slimy little bastard owes
‘me! You telt him that nobody cheats
Freeda! 1'l have his hide if he comes
near me or my place again!”
If they mention Webbs is now dead,
Freeda will respond “Cood!". Thereis
nothing to be obtained here, unless...
no, | guess not.
If they get the address (say from
directory assistance) they find a run
down three storey terrace house in
North Melbourne, with a red light
out front. They will not be able to
contact Freeda in person, but they
may have some fun trying,
1215 938 7788: Had to be
something useful here somewhere.
This Is a (relatively) secret Net node
number, and isin facta NASA R&D
centre (in the United States)
Personal Contacts:
Mostof the characters know lots of people
they might ask for info, Hawk knows other
solos, Roxanne has lots of contacts and
‘some fans who can help dig up some stuff
for her, Cheetah can call on his extensive
nomad family, Tuttle meets all sorts of
people and has a number of techie friends,
and Shadow can find out just about
anything, given enough time
‘While Macinta will probably spend some
timein the Net, letthe others chase around
‘wherever they want. You should let each of
them dig up one item from the following
information ( using the most appropriate
of the ros given) foreach sensibleidea the
players come up with,
IF they don’t makean effort, they won’tfind
‘out much wil they...?
Note: A Net map
ind full descriptionWHEN THE CHIPS ARE DOWN
EEO Pant
| “Zara's
' Nightclub
| | 'destroyed
jp last night
1 by bombing
‘and
|, subsequent
‘fire. 25
| reported
*, dead and 30 ?
‘injured.
| Motive as
How touse those contacts: The firstname
given in the lst below isthe character most
likely toturn up theinformation. Anynames
inbracketsare secondary sources who may
find out the information ifthe first charac-
ter is not being played or is having rotten
luck, Where arollis given againsta stat (not
skill) then applicable skills can be added for
benefit.
* Tuttle (Shadow): (Med Tech vs 10 or CL
vs 15) The Trauma Team patched up a guy
last night who was carrying some really
new cyberware. If the characters ask for a
description it matches that of Webbs.
* Tuttle (Shadow): (Only if specifically
asked— Med Tech vs 12 or CLvs 15) The
guy from the Blowtorch survived, just, but
he won't be talking for days. He had been
polsoned using a nasty synthetic poison,
possibly something out of the biowar labs
Japan.
* Roxanne (Cheetah): (Charismatic Lead-
ership vs 10 or Emp vs 15) Rumour has it
that the regular barman at the Blowtorch
struck it big last night (He resigned this
motning and has left town).
* Roxanne (Shadow): (Streetwise vs 12 or
Intys 15)An unknown Asian male has been
really living it up around town the last few
_| days, He seems to be very heavily cybered,
'| and has a healthy credit balance. (This is
actually the ninja from the bar).
+ Shadow (Tuttle): (Streetwise vs 12 or
Scroungevvs 15) An electronics tech, by the
name of Gary Ottman, who is known to
both Tuttle and Shadow, has recently (last
two days) been spending up big. He lives
in Melbourne.
Note: The player characters should really
get the information about Gary Ottman. It
is up to them how they use it.
| ¢ Hawk (Shadow/Cheetah): (CL vs15) The
hit-men who attacked the group at the
Blowtorch were hired by a Japanese guy,
probably some sort of corporate exec (Ac-
tually they were hired by NASA, but let’s
‘not make it too easy).
* Hawk (Shadow): (CL vs 15 of Int vs 15)
Several soloshave been given a retainer by
a certain American suit to keep an eye out
foraguy dressed in avery “British” manner,
who could be using a name such as Webbs,
‘Webber, Webb or Walker. If they ask, the
description given matches Webbs (This is
ESA at it again, like we sai...)
The Net:
Macinta can gain the following informa
tion from bulletin boards or encounters in
the Net. Other characters can pick up any
of this information by talking to some
Netrunners, however this is not easy. the
playersask, the best place to tryis The Green
Roach (a popular Netrunnerwateringhole).
However, itrequires an Intvs 10 or CLvs 15
roll to find someone who will give them the
time of day. Once managed, a couple of
decent drinks (worth at least $20 per major
piece of news) should be enough to get
these sorts of rumours.
For the purposes of thisscenario we recom-
mend the following timing for the Net, so
that the other players are not just sitting
round.
‘* Travel between nodes is effectively
instantaneous.
* Each “round” of cyberspace combat,
runninga Killeretc. takes ONE REAL ROUND.
‘Alternate with the “real world” 1 roundat
a time where possible.
Locations to Check Out in the Net:
Victoria Police Public Bulletin Board:
* Information requested on where-
abouts of one Hiroshi Shibata wanted
for numerous drug offences.
* 16 deaths reported previous night
within the Free Fire Zone.
+ Report on near death of a patron at
the Blowtorch, possible food
poisoning; however, murder is
suspected. Information wanted.
* Zara's Nightclub was destroyed last.
night by a bombing and subsequent
fire. Twenty-five reported dead and
30 injured. Motive as yet unknown.Firefighter (The “Official” NetRunners
Bulletin Board):
This is not protected, and a large
number of Netrunners can be found
around here, See the Net Encounters”
section below.
* Lanceris looking for support for run
against a big corp; big $5 for black
ICE specialist.
* Anyone got any particularly good
glitch routines? Contact Scarab
Firefighter ASAP.
« For sale—hot new programs at low
prices— see the Boss.
* One off, modded Fairchild deck,
15% cache, Mitsui fast-load RAM
with primary overload and dual
expansion it's a steal at $2K. If you
want the best, call Maritech@Gnet.
‘The NASA Database:
The NASA database node number is
provided on the business card, and
should make an interesting play
sequence if Macinta hits it. The only
thing that can really be gained from this
database is confirmation that it has
recently been hit—although Macinta
can obtain a copy of the deep space
craft plans that Is not encoded, if she
really tries hard.
Play this hard and fast - and remember
the notes on Netrunning above.
if Macinta travels to the NASA Fortress, then
read the following:
“Suddenly you are at the fortress, and you
realize youare not alone, The insidious shape
of a Hellhound is lurking close by. This foul
parody of a program is obviously waiting for
@ fellow Netrunner, or possibly even you. It
seems to sniff the air, its evil intent palpable
in the electronic ether. What do you do?”
Macinta may decide to run here. Even if
she doesn't, waiting for any length of time
‘willshow that the Hellhoundisn’tinterested
in her. However, this is one of the worst
forms of ICE, and Lilith should react to
such an affront. Itis very much in character
ifshe sets the Impontoit, and she can easily
take out this beast using the fmp’s Killer
program. Her Invisibility will also work
against it.
WHEN THE CHIPS ARE DOWN
| 42020 aDventurE |
If she attacks and kill it, read:
“As the cloud dissipates, a final synthetic
scream ris the void. Behind you a voice says,
“Wow, incredible” and you tum to see the
sketchy outline typical of a “Weefle-runner”.
Heleaves quickly, obviously scared of upsetting
you, but you know the feeling of success-and |
that your reputation is about to get @ boost.
"You tum, and for thefirsttime have achance
to view the Database itself ts enormous, a
megalith of twisting geometries with data
streams flashing in all directions. High up
towardsthe “top” ofthe structure a corporate
symbolblazesincrystaineon, phasing through
‘rainbow of colours. It reads.... NASA.”
Note: If Macinta decides not to visit NASA,
then have the Hellhound encounter hap-
pen elsewhere,
INTERFACE TO
FACE CHAT
Assuming Macinta doesn't take the big
brainburn getting into the NASA database,
or the others don't end up dead in some
alley while tracking down a personal lead,
here's whatyou'll eventually find out about
your targets:
‘Tom Fields: Tom Fields was a young Net
runner who got in far too deep. Webbs set
him up with programs for the run against
NASAand killed him afterwards. Fields was,
broke and his flat hardly contains anything,
not even furniture,
The address for Fields isin the directory as |.
fiat 17, 123 Brunswick Rd, and is across |
town; about a thrity minute drive from the
office block. It is a rundown block of flats |.
just on the edge of the combat zone.
Rubbish is strewn around the balcony and | ja,
stairs, and movement can be seen in some
of the flats. Fields’ flat, which ison the 2nd |
floor, looks dark and deserted,
Trying the door, or even knocking, will Lae
reveal that the door swings open, and that | ae
thelockhas been broken. No one hasbeen
through here since the police collected the
body, and they were not particularly inter-
| Swi Use eat esl Goth py
| snd Nettorner canbe
| ereeunters give Macnee
-roieplaying eae
fhoch of aything yl Heals aot
“about dia atest garg andtga 4
“piaad outa at canaus Among
sth! igs hoc tlic tt
‘Dye: igh
io ache |
ali ina lo veleeaccompanied’ay |
‘B ebestant backaround hum. He vel
tie tlk to Drang il stop
Dina Ene He wt
get hermes
aeWHEN THE CHIPS ARE DOWN
EEcroou nce EU eats
i
NET NOTES
A“prom’ isa
particular kind of
chip which can
only be
programmed using
special equipment,
|| Gary Ottman: Gary
|| who knows all there is about electronics,
7 ested. A cheap cybermodem lies on the
| floor amongst a pile of books. Looking
closely at the chips still installed, the
characters can see four programs
nvisibity, Killer Vi, Flack, and Worm),
Macinta will be aware that a Killer VI pro-
gramisrather expensive, and also rare. She
also knows that any runner removes pro-
gram chipsalmost as soon as they jack out,
|| unless someone or something intevenes.
A good look at the deck will reveal that
something had been inserted in the fifth
slot, and then removed quickly, damaging
the connections. Anintys 15 (Macinta gets
|| +4) will realize that this was probably a
storage module used to download some
+ data from the Net.
A careful search of the flat will reveal:
© A used pack of imported English
cigarettes.
+ Alarge collection of porno magazines
under the mattress.
‘A copy of The Netrunner Handbook
(complete rubbish).
a crash-hot tech
chipware, etc. He is also a really cool dude,
+] who amongst other things always has a
solo around (which is why he is still live),
Gary lives in the upstairs of his tech sales
store, which is guarded by an impressive
collection of electronics, He knows all sorts
of relevant stuff, since he created the chip
the characters are now carrying, from the
storage module Webbs had obtained,
Gary is not particularly phazed by threats
(even Tapia would not be much of a prob-
lem for his security system). He will be
happy to copy the data on the chip for
around $200, but cannot crack the code
without significant risk and costo himself,
|| and will refuse any offers.
ithe characters attack Gary, pointout that
-| he is very well defended, and that he
knows Shadow and Tuttle. f they persist,
kill them (oh, you know; computerized
lasers, gas et.)
Ifthe gang droy
"Hey (Shadow/Tuttle) what's the go guys?
Haven't seen you round for a while; guess
success hos finally caught up with yo. You
wanna buy some hot gear? | got this radio
booster thats got more range than the
proverbial AK-47 and this solar pack'l drive
‘one a those cyberlimbs forever."
Gary doesn’t know Webbs by name, but if
provided with a good description, or if
asked about the chip, he will wax lyrical
"Oh yeah, him, reall weird kind. Thought he
was some kinda super spy or something.
Yeah, well anyway, he comes in one night
late, just before close an’ offers me fity k to
burn @ prom, rio questions asked. Why, 1
thought he was having me on tillhe produced
the €-juice—cash for christ sake! So then he
goes on about needing this data module
dumpedinto a chip, and he wants it encoded
50 it can’t be read, and all this within one
hour!”
"Weel for that kinda money... dumpeditin
@ real high density chip 1'd picked up from
MAAS a month back, and encoded it like he
wants. Then he thanks me real nice, asks me
to forget it al, and leaves."
Gary thought the guy so cracked that he
doesn’t mind telling someone. if actually
asked about the chip he will remember
that Ttwas blue, He can also identify tif the
characters trust him enough to show him
(the chip isa one-of-a-kind prototype, and
Garywas wondering how to ditchit before
MAAS came looking). if asked about the
code he'll smile real wide and say.
“Yeah, 1 know what that code was—but 1
can't give everything away for nought."
‘After some bribery, buddy talk, or what-
ever.
“Ok, it weren’t nothing really, it looked to me
like the kind a code one of them orbital types
used, | checked up later, it was an old ESA
code no doubt about it. Whatever he had. it
was aoing to ESA."
The codeis about two months old, and will
be almost impossible to crack. if the char-
acters persist in trying to find someone else
to crack it, then they will eventually beoffered 2 deal at a bargain price of $2
million (No, we'te not kidding).
That Evening
This encounter is set on the 19th floor of
the office block where they are living,
howeve it might happen, and can occur
‘wherever necessary.
The power is back on by this time and the
lit and doors all work.
Onretuminghome they willfind an strange
‘man relaxing in their living room. He looks
somewhat familiar, and is in fact the same
Asian gentleman who was seen leaving
the Blowtorch after the fight, His name
(which he will NOT provide) is Tapia. His
stats are given in the reference section at
the back. Read this:
"mn front of you an Asian male reclines com-
fortably in your only armchair. Although he
smiles pleasantly, his overall bearing is one of
concealed menace, and a chill runs up your
Spine at his apparent lack of concern at
seeing you."
Tapia has no obvious signs of weaponry
but he is unperturbed by any armaments
the characters may be waving about. He
will only fight in self defence, and even
then will only attack those who attack him.
Assuming the entire party is not removed
in this manner, he will then smile and, in
stilted English, say:
“thaveamessage or you. itisveryimportant.
You have something which belongs to my
employer. have been advisednot toattempt
to take it from you, It appears | am too well
known. Itisin your best interest to deliver for
‘me, you will be given $100,000 each on
delivery. This envelope contains the time and
place, and other necessary items for the
drop."
He places an envelope on the table, and
continues:
‘Please co-operate. Otherwisewe willbecome
very... untriendly. 1 will see myself out.”
Tapia then turns and leaves, quickly disap-
pearinginto thedarkness of thefire-escape.
WHEN THE CHIPS ARE DOWN
—_ | 42020 ADVENTURE | Tees
The envelope contains:
+ Four to six boarding passes for Flight
19 tothe Crystal Palace Orbital tation,
leaving at 4.00 pm Thursday 20th July
(tomorrow) from Melbourne Spaceport
(these are in the characters names and
are NON-negotiable)
* Bookings for2 night’saccommodation
at the Crystal Palace Hilton Hotel.
* An unmarked smartcard (a debit card
with 10,000 eb which only works in
Crystal Palace. Macinta can jack the
smaricardintoher cyberdeck and work
this out, but it cannot be altered).
* A small card on which is written
"Saturday 22nd July, 4.00 pm, room.
73a/2iSn".
deity
SAILIN' AWAY
Melbourne Spaceport is Australia’s major
commercial spaceport and can be consid-
ered as alarger and more paranoid version
of today's Melbourne Airport. Security is
Now very tough, most importantly in re-
stricting ANY weapons onboard flights
Signs, metal detectors, nasty sniffer dogs
and LOTS of security personnel should
convince the characters that weapons are
not legally permitted into space. (Please
note the word LEGALLY).
AtALLstages of the trip, the characters will
be warned that no weapons are allowed in
orbit. A battery of detectors, cameras, and
searches is used to enforce this point.
Equipment can be checked into a locker at
each point, otherwise it will be confiscated
if found, This includes cyberweapons;
gadgets like rippers are disabled before |
anyone is allowed to board.
The group will have two notable excep-
tions to this:
‘* Hawk's arm is specially shielded and,
although itis obviously cyber, the ad-
ditions will not be detected. He can fitWHEN THE CHIPS
ARE DOWN
EES one EU) Leah
' flicker and
| die...your
| Spacecraft
| ls damaged
: beyond
‘ repair, and
| your air
\ leaking out
| into
|! space!!!"
f
one clip for the gyrojet pistol into the
secret space, witha second clip loaded.
* Roxanne’s cybersnake will not be
detected, or disabled.
__| Anything else obvious will be found, but
_| there are a couple of outs:
1 ) Plastic or ceramic weapons, and
caselessammunition, hiddenin asecret
compartment have 10% chance of
getting through,
2)One shot optics will not be disabled,
however any additional ammunition
will certainly be confiscated,
3) Normal cyberware including limbs
(without weapons) will be allowed
through without a problem,
4) Although rippers will definitely be
detected and removed, Macinta’s
Scratchers (which are afterall just sharp
finger nails) will not.
5) Black market si
exist in orbit tox
Flignt 19
‘Actually any flight will do (the players may
try to take another flight if they are really
ss and ripper docs
paranoia),
Their flight is on the "Orion", a Hermes 11
spaceplane. After customs checks, includ-
ing metal detection etc. for weapons, they
are let onto the flight. The spaceplane is
likea comfortable bus, with stunning views
| from “windows” on all sides. However,
after one hour they will start to feel the
effects of Zero Gravity coming on (Body vs
15 or use the litle bag under the seat). The
stewards now walk around in velcro slip-
pers and advise all passengers to remain
seated.
The transfer via johnson Space Platform is
"| fairly dull. You are put through another
round of customs, this time floating and
“| feeling il, and are then packed into a small
"| enclosed Orbital Transfer Vehicle (called an
OTY). This OTV has no windows, and
contains eleven other passengers and two
stewards.
During the next few minutes there will be
lots of panicing, screaming; people and
objects floating about, etc. Play it up;
scream, yell, panic yourself — THEY ARE
ALL GOING TO DIE Ii!
(Well not really, but let them think so).
‘The OTV has been sabotaged by JAB in an
attempt to stop the chip reaching ESA. Itis
not completely disabled, however, and
they can continue to Crystal Palace. Read
the following:
"You feel miserable, Your stomach wants to
cravlinto your mouth. Those few people who
‘re moving around drit, with accentuated
slowness, via handholds on the roof. You ore
uncomfortable, bored, and nervous. Afterall,
there is nothing outside that thin wall but
space, no air... no ground...
"Suddenly there is a jarring jolt, and the main
lights ficker and die. Someone screams, and
in the dim red glow of the emergency lights
you can see the fear reflected on the faces of
your companions. Even through the fear-
induced haze you can tell that your craft is
now tumbling out of control, probably
damaged beyond repair, and your vital air i
leaking out into the cold depths of space!"
Make a roll for CL. vs 15 (no modifiers or
skills) for each character, Macinta will defi-
nitely get stressed again so she will usea CL
of 2. Anyone who fails is now panicing.
Characters who are panicing make all rolls
at -10 for the rest of the session.
Everyone can attempt to put on the skin
suit under their seat. This is a very tight,
rubberized coverall, with ahelmet anda40
minute alrsupply. Thesuitdistributes warm
air around the body, and also holds it
together in vacuum. if they fail a rol of Ref
vs 15 they will find themselves floating
across the room, leaving the suit behind.
Characters who are floating can attempt to
manoeuvre back (takes two turns), or to
grab someone else's suit, on Ref vs 15.
Then they can try again,
if they get the suit on, then a roll of int vs
15 is required to get it right. Suiting up
takes 3 tums if they get it right first time,otherwise they will have to spend another
2 tums to try again,
‘Any characters (probably all or most) who
donot have on asuit after 6 turns willbegin
to experience breathing difficulty, pains in
the chest etc. Roll 1010 each turn for each
player, on a roll of 4 or less they lose
consciousness,
After nine turns, all characters not in suits
will black out.
Lost in Space
The OTV is still tumbling out of control,
although those characters who passed out
have been got into skin suits by others.
The door to the flight deck is jammed shut
and there is no response from the pilots.
‘They are quite dead, and there is a large
hole In the front cabin which makes Tt
Impossible to re-pressurize the ship until it
1s patched. The door is stuck fast, but no
longer airtight, and will require a roll of
Body vs 20to open. Two people can get to
thedooratonce, butthehighriders without
cyberlimbs cannot open it.
Remember that they are in Zero G (Ref vs
15 to control any movement) and that
there is noair; those without radio links wil
have to communicate with sign language
or touch helmets.
You may also like to remind Macinta that
sheis wearing a space suit, and any sudden
movement of her right hand may well slice
it open (Scratchers, right). Don’t actually
let this happen, but it’s good for a scare.
Read the following to the previously
“unconscious” players:
You awake in Hell, the ait is fetid and damp
‘and the only fight is a sickly pulsating red
glow. Around you, strangely demonic crea-
tures swim through the turgid muck, You
realize that someone has got you into a suit
‘and that, atleast for now, you are stil alive.
You also have a terrible headache.
Asyourbrain slowlyretums to normaltfunction
‘and the initial panic passes, you look oround
‘more carefully. You notice three figures drifting
re 21 |
WHEN THE CHIPS ARE DOWN
EHEZZOoULoe
together near the front of the compartment,
staring intently at a the door to the front
cabin, and nodding and gesturing at one |~
another. You also natice that three of the
eleven other passengers are not moving at
all, although they do seem to be in suits,
On an Int vs 10 roll the characters will |
realize that the highriders up front (two
‘stewards and one highrider passenger) are
using a radio link, and those who have one
‘can tune in, This should give them the gist
‘ofthe problem, and either they can offerto
help or they will eventually be asked,
What a Mess!
‘Once the flight deck door is opened those
who helped are confronted with a nasty
sight. Read this:
re door finally swings aside to reveal a
‘mess. The front compartment is. mangled
concoction of twisted metal and flesh, and it
is obvious that nobody has survived. The
bodies of two pilots tug pathetically at the
seat harnesses, and a hole about 25cm wide
_gapes to one side. One ofthe crew, whose suit
name tag reads “Raz”, begins examining the
controls, while the other starts sealing the
hhole with some form of patch. Those of you
listening over the link can hear curses and
groans, anditis obvious thot the controls are |
completely dead."
iW any of the characters look closely at the
damage, they may realize (Int vs 15; Hawk
gets-+5) that the damage does not appear |
tohavebeen causedby entry ofan object— |
in fact itlooks like an explosion from inside.
Butthen, we're just getting paranoid, right? |
The panel is badly damaged and will re-
quire a roll of Basic Tech vs 20 or Aircraft
Tech vs 15 to enact basic repairs. This will
take about 20 mins.
Eventually someone, at least one of the
crew, will fix the controls if the players
can't, and off they go again. Within this
time the hole will be patched, and the OTV
repressurized,
The stars swim slowly before youreyes, and |
small shudders can be felt throughout the
craft, You begin to breathe a little easier as
\y! "The front
' of twisted
#, metal and
'flesh...the
| | bodies of
}: the pilots
| ‘float next
,! to a gaping
‘hole in theWHEN THE CHIPS ARE DOWN
Eero EV eat
‘| the OTVstabilizes, and begins to sluggishly
| turn back on course.
Loam ee
pe)
IF YOU WANT TO SELL
YOUR SOUL
Background:
In order to offload the chip, the characters
will have to work out who wants it, and
whether they want to sell interested par-
| ties are:
NASA-Who would really like it back, thank
you.
ESA - Who want it real bad and have/will
kill to get it, and who IN NO WAY want to
spend any more money on this deal,
JAB - Who just want to help tie up a deal
‘with NASA so that things can get done.
INTERPOL - Who have absolutely no idea
what is going on, But these guys aren’t
stupid and will quickly notice all this activ-
ity in the Palace
Even if the characters do a deal with one
party, they will not get home alive without
help. NASA will provide an escort to a
special return flight, ensuring that they will
make itback. f they do not take this up, or
do a deal without this guarantee, they will
be in big trouble.
Crystal Palace
Through the open flight deck door you
have a restricted view out the pilot's view
ports. Ahead you see the shape of a large
rotating cylinder, five massive toruses ro-
tating in the emptiness of space. As you
approach you can make out the shapes of
other OTVs already docked, attached like
parasites to the skin of some huge floating
creature.
Docking and Entry: This has 2 piloting
difficulty of 15, (nota real problem for Raz)
but roll dice anyway and look worried.
Read this:
"You see the huge structure rise toward you,
walls of glittering metal and glass rushing
uncomfortably close. Ahead, the round
features of a docking bay rolls into view, but
it seems to be rushing up fast. Your pilot
curses, wrenching at the controls and shouts
“nang on”. You feel the deceleration as she
tries to correct her mistake.”
‘Ask what they are doing. Anyone who is
strapped in their seat is OK, otherwise
make a Body vs 20 for those standing or
Body vs 15 for those on the floor. Anyone
who fails will take some minor (no points)
bruising. Read on:
"There isa solid bump, but miraculously you
seem to have made it. Raz collapses onto the
‘console, therush of adrenalin which supported
her efforts fading with the stress. Around you,
in the main cabin, a solitary cheer's picked up
by the other passengers as the realization
that you have arrived sets in.
"So this is the Palace...
“You are put through another set of routine
checks, but this time compounded by ques-
tions about the accident. Officials wil toke
names etc. and ask lots of stupid questions.
You then undergo a sickening elevator ride in
Zero G, you're not sure in which direction, to
reach the first torus from the docking bay.
Then, another elevator takes you “down”
‘one spoke, to deposit ou (at O. 8 G) in Hab
1. gventually, tired and hungry, you find
yourselves standing on a raised platform in
the middle ofa park there are even trees
The characters are now within the Palace
proper. Itis 7.30pm, but this is the Crystal
Palace, and itis still very much alive.
An enormousvalleystretches up and outof
sight in two directions, while on either side
the toruswalls climb overhead, meeting in
2 roof of glass through which you can see
the spokes and central cylinder glinting in
the sunThe characters now have to climb down a
set of stairs to the ground level ofthe park.
From here it is up to them whether they
‘wander around the shops or nightclubs, or
head straight for accommodation. Refer to
the map provided for the layout of Hab 1
Emphasize the size and richness of the
palace whenever possible. Everything is
sparkling clean, large and opulent. The
majority of people they will meet in Hab 1
(where the hotel, shops and nightclubs
are) are incredibly rich. They all have at-
tractiveness of around 9 or 10, and spend
money with complete disregard, Clot
ranges fromincredibly extravagantever
dresses and suits, to skintight lycra bodysuits:
‘or complete nudity (often accompanied
by wild body art or cybemetics).
Furthermore, anything bought up here
costs ten, toa hundred, more times that of
earth. Drinks are $50 dollars each, a good
jacket or dress $5,000 and cyberware is
extremely expensive (ten times costs in
book).
Only the workers, who are rarely seen for
long, are “normal”. They ignore the char-
acters, intent on their own affairs. Uniform
gray coveralls are worn, adorned with a
lotsof complex unit patchesin a variety of
colours and patterns. (These show
‘workgroup affiliations and position)
Palace Highlights:
‘The Palace itself. Each torusis about
15 km in circumference, with 2.5 km
long spokes, and the central hub is
1.5 km long.
* The parks, including trees, a
miniature lake and mountain, and
huge open spaces.
+ Agreenhouse, which is a model of
the original "Crystal Palace”
+ Weird lighting effects: a mixture of
hidden lights, huge chandeliers and
the sun outside,
©The Black Hole bar, with holographic
ling gas pouring into the dark
opening,
WHEN THE CHIPS ARE DOWN
| 42020 ADVENTURE | Beye
* Electric trams to transport guests
and crew around each torus,
Tourists Galore:
Here they can meet several obnoxious
salesmen, including that wonder of won-
ders, Frank Hames (whose business card
they had earlier; eemember?). The goodies
being sold inelude such gems as:
* Canned Zero G! Crystal Palace
models, complete with snow! ve
Been to The Crystal Palace T-Shirts —
etc
Hotel:
IF they are silly enough to go to the hotel
room they are booked into at the Hilton
then they willfinditvery bugged, Shadow’s
bug detector will go off the minute he
enters the room, and they will ind them all
over the place. Keep rolling D10 on the
following table until you get four different
locations.
1 - Behind a picture
2-Under a vase
3-Inphone
4 Under the couch
5+ Ina bedpost
6- Under the mat in the toilet
7- On adoor frame
8 Under the bathroom basin
9.- In the shower head
10- Inside a fight fitting
Three of these bugs were planted by the
hotel management for security reasons,
the fourth ishighly sensitive (would pickup |.
anything from the whole suite) and was
planted by ESA.
There are actualy three places to stay at the
Palace, all hotels. The Hilton costs $1200
per night for a standard suite (2 bedroom,
lounge and bathroom), which isthe lowest
model; the Talarna, a very nice hotel at
$1029 per night for a one bedroom suite;
of course they MUST have two...right, or
the Pompador, which is preity plain at
only $850 per night for a two bedroom
suite, All these costs are for the lowest |
standard at each hotel; prices range to ten
times these amounts for really high quality
accommodations. initially, of course, they
have the smartcard (which has @ $10,000
credit line, if they think to use it),
aaWHEN THE CHIPS ARE DOWN
EESOoun oe Pee ea
Any suite will be very comfortable, will
contain a large bathroom with shower,
television with internal house movies, aspa
it to the hall what they are wearing; after
all, this suite contains a shower and a spa.
Read this:
and a fully stocked bar.
"There is a knack on the door...
calls “Room Service."
and a voice
_| The playersare now on their own and must
make the decisions from here on by
themselves. The arranged meeting with
ESAis scheduled for 4.00 pm on Saturday,
sotheyeffectively have from Friday morning
If the door is opened a tray is wheeled in
consisting of avariety of food and drink (as
ordered). The boy will wait for a moment
to Saturday afternoon tolookaround, shop, for a tip (this guy is actually a real hotel
_| gamble and decide what to do. employee - he is only 17, has an ATT of 8
a anda COOL of 5 -and hisnameis George),
Hl ‘and will then leave (disgruntled if no tip).
| Service"— a
‘cleverly 1
| hidden gas
cannister in,
| ‘the trolley, |
‘filling the '¢
‘An Awareness roll (Aw vs 20, but vs 10 for
those with audio) willnotice a quiet hissing
sound. Each tum roll vs Body for any
PART FIVE:
SOMEONE IS
‘room with ; ‘
i character in the room not holding their
‘knockout LOR CURR cath, Thisstartsvs 15, and increases by 5
Ho faster each round until they leave the room or
A io s faste: While they are wandering around gaping, fall. Those who fail will black out. Any
_ | | than you ‘| orwhatever else, the characters will begin character holding their breath roll on Body.
:¢an get to
togetthesuspicion they are beingwatched.
This is in fact true. The table below gives
awareness rolls required for the players to
notice particular members of their "fan
club”, summary stats and skills for the tails
are providedin the NPC section later. Skils
such as Evade can be used here to lose
| some of these guys, temporarily (after al,
Crystal Palace is only so big).
|| The characters may try to lose, confront or
fightone or more of their tails and may well
attempt to arrange meetings with NASA
‘and/or JAB before meeting ESA. The pos-
sible endings are listed in detail later.
Jumping Jack Flash
‘This episode will take placesometime when
"| the characters are in their room/s (which-
ever hotel they go to). If they order room
service, then GO FOR IT; otherwise just
‘THE TAILS.
* Young Chinese female
* Overweight Italian male
* Nondescript japanese male
‘Mysterious French female
(lee Tin)
(Con)
(Hakamura)
(Chane!)
| haveit appear whenever as “on the house"
| Niote: It's worth asking anyone who makes.
vs 10, also with +5 per round, due to lack
of fresh air. It takes 3 rounds to cross the
room, open the door, avoid the cluster of
ther characters, and reach the relative
safety of the hall.
Acleverly hidden gas canister in the trolley
is currently filling the room with knock-out
gas faster than the ventilation can clear it.
Play around and draw this out. Someone
must be left conscious, however. if some of
the party were somewhere else they can
return just as the last person in the room
collapses.
The first characters into the corridor will see
two figures coming down the hall towards
them. A male (white) and female (African)
dressed in standard Crystal Palace em-
ployee overalls, who look very surprised to
see the
characters,
and will
quickly turn
and run,
Pursuit can
be made
through a
winding
path, via the spoke lifts through Zero G,
only to eventually lose them in Hab 3.
NASA agent (Aw vs 10)
ESA solo (Aw vs 20)
JAB solo (Aw vs 15)
Interpol (Aw vs 25)WHEN THE CHIPS ARE DOWN
| A 2020 ADveNTuRE |
Little Boy Lost ters do not bring it up, he will eventually
Upon leaving their hotel room later that say: e
day, one of the group will almost fall (roll
dice) overasmallfigure huddled up against “T have gathered that there is much interest
the door. This pathetic figure is a small, as to your presence here. | hope you realize |
and obviously lost, young boy who has that you are being watched by many people
been crying profusely. He will begin again A number of the major powers around here,
at having been stepped on, and is only aswell as interpol, seem tobe very interested
capable of a few simple words such as inyouractivites. Also, we have heardrumours
“Mommy" between the tears. thot ESA intends to “remove” all of you.
‘Anyway, thanks again, and—we never met,
The players may decide to be overly nice right.”
here, or might realize that helping might =
give them a contact with the highriders. Grant will stand, anditis obviously time to |
they do nothing, then fine. iftheyhurt the go. f they hang around much longer they
child then they can expect no help from willbe asked politely toleave the Palace, by
highriders - who may not be sure it was _ lots of "concerned highriders....
these guys but the grapevine will quickly
put out the word to ignore them anyway. The Net From Orbit
Ifthey try and help, the childwilleventually Macinta may well decide to enter the Net
stop crying, butisstill unable to give them fromthe Palace. No specific eventswill take
any directions. place, however, read the following
description
If nobody wakes up, roll lots of dice and SOON is
thenpointoutTommyiswearingajumpsuit You fee! the familiar falling sensation as you |=... 5
with his name “Tommy” and a stylized plunge headlong into the Net, around you an
symbol embroidered onit. Any permanent incredible worldis revealed. Behind you looms
resident (Hotel Staff, etc.) can directthem a massive data structure, obviously that of
to the Workgroup which uses this symbol the Palace and the many systems used within
(who reside in Hab 3). it, Otherwise you float in an incredfible
emptiness, the usualclutter of databases and
Hopefully they will take this waifin tow to exchanges replaced by empty void. You feel
Hab 3, where they will bemet bya relieved an indescribable thrill of power, hanging far
group of workgangers who were trying to above the mundane structure of the world
work out where he was. This group will be below, four heavy bands of neon showing you
the characters first actual encounter with the major traffic from relay stations to the
real highriders; the people who make the Palace itself.
Palace what it's. Point out that they now
realize that these type of people had been _If Macinta explores then she will notice the
purposefully ignoring them up ‘till now. following:
One of the highriders, who will introduce
himself as Grant, will say to them: ‘Travel between nodes is significantly
slower (-2 to Interface skill), These are
“We thank you for your help and concern. It microwave and laser links, not
's unusual for tourists to take any reat notice _fibreoptic land lines.
ofus, theyare usually too busy with their own
affairs. Please sit down and have drink _* Anumber of smaller lines also leave
perhaps there is some way we can repay the palace. These are security and
you." personal lines for a variety of
Corporations and individuals based in
lf they accepthe will callfordrinks, Hiswife the Palace. Both ends of any of these
Julie, who he will also introduce, seems lines. are laced with black
friendly and will join them. The drinks are programming,
non-alcoholic, but pleasant. Grantis a hive
of knowledge on the Palace, and quite _* Itis reasonably easy from up here to
willing to answer questions. If the charac-WHEN THE CHIPS ARE DOWN
EESroOcunoe Eat
pin-point the gateway access points
so that she can return from below.
The delays are significant however.
There are five possible endings for this
scenario, We've listed each option below,
|| with separate details for each one.
1) Return the chip to NASA:
This isthe preferred option. The characters
_| can request a meeting with NASA by
"| contacting them via the Net or phone or
by approaching the NASA tail directly.
They will quickly be advised to meet at
‘| room 117C/1/2 (Le. room 117C on level
"| 1 of Torus 2). ifthey go, read the following:
“You are met at the door by an attractive
blond woman, who directs you into a large
and opulent suite. This room is big! A huge
window looks out into the depths of space,
while large chandeliers float ot dangerous
‘angles from the ceiling. The walls are deco-
rated in numerous original paintings and
designer wall hangings. One wall consists of
9 full size display screen, currently showing
images of running water and trees, while
‘quiet music fils the room. It is obvious that
this is how the rich live, and is something of
‘shock since your own rooms seemed rather
luxurious.
| "The room contains four people other than
yourselves. The woman who met you at the
door, andaman, who are both immaculately
and expensively dressed, and a male and
femalewho appear morefunctionally dressed
and are both carrying flechette pistols."
The woman, an American who will intro-
_| duce herself as Alex, will conduct negotia-
tions. She will offer the characters $120,000
|| tobe credited to an account (or accounts)
of choice, for handing over the chip (She
can be bargained up to $200,000 total,
but NO MORE). They will also provide safe
passage backto any earth portviaaguarded
flight later that day. Alex will readily an-
sswer any questions she can, including:
‘+ The chip contains stolen plans of a
NASA space ship.
‘= NASA does not require the chip, but
obviously does not want anyone else to
getit.
* She is offering as much as she can -
especially considering it belongs to
NASA in the first place
* Yes, other sources may pay higher, how-
ever the characters wll probably not survive
a deal with any of the other parties. Firstly
because they will almost certainly be double
crossed and secondly, NASAwilltrackthem
down and enact revenge.
The solos will stand back, and itis obvious
they are ready to react at the first sign of
trouble. Any attempt to leave will show
that the door is not locked, however Alex
willbecome quite insistent that the chip be
retumed to her, and points out that the
other groups involved are sure to know
that they have met and will probably act
quickly to rectify the situation,
2) Sell Chip to ESA:
‘Oh dear, they don’t really want to do this
do they? Oh well...
ifthe players request a meeting they willbe
advised to meet at room 73A /215 (level 2
of torus 5), where they will be met by three
ESA representatives. If they go, read the
following:
"You are met at the door by a smiling Asian
‘male who you quickly recognise from your
meeting planetside. He directs you into a
Jarge board room. The walls are wood
panelled, andan enormous rectangular table
extends down its length. The room is
remarkably devoid of decoration, the only
‘major features are the table and awellstocked
bar in the far corner.
The room contains three people other than
yourselves. The ninja (Tapia) you already
know. There's another Asion male, also
carrying flechette pistols, and an immacu-
lately dressed male who remains seated at
the far end of the table."
The male, who speaks with a German
accent, is an an egotistical, sexist, obnox-
ious bastard. He will introduce himself asWHEN THE CHIPS ARE DOWN
| A2020 ADVENTURE | ees
Karl and announces he will conduct all him, Ifthe charactersattempt toforce their [71
negotiations. He will offer $100,000 per way out, of take any violent actions, they
character (!l!) to be credited to accounts will probably all be killed or captured and
of their choice, for delivery of the chip. He ESA will get the chip anyway (stats are
will also offer safe passage back to any given for Tapia and his mate if it comes
earth port required. Kari will refuse to down to this). The only real joy to be
answer any questions, and if pressed for gained is that they might rid the world of
formation regarding the chip will reply: Kari,
"You have involved yourself in something Itwould alsobe aspectacularending tothe
‘much larger than yourselves, but atleast you game...
hhad the sense to bring the chip as advised.
You needonly know that it belongs tous and 3) Cautious inquiries:
begratefulfor the payment you willreceive.” If the players are cautious, and request a
‘meeting with any party somewhere else
During proceedings Karl will stare obvi- they will be met by the appropriate “tail,
ously at the girls, yet will direct all_who is being watched and guarded by
conversation to the males. Any questions others, carries a mike, has audio with radio
from female members will be treated with splice and scrambler, etc. The characters
contempt and his brush offs will consist of will be offered the appropriate deal as,
cliche’s such as: above, but cannot ask questions, Any at-
tempt at violence and not only will the
“Why don ‘t you and I cover that laterin my goons retaliate, but the Palace security
suite?” forces will become heavily involved in find
or ing the characters and having them
“You really don't need to know that, but | removed from orbit.
‘ight consider telling you in private, *
ee
Oe
Tes
AA es
Ua ce
Of course, this way they have the option of
They are really in trouble now. Tapia and comparing offers, but see the next section.
his companion are VERY good at being
corporate heavies, and Karl is also quite 4) Paranoid Inactivity:
capable in a fight. If the characters try to If they decide not to deat with anyone, to
blufftheirway out theywilfailftheyhave just go home, o some other inconclusive
not brought the chip then they will be activity then point out.
asked its location; Karl will contact some-
one by radio link to pickitup. Ifthey refuse _» They are only booked into the hotel for
he will point out that the information can twonights, andit’slikely that thesmartcard
be obtained quite easily without theircon- will stop on or before then - the cheap
sent (drugs, torture, etc.) and that they rooms here are $850 per day, and they will |=
cannot really escape. discover that the “return” flight. tickets |:
have been cancelled.
The keyboard which Karl uses to transfer
‘money, and any phone/Net connections * Once the meeting date originally speci-
in this room are actually connected to an fied on the card is out, then they are
ESA computer, running a complex inter- probably fair game as hit material by ESA.
face which will make transfers and phone
calls seem real; but actually itis all fake. * Not doing anything is terribly
Theroomisshieldedso that the characters _un-cyberpunk and they should all die hor-
cannot have those outside checkuponthe ible deaths if they don’t do something
dealings. really clever to make up for it...
Tapia and the other solo will stand back, 5) Set up ESA:
both looking mildly amused at proceed- The one real face saver here will be if they
ings. Any attempt to leave will show that set ESA up, via NASA; say give them a dud
the door is locked, and Karl will become copyof the chip, DO NOT PROMPT THEM!
Quite insistent that the chip be retumedto THEPLAYERS MUST THINK THIS UP THEM-Pe ei
WHEN THE CHIPS ARE DOWN
SELVES. ESAwill surmise that Webbs stuffed
up, and won't take this out on the charac-
ters, while NASA would actually pay as
muchas the $100,000 per characterif they
offer this. Let them bargain up from the
‘original $100,000 total price themselves.
Be
HERE'S THE FINAL OUTCOME OF
EACH DECISION:
(1) If they do a deal with NASA (or JAB)
| they will be returned home, $100,000
richer.
Congratulations all round.The End
(2) If they do a deal with ESA they have a
big problem, NASA will be really pissed,
and are unlikely to give them any protec-
tion now while JAB will be down right
dangerous. if they take up ESA’s offer of
safe passage they have a really unpleasant
ride back in the cargo bay of an ESA OTV.
If not, advise them that they have several
days of being harried before they can get
a flight back. No matter what methods
they use, when they hit earth they will
discover no money was ever really
transferred into their accounts.
Better luck next time. The End
(3) They may try to do some sort of double
deal. If they deal with both parties (allow-
| ing ESA to copy the chip and then return-
1g it to NASA) they are treading the fine
line, and their trip home will depend (as
above) on whose offer for passage they
take. They may get the $100,000 dollars
from NASA, but the $400,000 from ESA
was never real! itwill take NASA at most six
months tofind out, and they will definitely
decide to remove the characters - you can
point out that they would need to com-
pletely change their identity and current
careers (could be a big problem for some
characters) to avoid this fate, which wil
cost about $20,000 each, or else they will
easily be found,
Better luck next time. The End
(4) ifthey decidenottodealwith anyone,
i.e. keep the chip and try torun home orask
Interpol for protection, then they will get
nothing. They will be killed (by NASA, ESA
or JAB - whoever gets to them first) before
they can leave.
Better luck next time. The End
(5) If they double-cross ESA, with NASA's
help, they will be returned home, at least
$120,000 rricher- possibly significantiy
more.
Congratulations all round. The End
GOOD GUYS &
BAD GUYS
‘Summary information of
Non-player characters for this
scenari
Terrence Webbs
Role: SPY (Ex Interpol Agent)
Int, Ref 7, Tech 7, Cool, Att, Luck 5, MA,
Body 7, Emp 4
Cyberware: Interface plugs, chip socket, N-
processor, twin optics with anti dazzle, target
and infrared, cyberarm (left) with Minami 10
and rippers, Chips include Eurotheatre Law +3,
Japanese +3.
Maln Skills: Combat Sense +6, Awareness +8,
Athletics + 6, Handgun +9, Rifle +5, Martial Arts
+6, Melee Weapons +4, Japanese +4, Shadow
45.
Personality: Motivation: Greed. Competence:
High but blatant. Aggressiveness: Low unless
pushed. Glitches: Over- confident, facade of
“English” spy (ie. Bond). Smokes imported
cigarettes and drinks martinis.
Generic Thugs
Role: THUG It
Int 4, Ref 8, Tech 5, Cool 5, An 4, Luck 0, MA8,,
Body 8, Emp 4
Cyberware: Interface plugs
Single optics with anti dazzle and low light
rippers
Main Skis: Combat Sense +2, Awareness +6,
Athletics + 4, Handgun +5, Rifle +4,
Streetwise +6, Brawiing +5Personality: Motivation: Drugs, sex,&
money. Competence: Low. Aggressiveness:
Very High. Giitehes: Brash and arrogant.
Generic Police
Role: COP
Int6, Ref8, Tech 5, CoolB, Att 6, Luck4, MA
7, Body 8, Emp
yberware: Interface plugs, N-processor,
‘Twin optics with anti-dazzle, target and
infrared, audio with radio splice.
Main Skills: Authority +4, Awareness +8,
Athletics #5, Martial arts 4,Handgun +6,
Rifle +2, Streetwise +4
Personality: Motivation: High social morals
Competence: Medium. Aggressiveness:
High. Glitches: Bored, nervous and would
like to make it home in one piece.
Tapia Nungyia
Role: SOLO (ESA Ninja)
Int 7, Ref 12, Tech 5, Cool 10, Att 7, Luck7,,
MA 50, Body 50, Emp 4
Cyberware: Full torso plating; twin optics
with anti dazzle(2), target(1), infrarectt),
‘one shot(1),imageenhancement(T audio
with bug detector, radio splice and
scramblercyberarmswith rippersright) and
secret space (left), pated cyberlegs, reflex
boost (Sandevistan)
‘Main Skills: Combat Sense +6, Awareness
+10, Athieties +6, Martial Arts +9, Handgun
+5, Rifle +4, Melee Weapons +6, Japanese
+8, English +4, Shadow/Ditch +6, Stealth
4, Interrogate +3.
Personality: Motivation: Loyalty to
company. Competence: Brilliant.
Aggressiveness: High but restrained
Glitches: Tapia is the result of a long and
expensive research program by ESA into
reduction of trauma effects associated with
large scale cyber installation, Hels iterallya
corporate bult king machine, but many
months of drug treatment and training
have helped to keep him essentially hu
man.
Lee Tin
Role: SOLO (NASA Agent)
Int7,Ref8, Tech 5,Cool7, Att8, Luck6,MA
8, Body 5, Emp 6
Gyberware: Interface plugs, N-processor,
twin optics with anti dazzle, target and
Infrared, audio with radio splice.
Main Skills: Combat Sense +2, Awareness
+6, Athletics +4, Martial Arts +4, Handgun
+5, Rifle +2, Japanese +9, English +6,
WHEN THE CHIPS ARE DOWN
| A 2020 ADVENTURE |
Shadow/Ditch +2, Wardrobe/Style +4,
Human Perception +2, Seduction +2,
Personality: Motivation: Do well on first
big job. Competence: Low. Aggressiveness:
Low. Glitches: Nervous, young (23) and
very impressionable,
Con Papadopolous
Role: SOLO (ESA Agent)
ints, ReF8, Tech, Cool, At, Luck 5, MA
6, Body 8, Emp 6
Cyberware: Interface plugs, N-processor,
vehicle link, smartgun ink, twin optics with
antidazzle, target and infrared, audio with
radio splice.
Main Skills: Combat Sense +4, Awareness
+6, Athletics +3, Brawling +4, Handgun +5,
Rifle +4, Italian’ +8, English'+5, Shadow)
Ditch +4,
Personality: Motivation: Get this job over
with. Competence: Medium Aggressive.
ess: Medium. Glitches: Oversexed and
frustrrated, bored and hungry.
Halkamura Tanichya
fale: SOLO (AB)
int 9, Ref B, Tech 6, Cool 9, Att 7, Luck 7,
MA 7, Body 6, Emp 7
‘Cyberware: Interface plugs, N-processor,
audio with radio splice.
Main Skills: Combat Sense +5, Awareness
+6, Athletics--6, Maral Arts +4, Handgun
+6; Rifle +2, Melee Weapons +6, Japanese
+8, English'.6, Shadow/Ditch +6, Stealth
42, interrogate +4, Human Perception +6.
Personality: Motivation: Loyal to current
employer. Competence: High. Aggressive-
ness: Medium. Glitches: Very honourable,
rather dull
Chanel DeLarn
Role: SOLO (Interpol)
Int 9, Ref 8, Tech 7, Cool 10, Att 9, Luck 8,
MA, Body 5, Emp 5
Cyberware: Interface plugs, N-processors,
twin optics with anti dazzle, target and
infrared, audio with radio splice.
Main Stills: Combat Sense +6, Awareness
+10,Athletics +8, MartialArts ¢$, Handgun
47, Rifle+5, Melee Weapons +6, French +9,
English +4, Shadow/Ditch +8, Stealth +6,
Disguise +5, Interrogate +4, Wardrobe/
Style +6, Seduction «4, Human Perception
+4
Personality: Motivation: Personal success.
Competence: Very high. Aggressiveness:
Very High. Glitches: Likes to feel superior to
others, particularly men (this is usually not
difficult)
Karl Manx
Role: CORPORATE (ESA)
Int 8, Ref 8, Tech 7, Coo! 10, att 9, Luck 8,
MA8, Body 7, Emp 4
Gyberware: Interface plugs, N-processor,
twin opties with anti dazzle, low light and
microcamera, tippers, biomonitor, Ski
watch, audio with radio splice ‘and
Wearman™
Main sills: Company +8, Awareness +10,
‘Athletics +5, Handgun =5,Riie~2, German
49, English +7, Wardrobe/Style +6,
Seduction «4, Human Perception +4
Personality: Motivation: Personal success.
Competence: Very high. Aggressiveness:
Very High. Glitches: Arrogant, Chauvinistic
ig.
ESA Heavy #2
(Tapia’s sidekick):
Role: SOLO
Int 6 Ref 12, Tech 5, Cool 8, Att 6, Luck 6,
MA’, Body's, Emp 4
Cyberware: Twin optics with anti dazzle,
target and infrared, cyberarm (Left) with
rippers and secret space, pop-up flechette
pistol, aucio with radio splice, bug detector
and scrambler.
Main Skills: Combat Sense +6, Awareness
+48, Athletics +6, Martial Arts +6, Handgun
46, Rifle +6, Interrogate +2.
Personality: Motivation: Companyloyaity.
‘Competence: Medium. Aggressiveness:
High. Glitches: Wants to perform as well as,
Tapia (fat chance).
Alex
Role: CORPORATE (NASA)
Int 8, Ref 7, Tech 7, Cool 8, Att 8, Luck 7,
MA 8, Body 6, Emp 6
Cyberware: Interface plugs, N-processor,
vehicle link, chip sockets, twin optics with
anti dazzle, low light, skinwatch, audio
with radio splice, Wearman™, voice
analyser.
Main Skills: Company +6, Awareness +8,
Athletics + 6, Handgun +4, Rifle +2,
English +7, Wardrobe/Style +4, Seduction
+44, Human Perception +5.
Personality: Motivation: Personal success.WHEN THE CHIPS ARE DOWN
Eee PU ait
Competence:High- Aggressiveness: Medium. Cyberware:N-processor,chipsockets,twin +8, Athletics +6, Martial Arts +2,Handgun
Gichess Relatively nice git. Opies withantidazzle target andinfrares, 36, Rie +6, Interrogate +2
poster (ef) with Dynatecs taser and :
neric NA‘ Steet space, audio with rio splice, Bug Personality: Motivation: National ioyaty
Generic NASA Heavy detector and scrambler. Competence: Medium. Aggressiveness:
00 ud Medi. Gitehes: Nervous
a rete ee COS ANS ek. Main sis: Combat Sense +6, Avareness
Bir se Bo
Tha
MEMORY INFO
Memory Contents
1 Spacecraft Plans Manpdor —Aacy—Ebvr TW Garera
2 Virtual Lunar Base Simulation
3 Virtual Mars Base Simulation K oO oo
4 Research on Propulsion System files * Mars Lander plans . Ba hs,
5 Virtual Conference/Houston Weeene Maser Sem Gee
6 Financial Transactions * Payroll Database vw
78 Business Records « Inter office Memos lead a go
9-12 Operating Programs for Rocket Assembly Plant. vetarecne, Bia My: ecm
13-16 Grey Ops files * Database"BECKETT