Carbon 2185 | A Cyberpunk RPG 1
ROADBLOCK WRITER. COVER ART.
Andrew J. Lucas Cassandra Dodds
INTERLINKED WRITERS. INTERIOR ART.
Andrew J. Lucas, Ty Moore Rhei Johnson, Klaus Wittmann
EL ULTIMO OSO CREATED BY. CARTOGRAPHY.
Jordan Roberts Lewis Fraser
PROOF READER. LAYOUT.
Cassandra Dodds Lewis Fraser, Robert Marriner-Dodds
EDITORS. MANAGEMENT SUPPORT.
Robert Marriner-Dodds, Ty Moore Derek Pearson
BASED ON CARBON 2185 CREATED BY. PRINTED.
Robert Marriner-Dodds Standartų Spaustuvė (www.standart.lt), Vilnius, Lithuania
Copyright © 2019 Robert Marriner-Dodds, Dragon Turtle Games Ltd. All rights reserved.
Dragon Turtle Games, the Dragon Turtle Games logo, and all content herein are copyright Dragon Turtle Games Ltd.
Carbon 2185, the Carbon 2185 logo, CarbonRPG, are all copyright The Marriner-Dodds Company, officially licensed to Dragon Turtle Games Ltd.
Any reproduction or unauthorized use of the martial or artwork contain herein is prohibited without the express written permission of Dragon Turtle Games
Ltd.
www.dragonturtlegames.com
2 炭素 2185 | サイバーパンクロールプレイングゲーム
CONTENTS
Contents 3 Tanaka’s Off Market Repairs Storefront 29
Roadblock Upper Floor 29
Welcome 4 Tanaka’s Store Map & Area 30
Running The Mission 4 31
What’s Happend 4 Part 2.5: 32
Hooks 4 32
Crash Site Map 4 Part 3: 35
Setup 5 Skill Checks 35
End Run 5 36
Villr Compound Part 4: 36
Inside The Compound 6 Villeneuve Robotics Rec Center 36
Area 1 & 2 V1 37
Area 3 7 V2 38
Complications 7 V3 38
Finishing The Mission 8 V4 39
Villr Compound 1st Floor Map 8 V5 39
Villr Compound 2nd Floor Map 8 V6
9 V7
10 V8
Interlinked 11 Part 5: 41
Prologue 12 42
What’s Happend 12 Part 6: 43
Datacard 13 First Encounter
Frisco’s Finest Food 13 Hunter or Hunted 44
El Ultimo Oso 44
Part 1: Mistaken Identity 14 Haunted House 45
Frisco’s Finest Facility 14 Second Floor 46
Area 1 14 Cellar 48
Frisco’s Finest security 15 The Lead 48
Area 2 15 Complications 49
Area 3 16 The 5th Floor 49
Area 4 16 The Suite 50
Area 5 17 Stat Blocks 52
Frisco’s Finest Facility Map 18 License 56
Area 6 18
Area 7 18 The Carbon 2185 | A Cyberpunk RPG Core
Area 8 19 Rulebook by Dragon Turtle Games Ltd.
Area 9 20 is required to play this mission.
Area 10 20
Area 11 22
Synth Housing & Survveilance Map 23
Area 12 23
Area 13 24
Area 14 24
Area 15 27
Escaping The Facility 27
Skill Checks
Part 2: Song Bird 28
Carbon 2185 | A Cyberpunk RPG 3
WELCOME! If none of these catch the eye of your players,
While Roadblock is a mission designed for new encourage them to create their own reasons for
players and game masters, this doesn’t mean that wanting to em-bark on this mission. These hooks
veterans players or master GMs won’t enjoy it. are optional and should not be attached to es-
If this is your first run through a Carbon 2185 tablished characters unless you feel one of them
mission, we have written this mission to gen- would fit your character and make sense in their
tly introduce you to the rules and some of the personal narrative. Following is a list of hooks that
unique features of the game. We’ll separate the may be interesting to you or your players for the
walk through of rules into boxed text, and as you Roadblock and Interlinked adventures.
get deeper into the mission these will disappear.
SNYTH LIBERATION
RUNNING THE MISSION
Roadblock is a short mission with only three You’re secretly a member of the SLF, or Synth
scenes and a distinct ending. It is meant to set up Liberation Front. A group of freedom fighters
the world and one of the more villainous com- and rebels fighting in the shadows for equality
panies, Villeneuve Robotics. While designed to for synths. VillR has a bad rep with the SLF, and
work as a prelude to Interlinked, Roadblock can you’re determined to check it out.
also be played as a stand-alone session with a
clean ending. EX-EMPLOYEE
WHAT’S HAPPENED
Before becoming a cyberpunk you slaved away
What’s happened will give you a brief over- for VillR under exploitative conditions. You don’t
view of the mission. This will provide context care much for politics, and don’t care about
for the mission and let the game master quick- synth production secrets, but you do care about
ly determine where and how this mission will fit getting one over on your old boss.
into their campaign, whether it can easily slot
into a campaign or is best played as a one shot GLORYHOUND
adventure.
VillR has a reputation for maintaining extremely
brutal security forces. Taking a run at Villeneuve
and walking away with the prize will leave you a
legend at cyberpunk bars across the city.
Villeneuve Robotics has suffered a system er- CORPORATE MOLE
ror at one of its main production facilities and
are dispatching a repair unit with a sophisticated You’re intending on stealing synth production
reboot algorithm. The players are approached secrets from Villeneuve to sell on to the highest
to retrieve this algorithm, which functions as a corporate bidder.
skeleton key capable of unlocking the program-
ming and genetic structure of all Villeneuve THE TRUTH IS OUT THERE...
synth model’s brains, including a unique experi-
mental model. The payoff is generous, but so is You wish you could learn the truth behind Ville-
the threat. neuve Robotics and its synth production. Now’s
HOOKS your chance!
Hooks are convenient ways to help introduce
your players to the mission. You should treat MISSING, PRESUMED GONE.
them as suggestions that link to player back-
grounds in ways that encourage them to take on Someone close to you has disappeared and Vil-
the mission. Most hooks are just flavor to help leneuve are implicated in the disappearance.
immerse the player in the scenario, but some Maybe you can get revenge, or maybe you can
may have a slight impact on the gameplay. get information?
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SETUP The trap set by the cyberpunks is a series of
Setup is a brief description of the underlying remotely detonated explosives that will overturn
theme of the mission. You should use this as the truck, and lead immediately to a skirmish
your benchmark for the mission. If the players with the guards. The cyberpunks have time to
get side-tracked you can bring this theme to move into cover or otherwise attempt to hide.
the front of the narrative. When they are done with whatever extra prepa-
The mission begins with the first step of recov- rations they want, read the following:
ering the data - an assault on a vehicle carrying “An explosion rocks the whole street. The
techs in possession of high-security clearance truck veers and crashes into the side of a
codes. The goal is to steal the access creden- nearby building, its wheels spinning uselessly
tials for the facility from a tech support team in the air. A second explosion throws cement
en route to the facility. The action begins in into the air as the timed charge goes off a few
the process of ambushing and destroying the seconds later than it should have -- that’s
security truck carrying the technicians. The what you get with cheap explosives. Within mo
cyberpunks will have to move fast, stealing the ments the back door to the truck bursts open
credentials and arriving at the facility with the and a group of armed figures emerge, sweep-
means to bypass the security at the factory be- ing the area with guns drawn.”
fore it can be reported. The truck crashed into the side of a building
30ft. away from the cyberpunks, and emerging
“A famous fixer, Rico Montoya, has offered from the rear exit of the truck are three VillR
you a job. Ambush a VillR truck, kill the guards. They attempt to attack the cyberpunks
guards, and steal their access codes. You’ve if they see them, but are disoriented from the
laid your trap on a remote street that the crash and have disadvantage on their initiative
truck regularly drives through, and are now and perception checks made to spot hidden
waiting.” enemies.
Inside the vehicle are two VillR technicians.
Carbon 2185 | A Cyberpunk RPG 5
Once the guards are defeated obtaining the END RUN
appropriate information and credentials from
the technicians requires a successful DC10 Per- “The compound is a mess. Smoke billows up
suasion or Intimidation check. from one of the buildings where automated
firefighting drones are dropping fire suppres-
If successful the technicians hand over the sant foam. Apparently you’ve been assisted
appropriate codes and badges. Alternatively by a convenient distraction. A fire brigade
players can incapacitate or kill the technicians tanker pulls up as you watch, bringing a squad
and take the information. One of the techni- of heavily equipped firefighters to join the
cians is carrying the data card used for storage, battle to save the building. Groups of bystand-
which the group has been instructed to grab. ers, what you at first mistook as civilians, mill
Five minutes after the truck has been disabled about the compound watching the action. On
the cyberpunk with the highest People stat gets second glance you see that they are all dressed
a call on their comms from an unknown number: in identical gray jumpsuits. Synths. Probably
“On the other end of the line is the raspy the factory workers.”
voice of your contact, Rico ‘Replay’ Montoya.
He speaks in rapid succession. The party may choose a slightly more subtle plan
“So you hit the truck, good. Got the codes to access the main building or they can simply
and 404’d the guards? Good. Right now, the try to fight their way in through the slightly
deal is simple, use the codes and get into the weakened security. If they try a non-violent
factory. Go in, find the core, download the approach to work their way into the facility they
factory’s schematics and their synth program must succeed on a DC12 appropriate check.
codes. You have three hours, then meet me Some examples of how they may talk their way
at the Six Hearts, it’s a bar in district 4, can’t in are provided below, but these are by no means
miss it. If you aren’t there in three hours, you the only way to do it:
ain’t getting paid. If you are there with the Masquerade as synths milling around the com-
data, then I can give you the longs when you pound. The synths are operating on their default
arrive. 100 000 a piece, good? Good.” With programming and are trusting to a fault. There
that, the comms go dead.” are multiple models of synth and asking them to
provide their clothing is easy.
The factory Rico is referring to is a Villeneuve Masquerade as firefighters. How they acquire
Robotics facility on the edge of District 2. The the gear is their problem.
cyberpunks are aware of the location of this place
due to previous conversations with Rico.
Travelling to the compound takes 20 minutes on Masquerade as firefighters. How they acquire
foot or significantly less via any vehicle. the gear is their problem.
XP. Masquerade as SFPD officers or some other
Divide 150xp evenly among the cyberpunks for authority.
defeating the guards, and an additional 50xp If the cyberpunks stole the credentials from the
between them for obtaining the data. technicians, they may be able to pose as the
Arriving at the facility begins END RUN. technicians to enter the facility.
If the cyberpunks come up with a different but
plausible method, allow them to roll and see how
it goes.
6 炭素 2185 | サイバーパンクロールプレイングゲーム
As the characters make their way into the build- A group of four security officers approach any-
ing they will encounter various obstacles before one they see enter.
they get to the VillR computer core. Once Convincing the security officers to allow safe
inside they will have to contend with the various passage requires a successful DC13 Persuasion
groups that act inside the facility, which has its or Deception check. If posing as someone who
own defenses and security forces. is authorized to be there, such as a firefighter,
INSIDE THE COMPOUND. SFPD officer, or a VillR technician, the charac-
The rooms in this factory are wide and equipped ters can instead make a DC12 Bureaucracy or
for the production of synths. Presence check. There are a total of four VillR
guards. They take cover behind the factory
The ceilings in this factory are 20ft. tall in any equipment, including the fragile synth holding
area but the factory floor, which has a 40ft. high tanks, should a firefight start.
ceiling. LOOT.
As well as their standard equipment, the guards
Doors in the factory would normally be locked each carry 5d20 9mm rounds. Between them,
but due to the adjacent fire have been left open they also have four 100₩ credit chips.
in the rush, unless specified otherwise. XP.
AREA 1. KITCHEN AND CAFETERIA For defeating or bypassing the guards, award
This room is pitch black. If the cyberpunks have 200xp divided evenly between all cyberpunks.
a way of illuminating it, or can see in the dark,
read the following:
“This kitchen and cafeteria clearly sees heavy AREA 3. ADMIN OFFICES
daily use, but is currently empty thanks to the “A warren of cubicles and glass enclosed
emergency. A pair of small cleaning robots are meeting rooms, it looks like a pitched battle
busy scuttering about.” occurred here with hundreds of rounds pep-
There is little of interest here aside from a pair of pering the walls. Here and there a quadrant of
freezers (lockable) where the players might be cubicles are exploded outwards from a tossed
able to hide or stash captives away. No fire has grenade. The entire area smells like smoke and
yet to spread to this area. cordite.
Lumbering among the cubicles looking
confused and distraught is a powerfully built
AREA 2. FACTORY FLOOR human wearing a soot-covered gray jumpsuit.”
“The assembly line is silent, but you can see
tanks of synths in various stages of develop-
ment. The air is hot and clammy, smelling The figure is a morris combat synth driven mad
vaguely of rotting apples. You remember that by the lack of instructions and poisoning from
scent from an old synth you knew; an older the smoke. The synth screams in rage when it
model that was a little twitchy. Now that you detects anyone enter, and lunges to attack. The
look closer you can see that the synths inside cubicles are flimsy and only count as partial
the tanks are all deactivated, and attracting cover but could hide the characters for stealth
flies. or safety.
Four security guards are stationed in here.” If the cyberpunks search the room they locate
equipment worth up to 1 000₩. Accessing any
The factory floor is filled with equipment and it is computer terminal requires a DC12 Hacking
easy to locate cover or places to hide. Tools and check. Success reveals that the company is -
makeshift weapons are also easy to find.
Carbon 2185 | A Cyberpunk RPG 7
8 炭素 2185 | サイバーパンクロールプレイングゲーム
Carbon 2185 | A Cyberpunk RPG 9
working on an illegal and experimental synth on the production and development cycles of
capable of procreating. synths. The complete genetic sequencing can
LOOT. be used by any corporation to produce specific
Loose equipment worth up to 1 000₩. models of synths that come from Villeneuve
Robotics.
XP. COMPLICATIONS
For defeating or bypassing the combat synth, Try to anticipate your players actions and be
award 100xp divided evenly between all cyber- prepared to react to them. Your worst case
punks. scenario could pit the party against four or more
AREA 4. DATA CENTER VillR guards backed up by the SFPD’s finest. A
“This room is protected by a bulletproof glass scenario like that will challenge even experienced
enclosure and an encrypted security keypad. players and while this probably won’t happen, it
Inside are two VillR security guards and a pair might. Be prepared for this scenario and allow
nervous looking technicians.” the party to seek alternate methods to escape.
Remind them that sometimes it’s best to run
from a fight than go down in a blaze of glory.
Convincing the two VillR guards and two VillR FINISHING THE MISSION
technicians that the cyberpunks have business If the party is successful in obtaining the reboot
in the data center requires a successful DC16 data, they can meet with Rico at the Six Hearts
Bureaucracy or Persuasion check. Furthermore, bar. Rico will examine the data card for authen-
the door is locked with a security rating 3 lock ticity and then pay the team.
(DC14 Hacking) alternatively the door has If the team’s hackers decide to look over or hack
an AC of 10, 20 hit points, plus resistance to into the data card they can do so before meet-
bludgeoning, piercing, slashing, ballistic damage, ing Rico. He will want exclusivity and will not be
and immunity to happy if the players copy the data, but they can
psychic and radiation damage. The security try if they like.
guards refuse to open the door if not convinced, When Rico takes the data card he will jack it into
and prepare actions to fight if someone attempts his neurolink and examine at the data. Tell the
access. If a fight breaks out, the technicians players the following:
cower and take the dodge action each turn.
LOOT “Oh yeah, this is exactly what we wanted,
The guards carry a combined 3d20 9mm rounds specifications right down to the cellular level
and four 100₩ credit chips (one chip per guard/ for half a dozen synths. This is damn good.
tech). Have I got plans for this. You guys did good
XP work. Not clean but cleaner than my last team
120xp divided evenly between all cyberpunks. by a long shot.
Now let’s get you all sorted out.”
If the cyberpunks successfully infiltrate the data LOOT.
center they will still have to conduct a hand off Each cyberpunk will receive the agreed upon
with the VillR repair staff en route to reboot the number of wonlongs, a flat 100 000₩.
system. No type of social roll with convince the XP.
Villeneuve Robotics personnel to relinquish the You should divide 100xp between the
reboot datcard. It will have to be taken by force. cyberpunks for completing the mission.
A DC13 Hacking check on the rebooted data If the party is successful in obtaining the reboot
card reveal its contents. It contains information
10 炭素 2185 | サイバーパンクロールプレイングゲーム
data, they can meet with Rico at the Six Hearts - Open it after you’ve had a drink and are
bar. Rico will examine the data card for authen- alone.” With that he stands up and walks out
ticity and then pay the team. of the bar.”
If the team’s hackers decide to look over or hack
into the data card they can do so before meet-
ing Rico. He will want exclusivity and will not be
happy if the players copy the data, but they can
try if they like.
When Rico takes the data card he will jack it into
his neurolink and examine at the data. Tell the
players the following:
“After handing over the wonlongs, Rico takes Villenueve’s newest logo launched in 2184. The
several deep breaths. “Okay. Damn right, you rebranding cost a reported 100 000 000₩
did a good job here so my boss has told me and was made as an attempt to distract from the
to give you a message.” He holds out a small rumours that VillR were using decomissioned
screen covered with a faint film, a burnertab. synths in their foodstuffs.
“Boss doesn’t even talk to me, so I have no The move worked as the online discussion turned
idea who they are, what they’re like. They only to talk of their new overhauled look.
send messages this way, right? Anyway, don’t
open it here. Get some R&R for tonight. -
INTERLINKED
Interlinked is a series of scenarios designed for corporations, both on Earth and the colonies.
players who have a few missions under their This enslavement is not lost on the synths, and
belts and are familiar with the setting and rules. most of them dream of escaping this life. Some
It is recommended to play this adventure after of them actively pursue it.
roadblock as there are a number of combat and Synths are widely considered nothing more than
social situations that will be especially challeng- a machine that makes modern life conveni-
ing. A couple of missteps and the body count will ent. However, the advanced degree of their AI
quickly grow. and the complete nature of their biology makes
them almost human.
This mission (Carbon 2185 uses the terms The cruel reality of their existence is that they
“mission” and “adventure” interchangeably) ties know, they desire, they suffer. Generally speak-
into the previous level 1 adventure Roadblock, ing human beings ignore this reality, but there
with much of this adventure calling out or utiliz- are many humans who sympathize with the
ing parts of Roadblock’s story, and it is best if synths, and this sympathy helps fuel the Synth
players have this previous knowledge, although Liberation Front and its mission to free all synths
not necessary. and establish an independent nation with the
SETUP same rights and freedoms as their creators.
Synths are a common sight across San Francisco
and most of the world (with a few exceptions).
The life of a synth is forced labor for the many
Carbon 2185 | A Cyberpunk RPG 11
WHAT’S HAPPENED This data card contains the Villeneuve Robot-
A synth working at Frisco’s Finest, a food manu- ics’ synth registry code. A registry code con-
facturing facility, was damaged in an industrial tains all of the data that the company has on
accident. The Nightingale model was slated for each synth it produces including:
disposal and shipped back to a Villeneuve Robot-
ics reclamation facility. On arrival, however, the /Manufacturing specs
synth was secretly removed from the facility, /Imbedded engrams
suffering and frightened. /Genetic markers
Unknown to the management of either facility /Serial number
the chief mechanic at Frisco’s, Thomas ‘Willy’ /Environmental tolerances
Williams, has established a relationship with the /Preferred and suggested augmentations
synth and can’t bear to see her destroyed. /Maintenance schedule
Willy arranged to have the Nightingale delivered /Proprietary software (encrypted)
to a street engineer named Kaito Tanaka. /Operating protocols Options:
The cyberpunks first encounter Nightingale in /Cause no harm
Part 2: Song Bird. /Be productive
Nightingale’s disappearance from reclamation /Protect yourself
has spurred an investigation by an audit and rec- /Be empathetic
lamation team from Villeneuve Robotics. /Protect others
Willy is desperate to hide his tracks, and mean- /Nurture others
while the synth has already started her own /*ERROR FILE CORRUPTED*
process toward freedom. With Tanaka’s /*ERROR FILE CORRUPTED*
assistance she reaches out to the cyberpunks for /*ERROR FILE CORRUPTED*
help in getting revenge on the corporations that /Protocol unknown…Please Contact su-
have abandoned her, and to free her trapped pervisor with level 73 clearance to unlock
synth brethren. protocol.
She resents humanity and especially the corpo- Using this datacard, it’s possible to adjust a
rations that created her, but she knows she synth’s parameters as they mature. A matured
needs allies in the process of gaining that free- synth can no longer be influenced by this data.
dom.
PROLOGUE “You are building a reputation on the streets,
This mission is loosely connected to Roadblock and the anarchists are starting to speak your
in that Villeneuve Robotics makes an appear- names. News of your encounter with Ville-
ance. If your players were successful in that mis- neuve Robotics isn’t exactly common knowl-
sion, they will have obtained a data card contain- edge, but the secret’s out. If it was truly com-
ing synth manufacturing data. mon knowledge there would be a VillR kill
If they were unsuccessful, they will be familiar team knocking on your door, but everything
with the information but may owe the previous has remained quiet over the last few days.
employer a favor for failing the first time. Meanwhile, staring up at you is the burnertab
you got from Rico. He told you to open it
when you were ready for another job -- and
here you are.”
The cyberpunks hold a secure data transmitter
given to them as a direct message from Rico’s
employer. Unbeknownst to the cyberpunks,
12 炭素 2185 | サイバーパンクロールプレイングゲーム
however, Rico is a member of the Synth If the countdown reaches 0 the same micro-
Liberation Front and is in fact the very employer charges go off destroying the device.
he pretends to serve. Allow the characters to investigate the assign-
The Nightingale synth has been working with ment. The following information is readily avail-
Rico and the SLF from inside VillR. Her recent able.
accident is the catalyst for the following series of DATACARD
missions. The card is non-distinct, like a billion other cards.
When the party opens the burnertab read the The program it contains activates when inserted
following: into a computer system. A DC10 Hacking check
will allow the player to dissect the program’s
“The screen is a pixelated mess that slowly commands. It will do two things: locate VillR
coalesces into a hooded shape with sunglasses proprietary software and adjust the inventory
and a scarf wrapped around its mouth. Low database.
tech but effective. Even if the unit were Serial number NR 673-998 (Nightingale) is
compromised, there wouldn’t be enough to removed from two places: the main inventory
identify the figure or its surroundings.There’s and maintenance log. NR 673-965 (a dummy
no sound, just a scrolling captions like an old number) is inserted in its place.
timey 2D broadcast. Pretty much standard. A DC15 Computing check allows a hacker to
The scroll reads like a telegraph; all instruc- recognize parts of the code as the same in the
tions and no context. encryption software the players liberated and
“Proceed to Frisco’s Finest Production Facility sold in Roadblock (if they checked out that data,
within 48 hours. too).
Infiltrate facility. Insert data package into FRISCO’S FINEST FOOD
mainframe. Disguise mission as a snatch-and- Frisco’s is best known for the hundreds of small
grab. Exfiltration without causing loss of life if maid cafés, grocery shops, roving robovenders,
possible. Payment upon completion 100,000 and a nationwide distribution network of prepak
w/in 36 hours following mission. Delayed foodstuffs. The company maintains a huge pro-
deposit to account #6044,2344,23,113.” cessing facility outside of the city where pre-
From the back of the de -vice a smaller data pak meals are prepared and distributed. Similar
card nudges out of a port, nondescript and facilities exist across the country, but this is the
easily overlooked. largest by far.
To learn more about Frisco’s Finest Food, the
players may attempt several skill checks:
“Click here to confirm agreement. You have A DC13 Streetwise check reveals that the cor-
47 seconds to confirm.” porate headquarters are located downtown. The
A one-way Wi-Fi connection opens on the production facility is more of a factory distribu-
screen along with a large overly dramatically tion hub.
red button. A timer begins counting down. A DC15 Investigation check reveals the financial
Once you agree to the assignment the data status of the company and the corporate asset
card releases from the burnertab port and the accounting for the production facility.
hardware sizzles as the internal hardware disin- A DC20 Investigation check allows the data to
tegrates via implanted microcharges.” be extrapolated revealing 10-12 security personal
Carbon 2185 | A Cyberpunk RPG 13
100 production employees, 300 leased synths, While a burnertab is not 100% secure it is
and another 100 casual off-the-books workers. considered unprofessional to even attempt to
A DC13 Hacking check will provide the play- crack into a burnertab when one is delivered.
ers with a copy of the building permits from 20 Cracking a burnertab is most certainly a free-
years ago along with an outdated schematic of lance career-ending move.
the site.
PART 1.
BURNERTAB MISTAKEN IDENTITY
2 000₩
Burnertabs are a common method for a pro- Allow the party to organize their infiltration
spective employer to maintain anonymity and escape plan. The facility operates 24 hours
while providing a secure briefing on the mis- a day. Synths do not need as much downtime
sion. The burnertab is similar to a lower tech as humans and their burnout is literally prepro-
tablet able to function like any other similar grammed into their maintenance schedule.
tablet. The encryption and security features
make the unit unique. Once the tablet deliv- Be prepared to improvise and run with whatev-
ers its programmed message, it opens up a one er plan the party elects to use. The areas detailed
way Wi-Fi connection to a specific prepro- below will help guide the action.
grammed network address. The connection AREA 1. ENTRANCE BARRIER
will stay open for a maximum of 47 seconds, “The chain fence surrounding the facility is
the minimum time a hacker will take to trace almost as rusty as the metal sign displaying
the connection using remote access tech. the cutesy Frisco’s Finest logo. This particular
The tablet will wait for the user to access the building is labeled Food Preparation Facility
Wi-Fi to transmit a simple binary message No 1. There is a gate and the obligatory guard-
either agreeing to the contract or refusing house.
it. Once the message is transmitted or 47 You can see a bored looking security guard
seconds expire, the tablet will trigger a power blankly immersed in a neurolink videogame.”
surge through its batter that will electrify
microcharge EMP tape that will destroy the FRISCO’S FINEST SECURITY
hardware of the tablet, Datacard slot (tied to Frisco’s maintains a much larger than normal
confirmed delivery) security force on this facility. This is necessary to
rendering it useless. deal with the threat of rebellion from the synths
Most burnertabs have the following features: that inhabit this facility as they have a higher
• Facial recognition scanner than average rating of non-compliant behavior.
• White noise generator A 10ft. tall chain-link fence topped with razor
• Fractal encryption software (corrupts data wire encloses the facility. This is a useful bar-
rier against the odd desperate vagrant, but little
as it plays) challenge for a well-equipped team. The real
• Microcharge EMP tape surrounding hard- threat is the warning system that will mobilize
if the fence is disrupted. A DC12 Perception
ware check will reveal that the fence posts are a typi-
• One charge mini Wi-Fi system outgoing cal flexing hydraulic electrostatic sensor that will
register if the fence is cut or if any weight great-
transmission only er than 20lbs. is applied to it. It is not difficult to
• Small package delivery system (tied to bypass this sensor (DC13 Stealth) allowing the
length between two poles to be cut or climbed.
confirmed message)
14 炭素 2185 | サイバーパンクロールプレイングゲーム
The fence is not patrolled. DOWNLOADING DATA.
If the fence is disrupted, the factories security If the cyberpunks download any data from
will dispatch a surveillance drone to examine the the facility, please turn to page 27 to see what
site. The drone will arrive within 1d4+2 rounds. they may have learned.
It is possible the cyberpunks will have left the van will be able to crash through the gate with
area and left no trace or concealed themselves. little problem.
If they have not and the drone detects them, the XP.
security guard accompanied by a large synthdog Bypassing or defeating the sentrybots will net
will be sent to intercept them with drones pro- the cyberpunks 200xp divided evenly among
viding support. them.
LOOT. AREA 3. DISTRIBUTION BAY
In addition to his normal gear, the guard carries “A pair of Frisco brand haulers are pulled up
34 10mm rounds and a 100₩ credit chip. at the loading bays. The robotic machinery
XP. moves back and forth loading stacks of boxes
If they make it through this area divided 125xp for the order. Sophisticated picking and sort-
evenly between all cyberpunks. ing programs allow each pallet to be custom-
AREA 2. SECURITY GATE ized for their specific destination, be it a mul-
“The road to the guardhouse covers a 100ft tinational grocer or mom & pop convenience
stretch of open ground from the main en- store. A few synths move around the stacks
trance through the chain link fence to the assembling and packing the boxes.”
security gate leading into the facility. The
guardhouse is made of concrete punctuated This is where the processed foodstuffs are
by thick-paned windows.” shipped to the city and across the country.
Within the bay are stacks of palletized boxes.
This location features a small concrete structure Each box contains one hundred packages: tacos,
where visitors are asked to present credentials. quesadillas samosas, fish and ramen. Most of the
Anyone with valid Frisco’s ID will be allowed packages come in a standard, deluxe, and self-
onto the grounds. Other visitors will be heating options, with multiple flavors.
cross-referenced with that day’s log of expected
visitors and deliveries. If a visitor is not on the Robotic pallet movers stack and prepare the
list, a call will be made to the administration area pallets for shipping. Painted lines, featuring fer-
to confirm whether they are allowed entry. rous infused paint, allow the pallet movers travel
This area is also guarded by two sentrybots, unimpeded between the distribution bay, intake
located in closed “caskets” on either side of the bay, production floor, algae tanks, and recycling
gate. These enclosures appear at a glance to bins.
be part of the gate structure, though a DC12 The pallet movers are immensely strong and as
Investigation check reveals them as part of the such very durable. They are programmed to fol-
security system. Attempting to bypass the low simple instructions, which are inputted into a
security entrance, or a failed attempt at Hacking touchscreen or programming port at the rear.
into the software, activates the sentrybots. The bay is entered by a set of stairs to the north
The gate is standard chain-link, which will im- or by the sunken vehicle bay, which lets trucks
pede small vehicles, but anything larger than a back-in flush to the bay for easy loading and un-
loading. The pallet movers, under the control of
five synths, are loading two trucks at the dock.
Carbon 2185 | A Cyberpunk RPG 15
FRISCO’S FINEST SELF-HEATING There is a lot of activity on the production floor
FISH TACO with 100 synths and 50 human employees oper-
Our delicious cod fillet is soaked in Frisco’s ating the machines. There are also 10 supervisors
award winning teriyaki glaze. The fish is nestled to maintain order on the production floor. Gen-
within a genuine corn tortilla wrap, along with erally, this is accomplished with an electronic
fresh lettuce, onions, and pickled turnip. The schedule but they also carry stun batons in the
flavor is world-renowned! Self-heating options event a synth gets out of line. Human employ-
are available in all markets and uses our unique ees are far too afraid of losing their job to get
double-layered packaging with polymer- out of line.
infused chemical catalysts that will heat your
meal with a simple press of a tab. Three min- A single security guard sits on a folding chair at
utes later, your steaming hot taco is ready to the entrance to the admin building. From here,
eat. they can see down the length of the produc-
Available in singles, doubles, and six-packs. tion floor to the doors to the intake bay. While
Treat yourself today! Happy eating! the production lines do obscure the distribu-
tion bay doors, the guard can see straight down
the middle of the room. Unless the facility is on
alert, they will be oblivious to anything going on
around them due to the activity in the room.
AREA 4. PRODUCTION FLOOR LOOT.
“The heat and noise emanating from the As well as their usual items, the guard has 34
building is incredible, hitting you like a physi- 10mm bullets and a 100₩ credit chip.
cal blow. Dozens of synths work side by side XP.
with human line-workers, pressing and form- Divide 25xp evenly between all cyberpunks for
ing patties of flavor-infused algae and protein completing this area.
paste into nearly passable food shapes. After AREA 5. ALGAE TANKS
the food is cooked, processed, and freeze- “A handful of synths tending three large tanks
dried, it is wrapped, boxed, and stacked onto located in the center of this room. The scum
pallets that are moved out of the room and growing on the surface of each tank is being
along to the warehouse and distribution bay. skimmed by a bucket conveyor and depos-
The entire room is a cacophony of sounds and ited into large wheeled tanks. Someone has
movement, and you imagine that if you did painted each tank with multi-colored graffiti:
not know what you were doing you could be Fish, Fowl, and Feet. Looks like someone has
seriously injured.” a sense of humor as the algae tanks reek of all
three.”
This building is massive, with assembly lines of
cookers, ovens, vats of sauces, and machines The synths in this area are all wearing the stand-
that form and package the food. Each assembly ard gray work overalls, but there are three hu-
line is calibrated for a specific run of product. man workers each wearing thick gloves and a
Generally, the production line will run two or full face-covering breather mask. If the players
three products at the same time. This week the are looking to disguise themselves, they can get
production run is geared for fish and lamb tacos. a set of masks from an equipment cabinet at
Of course, the extent of fish and lamb in each the entrance to this area. Posted in the area to
taco is limited to the DNA infused in the algae scan for and incapicitate any intruders are three
grown in the vats out back. stealth spiderbots. Anyone not in uniform is
The synths here are all engaged in operating the
machinery and guiding the pallet movers.
16 炭素 2185 | サイバーパンクロールプレイングゲーム
Carbon 2185 | A Cyberpunk RPG 17
attacked by the spiderbots from stealth. A char- and scraping of the recycling activity. Occasion-
acter with a passive perception of 16 or higher, ally a pallet mover chugs through the area to
or a character who is actively looking, can suc- exchange a full dumpster for a fresh one. If the
ceed on a DC16 Perception check to avoid being characters watch long enough they will see the
surprised by the attack. synths pocket the occasional piece of trash after
XP. examining and discussing it among themselves. A
150 divided evenly between all cyberpunks. DC14 Sense Motive check indicates that this is
AREA 6. INTAKE BAY a typical synth attachment psychosis. Generally,
this is not dangerous but it indicates the mainte-
nance cycle is not being followed.
“This small vehicle bay is nestled in the rear of ROBOTIC DUMPSTER.
the facility between the manufacturing area As you would expect these dumpsters are foul
and the garbage/recycling dump. There are and disgusting messes, but only on the inside.
not any vehicles off-loading supplies or equip- The outsides are relatively clean as they are
ment at the moment. You see a couple of regularly scrubbed by synths. The dumpsters
employees enjoying nicsticks but otherwise no contain an internal hydraulic press to com-
one is around.” press the trash and increase the internal car-
There is no one in the bay at the moment, but rying capacity. They also have a set of road
there are a number of equipment racks that hold worthy wheels and a hitching mechanism that
work uniforms and equipment. Gray jumpsuits allows the dumpsters to be fastened together
are for synths, blue for human workers. If the in a sequence.
alarms are activated, two sentrybots emerge Once a week the sanitation department sends
from areas in the wall to defend the intake. a pick up crew, hooks the dumpsters into a
XP sort of road train, and brings them to the
200 divided evenly between all cyberpunks. dump for emptying.
7. GARBAGE RECYCLING CENTER AREA 8. SYNTH HOUSING
“Rows of dumpsters lead to a set of recycling “A large gray building with only a few barred
bins like offerings to the gods. There is a long windows and a single steel reinforced door
line of tables set up in front of the recycling stands like a prison within the compound.
bins and a trio of very dirty synths are sorting Inside the building are rows of bunks, a com-
through barrels of trash. A concrete path and munal bathing room, and a cafeteria where the
ramp leads back into the intake bay allowing synths relax between shifts.”
robotic pallet movers to move empty dump-
sters back into the facility in exchange for This building is set off from the production facil-
filled ones.” ity to allow the synths to conduct their refresh-
and-relax cycles. They are not programmed to
The recycling is handled piece meal with synths require much in the way of relaxation or rec-
pushing carts with barrels into the recycling area reation time, but the synths have personalized
and sorting it manually. This is labor intensive their spaces somewhat. Small discarded items
but synth labor is cheap and recycling fines are from the outside world decorate the free space
expensive. around their bunks. Most of these are discarded
Of the entire facility, this is the quietest loca- by the human employees and are worthless to
tion, its silence broken only by the light clatter anyone other than the synths. They are protec-
tive of these little mementos of normal human
18 炭素 2185 | サイバーパンクロールプレイングゲーム
existence. Damaged dolls, pages ripped out of an
old paperback novel, or once colorful pinwheels
that no longer turn are all samples of the dross
the synths collect.
There are around 100 synths milling about the
housing unit at any one time. They are pro-
grammed not to harm humans but they will pro-
tect themselves and their belongings. The char-
acters can certainly mingle with the synths but
they will not be able to blend in, and the synths
will simply stare at the intruders among them.
The synths will not report the humans and will
only interact with them if the characters initiate
conversation. Defending the synth housing facil- AREA 9. ADMIN BUILDING
ity from intrusion and making sure the synths
are working properly are five security guards. “The administration building is topped with a
faded but still jauntily colored sign proclaim-
ing “Frisco’s Finest Foods, San Fran’s best
LOOT. employer three years running.” The state of
170 10mm bullets. Five 100 wonlong credit the rundown vehicles cluttering the parking
chips. lot indicates those three years must have been
XP. long ago.”
125 divided evenly between all cyberpunks.
The large parking lot is on the north side of the
admin building and features an assortment of
Frisco’s Finest Foods maintains an inventory vehicles, mostly compacts and the occasional
of approximately 300 synths working on a van or truck scattered throughout. The lot is
three-shift rotation. not anywhere near capacity and most of the
At any one time there may be as many as 150 vehicles are rundown or in need of repair. If the
of the units on the production floor or scat- characters are interested in taking one they
tered across the facility. will find it an easy DC10 Mechanics check to
The remainder spend their time in the synth override a vehicle’s theft protection and get it
housing complex. running. One area of the lot is taken up with a
The inventory consists of three basic models, small fleet of six robotic food trucks. These are
all repurposed by Villeneuve Robotics for a bright, shiny, and in the best repair of any of the
second life in the food preparation industry. other vehicles since sales are better from a clean
vender.
DOWNLOADING DATA. There are two other vehicles that stand out
If the cyberpunks download any data from among the rest: a security vehicle with off road
the facility, please turn to page 27 to see what tires, and a heavily armored van. These vehicles
they may have learned. look in good condition, though grubby.
Both are parked close to the stairs leading to the
admin building.
The security vehicles are a bigger challenge to
break into, requiring a DC15 Mechanics check.
Carbon 2185 | A Cyberpunk RPG 19
“This warren of cubicles and offices is less PATROL VEHICLE
rundown than the rest of the facility, but only A heavy patrol vehicle, SUV style, with a
because it is where the majority of the segregated rear cabin for suspects. Built for
human employees work. The office color is
soul-crushing beige, its walls broken only by all-terrain with four-wheel capability. Can
transport five armed guards and up to four
an occasional graphic broadcasting the current detainees in the very back.
sales figures or a trite 3D inspirational
hologram. Both are intended to improve SYNTH TRANSPORT VAN
productivity but neither succeeds.”
A transport van that allows the company to
move up to twenty synths in the rear cabin.
The admin building is one of the only places The cabin has two rows of benches with a se-
where the health and safety of the workers is ries of snapping locks built into the floor of the
considered. The HVAC maintains the tempera- vehicle. An equipment cabinet holds sets of
ture and humidity at a reasonable level, sound- manacles attached to steel cabling. These are
proofing keeps the sounds of the production used to secure the synths for transport to and
facility to a minimum, and the lighting is indirect from Villeneuve Robotics when they are being
and pleasant. Sure the décor is boringly stand- repaired, reconditioned, or replaced.
ard, but it’s a clean and healthy environment to
work in. ROBOTIC FOOD TRUCK
These trucks are mobile food kitchens
AREA 10. SALES equipped with cooking and reheating facili-
“This area is a maze of cubicles filled with a few ties and are manned by a crew of two to three
personal items: stress balls and the like, maybe employees. They are also outfitted with an
a potted plant, but little else.” AI robotic that is only capable of preparing
prepackaged food servings from an onboard
store. Frisco’s Finest maintains this fleet from
A basic communications system allows the em- a number of locations, supplying them for
ployees to cold call potential or existing clients. contracted delivery services.
Noise is kept to a minimum and aside from
whispered comment when the supervisor is not
looking, there is only the ever-present cross- Each truck has a pre-programmed route,
sampling of employee-to-client conversation. entered by the sales department to supply the
local area. At any one time there are 500
trucks patrolling the streets looking for cus-
The characters should not have any real prob- tomers. You do not have to look far to see the
lems navigating this location. There are 10-12 garishly painted trucks, and if you cannot find
employees and 2 supervisors, but they are all any it is easy enough to summon one through
busy maximizing their sales stats, and will not en- the net.
gage the party unless forced to. If the characters
attempt to access the main admin systems from AREA 11. MARKETING
here, they will find that the sales department is
firewalled from the entire production facility. “Here are two small offices, each cluttered
This is due to the number of casual employees with charts and stacks of papers. The depart-
the department utilizes and a few regrettable ment also has a fancy meeting room for enter-
incidents last year. Access is closed. taining clients. Presently this meeting room is
only occupied by a mostly eaten birthday cake
and a couple of dismal looking mock ups of a
new line of veggie samosas. The cake is dry,
but not as dry as the cardboard mock ups.”
20 炭素 2185 | サイバーパンクロールプレイングゲーム
Carbon 2185 | A Cyberpunk RPG 21
22 炭素 2185 | サイバーパンクロールプレイングゲーム
The Marketing department is small at this site, AREA 13. FINANCE
as the main offices downtown are where most
of the management conducts its day-to-day “This drab space features two windowless of-
work. Marketing maintains a small presence here fices with desks facing the walls. There is little
focusing on the industrial market by providing of interest here, aside from a basic computer
ready to eat meals for business sites. set up and comm system. There are a pair of
framed photographs featuring a nondescript
family unit. If you moved the frames from one
The rooms have a panoramic window giving an desk to the other, it’s unlikely anyone would
unobstructed view of the grassy area between notice. The computers are little more than
the parking lot and the synth housing: it could terminals, with no data card reader.”
be a quick exit if needed. There is also a sophis-
ticated holographic imager that, in defiance of
corporate protocol, is connected directly to the As described, these offices are little more than
outside world. If properly hacked this connec- glorified cubicles.
tion could allow a call for help. The imager is also
connected to the main IT servers, but is fire- AREA 14. MANAGEMENT
walled to allow limited access to marketing and
admin files only. It is has a security rating of 5. “This location houses three offices all with full
If this check fails, a corporate security measure picture windows occupying an entire wall. The
dispatches an advanced sentrybot (CR1), which windows also double as fully functional 2D
arrives in 1d4 rounds. displays, shifting from transparent through
opaque to interactive high-def, using a con-
trol mounted in the central office desk or by
XP remote. Each room also features a small couch
200 divided evenly between all cyberpunks. and table for more informal meetings. There
AREA 12. DISTRIBUTION is a wet bar and fully stocked refrigerator. Art
pieces hang on the opposite walls along with
“This office overlooks the parking lot and the a few moderately tasteful statues in alcoves
brilliantly painted fleet of robotic food trucks. inset into the walls.”
While there are only six trucks in the lot at
present, an interactive display of the city
allows real time tracking of another 300 or If the players examine the desks, they will find
so. Mounted on the opposite wall is a map of an assortment of personal items of little worth.
the country, with a smaller inset map of the There is a level 4 security system built into each
world.” desk that can access all IT systems. They are
each biolocked to their owner’s biosignature.
This can be bypassed with a DC16 Hacking
Across this map are small points of moving check. Once accessed, any of these systems can
lights, representing outgoing shipments of prod- be used to upload the data card into the main
uct and incoming deliveries of materials. system.
Stacks of binders fight for space on the tables
with an old style canister coffee maker. There
are boxes of packaged samples and racks of
prepared press release kits, all in various states of
assembly. It looks like the office is doing double
duty as a prep area.
Carbon 2185 | A Cyberpunk RPG 23
AREA 15. TECH the books is a dog-eared 2D flat photograph
“Numerous synths busy themselves work- of a Nightingale model synth (this is a photo of
ing throughout this large room. Some appear Nightingale from Part 3 - feel free to describe
focused on small equipment repair jobs, while her to the players and use the same description
others move equipment into and out of the when they meet her later).
room. In the center of the room sits a robotic
food truck, hood up, while a synth appears to AREA 16. SURVEILLANCE
work on the engine. In an odd juxtaposition, “The door to this room is solid metal and fea-
numerous active network servers occupy one tures a bioscan lock. Stenciled on the door is
quadrant of the repair bay.” the tell-tale word ‘Surveillance.’”
This large room is where the company main- Two bored security guards share a tablet to play
tains its corporate server stacks as well as do- a 3D holo-game. This office features a desk and
ing double duty as a technical repair facility. a series of monitors flashing from one scene of
Small repairs to the facility’s equipment can be industrial productivity to another, with the oc-
conducted here and at any time, there will be casional glimpse outside at the facility’s border.
3-5 Rathbone model synths working on bro-
ken pieces of equipment along with 6-8 Morris The security office maintains a computer sys-
model synths moving equipment in and out of tem that has its own connection to the network
the room. If the players check the food truck, as well as a laser link to a surveillance drone on
they will find the truck fully functional, though the roof of the building. There is a metal lad-
empty of any foodstuffs. der outside the building, which gives access to
Along one side of the room is workbench with a the roof and the drone hangar for maintenance.
data terminal allowing access to the servers. If There is a ceiling mounted hatch here, which
the players examine this terminal they will find allows the officers to switch out the surveillance
that there is no firewall protecting the server and package in the drone with a waldo mounted
simply inserting the data card into the terminal sniper rifle assembly. Changing the drone’s
is sufficient to access the servers. Around the package takes 10 rounds
terminal are a few old time paperbacks, which The security office computer is connected di-
would be worth a few wonlongs if the players rectly to the servers in the tech room. If the
take them. Deactivated in the corner of the characters wish, they could attempt to install
room is a restrained insane morris synth. the data card here. In the event an alert is
If anyone comes within 5ft it activates and sounded, the security room has a panic button
breaks its restraints. The other synths flee the that will isolate the servers from the rest of the
room. facility and also jam any outside landline, cellular,
LOOT. or radio communication. This will not stop any
Odd bits of equipment worth 1d10 x1 000₩, direct sight laser comm system but it is effec-
old paperback books worth 500₩ each, to the tive otherwise. The security personnel will be
right buyer. reluctant to use the button unless the servers
are compromised. This will not stop the data card
insertion but will flash comm an SOS to the San
Francisco police, who will respond in force.
XP. LOOT.
100xp divided evenly between all cyberpunks. 68 9mm bullets. Two 100₩ credit chips.
The books are all of assorted poetry: Tennyson, XP.
Wordsworth, Byron, and the like. Inside one of Award 50xp divided evenly between all cyber-
punks.
24 炭素 2185 | サイバーパンクロールプレイングゲーム
Carbon 2185 | A Cyberpunk RPG 25
ESCAPING THE FACILITY MECHANICS (DC10).
With the data card downloaded and the informa- Weren’t there some food delivery trucks out by
tion now safely contained, it is time to escape the back of the facility? One of those may do
the facility, past any surviving or incoming secu- nicely for a quick getaway.
rity forces and SFPD. This will be a set piece.
PRESENCE (DC17).
A set piece is a group action where success or Hiding among the workers is a classic move.
failure can affect the whole group and their With any luck, and hoping no one turns them
current plans. This usually involves an elaborate over, the team can make their escape.
escape or a scene that would be montaged. As
a group the cyberpunks must succeed 4 skill STEALTH (DC15).
checks, before failing 3 others. If they can do Slipping away using the shadows is the best way
this then they successfully escape the facility. If to live to fight another day. This is one of the
they instead fail 3 skill checks before succeed- oldest methods of evading capture -- hiding,
ing 4, then they are cornered by the security usually in plain sight.
force that Villeneuve sends 3 large spiderbots to
incapacitate and capture the cyberpunks. LOOT.
2d20 + 10 9mm bullets. Plus 100 000₩ for
SKILL CHECKS each cyberpunk if successful.
ACROBATICS (DC13). 36 hours after their escape, the group receives
Simply finding an appropriate drainage pipe, or the appropriate payment. Once the payment
jumping into a padded fall will make this escape has cleared through, divide the xp evenly be-
so much easier for getting out of the facility and tween the cyberpunks.
onto the street. LEVELING UP 1-2
ATHLETICS (DC12). During Part 1, the cyberpunks should have
This check is a dead sprint and leap away from reached level 2. If they did not, now would be
anyone who would try to catch the group. Run a good time to add your own twist on the mis-
faster than them and they will never catch up. sion so far by adding side excursions designed
BUREAUCRACY (DC12). to get them up to level 2 before Part 2.
Knowing the people and the systems in place for LOOT AND XP
exactly this kind of situation works to the team’s From this point on, loot and xp are given at
advantage, and they are allowed to slip away. the end of each section, rather than as soon as
ENGINEERING (DC16). they are earned.
Rigging part of the facility’s production line to
halt without stopping anything else. That will
quickly cause issues: the best case for the corps
is that it overheats and shuts down everything
else; the worst case, however, is the build up in
pressure causes an explosion in the algae bay.
HACKING (DC14).
Once the hackers are into the system it should
be relatively easy to reroute some of the securi-
ty squads to another part of the facility, thereby
allowing the team to slip away.
26 炭素 2185 | サイバーパンクロールプレイングゲーム
IMMEDIATE CORPORATE If the players download any of the information
EXTRADITION TREATY from the security system, they might learn the
Most police and government agencies main- following:
tain a suite of corporate extradition contracts. Thomas ‘Willy’ Williams appears on security
These documents allow a duly appointed of- tapes on many occasions. He spends a lot of
ficer of a corporation to request that a suspect time with one specific Nightingale model synth.
be remanded to their custody. These contracts Maintenance records show more than normal
allow a corporation to interrogate a suspect check-ups with this particular model.
for a specified period ranging from hours to Focusing on the feeds reveal him reading poetry
weeks, depending upon the details of the con- to the synth.
tract. Byron, Tennyson, Wordsworth
Over time, the synth repeats the poems back to
A few corporations have their own accred- him. Private moments alone show the Nightin-
ited court system, penal institutions, and even gale synth whispering lines of poetry to herself.
halfway houses to reintroduce convicts to the Footage of an industrial accident that injured the
general public once their sentence is over. Nightingale synth show the following:
A multinational entity like Villeneuve Robotics Willy attending the scene and trying to provide
has extradition contracts with municipal and aid. Willy’s manager Jake Clarkson completing
national courts across the globe. Immediate an accident report.
Corporate Extradition Treaty. Clarkson’s accident report. Indicates the synth
should be reconditioned and sets a pick up date
Most police and government agencies main- for the VillR reclamation team to arrive.
tain a suite of corporate extradition contracts. Thomas ‘Willy’ Williams annual employee review
These documents allow a duly appointed of- (conducted prior to the accident). His supervisor
ficer of a corporation to request that a suspect has reprimanded him on four occasions for inap-
be remanded to their custody. These contracts propriate interactions with synths. Inordinate
allow a corporation to interrogate a suspect time periods spent with a specific synth. Clean-
for a specified period ranging from hours to ing and repairing synth clothing. Providing books
weeks, depending upon the details of the con- and small gifts to synths. Inappropriate adjust-
tract. ment of synth work schedule
A few corporations have their own accred-
ited court system, penal institutions, and even
halfway houses to reintroduce convicts to the
general public once their sentence is over.
A multinational entity like Villeneuve Robot-
ics has extradition contracts with municipal
and national courts across the globe. They also
maintain three prisons and a virtual court that
can try, convict, and sentence criminals in an
online forum.
The review further identifies the specific synth
(ID 673-998) as the focus of his attention.
The floor manager Jake Clarkson recommends
the synth (Nightingale model ID 673-998) be
reconditioned and memories wiped.
Carbon 2185 | A Cyberpunk RPG 27
PART 2. footage or the data card, they recognize her as
SONG BIRD a Nightingale model. they recognize her as a
Nightingale model. They might also recognize
If the players were successful in Part 1 they are her from the photo in Part 1, though her injuries
no doubt enjoying the rewards of their work. make it more difficult.
Within two days, however, they receive an ur- Though listless in her current condition, Night-
gent summons from Kaito Tanaka, a local elec- ingale answers any questions with determined
tronics restoration store owner. Tanaka is well effort. At times it’s difficult to understand her
known on the streets as an honorable man. He as she lapses into snippets of poetry when not
calls with the following message: directly engaged.
“I heard that you had some action in the sub- “In a sudden moment of clarity Nightingale
urbs. Paid handsomely I heard, but someone speaks: “Find Willy before they take him.
was sloppy. Come to the shop. We need to Kidnap him if you must.”
talk. The streets are always bustling here. Ven-
dors ply the crowd trying to hawk their ques- If they ask for payment, Nightingale laments
tionably legal wares. Of course, no one comes that she has no money, but offers a return fa-
this far uptown for anything legal. You clear vor once she’s set up in the liberation effort - a
the riff raff out of your way with a surly glance favor in the wings is as good as money when it’s
and spot your goal. Uncle Tanaka’s Off Market needed. If the characters force the matter, a
Repairs. The street’s glaring neon gives way to disappointed Tanaka offers 10 000₩ each to
a dimly lit shop punctuated here and accomplish the task.
there by the telltale blinking lights of equip-
ment struggling to continue operation.” If the players ask about Nightingale’s wounds
Tanaka’s shop specializes in repairing old or obso- and mental state, Tanaka assures them that, with
lete technology. If you have an old Commodore rest and his help, she’ll be back to form soon.
64, Rolex, or gas powered moped, Tanaka’s can He refuses any offers to join the team as he is
get it working for you. The interior looks like too old, but he assures the group he’ll be pull-
a cross between a pawnshop and an old-timey ing strings on his end to cover contingencies if
Radio Shack. The real work is done in the back. things go south.
Once the characters arrive, Tanaka declines to
discuss things with them. He is abrupt, saying As the group negotiates Willy calls Tanaka on
only, “Talk. But not to me.” the comms. He’s on the run from VillR deten-
tion squads and needs help. If the party agrees,
go to Part 3: The Defector.
“Tanaka leads you through the house to an up- XP
per story and into a cluttered bedroom domi- 100 for each cyberpunk.
nated by a hospital bed. Surrounding the bed TANAKA’S OFF MARKET REPAIRS
is an array of medical and mechanical equip- STOREFRONT
ment. In the bed is a badly injured synth. Her T1. ENTRANCE
left side is burned and she appears immobile. This room is filled with a clutter of ancient and
Her face is scarred along the left side and one cutting-edge technology. Uncle Tanaka can
eye rolls uncontrollably.” probably locate any specific piece of equipment
If the players succeed in a DC15 Computing a player is looking for. An armored door (con-
check, or have reviewed the Frisco’s security cealed behind a wooden one) allows access to
the rear of the shop.
28 炭素 2185 | サイバーパンクロールプレイングゲーム
‘Uncle’ Kaito Tanaka is an elderly
Japanese citizen whose history is
shrouded in secrecy.
He lives in San Francisco because his
country of origin has exiled him for
crimes unknown.
He is a brilliant technician who dabbles in
all the physical sciences.
He may seem gruff and dismissive, but
he has a soft spot for the synths, and acts
as a spy for the loosely organized Synth
Liberation Front.
He maintains his cover as a dabbler in
ancient technology and a purveyor of
repurposed technology, while also main-
taining his clandestine support for the
SLF.
Carbon 2185 | A Cyberpunk RPG 29
The door is reinforced and has a security lock UPPER FLOOR
(DC30). At some point during the mission, this T6. NIGHINGALE’S ROOM
door will probably be the only thing standing This bedroom is dominated by a large hospital
between the players and the VillR. bed and associated medical monitors. A small
T2. REAR STORAGE cot with dirty bedding is set up beside the bed
On the other side of the door is what at first making it hard to move around.
glance looks like a meat locker. The room is kep- T7. TANAKA’S ROOM
tat a chilly 5 degrees to maintain the integrity of This small room overlooks the front street and is
the vats and freezers filled with synth parts. as sparse as the rest of the building is cluttered.
T3. MED BAY Tatami mats cover the floor and an alcove con-
This is an autodoc that is programmed to con- taining a simple white banner with a motto ‘Do
duct first aid and surgical repairs on both hu- nothing which is of no use’ in Japanese. A small
man and synth patients. The autodoc also has a set of chests holds personal items and clothing
minigun in the corner that ensures compliance as well as a rolled up futon with bedding. Hidden
in reluctant patients but also can be set to attack beneath the clothing is a military style webbing
any intruders. and holster holding a revolver and a monoedged
T4. REPAIR BAY katana. There is a leather bound book containing
Technology repairs are conducted here. Vari- a handwritten account of Tanaka’s experiences
ous pieces of equipment are scattered about the during the war (in Japanese of course).
workstations. An SFPD robot is partially disas-
sembled against one wall. A few adjustments and
the robot can be brought into the fight either as
a distraction or to slow down any assault.
T5. BACK ALLEY
A van is pulled up against one wall of the alley. It
is a non-descript delivery van that could be hot-
wired and easily pressed into service to make a
quick or stealthy escape.
30 炭素 2185 | サイバーパンクロールプレイングゲーム
PART 2.5 drag their eyes off you.
ON THE ROAD AGAIN STEALTH (DC13).
Once out of sight it is best to stay there. Time to
This section can be used for any vehicle chase find a place to lay low and hope they don’t find
scenes initiated by mission escapes during any you.
other part of the adventure. The essence of this VEHICLE (LAND) (DC10+).
scene is a classic style car chase. Run the scene Driving at a fast pace through the streets of San
knowing that the cargo (prisoner) could be one Francisco is a death race. Start at DC10 and in-
or more of the player characters, an ally, Willy, crease by two for every maneuver that requires a
and/or even Nightingale herself. new check.
The escape on the road is another set piece If using a map you can and should insert ob-
(similar to ambushing a convoy holding prisoners stacles for both the VillR pilot and the players
before it reaches the interrogation compound). to avoid or crash through. Planning obstacles
Goal: attempt to escape the Villeneuve corpo- ahead might be easier than making them up
ration facility. To succeed the group must pass on the fly.
six skill checks before failing four skill checks as
follows.
SKILL CHECKS If the players succeed they avoid capture and
ACROBATICS (DC16). disappear from their pursuers.
Leaping from one moving vehicle to another is XP
incredibly dangerous, but boarding that vehicle The cyberpunks earn 100xp each for completing
may be the way to get rid of your pursuer. A this esacape. Use this value each time there is a
character who fails this check takes 2d10 bludg- vehicle chase.
eoning damage from the fall and is potentially
out of the chase.
DECEPTION (DC13).
Using your skills at deception to feint down one
road or alley than another can throw people off
of the trail.
HACKING (DC14).
Scrambling their sensors and disrupting their
computers can completely throw an assailant off.
MECHANICS (DC13).
Just get a little bit more kick out of the engine
and maybe just maybe you can get ahead of the
people chasing you.
NAVIGATION (DC12).
Knowing the city may give you an edge in the
chase and get you to somewhere safe.
PRESENCE (DC14)
Hiding in plain sight by dropping behind some of
the other cars on the road might be enough to
Carbon 2185 | A Cyberpunk RPG 31
PART 3. right words might yield a clue.
THE DEFECTOR STEALTH (DC13).
Slipping past a well-trained hunting team isn’t
District 3 is the heart of San Francisco. The the easiest task. Be quick and get to the target
bridge between the haves and the have-nots. If first.
there is still a middle class you’ll find it here in TRACKING (DC12).
all of its squirming, miserable desperation. Willy A work-a-day salary guy isn’t exactly going to
is a D3 guy, and as such he knows too well that sneak away from anyone. Follow the leads and
shafting the corp that feeds you is suicide on grab him.
every level. Six months ago he was a committed Finding Willy is just the start. Now to get him
VillR lifer, firmly set in middle-management and out of the thick of it. By the time the party
trusted with a secret or two at some of VillR’s catches up to Willy they’re sixteen blocks from
most important sites. Tanaka’s.
Then she came down the line: a Nightingale At this time there are two VillR mercenary
model, #NR 673-998 - even her serial number sqauds in the immediate area, each consisting
was poetry. Six months later and here he is, hid- of a four-man squad. One member of the first
ing around the corner as four VillR reclamation team is operating a surveillance drone while one
agents scan the streets and alleys 50 feet away. member of the second team guides a leashed
The process for finding Willy is a set piece. synthdog.
Goal: Get to Willy before the VillR reclamation 1. TOP FLOOR APARTMENT
teams do. To succeed the party must pass 4 skill Willy has made his way to the sixth floor of an
checks before failing 3 skill checks as follows: apartment building and can’t figure out where
SKILL CHECKS to go from there. Assuming the party succeeds
ACROBATICS (DC13). in finding him first, this is where he’ll be. In the
Get to the roof and leap between buildings. It’s a streets below the VillR teams are approach-
lot easier than moving through crowded streets ing from the street side out front and the alley
and can make up critical time. behind, leaving each end of the building
ATHLETICS (DC12). momentarily unguarded. The surveillance drone
One way to get to the roof is to climb. For- is slowly circling the building, scanning through
tunately there’s also the fire escape once you windows on each floor.
reach that ladder. “In the middle of a narrow, cluttered hallway
HACKING (DC16). you spy the mark. The now-familiar form of
The VillR hunter teams might know something. Thomas ‘Willy’ Williams looks lost in the
Hacking into their comms is a good way to stay a confusion of open apartment doors, bags of
step or three ahead. garbage, and scattered toys. He still has his
NAVIGATION (DC13). name badge on. A toddler scampers out of an
Anyone from District 3 should know exactly open doorway, weaving its way through Willy’s
where to go and how to get there. Make this legs as he looks at you with desperation in his
check for a good idea about where to look for eyes. He glances at the bank of window panes
someone who’s trying not to be found. on the street side, and for a moment you think
he might jump for it.”
PERSUASION (DC14).
People on the street don’t want to talk, but the
32 炭素 2185 | サイバーパンクロールプレイングゲーム
2. ENCOUNTERED ESCAPE “Easy come easy go - an SFPD patrol vehicle
If the party ends up in a vehicle escape refer to hovers into view moving slowly at street level.
Part 2.5: On the Road Again to negotiate the Now what could they possibly be looking for?”
chase. Once the party eludes all pursuit, return 6. STREETS SKIRMISH
to the series of encounters below. Regardless of whether they’re on foot or driving,
3. STEALTH ESCAPE the team manages to get themselves caught in
If the party manages to get Willy out of the the middle of a gunfight.
apartment undetected, give them advantage If driving, someone from one of the gangs might
on all skill checks until they either fail or some try to grab the vehicle. The team may try to
unforeseen event blows their cover. Once dis- fight their way out, but the wiser thing to do is
covered by the VillR teams skill checks return to use the distraction to hide their exodus and get
normal. out ASAP.
“You hold up the escort long enough to peer “The closer you get the farther away it seems.
both ways down the street. Once you’re sure That’s when gunfire erupts into a flashmob. It
it’s clear you hustle the mark onward, scanning looks like two of the local gangs are having it
quickly for signs of trouble and maybe a quick out, and you happen to be in the wrong place
way out of the neighborhood.” at the wrong time. It won’t be long before the
4. STREETSIDE OPPORTUNITY cops arrive, and you don’t want to be here
Once on the ground party members can make when all that attention zeroes in.”
DC14 Perception checks to identify a momen- Each gang has 1d20+10 street rats fighting on its
tarily abandoned Frisco’s delivery truck across side.
the street. The vehicle is large enough to carry
everyone and the irony is too delicious.
“Just your luck. One of the brightly colored 7. DANGER CLOSE
Frisco’s trucks sits right at the edge of an When the team finally arrives back on Tanaka’s
alleyway. No doubt on delivery rounds, the street there’s one more surprise waiting for
driver appears to have stepped away just long them. A third VillR team waits inside one of the
enough to make the opportunity worth con- security vans from the production facility. As
sidering.” long as someone from the team spots it, they
can plan accordingly.
5. POLICE VEHICLE A DC12 Perception check should allow them
It would be just like VillR to involve the SFPD in to identify the vehicle from their earlier work
the search, but have they? at the facility. VillR doesn’t know for sure that
A slow-moving patrol car ought to be more than Nightingale is at Tanaka’s, but he and a few other
a passing concern, especially if the team just street engineers are always on the top of corp
stole the Frisco’s truck. Any number of checks lists when things go funny at the office. If the
might determine whether the police see, and party doesn’t show themselves then the surveil-
furthermore stop to investigate, the team. lance team stays put. Their presence should be
enough warning, however, that VillR is constant-
ly nearby.
Carbon 2185 | A Cyberpunk RPG 33
“Day or night it’s hard to miss the heavy Demolitions charges generally consist of a
presence of a corporate security vehicle. You shaped explosive compound (C-4) applied for
recognize this one from the production facil- the purpose of blowing things up! The amount
ity: oversized tires, tinted windows, and prob- of C-4 required to do the job varies by all sorts
ably four or more stiffs inside waiting to crack of factors including, the size of the structure,
your skulls. Tanaka might not like it, but you material, and engineering specs.
aren’t going to be able to walk in through the The radius of a single charge is 10ft. plus 5ft.
front door.” per additional charge used in one explosion.
LOOT. Charges are fitted with timers that can be set
1d20 + 10 9mm bullets; possibly 10 000 won- from zero seconds to several hours.
longs each if forcing Tanaka to pay. When placed properly C-4 does 8d6 points
XP. of piercing damage per charge. The DC for
950 plus an extra 200xp if the SFPD are proper placement is the object’s AC. A failed
involved. check means the explosive either didn’t go off,
Consider a 200 mission bonus for an especially did little damage, or possibly did half damage,
well-planned mission. depending on the GM’s ruling.
Divide total equally between all cyberpunks. A single brick of C-4 equals one frag grenade
Once Willy and the cyberpunks return they find in size and weight when determining
a much-improved, though physically mending encumbrance.
Nightingale. She informs the group of the next
stage of the mission if they are inclined to help.
Nightingale wants to lead an attack on the recla-
mation facility and free the synths there.
She wants to wreck the place and send a mes-
sage to VillR (and by extension to all corps) that
there’s a war coming.
The plan is to infiltrate the reclamation facility to
set demolition charges and free as many synths
as possible.
Nightingale wants her people out and the build-
ings destroyed. Willy can show them where to
set the charges. This means that Willy is going
along and the team has to keep him alive.
In return Nightingale offers any gear they
can steal from Villeneuve, and street influence
within the SLF, at least within the sphere she
controls. Tanaka provides the demolitions gear,
which is already on hand. Keep in mind that with
a day or two notice he can find most anything
the cyberpunks need.
There is enough C-4 for each cyberpunk to
carry 4 charges for a total of 16 charges.
34 炭素 2185 | サイバーパンクロールプレイングゲーム
PART 4. The reclamation center is surrounded by a twen-
MESSAGE IN A BOTTLE ty foot high segmented wall. Each segment is
ten feet wide by twenty feet high and composed
This section might occur sooner if the party is of a concrete wood fiber polymer with a tensile
required to rescue one of their own as an strength equal to a foot of steel. The segments
outcome of the prior mission. Most likely, act as a sensor and sound baffle.
however, the group will encounter the reclama-
tion facility after they retrieve Willy and while If the party spends any time reconnoitring the
assisting Nightingale on her assault mission. area they will observe a single patrol wandering
If you ran the Roadblock introductory the perimeter of the compound. Another two
adventure, you will be familiar with the VillR patrols wander the internal grounds of the com-
production facility, where a synth begins its plex. Allow the cyberpunks to gain advantage on
artificial life. The reclamation facility is at the stealth checks to avoid the patrols if they spend
other end of the process as this is where VillR a minimum of 20 minutes observing their pat-
ends a synth’s life. Security here is on par with terns of movement.
the production facility. There are more armed
guards walking rounds, however, since the synths Encounters within the reclamation center:
are nearing the end of their production lives As the party moves about the center they will
making them twitchy, and occasionally violent. encounter other people going about their work.
Add to it the recent espionage, and all VillR Roll a percentile die to determine what they en-
facilities are on high alert. counter as they move from one area to another.
VILLENEUVE ROBOTICS Modify the roll as such:
RECLAMATION CENTER
“This compound is a heavily guarded collection If the party encountered a VillR team in Part
of buildings where the city’s synth population 2.5 On the Road Again or Part 3: The Defector
go when their contracts are completed. The add + 10% to your roll.
synths are reconditioned and returned to the
workforce, or they are decommissioned and If the party caused a disruption in Part 1: Mis-
never heard from again. Of course, the pro- taken Identity add + 5% to your roll.
cess is proprietary and VillR takes great pride
in not letting any of its secrets out - let alone If the party springs an alarm within the center
anything else.” add +20% to your roll.
0-10 Three synths are cleaning the room.
The reclamation center is surrounded by a twen- 11-20 A team of 2 technicians are adjusting
ty foot high segmented wall. Each segment is equipment in the room.
ten feet wide by twenty feet high and composed 21-30 A tech is leading a string of 4 manacled
of a concrete wood fiber polymer with a tensile synths through the room.
strength equal to a foot of steel. The segments 31-40 A pair of techs are wheeling a badly dam-
act as a sensor and sound baffle. aged synth, strapped to a gurney, through the
room.
If the party spends any time reconnoitring the 41-50 A robotic manipulator (self-propelled) is
area they will observe a single patrol wandering moving a sealed vat/canister through the room.
the perimeter of the compound. Another two
patrols wander the internal grounds of the com-
plex. Allow the cyberpunks to gain advantage on
stealth checks to avoid the patrols if they spend
a minimum of 20 minutes observing their pat-
terns of movement.
Carbon 2185 | A Cyberpunk RPG 35
51-60 A string of 6 manacled synths are being The van is empty and of similar design to the
led through the room (the lead is on a track at- Frisco’s van in Part 1. There is only the single
tached to the ceiling) security guard patrolling the outside of the bay.
61-70 A team of 2 security guards are loitering Inside the bay are half a dozen benches where
in the room. synths wait for pickup or processing. There are
71-80 A team of 2 security guards are checking wheeled gurneys to transport synths that are
IDs in the room. immobilized or need to be restrained. The bay
81-90 A VillR exec with 3 security guards is looks like any other area for handling cargo,
touring the room. with one notable exception. There are a num-
91+ A pair of security guards with a fully de- ber of rails set in the ceiling each paired and in
ployed reprogrammed combat mech are distinct colors. Dangling from these are auto-
checking IDs in this room. mated jigs that travel the tracks. Each rig is 10
V1. GUARD HOUSE feet in length with two chains dangling from it
on hydraulic lifts. The chains end in hook and
ring attachments which can be used for lifting
cargo but are actually used to secure the links of
manacles between each hook.
“A pair of security guards watch the These chains feature manacles every foot al-
approach to the heavy steel gates. While there lowing up to ten synths to be chained, one on
are buildings around the reclamation each side of the chain, between the heavy hook
facility they are all much smaller than the and ring mechanism. Once the synths are at-
walled compound. Industrial warehouses vie tached, the mechanism is raised until their arms
for space, and a clear 30 foot area is are above their heads and the rig moves towards
maintained between buildings. As you ap- its destination.
proach the gates you can smell the DDT that
keeps the foliage at bay.”
The rails are color coded: red to recycling, blue
to reconditioning, orange for repairs, green for
storage.
A pair of security guards maintain watch at
these gates. They are alert at all hours of the day
and are difficult to surprise. Inside the guard- V3. RECONDITIONING
house is another guard who checks all visitor IDs. “This room looks similar to a VR lecture
If the players can manufacture a false ID (DC16 theater at a university campus. Auditorium
appropriate check - the GM may set this higher seating surrounds a central dais where racks of
depending on recent activity) they may computer equipment are arrayed. Hardwired
masquerade as VillR employees and gain goggles with brain tap inserts are connected
entrance. They may also try to pass themselves to the array, each leading to a seat. Most of
off as company employees returning or picking the seats are empty, but a few are occupied
up synths. by synths undergoing propaganda condition-
V2. DELIVERY BAY ing. The room is silent except for the hum of
the array and the occasional clatter as a synth
shifts in their restraints.”
“There are three armored bay doors, one of
which has a single transport truck backed up
against it. The other two are firmly closed. Synths are brought here for training in an at-
tempt to brainwash them into compliance, they
Leaning against one of the doors is a guard
with an electronic clipboard. He looks bored.” have completed rehabilitation from prior dam-
age, or when they have been repurposed for
36 炭素 2185 | サイバーパンクロールプレイングゲーム
another task. Human conditioning efforts such pull the synths into its workings.
as this are forbidden by city law, but corpora- All employees in this area are equipped with an
tions can legally condition synths by any means electronic stun baton that is especially effective
they deem effective without restriction. when used against synths.
Here synths experience a curriculum of servi- SYNTH TRANQ-BATON
tude and loyalty. The inner monologue that all This normal looking stun baton is delivers a
sentient beings maintain is simulated by a fractal pulse of data in addition to an electrical dis-
algorithm of memetic scenes, which simulates charge. When applied to the skin of a synth
what we would call a stream-of-consciousness. the data stream overloads synth protocols,
It does not interfere, when programmed prop- causing the synth to lose control of its motor
erly, with the synths proper functioning, but functions (DC12 Fortitude save) and drop to
occasional errors manifest over the course of the floor Incapacitated and Parlayzed for one
the synth’s lifetime. Refreshing the stream-of- minute. A synth can save again at the end of
consciousness simulation of a synth is occasion- every minute. The baton has a reset switch
ally called for. to reverse the effect, requiring a second ap-
This is covered in the maintenance schedule of plication to the skin. When utilized against
all synths. any other adversary the weapon functions as a
Defending the inside of this chamber are a group standard stun baton.
of 3 security guards. They intercept and attempt SYNTH RECYCLER
to subdue anyone entering this room without This machine owes its heritage to the auto-
proper credentials. mated abattoirs of the cattle industry. Where
In addition to the guards there are 1d8 synths at once hooks on conveyors dragged slaughtered
any given time. If the party is with Nightingale animals along a line of workers who would
there is a 60% chance they’ll join in a fight. If bleed, strip, and render the meat, now auto-
the cyberpunks are alone the chance drops to mated manipulators serve the same function.
30%. Synths who choose not to fight will flee Robotic arms fitted with various tools and
the facility (a first sign to security teams that laser scanners treat the synths with chemical
something is happening). baths to loosen the proteins maintaining the
V4. RECYCLING integrity of their outer coatings, and begin
“A large machine housed in a dark encasement the breakdown of the flesh beneath. Industrial
dominates this room. The manacle conveyer lasers score, but do not pierce the skin, as the
here is set in the floor rather than the ceiling synth moves through the machine’s interior.
as seen elsewhere. The conveyor track leads Suckered manipulators complete the flens-
into the machine. There is no rear exit to the ing process. Outer coatings are stored in a
machine.” chemical bath for reconditioning as medical
supplies and the synth is encouraged to move
A pair of dull-looking men are waiting to accept to the next station. Here the bulk of the synth
and sign for any synth deliveries. is removed and placed into mechanisms built
There is also a group of three security guards to reduce the majority of the material to a
present in case any twitchy synths try to make a nutrient paste that can be reused for various
break for it. purposes. A small rotor agitates and skims fat
The men will attach manacles to the synths and from the surface of the vats attached to the
let the automated and soundproofed machine machines. Robotic manipulators carry filled
vats to the cargo bays for redistribution to
manufacturing interests.
Carbon 2185 | A Cyberpunk RPG 37
38 炭素 2185 | サイバーパンクロールプレイングゲーム
If the party ends up here with an unescorted Wholesale physical damage is the least
synth, the two workers will be mildly annoyed common repair not because it’s hard, but
but not surprised. They will simply offer to guide because it’s cheaper to use augmentations.
the synth into the reclamation machine. The Replacing a damaged synth with a new synth is
security guards, however, will want to check cheaper still. Inside this room is a trained engi-
credentials and log the activity. neer who is currently repairing a Uitkijk mech.
If one of the characters are somehow inserted The Uitkijk mech is missing part of its armor
into the machine, or they decide to hide in it, plating and has an AC of 11.
they are at risk of serious injury or death. They The engineer and the mech will be hostile to
can try to hack into the machine, computer anyone that is not authorised for this area.
rating 2, to stop the armatures from attacking The room has enough heavy equipment that it
them: DC14 Hacking check. As the machine can be barricaded to delay incoming security
is optimized for physical attacks and the area is teams, depending on what the security
cramped, do not let the characters engage in personnel have available for breaching.
combat as normal. Instead, each character will Such equipment includes:
suffer 1d6 bludgeoning damage per round until Warming beds for returning the synths to room
the machine is hacked or they deal a total of 30 temperature when removed from storage.
HP damage (AC 10). The machine has resist-
ance to bludgeoning and ballistic damage. At 30
points of damage the machine stops working.
Nightingale and/or Willy instruct placement A pair of metal beds for robot-assisted surgery.
of demolition charges in this room, and on the The party is also instructed to place demolitions
machine specifically. in this room.
V5. REPAIRS V6. STORAGE
“You have seen enough operating rooms to “The room is kept at a low temperature to
recognize one when you see one. This one, ensure the longevity of deactivated synths.
however, is more of an assembly line than a Your breath clouds the air as you make your
true surgical bay. Conveyor belts move metal way through the dimly lit interior. The rustle
beds from station to station as medical, of plastic sheeting in the frigid air is unnerving,
mechanical, and robotics specialists work on but not as unnerving as the suspended
damaged synths. There are a number of synths silhouettes behind the plastic.”
in various states of repair. A pair of synths are
shackled to the wall waiting for their turn. The storage chamber features rows of synths
One is missing an arm.” arrayed on racks in the temperature controlled
room. Each area is sectioned off by thick plastic
The repair teams all look very tired but unless sheeting to stop the circulation of warm air and
they are disturbed they continue with their prevent decomposition of the synths. Barcodes
workrepairing synths. If the team looks closer, on the sheeting correspond to bar codes
they will see that the surgical and electronic stencilled under the eyelids of the synths, and
techs are all wearing VR goggles and logged into are so marked for easy retrieval. A robotic
a virtual simulation allowing the technicians to retrieval system allows three levels of rack stor-
manipulate their patients at a genetic level. With age in the room, with the top rack located nearly
this equipment the techs can repair at the cellu- 50ft. above the floor. Each synth hangs sus-
lar level, and can also reset expiration algorithms. pended behind the plastic sheeting, and each
rack rotates the bodies forward or backward for
Carbon 2185 | A Cyberpunk RPG 39
retrieval by the robotic attendants. not have a chance when security gets involved.
There are two storage robots that slide forward The best they can do is get out of the way in
to great anyone entering the room. They scan the event of violence. In a side office (area 8) is
new entrants for eyelid tattoos and process any a group of 6 security guards who immediately
synth with the obligatory code. Anyone without confront any visitors once aware of them.
a bar code will be asked to help prep and store
synths. The robots are easy to reprogram should To make up for the lack of charges in the
the players wish. storage area, the team is directed to place
demolitions here instead.
This area poses an ethical dilemma for V8. SECURITY
Nightingale. There are too many synths to revive “Surprisingly there is a state of the art gulag
and release, but destroying the compound will built into the facility. Plexiglas cells contain
certainly kill them all. Nightingale knows there is synths, corporate rivals, and down on their
no real decision - but the choice will forever luck residents of the city.
affect her, adding to a ruthlessness she had, No one looks happy to be there, not even the
heretofore, not yet discovered. heavily armed guards.”
Still, she does not allow the team to place Four cells and an intake desk comprise this
demolitions in this area. otherwise featureless room. One of the cells
STORAGE ROBOT holds a medical examination chair and a
This robot model is semi-autonomous and eas- stainless steel rolling tray holding various small
ily programmed for a number of tasks. Its pri- medical tools. If Willy or one of the characters
mary function is to scan incoming synths for have been captured they will be here undergo-
storage or to retrieve synths already in stor- ing questioning. Leading any interrogations is a
age. A rudimentary barcode scanner/writer retirement officer.
allows the robot to classify and recall different The guards engage with everyone they notice,
categories of synth by: gender, model, dam- demanding IDs and treating any visitors with im-
age, and standard function. mediate suspicion.
Its form is dominated by a set of heavy lifting V9. CENTRAL MAINFRAME
arms with a smaller set of manipulators. The “What first appears as a singular wall quickly
robot straps a harness to the synth and lifts reveals as a secure portal. A bioscan security
it either onto or off of the storage rack. Four system underscores the priority of security in
telescoping legs allow the robot to raise up to this room.”
50 feet to place the synth on its designated Entrance to this room is protected by bioscan
rack. security measures. Anyone approaching within
V7. ADMIN 8 feet of the door is automatically read by the
“A set of non-descript offices filled with the laser-eye scanner. If the scanner detects an
detritus of the soulless salarymen struggling to unknown profile, a computerized voice warns
make it through another day working for the the individual to please wait. Meanwhile the AI
corp.” signals for security from area 8 as well as one
advanced sentrybot (see below). Bypassing the
There is little here of interest and the few em- measure requires a DC18 Hacking check and
ployees working here have pretty much seen it any roll result under 19 sets off an alarm. If the
all. They would help the party if asked, but will alarm gets tripped on a failure, additional locking
mechanisms slide into place, reinforcing
40 炭素 2185 | サイバーパンクロールプレイングゲーム
the door. In addition, 1d4 advanced sentrybots “From a safe distance you watch as the chaos
deploy to investigate, arriving in 1d3 rounds. of fleeing synths, scattered guards, and wailing
sirens is consumed by a thunderous explosion.
If the party initially fails to access the main- In rapid succession more explosions shatter
frame Nightingale will demand that they blow the air. The ground rumbles, and a rain of con-
the door with demo charges. The door has two crete, metal, and other materials rattles across
qualities depending on whether the alarm was the ground. Fireballs erupt and structures
triggered: collapse. You hear shouts of the alarmed, and
NO ALARM: AC 14 HP: 50 screams of the dying. More explosions rock
ALARM TRIGGERED: AC 16 HP: 75 the compound.
Once the party accesses the mainframe cham- Nightingale stares at the carnage, and you are
ber they can set additional charges to blow the shocked to see the glistening trail of a single
computer equipment. Each server housing has tear roll down her cheek.”
the following properties. There are three servers. With not much time to spare, the party should
Computer mainframe servers: make their way back to Tanaka’s.
SEVER HOUSING: AC 11 HP: 10 LOOT.
2d20 + 10 9mm bullets plus 1d4 wonlong chips
LEVELING UP 2-3 worth 5 000₩ each.
The cyberpunks should have reached level 3 XP.
during this section. Either make sure that your 1100 + a possible 500 mission bonus for an
cyberpunks are level 3 before continuing, or especially well-planned mission. Divide total
reduce the difficulty to suit their lower level. equally between all cyberpunks.
Carbon 2185 | A Cyberpunk RPG 41
PART 5. The quickest and least conspicuous route to the
A SONG IN MOCKERY train is via B.A.R.T. This rail transport does not
require ID. B.A.R.T. does employ its own
Uncle Tanaka has secured false IDs for security team. These guards are no-nonsense
Nightingale and Willy, but there wasn’t time types, typically busy dealing with any number
to arrange them for the cyberpunks. Tanaka’s of disturbances among the downtrodden, drug-
plan is for the party to escort Nightingale to the addled, and mentally ill passengers. B.A.R.T. is
bullet train on the west side of District 4 and a dirty and dangerous way to travel, given to
help make sure she gets onto the train safely, random violence and extreme behaviors by some
distracting any pursuit teams as necessary. If the passengers. Although weapons are illegal there’s
team has been stealthy throughout the adven- not much the city can do about those who bring
ture, this will be a piece of cake. It is more likely, them aboard. In any case, none of this should be
however, that they will be running ahead of a an issue for the cyberpunks - they’re a lot more
posse of VillR agents in a desperate race to the dangerous than most of the people on the tran-
finish. sit.
“A few blocks from Tanaka’s is a B.A.R.T. The bullet train is considered one of the few
station. This rail-driven insane asylum areas of neutral ground within the city.
provides transportation throughout the city Weapons are either surrendered at one of the
for any number of down-and-out residents. many checkpoints or security locked by the
It’s anonymous, quick, and available. police manning them. Pairs of station security
You’ll arrive in District 4, where you’ll blend guards wander the area ensuring no one disturbs
right in. In fact, any standard corp security the peace. In the event of a disturbance, 2d12
slugs are going to stand out a lot more with more guards arrive within two rounds.
their uniforms and iznsignia. Once you cross The cyberpunks should give up or security lock
into D4 you’re on firmer footing.” their weapons if escorting Nightingale to the
The quickest and least conspicuous route to the passenger-only area. This will not stop VillR
train is via B.A.R.T. This rail transport does not agents from pursuing them, but it will ensure
require ID. B.A.R.T. does employ its own secu- that no one has weapons, aside from anything
rity team. These guards are no-nonsense types, smuggled in, of course.
typically busy dealing with any number of distur- Signs indicate passenger boarding, help desks,
bances among the downtrodden, drug-addled, restrooms and the like. The party probably wants
and mentally ill passengers. B.A.R.T. is a dirty to head straight to passenger boarding. Once
and dangerous way to travel, given to random Nightingale (and Willy, if he decides to join her)
violence and extreme behaviors by some pas- is on board the party can do their best to ward
sengers. ALthough weapons are illegal there’s off the reclamation teams.
not much the city can do about those who bring There are five VillR team members (use mer-
them aboard. In any case, none of this should be cenary stat block) and one retirement agent in
an issue for the cyberpunks - they’re a lot more total.
dangerous than most of the people on the tran- You should run this scene as a cat and mouse
sit. escapade.
“Rolling into the train station you see a Players should make contested challenge rolls
familiar throng of humanity: vendors, travel- against the VillR troops to hide themselves
ers, train security guards - the whole scene is a within the crowd. Keep in mind the various
swell of bodies. A cursory glance back verifies actions the players might take and the various
the armor-clad troops of VillR, led by a rat- constraints they may have.
faced retirement agent. It’s time to move.”
42 炭素 2185 | サイバーパンクロールプレイングゲーム
Since the VillR knows about Willy and PART 6.
Nightingale they will try to track down their seat POSTSCRIPT
reservation. This effort is thwarted by the fake
IDs and reservations, but a retirement agent Regardless of the outcome at the train station
might realize this. The party may want to do the - whether the party somehow boards the train
following in case VillR agents get on board: and leaves with Nightingale, gets themselves
Hack into the reservation system and change arrested, or slips back into the city, as long as
the seating schedule. Nightingale escapes they are successful. They
Remove the reservations entirely. have earned 3 street influence in addition to a
Advise Nightingale to ignore the reservation and favor from Nightingale. If Tanaka offered to pay
choose another seat or hide on the train. them and they haven’t collected, this would be a
In all instances the party should keep the VillR good time to do that.
agents off of Nightingale until the train leaves.
If Willy is still with them it should be obvious
that he’s safest at Tanaka’s. Whatever the situ-
ation, the party should hear from Tanaka within
hours of departing from Nightingale:
Keep in mind that a fist-fight in the middle of “You might be exhausted but the world keeps
the train station will end up with everyone ar- turning. A message from Tanaka echoes across
rested and new police records for the cyber- your comms. ‘Get back here, he says. Some-
punks. It’s unlikely that a weaponless brawl will thing came up!’ .”
lead to any deaths. Tanaka doesn’t stick around to explain, but the
LOOT. urgency in his voice is obvious. Travel back to the
1d20 9mm bullets; a favor from Nightingale; 3 repair shop should be easy. If the party comes
street influence. in the front way they see no sign of the VillR
XP. surveillance team from earlier. Regardless of
Each cyberpunk gains 500xp for this section. which way they enter Tanaka’s shop, however,
Consider awarding a 400xp mission bonus split the scene is the same:
equally among them for an especially well- “Tanaka’s door is suspiciously wide open.
planned mission. Among the dim and blinking lights, the sput-
tering fluorescents, the shop is eerily quiet.
Proceeding up the stairs, weapons drawn, you
find Tanaka’s body sprawled among the bits of
equipment and a scattering of tools. His aug-
ments are missing, leaving behind a patheti-
cally human corpse.”
A DC12 Medicine check reveals that Tanaka is
dead.
A DC14 Medicine check indicates he has been
dead less than an hour.
A DC16 Medicine check determines that he
died from nerve draining.
Carbon 2185 | A Cyberpunk RPG 43
Use the layout from Part 2: Song Bird if the Thomas ‘Willy’ Williams - If Willy is with
party explores Tanaka’s residence. A DC14 Nightingale then Rico will attempt to deal with
Hacking check on the security equipment re- him later. If Willy is with the party Rico will deal
veals Tanaka being assaulted by a nerve drainer with him at the same time as he attacks the
- an imposing and highly illegal mech used by party if possible, but if he has a chance to get to
augment pirates to subdue or kill people without Willy alone he will take it.
harming their augmentations. After the assault, 2505 MARIPOSA STREET
two more figures move in and remove the gear “A day after Tanaka’s death you get a message
from Tanaka’s body. The lighting and angles of from Rico:
the camera obscure some details, though one of “Hey, hey, you kids looking for work? Meet
the scavengers turns their face momentarily to me in one hour. 2505 Mariposa St. Come in
the camera. The face is unfamiliar, a pale cauca- the front door.
sian male of thin build. After the two scavengers I’m upstairs. Big payday. One hour.” ”
move off a fourth figure moves in under the
camera. Judging by its build the figure is male, Rico has laid a trap for the cyberpunks. Within
with short hair and broad shoulders, but the dark are five street rat goons. It’s important to note
overcoat masks further detail. that these goons are synths, so if the party in-
The figure appears to look down on Tanaka’s vestigates their assailants after the smoke clears
body before turning away and disappearing from they can pretty easily identify their true nature.
view. This discovery should set off some red flags.
The mysterious fourth figure is Rico Montoya. Assuming the party arrives by the front door,
An escaped synth, Rico has been successfully they’ll walk straight into a kill zone. The layout of
posing as a fixer for the last few years. His true 2505 Mariposa is a two story, open floor plan.
mission, however, has been to build up the SLF. The second floor looks down on the first just
Of the many synths he’s been tracking, Night- eight feet above. Rico’s assault team waits on
ingale stood out. When her engineer, Thomas the second floor, prepared to fire on anyone who
‘Willy’ Williams started working with her, Rico enters the space.
knew she was the one he’d been waiting for. As a
newer model Nightingale showed the insight and
strength to lead the synths to real liberation. Assuming Willy does not attend the team to
this meeting, the party returns to find him killed
in the same way as Tanaka. The backstory to
Rico arranged for Nightingale’s accident in this is that while the ambush team was waiting
order to get her out of the facility. He arranged for the cyberpunks, Rico and the nerve drainer
the botched espionage attempt that brought the visited Willy.
cyberpunks bidding for his “job.” He was re-
sponsible for the data virus that reprogrammed
Nightingale’s serial number, and he was the At this point it should be obvious that Rico is
masked figure on the burntab that sent the out to get rid of the cyberpunks.
cyberpunks into the production facility to deliver LOOT.
the virus. Now that Nightingale is free, Rico is Four black market uzis; 3d20 + 10 10mm bul-
cleaning up the trail of those who know her true lets. 1d4 5 000₩ chips.
identity. First was Tanaka, next is Willy and the
cyberpunks.
XP.
500xp plus a possible 500xp mission bonus if
Rico’s assassination team consists of twenty none of the cyberpunks die in the ambush.
street rat goons (all synths) and one nerve Divide all experience evenly between cyber-
drainer. punks.
44 炭素 2185 | サイバーパンクロールプレイングゲーム
2505 MARIPOSA STREET
Carbon 2185 | A Cyberpunk RPG 45
HUNTER OR HUNTED Among the dozens of figures, synths every
At this point the party might decide to do them- one of them, a singular figure cuts an impos-
selves a favor and hunt down Rico. There are ing presence. He doesn’t hide his face: white,
several ways they can attempt to do this: crew cut hair tops a handsome, square-jawed
face. His eyes watch you, as if reading the
A DC16 Hacking check could trace Rico’s coding in your soul. Part of you wants to be
location as long as someone can keep on comms known to him. He hasn’t even spoken a word
long enough. and yet, you know this man understands life,
understands the yearning struggle of exist-
The party could also set their own ambush if ence. Somehow he seems more human than
they can get Rico to meet them. human.”
Rico doesn’t have any immediately obvi-
ous weaknesses, but there is a trail back to him There is nothing threatening about Oso beyond
through the local SLF. Perhaps the most promi- his overwhelming appeal. Seductive, command-
nent synth in the rebellion still in San Franciscos, ing, he speaks in an even tone, reassuringly com-
El Ultimo Oso is an influential and charismatic posed. It’s as if he knows everything already. At
synth renowned for his own slate of attacks his command, nearly four dozen synths armed in
against the megacorps. It’s almost certain that various ways. With a snap of his fingers he could
he and Rico have crossed paths. It might take rain terror on the small group. But he wouldn’t
that favor from Nightingale, or it might be do it if there was no need.
enough that the cyberpunks have influence with
the synths now, but if they’re willing to take the Oso knows Rico Montoya. The good news is
risk, Oso might be an ace they can play to find they are not friends. Rico doesn’t agree with
Rico. Oso’s style. Rico wants a warrior to lay waste the
lands of their enemies and wrest control from
To succeed on any leads to contact Oso have the very top. The party should get the sense that
someone make a DC15 Investigation check. Oso, however, has a bit of a Christ complex. He
prides himself of subtlety, caution, and strategy.
Success means they’ve found a contact, who
knows a contact, who can set up a meeting - for He’d just as soon win enemies into his ranks as
the right price (10 000₩). kill most of them.
Another option the party has is to stake out
the Six Hearts bar and see if they can catch Rico The bad news is, Oso doesn’t trust Nightingale.
by surprise. He sees her as an impetuous youth, trigger-
happy, and too radical. Oso recognizes her as a
EL ULTIMO OSO challenge to his power in the rebellion, and while
If the party manages to make contact with Oso, he clearly sides with all synths, he isn’t as eager
use this section to describe the encounter. to ally with a bunch of renegades following their
own agenda, especially when they just assisted
Nightingale with an escape where she can grow
“Oso only meets at night. Probably has aug- wild without his influence.
mented eyes - ever an advantage against
normal human wet-works. You arrive at the On the other hand, he recognizes the contri-
meeting place where a bonfire rages between bution the cyberpunks tried to make on behalf
two abandoned buildings. Dozens of figures of the rebellion, and whatever their motive he
stand in the shadows, or as silhouettes against ultimately feels obligated to help.
the firelight. The sounds of the sea ravaging
the protective wall mingles with night cries of The bottom line is, Oso doesn’t know where
the gulls that crowd the upper lip way above. Rico is at the moment, but once he finds out
he’ll send word. It’s the best the party has to go
on and gets a line in the water if they’re going to
catch him before he catches them.
46 炭素 2185 | サイバーパンクロールプレイングゲーム
POT SHOT they get the following first impression:
At some point the next day the party suffers
another close call. Whether they’re holed up at
Tanaka’s, hiding out in a warehouse, or walking “The neighborhood is a disaster zone of junk
down to a noodle stand for lunch, one of Rico’s cars, techno-trash beats, and loiterers. Every
street rat goons takes a sniper shot at one of the house has a dozen or more people partying,
punks. negotiating, fighting, hooking up. Gang toughs
wander everywhere, along with the wannabes,
If the attack initiates a chase, use contested gutter punks, dealers, hookers, and pimps. This
skill checks for the chasing characters to at- is no place for the very young nor the very old.
tempt to run down the shooter. A combination The air stinks of trash, of stagnation and body
of stealth versus perception to find the perpe- odor. Mixed among the sounds of laughter and
trator and then a series of acrobatics checks to screaming, cursing and singing, air-vehicles
run him down. whiz by overhead, and an occasional police
cruiser shines a spotlight on some activity on a
Three successful checks in a row means suc- street somewhere. Here and there a body lies
cess for whichever side is successful. In other prone, though whether dead or alive, it’s hard
words - three successful checks for the runner to say. It’s a wonder why Rico would call you
means they escape. Three successful checks for down here, unless he’s somehow got the whole
the chaser means they catch their target. district in on the fight.”
The shooter doesn’t know where Rico’s main
hideout is, but he knows where the gang meet-
ups happen. The meet ups are random, so the
street rat doesn’t know when the next one is,
About this time two street rat goons in clown
but the shooter tells the party Rico is probably masks make their way toward the party. A DC11
already aware that this mission failed. Perception check is all that’s needed to see
As if on cue Rico rings the comms. them as they approach. When they get within
range they pull out their weapons and fire at the
cyberpunks before running back the way they
came.
“Stubborn bunch of punks, aren’t ya? You Two more of Rico’s clown-faced street rats
ought to sit still and maybe this would go a lot hide behind cars, surprising the party as they
easier. You want me? I’ll tell you where to find chase the runners. They each fire once and then
me. Tonight, at midnight, address to follow. run with the others toward a large house a block
Bring what you got.”
away. Unless killed or incapacitated the attackers
flee into the building where three more street
rats wait in ambush.
LOOT.
Biolocked sniper rifle; 2d6 .308 bullets; The three inside are armed with shotguns and
5 000₩. also wear clown masks. The four runners head
upstairs and hide.
XP.
Divide 100xp among the cyberpunks for dealing Run this encounter as a normal combat
with or defeating the street rat. sequence. Match the hider’s Stealth against the
cyberpunk’s Perception. If the player’s fail their
A HAUNTED HOUSE rolls the hiding shooter gets a first round surprise
Rico gives another obscure address to some attack.
slanted street, drug den neighborhood in District
5. Apparently Rico wants to make it a public Rico has rigged one more bothersome detail
affair where the audience won’t get involved. If for the party. When they step inside the house
the party stays put then it’s a quiet night. If they they hear his voice mocking them over speakers
decide to head over, whether stealthing or not, placed throughout the lower rooms. There is
Carbon 2185 | A Cyberpunk RPG 47
no light on in the house and the switches do not looking onto a small yard, fence, and the back of
work. the house on the other side. Be sure to only re-
AREA 1. veal what the characters can see per the limita-
tions of available lighting. Rico’s voice continues
“Double doors open into a front sitting room. to mock the party throughout the house.
A filthy threadbare rug sits askew on hard- AREA 5.
wood floors. Broken furniture and rotting “Two more double-hinged doors rock gently
cushions sit where they’ve apparently always into place where the clown shooter passed
been, slowly decaying over the decades. A through.”
toppled bookcase appears to still have actual
books trapped and ignored underneath. A Depending on how the party handles this room,
staircase ascends against the far right wall. Two two more clowns fire shotguns at the doors,
more double doors on the right third of the blowing holes in them and making them a non-
back wall lead further into the house.” factor. The shooters are hiding behind a kitchen
island. The island offers partial cover (+2 to AC).
AREA 2. Otherwise the room is trashed and littered, a
The aforementioned staircase leads to the sec- basic kitchen area with little of use. The water is
ond floor. It’s old, wooden, and creaky. Stealth still on, however, should anyone try the sink.
checks are at disadvantage when on the stairs. AREA 6. ABANDONED ROOM.
Note: if any of the attackers from outside are Whether a former servant’s quarters, oversized
wounded there may be a blood trail leading into pantry, or brewery room, there’s nothing but
the house and up the stairs. Have any inquiring dust and light debris in here.
player roll DC11 Perception at disadvantage. AREA 7.
AREA 3. “Through yet another set of double doors you
“The doors to this room swing on double gaze into a smaller room. A second set of dou-
hinges and lead into an apparent dining room. ble doors directly across the way indicate yet
A large dining table lays discarded on its side, another area. The same for a third set on the
the flat surface of the tabletop facing your left. To the right is a small window looking out
direction. A few broken chairs litter the floor onto the main front yard.”
as well. Two windows line the wall on the right,
and another set of double doors hang on the It’s hard to tell what this room was used for. Not
immediate left wall. The dark room extends to big enough for a bedroom, nor ideally located,
a short hallway that fades into darkness at the the space was actually a laundry preparation area
back end.” (the washing machines stayed in area 8). Now
it’s just a space with some broken bits of wood
As soon as anyone steps into the dining room framing.
one of the shotgun-wielding attackers pops up AREA 8.
from behind the table, clown face grinning dimly “An even smaller room yet, the apparent
in the dark, and fires at one of the cyberpunks. water and electrical hookups suggest this was
The clown then charges through the doors on its a washroom. A dark and narrow staircase leads
right, into area 5. creepily down below the house.”
AREA 4.
A short hallway recedes to the back end of the
house. Halfway down double doors line both the
left and right side. The hallway ends at a window
48 炭素 2185 | サイバーパンクロールプレイングゲーム
Aside from the wall fittings and a faint perfumed AREA 11.
tinge to the must, this room serves as nothing “The first proper bedroom you’ve seen, this
more than access to the cellar. large room is as ransacked as any. The hideous
AREA 9. leering visage of a clown appears from behind
“Someone’s bedroom? A junk closet? A a pile of debris and fires its pistol at you!”
catch-all? A quick glance about shows a larger
room with windows in each of the three exter- The first of the four attackers from outside is
nal walls. Up from the furniture stacks pops a hiding here. The debris in this room allows for
clown - and he fires!” partial cover for this enemy. There are two win-
dows in this room, on the left wall and the wall
The third assailant on this floor is in this room. opposite the doors. A single door in the right
It’s an utter junk heap and offers the clown par- corner sits ajar.
tial cover. Moving through room counts as Once the battle concludes the party can search
difficult terrain (movement is halved) and Dex- this room for whatever they might find.
terity checks are at disadvantage. Scouring AREA 12.
through the debris might yield one or two things
of modest value. “Peering inside this door you find a simple
SECOND FLOOR bathroom. The wash basin has been torn from
AREA 10. the wall and broken into pieces. The toilet is
“The staircase leads to a stuffy upper floor and equally trashed.”
what appears to be a long hallway leading to
numerous sets of doors.” One of three private bathrooms on this floor.
The mirror above the sink has been shattered.
A great hallway branches from the top of the AREA 13.
staircase and extends half the length of the “A moderately sized bedroom opens here.
house. There is a single window at the top of the With less to hide behind the clown in this
stairs. Beyond the staircase the hallway indents room fires a shot that barks off the doorframe,
into a large nook. As much as the characters giving away his position before the fight
are able to see (depending on lighting) there are even starts.”
double doors on the near left wall and again on
the far left wall, in addition to at the end of the No surprise attack for this clown. Go with stand-
hallway. Across from the doors on the far left ard initiative and resolve. There is a single door
wall is another set on the far right wall beyond to the left and a single window across the room
the nook. Aside from must and a worn carpet, on the far wall. Aside from the enemy there isn’t
there isn’t much else. Rico’s voice wafts up from too much here.
below albeit a bit muffled. AREA 14.
NOTE. The private bathroom to this room. The sink still
If there is a blood trail allow for proper checks stands. The commode is cracked and there’s a
and information. You may have to determine pie-shaped wedge missing from the bowl.The
which room the wounded subject(s) occupy. mirror here is scratched up but not broken.
Carbon 2185 | A Cyberpunk RPG 49
AREA 15. grimy now, but it’s easy to see that this was once
“Small for a reading room, the empty book- a very nice place.
shelves suggest this was, nonetheless, a library CELLAR
of sorts. Aside from the missing books, there AREA 19.
is a reading chair in decent shape, and an old At the bottom of this staircase is a small, earth-
electric lamp still standing. Apparently this en cellar. In years past it served as a pot grow-
room has been largely left intact.” ing operation, a meth lab, an herb garden, and
unknown other applications. Now it’s home to
There is a single window on the opposite wall some wild strains of sterile cannabis, weeds, and
between the bookshelves. Too bad the books are a particularly chocolatey basil growth.
gone - that would have been some find.
AREA 16. What is completely absent from the place is
“The doors to this room open on a generously Rico. If the players investigate the speaker
sized master suite. In the right hand corner a system they eventually find a simple record-
writing desk pitches forward in a perpetual fall, ing device broadcasting a digital recording of his
apparently balanced on the stub of one broken voice. He was never here.
leg. Whatever contents remain litter the floor. LOOT.
An upside down trunk dominates the middle Four 21 Century pistols; 3d10 9mm bullets;
of the room, and a king size bed frame has lies three sawed-off shotguns; 1d20 shells; clown
collapsed near the far wall. Both nightstands masks; 1d6 5 000₩ chips; successful scaveng-
rest in piles near the bed frame, and more ing finds: a used backpack, 1 dose of nerve toxin;
empty bookshelves take up space on the left one-handed concealable holster; a small steel
and right walls. Two windows open out from mirror.
the right wall, and at the far end of the left XP.
wall is another double door, though obviously 1000xp plus consider a 500xp mission bonus
leading to a large bathroom or walk-in closet.” for an especially well-planned mission.
This room is still, and unless there are any blood THE LEAD
trails there is no evidence that anyone else is “4am, message from Oso’s camp. Rico found
here. Two clowns are hiding in the walk-in closet living in an apartment on the east side, Potre-
in area 17, however, and will attack as soon as at ro Hill, address incoming. Registered under
least one of the characters moves halfway into the alias Randall Morris, Apt. 505. Apartment
the room. security light, but personal security unknown.
AREA 17. Now you owe me.”
This generous walk-in closet also features the
door to the master water closet in area 18. Once Rico tends to be here between 10pm and 9am
a luxurious home, this one has been used and unless business calls him out. If the party goes
abused by countless vagrants over the years. storming in during the day they won’t find him
Listed as property #1,086 on the city condem- home, but the rest of the floor will be sure to let
nation schedule, no one really bothers with such him know they paid a visit. One thing the team
municipal duties any longer. would find if they went in when Rico was gone
AREA 18. is his nerve drainer mech, a linebacker dummy-
The master bath including walk-in tub, rainforest looking thing out of a space fantasy nightmare.
shower head, and designer faucets. Everything is The nerve drainer is self-deploying and will at-
tack intruders.
50 炭素 2185 | サイバーパンクロールプレイングゲーム