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The Starter Set Case file for the Blade Runner table top role playing game

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Published by WarpedGlo, 2024-02-25 05:18:52

Blade Runner RPG Starter Set Case file 01 Electric Dreams

The Starter Set Case file for the Blade Runner table top role playing game

Keywords: Blade Runner,TTRPG,Blade Runner RPG

S TA R T E R S E T


SCENARIO DESIGN Tomas Härenstam SETTING CONSULTANT Joe LeFavi ART Martin Grip, Gustaf Ekelund MAPS & GRAPHIC DESIGN Christian Granath PRE-PRESS Dan Algstrand PROOFREADING Brandon Bowling FEEDBACK & PLAYTESTING Marco Behrmann, Nils Karlén, Kosta Kostulas, Kiku Pukk , Joe LeFavi BRAND MANAGEMENT Joe LeFavi/Genuine Entertainment PR MANAGER Boel Bermann EVENT MANAGER Anna Westerling STREAMING Doug Shute, Matthew Jowett CUSTOMER SUPPORT Daniel Lehto, Jenny Lehto ISBN 978-91-89143-75-3 Poems by John Greenleaf Whittier and William Blake are in the public domain. ©2022 Alcon Entertainment, LLC. All rights reserved.


CASE FILE 01 002 Welcome to ELECTRIC DREAMS, the first official Case File for the BLADE RUNNER RPG. This scenario is designed to introduce new players to the game rules and its setting, and even to tabletop roleplaying as such, but will provide a solid challenge for veteran players as well. This Case File is the first installment in the campaign arc entitled THE IMMORTAL GAME. Further episodes will be published in the months and years to come. Each installment in THE IMMORTAL GAME will be fully stand-alone and can be played in any order, except the final episode. Other Case Files can be played in between the campaign installments – the BLADE RUNNER RPG core rulebook includes comprehensive tools for writing your own. ELECTRIC DREAMS explores the meaning of memories and will force the Blade Runners to face physical, mental, and moral challenges. Before running this Case File, read this book carefully – the information in it has been structured to make it as accessible as possible during play, but there is a lot to keep track of. Also, before running ELECTRIC DREAMS, make sure you as Game Runner are well acquainted with the contents of the rulebook in this boxed set. The BLADE RUNNER RPG core rulebook is also a useful reference, but not strictly necessary to play. CHARACTERS This boxed set includes four pre-generated player characters to be used with this Case File. If you have only one player in addition to you as Game Runner, use Willem Novak. If you have two players, use Novak and Fenna. If you have three players, add Percival or Bakker. We do not recommend playing the BLADE RUNNER RPG with more than four players plus a Game Runner. Of course, you are free to change the names or physical descriptions of the pre-generated player characters as you see fit – it has no effect on playing the game. YOUR OWN CHARACTERS: If you prefer, you can play this Case File using your own characters instead, created using the rules in the BLADE RUNNER RPG core rulebook. If you do, replace Novak with the oldest and most experienced character in the group (the one with the most years on the force), and replace Fenna with any rookie character, preferably a Replicant. PRELUDE A picture memory brings to me; I look across the years and see Myself beside my mother’s knee – John Greenleaf Whittier H A N D O U T S , M A P S & MUGSHOTS This Case File includes many maps, mugshots, and other handouts for you to give to players when so instructed. You’ll find these in the envelope marked “LAPD RepDetect Unit – CLASSIFIED” in this boxed set. Do not let players look at the handouts before playing this Case File. CONTENT WARNING Violence, Death, Mental Trauma, Alcohol Use, Child Death


ELECTRIC DREAMS 003 INTRO SCENE As this is likely to be the first Case File you play, it sets a short introductory scene where the player characters meet out in the rain-soaked streets of LA. If this is not the first Case File you play, you can skip this scene and start directly with the briefing on page 005. Before starting play, hand Handout A to Fenna’s player and let them read it. It’s a simple order from Deputy Chief David Holden to go and pick up Novak and bring him to the LAPD HQ. If there is only one player in the game, Fenna is an NPC instead. Next, hand Handout B (the Independent Sentinel newspaper) to Novak’s player and let them skim through it. Other players are allowed to read the newspaper as well. Then, read the following introductory text: Los Angeles, May 2037. Toxic rain is pouring down over the city, where gigantic buildings dwarf ancient skyscrapers. Lights from huge billboards flash along the streets and wipe across the crowds of pedestrians in Sector 5, Little Tokyo district. The White Dragon Noodle Bar is crowded with customers, sitting on stools slurping their food out of bowls. Veteran Blade Runner Willem Novak is among them, enjoying a few days of hard-earned rest and reading today’s Independent Sentinel newspaper. He’s in a foul mood. At this stage, let Novak’s player take over and roleplay for a bit, describing their character to the group and chatting with the man at the counter. Next, a Detective Special Spinner descends to street level and sets down. Out steps Fenna, with orders to bring Novak to the LAPD Tower for an emergency briefing with RDU Deputy Chief Holden. Ask Fenna’s player to describe the character, and then roleplay their conversation with Novak for a bit. Novak is under orders – he’s either cop or he’s little people, something Fenna should remind him of if he protests too much. Eventually, Fenna and Novak leave in the Spinner, gliding through the rain-soaked city, between massive skyscrapers high above the street bustle, toward the LAPD Tower. Circling down, they exit and soon find themselves in Holden’s office. HANDOUT A – HOLDEN’S ORDERS


CASE FILE 01 004 HANDOUT B – THE INDEPENDENT SENTINEL


ELECTRIC DREAMS 005 The briefing takes place in Deputy Chief Holden’s office, ceiling fans churning the smoke-filled air. The aging Holden, wheezing from the synthetic lungs he got after being shot and nearly killed by the Replicant Leon Kowalsky 18 years earlier, speaks to the player characters. If there are more than two player characters in the game, these additional player characters are already waiting in Holden’s office when Novak and Fenna enter. “Sit down,” the Deputy Chief says with a rasping voice. “We have an urgent situation. Last night, there was a shooting in Sector 1, in a sordid place called the Snake Pit on Nightclub Row. Two Nexus-9 Blade Runners were there, serial numbers LH3-7.93 and SN9-1.48, code names Leah and Sandor. Maybe you’ve seen them around? Anyway, Sandor was shot dead, and Leah is now missing. We have no idea where she is.” Holden shows the characters data files of Leah and Sandor – give the players Handouts C and D. “They went to the Snake Pit to investigate suspected Nexus-8 activity, but we don’t know if that’s what triggered the shooting. According to local cops at the scene, witnesses said there were human supremacist jerks at the Snake Pit last night. Maybe that had something to do with it. We just don’t know. I guess we’ll read all about it in that sleazy tabloid KILL tomorrow. You need to figure this out, and fast. I have the brass breathing down my neck on this. As you know, the Nexus-9 Replicants were approved for use on Earth just last year, and mistrust against the Reps is running high. If someone out there is killing and kidnapping Nexus-9s, we need to find them and stop them. Fast. Add to that, the Wallace Corporation is pushing us hard on this. Their business depends on this new breed of Replicants, and anything that jeopardizes that would be a major blow to their bottom line. They’re letting us run this investigation but have offered their assistance. Their PR manager Quell is expecting you at Wallace Corp HQ, to tell you more about Leah. Play nice with them. I mean it. You can play this any way you like, split up to cover more ground if you need to. I don’t care as long as I get results. And fast. You have the full resources of the Rep-Detect Unit at your disposal. Sandor’s body is being processed down in the Crime Lab right now. Of course, you can check the LAPD Mainframe for personnel files on Sandor and Leah, and any Esper footage of the Snake Pit Last night. Maybe you’ll get lucky. I have uploaded to your KIA all relevant information that we have so far. Now get out of here.” Holden doesn’t have much more information than this, but he can offer some advice if the player characters ask for it. After the briefing, the player characters have a number of leads to follow up: b The RIT Crime Lab (page 023). Here, the player characters can get an autopsy report on Sandor. b The LAPD Mainframe (page 024). Here, the player characters can access Leah and Sandor’s personnel files, and search the Esper Database for images of the Snake Pit. b The Snake Pit (page 035). The scene of the crime is the obvious place to start. b Wallace Corp HQ (page 028). The player characters are ordered to go there, and nobody ignores Wallace. b Leah’s apartment (page 030). As she is missing, checking out her digs makes sense. The address can be found in her data file (Handout C). b The KILL tabloid office (page 040). The publisher Jelle Schylar is a known member of the human supremacist Empathy Movement. Holden knows this if asked. b The Memory Lab. If players are really clever, they might spot the resemblance between the mugshot of Leah and the photo of Lilith Tyrell in the newspaper. This could lead them directly to the Memory Lab (page 032). b Street Assets. The players can also reach out to their informants and sources on the street. See page 011 for more on this. After the briefing, the player characters are free to go. The clock is ticking, and the player characters need to act quickly (see Tracking Time on page 008). It is now the Morning Shift of Day 1. If the players have a hard time figuring out what to do or where to go, have Holden give them a little help. They can return to his office later as well, but it will cost them precious time. THE BRIEFING “You can play this any way you like, split up to cover more ground if you need to. I don’t care as long as I get results. And fast.”


CASE FILE 01 006 HANDOUT C – LEAH’S DATA FILE HANDOUT D – SANDOR’S DATA FILE


ELECTRIC DREAMS 007 A useful way to make the case even more engaging for the players is to introduce personal ties between individual player characters and NPCs. If you can weave these into a character’s key relationships or even key memories – even better. You can feed this information to the player before or during play. Some suggestions: b A Replicant character’s key memory was designed by Lilith Tyrell, something she can reveal when they meet. b A character has had a romantic involvement with Leah or Sandor. If it was Leah, the relationship ended due to her unstable emotional and mental state. She was, as they say, a cop on the edge. b A character previously worked with Leah or Sandor. b A Replicant character was produced at the same time as Leah or Sandor and met them shortly after inception. The character knows that Leah was tormented by her memory implants. b A character knows that the Aurelian is an N-8 Replicant with links to the Replicant Underground, and has chosen not to report it. b A character has a history of bad blood with Jelle Schylar, the Replicant-hating editor of KILL magazine. PERSONAL TIES T H E S I T U AT I O N T H E D E AT H O F A C H I L D Leah is an N-9 Replicant created by the Wallace Corporation based on the templant of Lilith Tyrell, the late Eldon Tyrell’s niece, who is now a contractor as a memory designer for Wallace Corp. A templant is a human template for a Replicant, physically based upon the human original. This means that Leah is a physical copy of Lilith, but appears about twenty years younger than the original, who is now in her mid-forties. Additionally, Lilith designed Leah’s memories. When designing N-9 memory implants, Lilith Tyrell experimented with a variety of methods to keep the Replicants compliant. One such method, seen as very controversial by other memory designers, was to implant severely traumatic experiences in the subject’s memories in order to trigger phobias at the slightest urge to rebel or question orders in any way. In the case of Leah, Lilith Tyrell designed a memory of Leah losing her daughter Dinah during an attack on their opulent (but totally fictitious) off-world home. The method of using traumatic memories to keep N-9s in place is uncommon, but a small number of such N-9s are still out there in the world – and Leah is one of them. REPLICANT ON THE EDGE Leah was assigned to the LAPD Rep-Detect unit as a rookie Blade Runner. Assigned to work with Sandor, she performed her duties well, but was tormented by nightmares of her daughter’s violent death. Her mental state turned increasingly unstable and, on several occasions, Sandor reported her using excessive force against suspects. At one point, Leah also visited the pawnshop owner Doc Badger to make a Stelline Scan (page 160 in the rulebook) of her memory implants, to get a hardcopy printout picture of Dinah. Leah turned to drugs to alleviate her anxieties, and during her nightly visits to Nightclub Row she met members of the Replicant Underground (including Styles and the Aurelian). Instead of reporting the errant synthetics to the LAPD, she secretly began to help them. After failing several Baseline Tests, Leah was suspended from duty and brought in by the Wallace Corporation for recalibration. With her condition seemingly improved, Leah was returned to active duty. She soon slipped back into despair, however, triggered by a by a newspaper story about Lilith Tyrell, who was starting to make a name for herself as a memory designer. Leah realized that Lilith was the one responsible for the death of her own daughter Dinah – fictitious, but as real to Leah as any actual death of a child – and thus her mental torment.


CASE FILE 01 008 T H E N I G H T AT T H E P I T Reeling from this revelation, Leah was sent with Sandor to investigate suspected Nexus-8 activity at the Snake Pit in Sector 1. There was already trouble at the club, angry human supremacist activists (KILL magazine publisher Jelle Schylar among them) harassing a Nexus-9 dancer, jeering and throwing bottles at her. Leah wanted to intervene but was stopped by Sandor, who wanted to use the opportunity to see if any N-8s would expose themselves. Sandor was soon proven right – Styles emerged from the shadows and promptly proceeded to maul Jelle Schylar and his posse. Sandor, realizing he had spotted a suspected N-8 in the chaotic bar brawl, drew his blaster. Leah, facing her ultimate choice, did the same. And pulled the trigger. Hit point-blank in the chest, Sandor collapsed to the floor and quickly bled out. Leah ran into the neon-lit streets. Her choice had been made. There was no turning back now. She would be hunted. Probably killed. But before that happened, she would make things right. She would have justice. As her panic subsided, a plan started to form in her head. It was time for a reckoning. T H E I N V E S T I G AT I O N TRACKING TIME From the moment the Briefing is over, the player characters are on the clock. The day is divided into four Shifts: Morning, Afternoon, Evening, and Night. When the investigation starts, it’s the Morning Shift of Day 1. During each Shift, a single character can visit one Location. For faster progress, the characters can split up. After all characters have completed their Shift, the clock moves forward to the next Shift. Use the Time Tracker sheet found in this boxed set to keep track of the passage of time and to note down which Locations have been visited. Sooner or later, the player characters will also need some Downtime. As described in the Countdown (next page), specific events will occur when a set number of Shifts have passed – unless the player characters have progressed far enough in their investigation to prevent the event. This means that the players will be under constant pressure to make progress. The speed of the Countdown is modified by the number of player characters in the group. USING THE KIA Using their KIA (Knowledge Integration Assistant) units, the player characters can keep in touch with each other when at different locations, and even share evidence (handouts, maps, and mugshots) with each other. Thanks to the KIA, you don’t need to feel you should send players out of the room for a scene where their character is not present. That said, a player character may have reasons for acting independently. Secret agendas or ulterior motives they might want to keep secret, even from their partners. Who can they trust? Which orders will they obey? Which promises will they keep? Choosing what they share, with whom, and why – even among other player characters – is central to the unique human drama at the core of BLADE RUNNER. REMOTE ACCESS: The player characters can access the LAPD Mainframe from their KIAs or from Esper terminals in their apartments. This way they can gain the same clues as if they are physically present at the LAPD, without needing to spend a Shift to go there. However, the more powerful tools in the LAPD Tower give them an advantage to TECH rolls. The player characters cannot access the Esper Wall remotely. REPORTING EVIDENCE: As Blade Runners, the characters are required to upload all evidence they find to the LAPD Mainframe using their KIAs. Make a habit of asking if they do this – choosing not to upload some information can earn them Humanity Points. Note that if the player characters choose to leave things out of their reports or lie about what happened, they will do well to get their stories straight. USING RDU RESOURCES During the investigation, the player characters can request the use of RDU resources. This will cost them Promotion Points and often require a CONNECTIONS roll. How this works is explained in detail on page 162 of the rulebook.


ELECTRIC DREAMS 009 COUNTDOWN In the BLADE RUNNER RPG, the player characters are pawns in a game much bigger than themselves. Other parties will take action and trigger various events during the investigation, unless averted by clever and skilled Blade Runners. The Countdown below lists events that will occur during the game, during a specified Shift of the investigation. These events occur irrespective of where the player characters are or what they are doing at the time – but if the player characters make good progress, they might stop some of the events from happening at all. Some events will affect the player characters directly – others they will learn of from LAPD Dispatch, or even the media. GROUP SIZE: The speed of the Countdown depends on the number of players in your group, meaning larger groups will likely need to split up to make progress fast enough. Make sure to explain to the players that splitting up to cover more ground might be necessary. M O D I F Y I N G THE COUNTDOWN Although time is of the essence in this Case File, you are allowed as a Game Runner to modify when a specific event occurs, as needed to make your game as enjoyable and dramatic as possible. Don’t go too easy on the players though – the Case File will provide an exciting experience even if the player characters don’t manage to stop the Countdown events. HANDOUT E – KILL MAGAZINE


CASE FILE 01 010 COUNTDOWN EVENTS NUMBER OF PLAYER CHARACTERS EVENT 1 2 3 4 The first Shift of the investigation. Day 1 Morning Day 1 Morning Day 1 Morning Day 1 Morning 1. Unless the player characters have met her already, Quell calls a character via Vid-Phon in their apartment or the encrypted uplink on their Spinner. She tells them to meet her at the Wallace Corp headquarters immediately. “Any delay will not be well received by my superiors – or yours.” If no character goes to Wallace Corp within the next Shift, all characters lose a Promotion Point. Day 1 Afternoon Day 1 Afternoon Day 1 Afternoon Day 1 Afternoon 2. The story about Leah and the shooting at the Snake Pit breaks in KILL magazine. See Handout E. The characters might see the magazine in the street, or learn about it from a furious Holden, who will soon call them. The story is quickly discredited by Wallace Corp’s army of spin doctors and soon forgotten by the public, but the characters are suspected of leaking, and harshly penalized. Unless they go to Holden’s office and convince him they are not the source of the story (MANIPULATION roll), they each lose a Promotion Point. Day 2 Morning Day 2 Morning Day 2 Morning Day 2 Morning 3. Wallace Corp has had enough and decides to shut the case down, eliminating all evidence. Quell’s hit squad attacks the player characters, trying to kill them. There will be as many attackers as the characters present. This could happen down on the streets or in the form of an aerial duel between Spinners. Or both. It’s a quick hit and run, Quell’s goons won’t stick around to be identified or caught. The encounter should be brief, but dramatic and bloody. Day 2 Night Day 2 Evening Day 2 Afternoon Day 2 Afternoon 4. Styles contacts a Replicant character, preferably during a Shift of personal Downtime. It can be a physical meeting or a Vid-Phon call. Without revealing who he is, Styles warns the character to back off and stop searching for Leah, who Styles says is “long gone” without giving any details. Styles can contact the characters again, even confront them in person, if appropriate. If needed, he will bring company from the Replicant Underground. Day 3 Morning Day 3 Night Day 2 Evening Day 2 Evening 5. Leah breaks into Lilith Tyrell’s Memory Lab, using her own identical retina to bypass the eye scanner. Inside, Leah kills the memory designer. Lilith’s daughter Sarah happens to be there. Ridden with guilt, Leah takes Sarah with her and leaves. If the characters are not here, Holden informs them of the event and orders them to go to the scene. For more on this, see Final Confrontation (page 050). Day 4 Morning Day 3 Evening Day 3 Morning Day 2 Night 6. Leah leaves on the Moonbus shuttle from the Hollywood Sign with Sarah Tyrell, never to be heard from again. See Final Confrontation (page 050). Day 4 Afternoon Day 3 Night Day 3 Afternoon Day 3 Morning


ELECTRIC DREAMS 011 As explained on page 076 of the rulebook, each player character needs a Shift of Downtime after three Shifts of investigation, or they will start to suffer stress. Characters also heal damage and stress during Downtime. In addition to these mechanical effects, Downtime lets the players explore their characters more deeply through Downtime events. Such events often involve the characters’ key relationships and key memories. Some can even give useful information about the case. For each Shift of Downtime, roll a D8 for each player character on the tables below or choose one you feel is appropriate. One table is for a character who spends the Shift at home, the other if they spend it out on the streets. If you want to modify the event to better suit the character and the current situation – or even invent your own event from scratch – feel free to do so. Downtime events are generally played out individually. To avoid long wait times for the other players, keep Downtime events snappy, and cut back and forth between the characters. DOWNTIME EVENTS LEVERAGING ASSETS The player characters can leverage their usual assets (page 166 in the core rulebook) to hear the word on the street about the Snake Pit shooting. This requires a CONNECTIONS roll and a Shift of time. Corgi can have some information, while Amara Jhaveri will not know anything. SUCCESSES INFORMATION None Nothing. 1 No one in the underworld knows anything about the shooting. It was not a gang hit. 2 The asset reveals that Leah often frequented the Snake Pit, drinking heavily. 3 Leah knew an albino named Styles, who is believed to be a member of the Replicant Underground. 4 Styles is often seen at the Snake Pit and around Animoid Row. DOWNTIME HOME EVENTS D8 HOME EVENT 1–2 Nothing out of the ordinary occurs. Let the player describe what the character does. 3 The character relives their key memory in a dream. Parts of the memory are strange or distorted. This Downtime Shift heals no stress – instead the dream is a Stress Factor 2 event. If the character’s INSIGHT roll to resist the stress succeeds, they also gain a clue to the current case from the dream. 4 The character’s key relationship contacts the character via Vid-Phon. The NPC wants something – it could be help, revenge, love, or just a deep conversation. The NPC might know something relevant to the current case. 5 The character plays soothing music, watches an old film, or enjoys some time with a DiJi, healing an extra point of stress. 6 The character’s key relationship rings the buzzer on their door. The NPC claims to be in trouble and needs help – or wants to warn the character that they are in trouble. This might be a setup related to the current case. 7 Deputy Chief Holden calls up the character via Vid-Phon. He wants a report on the progress of the case – and the performance of the other characters. 8 An NPC from the current or a previous Case File calls the character via Vid-Phon. They have information to offer but want something in return.


CASE FILE 01 012 DOWNTIME STREET EVENTS D8 STREET EVENT 1–2 Nothing out of the ordinary occurs. Let the player describe what the character does. 3 The character spots a person or object from their key memory in the street. This is a Stress Factor 1 event. If this is an NPC, the person can be hostile and might chase or even attack the character. 4 The character’s key relationship confronts the character in the street. The NPC wants something from the character – it could be help, revenge, love, or just a deep conversation. The NPC might know something relevant to the current case. 5 The character is mugged in the street by two thugs (Strength B, Agility C, CLOSE COMBAT C, Health 5) armed with clubs and knives. They will take a Chinyen Point or a piece of gear if not stopped. If the character runs, the muggers will give chase. If one of them is Broken, the other will flee. The mugging might be a setup related to the current case or the character’s key relationship. 6 A Doxie (Empathy B, MANIPULATION B, INSIGHT C) approaches the character, chatting them up. This can lead to a romantic encounter, or just a talk. The Doxie might be set up by the character’s key relationship or someone involved in the current case – to gain information from the character or for some other purpose. 7 The character is confronted by an animated advertisement that they find utterly enthralling. The character must make an INSIGHT roll – if failed, they cannot recover stress until they have purchased the product. 8 An NPC from the current or a previous Case File seeks out the character in the street. They have information to offer but want something in return. PROMOTION POINTS After each session of the game, you should reward the players with Promotion Points for doing their job as Blade Runners. How Promotion Points are used is explained on page 036 of the rulebook. Give each player character one Promotion Point if they, during the session: b Found one or more clues that led to real progress in the investigation. b Revealed Styles as a fugitive Nexus-8 Replicant and reported him to the RDU. b Revealed the Aurelian as a fugitive Nexus-8 Replicant and reported him to the RDU. b Apprehended one or more suspects or fugitives, such as Styles, the Aurelian, or Leah herself. b Stopped Leah from killing Lilith Tyrell. b Prevented the Moonbus from leaving Earth. b Kept Sarah Tyrell safe from harm. b Uploaded at least one piece of important evidence to the LAPD Mainframe. (If this was not discussed during the session, ask the player now.) b Saved the life of another LAPD officer. b Reported one or more other player characters for some form of misconduct and presented evidence to back up the claim. b Took a Baseline Test and passed (Replicants only). b Lägg till text under understa punkten: Each character can only earn one Promotion Point for each of the bullet points above. If several characters actively took part in an action, all of them are rewarded for it. DISTINCTIONS: After a single game session in which a character earned five Promotion Points or more, they will be awarded a distinction by Deputy Chief Holden. See page 166 in the rulebook for more on these. P R O M O T I O N A N D HUMANITY


ELECTRIC DREAMS 013 LOSING PROMOTION POINTS: You can also take Promotion Points from the characters during the game if they are caught failing to perform their duties in some way. This can be done right away, without waiting for the end of the session. Triggers for this are listed throughout this Case File, but you are also free to remove further Promotion Points from a character who: b Fails to apprehend a wanted fugitive when given the opportunity to do so. b Abuses their authority or acts in a way unbecoming of a law officer. b Ignores or directly violates an order. b Harms or kills an innocent suspect or bystander. b Exposes confidential case information to the media. b Accuses Wallace Corp of anything (with or without evidence). b Fails a Baseline Test (Replicants only). For all the events above, the character is only penalized if the RDU learns of it – from witnesses, LAPD officers, or even another player character. DISCIPLINARY ACTIONS: You must roll CONNECTIONS each time you lose a Promotion Point due to misconduct. If you fail, Deputy Chief Holden will hand out some punishment – see page 166 in the rulebook. HUMANITY POINTS After each session, you should also hand out Humanity Points to each character for performing acts of compassion or humanity. How Humanity Points are used is explained on page 037 of the rulebook. Give each player character one Humanity Point if, during the session, they: b Visited Leah’s apartment and found her bedside photo. b Realized that Styles is a Replicant but let him go. b Realized that the Aurelian is a Replicant but let him go. b Befriended Iris (page 039). b Befriended Sarah Tyrell (page 034). b Learned about Leah’s traumatic memory. b Tried to talk Leah down from killing Lilith (no matter if successful or not). b Kept Sarah Tyrell safe from harm. b Allowed the Replicant exiles, with or without Leah, to escape off-world. b Refused to upload a piece of evidence to the LAPD Mainframe in order to protect someone. b Refused to follow orders because the character felt they were wrong. b Used their key memory or interacted with it in some way. b Interacted with their key relationship. b Played a scene of Downtime. b Failed a Baseline Test (Replicants only). Each character can only earn one Humanity Point for each of the bullet points above. If several characters actively took part in an action, all of them are rewarded for it. This section details the main NPCs of ELECTRIC DREAMS, including their motives, possible whereabouts, reactions to the player characters, and game statistics. Minor NPCs are listed in sidebars at their respective locations instead. MAIN CHARACTERS “I’ve done… questionable things.”


CASE FILE 01 014 LEAH, THE MISSING BLADE RUNNER Apart from the player characters themselves, Leah is the main character of Electric Dreams. She is a Nexus-9 recon model, assigned to the LAPD RepDetect unit in 2036. For more about Leah’s background and mental state, see The Situation on page 007. Physically, Leah is a copy of her templant Lilith Tyrell (on whom Rachael, the Replicant assistant to Eldon Tyrell who disappeared in 2019, was also based). However, due to Lilith being in her late forties while Leah looks to be in her twenties, and the difference in hairstyle and clothing, the resemblance between the two might not be immediately obvious. MOTIVES: After the killing of Sandor, Leah knows there is no way back. Her goal is now to avenge the death of Dinah, the daughter of her memories. She wants to kill Lilith Tyrell – not only for her own sake, but also to stop Lilith from inflicting trauma like hers on thousands – or millions – of other Replicants. After Leah meets Sarah Tyrell, Lilith’s living daughter, Leah wants to take Sarah with her, hoping to escape off-world using the Moonbus. LOCATIONS: Leah is on the move throughout most of the scenario. After the shootout at the Snake Pit, she goes by Metrokab to the Aurelian’s shop, who helps her to the Replicant Safehouse, passing Bullet Bob’s Runner Surplus on the way. From the Safehouse, she goes to Lilith Tyrell’s Memory Lab, and then, the Moonbus. Most likely the player characters will be behind Leah for most of the investigation, but they can catch up with her eventually. REACTIONS: After killing Sandor, Leah knows that her fate is sealed and that there is no way back. Yet, she feels guilt, and if confronted by the player characters (preferably in the Final Confrontation), she will try to explain herself and justify her actions. She will reveal what Lilith Tyrell did to her, and why she needs to die for it. Leah hates herself for killing her partner but hates Lilith Tyrell even more. She views the player characters as her executioners and expects to die by their hands, but she’s not going down without a fight – especially not while Lilith is still alive. The characters might be able to MANIPULATE Leah into letting Lilith live or turning herself in, but not both. For more, see Final Confrontation on page 050. DEMEANOR: Leah is a tormented soul, on the verge of a nervous breakdown. She’s twitchy and prone to outbursts, yet fully committed to her cause. Attributes Strength B Agility A Intelligence B Empathy D Health 8 Resolve 2 Skills Close Combat B Stamina C Firearms B Mobility A Stealth B Observation C Driving C Specialties — Gear PK-D 5223 Blaster MUGSHOT A


ELECTRIC DREAMS 015 LILITH TYRELL When rogue replicants killed Eldon Tyrell in his own headquarters back in 2019, his niece and confidant Lilith Tyrell inherited his empire. Her reign was as tumultuous as it was short. She spearheaded the launch of the new Nexus-8 line of Replicants without limited life spans, followed by a backlash with Replicants being declared a threat to human existence and hunted down en masse. After the massive Blackout in 2022 was blamed on rogue Replicants, and the subsequent Prohibition of all Replicant production everywhere, Lilith was attacked in her office by members of the Replicant Resistance movement. They surgically removed Lilith’s eyes to use in a Replicant copy of her. The plot was thwarted by an LAPD Blade Runner, but Lilith was deeply traumatized by the experience. The Tyrell Corporation crumbled due to the Prohibition and soon went bankrupt, its assets sold off wholesale and the Replicant technology eventually being claimed by the Wallace Corporation. Lilith Tyrell retained her advanced knowledge of the technology. After over a decade spent in obscurity, once Replicants were again approved for use on Earth in 2036, she appeared again in Los Angeles. Setting up a small business as a contractor for Wallace Corporation, she designed memories for Nexus-9 Replicants and quickly made a name for herself in the field. More information about Lilith Tyrell will be revealed in upcoming Case Files for the BLADE RUNNER RPG. MOTIVES: Lilith Tyrell wants the player characters’ investigation to fail. She is careful not to antagonize Wallace however, and will therefore offer just enough information about Leah, but not more. Lilith’s deeper motives are obscured from the player characters during this investigation. LOCATIONS: Throughout the investigation, Lilith Tyrell will remain at her Memory Lab. She will receive the characters there if they visit. REACTIONS: Lilith Tyrell is reluctant to give the characters help during the investigation, but if they play their cards right, she can reveal useful information to them. For more on this, see the Memory Lab on page 032. DEMEANOR: Portray Lilith as mysterious and aloof. She will often smile at the player characters’ questions rather than answer them, and when she does answer, her replies are cryptic. Attributes Strength C Agility B Intelligence A Empathy C Health 5 Resolve 5 Skills Firearms C Observation B Tech A Manipulation A Stability B D r i v i n g C Specialties — Gear — MUGSHOT B


CASE FILE 01 016 THE AURELIAN The old and blind man known only as the Aurelian runs a small, dingy shop on Animoid Row in Sector 5, selling artificial butterflies. In truth, he is a Nexus-8 Replicant hiding in plain sight, and a key member of the Replicant Underground. He regularly offers help to Replicants on the run, providing shelter and secret routes out of the city – and even off-world. The Aurelian looks like a frail old man in his 70s, having sculpted his appearance to look older to avoid suspicion. He is also quite blind, having removed both of his eyes long ago, to avoid being identified as a Replicant. To design his butterflies, the Aurelian uses an old and battered experimental device that reads surface thoughts and projects them as images. Since the artificial insects are projections of the Aurelian’s fading memories of butterflies, they often take on psychedelic and surreal appearances. MOTIVES: The Aurelian first met Leah some months back, and the two formed a strong bond. Now, he wants to do all he can to help her escape. He doesn’t know of her plan to kill Lilith Tyrell, and does not approve of it if told, believing it would just lead to more persecution of Replicants. LOCATIONS: The Aurelian will remain in his shop on Animoid Row for most of the investigation but might go to the Safehouse to look for Leah. REACTIONS: The Aurelian will be friendly and courteous to the player characters, especially Replicants. He will try to throw them off track if he can, but if cornered (MANIPULATION) he will tell the truth, believing they are too late to catch Leah. The Aurelian will not resort to violence. He doesn’t know where Leah goes after leaving the Safehouse, nor of her plan to kill Lilith Tyrell – but he does know that Leah is obsessed with her for some reason. The Aurelian knows about the Moonbus plans to send Leah offworld – in fact, he’s the one who set it up. DEMEANOR: Initially, portray the Aurelian as an eccentric and even confused old man, seemingly only half-aware of the world around him. This is a ruse – if the player characters get him to tell the truth, he will drop the act and suddenly be sharp and direct. Attributes Strength C Agility C Intelligence A Empathy B Health 6 Resolve 4 Skills Stealth B Medical Aid B Observation C Tech B Manipulation C I n s i g h t B Specialties — Gear — MUGSHOT C


ELECTRIC DREAMS 017 STYLES Styles is a tall and powerfully built Replicant, a combat Nexus-8 model and now the Aurelian’s right-hand man in the Replicant Underground. He has only briefly met Leah and does not know what she plans to do. He is bald, pale, and has an ageless, androgynous appearance. Trying to stay undetected, he often wears a hooded jacket in public areas. MOTIVES: Styles is deeply committed to the Replicant Underground and its cause – to save as many Replicants as possible and offer them a life of freedom, or at least safety. He is unwaveringly loyal to the Aurelian and will do everything he can to follow his orders to keep Leah safe, and make sure she gets on the Moonbus. LOCATIONS: Styles will be at the Snake Pit when the player characters first go there. He then moves around during the investigation and can appear in a variety of locations such as the Aurelian’s shop and the Safehouse, and even seek out the characters (see the Countdown). REACTIONS: After their first encounter at the Snake Pit, Styles will see the player characters as a threat – to Leah as well as to the Replicant Underground as a whole. Initially, he will keep a watchful eye on them, and later, he will confront them and might even attack them. If possible, Styles will capture the characters and bring them to the Safehouse for questioning. Styles can call for help from others in the Replicant Underground if needed. If captured and interrogated, Styles will be very reluctant to reveal information (disadvantage to all MANIPULATION rolls to get him to reveal anything). Styles doesn’t know where Leah is or her plan to kill Lilith Tyrell, but he does know of the Aurelian and the plan to send Leah off-world. DEMEANOR: Styles is sullen and silent, preferring to let his actions speak for him. He doesn’t flinch even when hurt badly. Attributes Strength A Agility A Intelligence D Empathy C Health 8 Resolve 2 Skills Close Combat A Force A Stamina A Firearms B Mobility B Stealth C O b s e r v a t i o n C Specialties — Gear — MUGSHOT D


CASE FILE 01 018 QUELL Like most senior staff of the Wallace Corporation, the VP of Public Relations is a Nexus-9. Also one of the few Reps at Wallace Corp honored with a name, a designation that ranks QL440-52.1 – known as Quell – among the untouchable angels in Niander Wallace’s inner circle with direct access to the CEO himself. Angels are considered paragons of their service model, achieving a rare level of perfection that even Niander deemed satisfactory. Quell is the Rep-Detect Unit’s main point of contact at Wallace Corp. In many ways, she is the voice of Niander Wallace. And as such, it is her responsibility to steer and safeguard the corporate narrative and Wallace Corp’s vital and equally volatile stranglehold on the system. MOTIVES: The case is closely monitored by the Wallace Corporation, as any hint of an N-9 Replicant going rogue would be a huge embarrassment. The case of Leah’s disappearance is in the hands of the LAPD, but Wallace Corp is keeping very close tabs on the investigation via Quell. She also commands a Wallace Corp N-9 hit squad (next page), ready to act at a moment’s notice to wipe out anyone who threatens to expose the corporation to bad PR in any way. Both Leah and the player characters themselves might become targets of the hit squad. LOCATIONS: Quell can mostly be found at the Wallace Corp headquarters, where she will receive the player characters if they visit. If a field operation is necessary, she will send her hit squad but not get her own hands dirty (see the Countdown and the Final Confrontation). REACTIONS: Quell feels little but disdain for Blade Runners, and the player characters are no exception. She wants them to do their job, quickly and discreetly – and the moment they don’t, she has no qualms about eliminating them. Quell will never reveal anything she doesn’t want to the characters, no matter how well they roll. DEMEANOR: Quell is aloof and cold as ice, treating the player characters as lesser beings – which, in her opinion, they literally are. Attributes Strength A Agility A Intelligence A Empathy A Health 8 Resolve 4 Skills Close Combat B Stamina C Firearms A Mobility A Stealth B Observation B Manipulation A Insight B Specialties — Gear .357 Subcompact MUGSHOT E


ELECTRIC DREAMS 019 THE WALLACE HIT SQUAD Quell commands a team of crack N-9 commandos, ready to be employed at a moment’s notice to eliminate any threat to Quell or the Wallace Corporation, with extreme prejudice. When not in the field, the hit squad members function as Quell’s personal bodyguards. MOTIVES: To follow Quell’s orders. LOCATIONS: Invisible until used. REACTIONS: Except when ordered to kill the player characters, the hit squad members will react to them with little other than blank stares. They cannot be reasoned with, and they have absolutely zero mercy. DEMEANOR: The hit squad will offer the player characters no interaction beyond icy stares and gunfire. Attributes Strength B Agility B Intelligence C Empathy D Health 7 Resolve 2 Skills Close Combat B Firearms B Mobility B Stealth B Observation C Driving C Specialties — Gear E n d e r A s s a u l t R i f l e , u n m a r k e d S p i n n e r S q u a d T r a n s p o r t a r m e d w i t h t w o t a c t i c a l m i s s i l e s (page 201 in the rulebook) This section lists the key Locations that the player characters might visit during their casework, divided into LAPD Locations (inside the HQ) and City Locations (out in the streets). These entries describe the Locations and tell you which NPCs and clues can be found here. The graphic on the next spread shows you how these Locations are connected by clues between them, helping you manage the players’ casework. TIME TRACKING: Remember to track time during play using the Time Tracker sheet – each visit to a location typically consumes one Shift of time. L O C AT I O N S GOING ELSEWHERE? If players want to go somewhere not covered by this Case File, you’ll need to do some improvisation on what they find there – Chapter 5 in the BLADE RUNNER RPG core rulebook includes useful resources for this. Even such a wild goose chase will consume a Shift of time for the player characters. We do recommend that you don’t let the players veer too far off course however and thus stall the investigation completely. You can let Deputy Chief Holden or Dispatch (page 162 in the rulebook) reach out to them and guide them back onto the right track if needed. If it doesn’t help, it’s also fully acceptable to simply tell players directly, out of character, that the location they want to visit has no role in this Case File.


CASE FILE 01 020 BRIEFING RIT CRIME LAB M E T R O K A B D I S PAT C H M A I N F R A M E & E S P E R W A L L T H E M E M O R Y L A B B U L L E T B O B ’ S C O U N T D O W N EVENT #5 HANDOUT B CASE FILE CRIME BOARD This spread shows you the main Locations of the Case File, and how they are interconnected via Clues. Some Countdown Events also lead to Locations. Note that this crime board only gives a rough overview of the investigation, not every detail of it. Often, the players will need to connect Clues from multiple Locations, talk to NPCs, and examine handouts to understand where to go next.


ELECTRIC DREAMS 021 F I N A L C O N F R O N TAT I O N DOC BADGER WA L LAC E CORP L E A H ’ S A PA R T M E N T K I L L MAGAZINE THE SAFEHOUSE T H E SNAKE PIT T H E AURELIAN C O U N T D O W N EVENT #1


CASE FILE 01 022 The following four locations are all located within the LAPD Headquarters and are typically always available for the player characters to visit during the case. Each visit will typically consume a Shift of time, even if it produces no meaningful information. HOLDEN’S OFFICE Deputy Chief David Holden directs his Blade Runners from his smoke-filled office in the LAPD headquarters. The briefing for the player characters is held here, and they can come back here to consult with Holden during the course of the investigation. You can read more about Holden and the LAPD HQ on page 157 of the rulebook. NPCS: Just the Deputy Chief himself. CLUES: Holden can point the player characters in the right direction if they need guidance on where to go next. Exactly what advice he offers depends on the situation. Be careful not to give away too much – the players should still do most of the thinking. Examples: b ESPER WALL. Check the Esper Wall for any images of Leah leaving the Snake Pit. And if you do, don’t forget to use the image enhancer to search the images for clues. b LEAH’S PERSONNEL FILE. Leah had some performance issues and failed a Baseline Test a while back. It might be a good idea to check her personnel files in the LAPD Mainframe, and her apartment. b ANIMOID ROW. Vendors sell artificial animals (after the player characters have found the butterfly jar in Leah’s apartment). b BULLET BOB’S. There is a vendor in Hawker’s Circle in Sector 4 called Bullet Bob’s Runner Surplus who sells surplus Blade Runner gear (after the player characters have learned that Sandor was killed by a Blade Runner blaster). b THE AURELIAN. Stake out the Aurelian – he might know more than he is telling (after the player characters have visited the Aurelian). b THE HOLLYWOOD SIGN. The “sign in the Kibble” – it can only mean the old Hollywood Sign in the Hollywood Hills (after the player characters have overheard Styles and the Aurelian talking in the Safehouse). FALLOUT: Going back to Holden for advice during the investigation will cost the player characters a precious Shift of time and a Promotion Point each, as Holden doesn’t enjoy hand-holding his Blade Runners. L A P D L O C AT I O N S


ELECTRIC DREAMS 023 RIT CRIME LAB The Crime Lab and Morgue of the Replicant Intelligence & Technology (RIT) division are situated in the LAPD Tower. For more information about it, see page 159 in the rulebook. NPCS: Chief Medical Examiner Coco (give his portrait, Mugshot F, to the players) and the unofficial LAPD office cat Biscuits (artificial, of course). Neither ever ventures outside of these cavernous halls. CLUES: Coco is aloof and detached, but eager to help if asked the right questions. Here are some examples of information he can provide to the player characters. b THE BODY. Sandor’s body is kept in the morgue here, and the player characters can see if they want to. The dead N-9 Blade Runner has a large hole in his chest. If the characters investigate the body and make a MEDICAL AID roll – or simply ask Coco – they will learn that Sandor was shot point-blank with a large-caliber weapon. The bullet went right through his chest and has not been recovered. b THE BULLET. If given the deformed bullet dug out from the wall at the Snake Pit and given a Shift to examine it, Coco can tell the characters that it has Sandor’s DNA on it, and that it is a rare example of caseless 10mm ammunition. This type of ammo is used in the PK-D 5223 Blaster – standard issue for Blade Runners. If the characters make a CONNECTIONS roll, they will know of a vendor called Bullet Bob’s Runner Surplus that sells surplus Blade Runner gear. It’s in Hawker’s Circle in Sector 4. b THE BUTTERFLIES. If the characters have found the butterflies in the jar in Leah’s apartment, Coco can quickly tell that they are artificial (of course they are). If the characters make a CONNECTIONS roll, they will know that artificial animals are sold by vendors down on Animoid Row. If asked, Coco can also identify the serial number of the butterflies, which can be checked in the LAPD Mainframe. FALLOUT: None – Coco is happy to help. COCO, CHIEF MEDICAL EXAMINER Coco and his team are there to perform autopsies and help detectives ascertain the cause, manner, and circumstances of any sudden, violent, or unusual deaths. They also provide specialized medical services to injured officers or maintenance repairs for N-9 officers or humans with synthetic augmentations. Attributes Strength D Agility C Intelligence A Empathy C Health 4 Resolve 5 Skills Tech A M e d i c a l A i d A Specialties — Gear — MUGSHOT F


CASE FILE 01 024 LAPD MAINFRAME & E S P E R WA L L The towering LAPD headquarters houses the LAPD Mainframe and the Esper Wall. To use these to retrieve meaningful information, the player characters need to make a TECH roll for each piece of intel. The LAPD Mainframe is a vast archive of criminal intelligence containing detailed records on all past and current case files. Dossiers on all recorded persons of interest and crimes from past investigations. The Mainframe can be accessed remotely via the player characters’ KIA units, but spending a Shift on-site gives an advantage to all TECH rolls. The Esper Wall is the nervous system of the Esper Network, the ever-watchful surveillance network constantly recording video through the city’s countless Esper cameras. The Wall has impossible computational powers, processing endless amounts of data across innumerable sources and feeds. Access to it is restricted however, meaning it cannot be accessed remotely and even using it on site requires the player characters to put in an official request. NPCS: None. CLUES: The Mainframe and the Esper Wall count as a single location, meaning the characters can access both of them in a single Shift. Doing so, they can learn plenty of useful information. Each piece of information below requires a successful TECH roll: b LEAH’S REPORT. In the Mainframe, the characters can find a performance report for Leah. If they do, give Handout F to the players. b THE BUTTERFLIES. If the characters have found the butterflies in Leah’s apartment, they can use the Mainframe to track down their likely source – they find the business permit of a vendor called “The Aurelian” on Animoid Row, specialized in custom butterflies. b DOC BADGER. If the characters inquire about the name Doc Badger after finding the bedside photo in Leah’s apartment, they learn that he is a pawnshop owner in Sector 5. b LILITH TYRELL. If the characters inquire about Lilith Tyrell in the Mainframe, they can find a brief report on her background – give the players Handout G. b STYLES. If the characters have a photo of Styles, or the serial number from his eye, they can find the data file about him in the Mainframe – give them Handout H. The Mainframe has no information about any other N-8 Replicants that the characters might encounter during the case – their files were erased during the Blackout. b QUELL. The Mainframe can confirm that Quell is the VP of Public Relations at Wallace Corp but has no other information about her. b THE AURELIAN. There is nothing in the Mainframe about the Aurelian, beyond the fact that a vendor by that name is located on Animoid Row. b ESPER WALL. If the characters search the Esper Wall for footage of Leah leaving the Snake Pit on the night of the shooting, they can find images of her getting into a Metrokab and leaving. Show the players Handout I. If they process the image in an Esper machine and make another TECH roll, they can enhance it to read the ID number of the Metrokab – give the players Handout J. A CONNECTIONS roll will let the characters know where the Metrokab Dispatch is located. b ANIMOID ROW. If the characters specifically search for Esper footage of Leah on Animoid Row, they can find several images of her amongst the bustling crowds there, stopping by the Aurelian for a short conversation. They can also find images of her entering and then exiting Bullet Bob’s Runner Surplus. These images are dated on the day after the Snake Pit shooting. b BULLET BOB’S. If the characters specifically ask for Esper footage of Bullet Bob’s Runner Surplus after Leah leaves, they will see her enter a narrow street close by. This alley itself is not covered by Esper cameras, but the camera covering the next street over never shows Leah emerge (she has entered a building in the alley to go to the Safehouse). FALLOUT: None. LOCKUP The basement of the LAPD headquarters contains endless rows of secure holding cells. NPCS: If the player characters apprehend Styles, the Aurelian, or any other suspect, they will be taken here. The characters can interrogate them here, gaining an advantage to their MANIPULATION rolls, page 059 of the rulebook. CLUES: For more on what Styles and the Aurelian know and can reveal, see their personal descriptions on page 017 and 016. FALLOUT: None.


ELECTRIC DREAMS 025 HANDOUT F – LEAH’S PERFORMANCE REPORT


CASE FILE 01 026 HANDOUT I – ESPER IMAGE HANDOUT G – LILITH’S DATA FILE


ELECTRIC DREAMS 027 HANDOUT J – ZOOMED-IN ESPER IMAGE HANDOUT H – STYLES’S DATA FILE


CASE FILE 01 028 C I T Y L O C AT I O N S WA L L AC E CO R P While still under construction, the Wallace Corp HQ towers over the sprawling cityscape, leaving no doubt about who wields the ultimate power in Los Angeles in 2037. These massive buildings are near impenetrable without an invitation – which, at the start of the investigation, the player characters have. GETTING HERE: The player characters are ordered to go here at the start of the investigation. ARRIVAL: Having landed their Spinner in a huge internal garage, they can descend into the cavernous and eerily empty interior, constantly cast in a pale golden light and shadows of water. At the front desk, they will be received by the hairless file clerk who will lead them into Quell’s austere and immaculately decorated office, where Wallace Corp’s VP of Public Relations will receive them. NPCS: Just Quell – give her portrait, Mugshot E, to the players. She thanks the characters for coming (as if they had a choice) and then swiftly proceeds to explain how critical the handling of this case is to the Wallace Corporation. The Nexus-9 launch was just over a year ago, and the public is still getting used to Replicants among them. The survival of society as we know it depends on a smooth integration of the Nexus-9s, Quell explains. She then proceeds to ask the characters what they know so far and how they plan to continue the investigation. She sizes them up closely as they respond, generally being more amicable to Replicants than humans. If the characters in any way refuse or avoid her questions, she gives them an icy stare and coldly states that Deputy Chief Holden has pledged full disclosure and cooperation with Wallace Corp during this investigation. This is also what she expects. The consequences of non-cooperation would be “unfortunate.” CLUES: Quell primarily wants to ask questions, not answer them, but if the characters play their cards well and cooperate with Quell, she can give some useful information, albeit skewed to fit Wallace’s needs: b LEAH’S BASELINE TESTS. Leah failed a few Baseline Tests recently and was brought to Wallace for recalibration. This is standard procedure. With tens of millions of N-9s being produced, minor malfunctions are to be expected in rare cases. Quell thinks it highly unlikely that this had anything to do with Leah’s disappearance – instead, she suggests that the Blade Runners should investigate the human supremacist groups that are inciting hatred and violence against Replicants. b LILITH MEMORY LAB. Leah was an early Nexus-9 model, with memories designed by the Lilith Memory Lab, one of Wallace’s subcontractors. If they want to know more about Leah’s memory design, Quell says they should talk to the Lilith Memory Lab. She thinks this would likely be a waste of time, however. FALLOUT: If the characters refuse to cooperate with Quell and answer her questions, Holden will soon hear of it and give them a scolding, costing them one Promotion Point each.


ELECTRIC DREAMS 029 HANDOUT L – BEDSIDE PHOTO HANDOUT M – THE POEM L E A H ’ S A PA R T M E N T Leah lives in a small studio apartment in Sector 5, not far from the LAPD HQ. Her apartment, very similar to K’s in the BLADE RUNNER 2049 film, is on the 13th floor. GETTING HERE: Leah’s address can be found in her data file, given to the characters by Holden. ARRIVAL: The elevator is out of order, and the stairwell is filthy and covered in graffiti. Climbing the stairs, the player characters need to push past a few other residents, giving them angry stares. On floor 13, the words “skin job” are sprayed on Leah’s door, and a large burly man who stinks of cheap whisky comes up to them and asks them if they are “friends of that skin job.” If so, they are not welcome here. He’ll also ask them if they are “skin jobs” themselves. He is aggressive and won’t back off unless the characters use threats (MANIPULATION) or force to subdue him. For stats, see the next page. If the characters are numerous, the man might have a few friends along, to make the encounter more challenging. The player characters need to roll TECH to bypass the lock on Leah’s door or pry it open using FORCE. Inside, they’ll find a small and barren apartment, probably similar to their own. Give Map A and the Crime Scene Photo of the apartment (Handout K) to the players. If this is the first time that the players are given a Crime Scene Photo, explain to them that they should look for clues and items to investigate in the image itself. NPCS: None. The apartment is empty. CLUES: Three objects of importance can be found on the Crime Scene Photo of Leah’s apartment. If the players fail to spot these objects, they can roll OBSERVATION for one player character. b BUTTERFLY JAR. On the small table next to the sofa there is a butterfly jar, with several surreal yet beautiful butterflies in it. As the characters can probably guess, they are artificial. If they make a CONNECTIONS roll, they know that artificial butterflies are sold down on Animoid Row. They can also learn more about the butterflies from the RIT Crime Lab and the LAPD Mainframe. b BEDSIDE PHOTO. On the nightstand next to the fold out bed, there is a photo showing a dark-haired child looking similar to Leah herself. Give Handout L to the players. This photo shows a scene from Leah’s memory implants – Leah’s daughter Dinah in an off-world colony. It is not real. Lilith Tyrell will confirm this if asked. b DOC BADGER. If the characters take the bedside photo out of the frame, they can see a stamp with the name “Doc Badger” on the back. A CONNECTIONS roll will reveal that Doc Badger is a pawnshop owner in Sector 5. If the roll fails, an LAPD Mainframe search can give the same information. b THE POEM. On another table, a book lies open. It’s a collection of poems by William Blake, opened to the famous poem The Tyger. Give Handout M to the players. This is not a solid clue leading anywhere, but it does give some insight into Leah’s mental state, identifying herself as a Replicant with the Tyger in the poem. If the characters examine the book further, they will notice one page has been torn out. It can later be found in the Safehouse, proving Leah was there. b EMPTY BOTTLES. Beyond the three objects above, the player characters don’t find much in the apartment. The kitchen has plenty of empty bottles (mostly vodka) but very little food – a result of Leah’s attempts at self-medication. FALLOUT: None, beyond the clues found.


CASE FILE 01 030 HANDOUT K – CRIME SCENE PHOTO OF LEAH’S APARTMENT 21 HONVED ST. – APARTMENT 52 FOLD OUT BED LIVING R O O M KITCHEN BATHROOM HALLWAY L E A H ’ S A PA R T M E N T Map A 0 . 5 m


ELECTRIC DREAMS 031 D O C BA D G E R ’ S PAW N S H O P Some weeks before the shooting, Leah came to Doc Badger’s pawnshop in Sector 5 to access her own memory implant and get a hardcopy portrait of her daughter. GETTING HERE: The player characters can find their way here by the clue on the back of the photo in Leah’s apartment. ARRIVAL: Doc Badger’s pawn shop is a small and cluttered space, filled to the brim with everything from useless knick-knacks to advanced tech – all dusty and well-used. There is no map of this location. NPC: Just Doc Badger himself. Give Mugshot G to the players when they meet him. CLUES: Doc Badger is not eager to offer information about his clients, as it’s “bad for business.” But if the characters offer him something in return (a piece of gear or one Chinyen Point) or push him (MANIPULATION roll) he will reveal what he knows. b THE MEMORY SCAN. If asked, Doc Badger will reveal that someone matching Leah’s description came into his shop a few weeks back. She said she was a Nexus-9 and wanted to make a Stelline Scan (page 160 in the rulebook) to review her own memory implants. He did have such a device and helped her out for a small fee. She asked for a hardcopy printout of a slice of the memory implant – an image of a young girl. Leah said it was her daughter. Doc Badger remembers that the woman seemed distraught. FALLOUT: None, beyond the clues found. The characters can make private purchases here of almost anything found in Chapter 8 of the core rulebook. DOC BADGER Doctor Badger is a pawnshop owner with a reputation for being able to get anything for his customers, even real animals. Doc Badger can become a recurring asset like those described on page 165 of the core rulebook. Attributes Strength C Agility B Intelligence B Empathy A Health 5 Resolve 6 Skills Tech B Manipulation B I n s i g h t B Specialties — Gear A n y t h i n g a n d e v e r y t h i n g . Attributes Strength B Agility C Intelligence C Empathy D Health 5 Resolve 4 Skills Close Combat B Specialties — Gear — OBNOXIOUS NEIGHBOR MUGSHOT G


CASE FILE 01 032 THE MEMORY LAB CENTRAL MEMORY LAB SERVER ROOM 1 SERVER ROOM 2 RESTROOMS CONFERENCE ROOM OFFICE OFFICE OFFICES OFFICES STORAGE STORAGE LAB 1 VENT VENT VENT LAB 2 LAB 3 RECEPTION ENTRANCE CANTINA 3 m C o m b a t Zones 44 JUPITER DR. Map B


ELECTRIC DREAMS 033 THE MEMORY LAB The Lilith Memory Lab is located in a largely abandoned industrial area of Sector 4. It’s a drab gray building, including an office area and the dome-like memory lab itself. The name LILITH MEMORY LAB is printed over the entrance. GETTING HERE: The player characters can be directed here by Quell at Wallace HQ, or by seeing the article about Lilith in the Independent Sentinel newspaper (Handout B). ARRIVAL: The main door is protected by an optical scanner, set to only allow entry to Lilith and the Replicant office clerk TR6-1.51, affectionately called “Terry.” Of course, if the player characters are here in an official capacity, they only need to announce their presence via the intercom, and Terry will let them in, no matter what time of day it is. Inside, there is a reception area where Terry receives the characters. Give Map B and Terry’s portrait, Mugshot H, to the players. NPCS: Terry, Lilith Tyrell, and Sarah Tyrell. MEETING LILITH: If the characters identify themselves as Blade Runners and ask to see Lilith Tyrell, Terry will show them into the main dome of the memory lab. It’s mostly shrouded in darkness, and the first thing the characters will see are two children, a boy and a girl, drawing pictures on the floor. If the characters address them, they respond only with a giggle. Let this continue for a short while – then, the two children start to flicker, like holograms, and disappear. Then, Lilith Tyrell appears from the shadows, removing a strange electronic contraption from her head, greeting the characters, and explaining that the children they saw were part of her latest memory design. Give Lilith’s portrait, Mugshot B, to the players. MEETING SARAH: Lilith is enigmatic, friendly, but avoids answering the characters’ questions in any detail. At some point during their conversation, a dark-haired girl appears, giggling. The players might believe this to be another hologram, but the girl takes an active interest in the guests, and Lilith informs them that this is her daughter Sarah. Give her portrait, Mugshot I, to the players. Sarah is shy and keeps her distance, giggling. With a MANIPULATION roll, a player character can connect with Sarah. Lilith will not allow her to be questioned though. CLUES: If the characters win a MANIPULATION roll against Lilith, she can offer them some information: b LILITH’S BACKGROUND. If asked about her own background, Lilith can briefly describe it, but leaves out the Replicant attack on her back in ‘23. She will confirm the attack if asked however, but not go into details. b A KEY MEMORY. If Lilith has designed the Key Memory of a player character, she will bring this up and say that she hopes the player character is “happy with the product.” b LEAH’S MEMORY DESIGN. Lilith will confirm that she designed Leah’s memory implants, saying it was “an unremarkable early work” of happy family life in an off-world colony. Very basic stuff. b LEAH’S BASELINE TESTS. If asked about Leah’s failed Baseline Tests, Lilith will shrug it off and say that it’s a common occurrence and typically the result of the taxing work as a Blade Runner, nodding at any player character Replicant as she speaks. b LEAH’S PHOTO. If shown the photo from Leah’s apartment (Handout L), Lilith will confirm that the image is extracted from Leah’s memory implant – it’s not real. Such image extractions can only be done with what is called a “Stelline Scan” and require specialized equipment. She has no idea of who might have done it. b THE TRUTH. Lilith will not voluntarily reveal exactly what happened to Dinah in the implanted memory during the characters’ initial visit here – but if they push her hard on this specific point and make another MANIPULATION roll, this time with an opposed roll against her INSIGHT, she will reveal the truth. She will play back Leah’s memory to them. See the sidebar Leah’s Electric Dream on page 034. b THE TEMPLANT. If a character comments on the likeness between Leah and herself, Lilith laughs and admits – yes. Leah belongs to an N-9 production line that is based on herself as a templant – a human template, physically copied in every detail. Wallace Corp asked her to act as templant as an homage to her late uncle, and she accepted. FALLOUT: The player characters’ initial meeting with Lilith will not likely lead to any significant fallout. Subsequent visits here can be of major importance however – see the Final Confrontation (page 050). REVISITING THE MEMORY LAB As an event in the Countdown, Leah will come to the Memory Lab to kill Lilith. If the player characters come here during or after this attack, things will obviously be quite different. See the Final Confrontation (page 050) for more details.


CASE FILE 01 034 LEAH’S ELECTRIC DREAM If Lilith shows the player characters Leah’s designed memory in the Memory Lab, you can read or paraphrase the below text. It’s not likely that this will happen during the characters’ first visit, but if the players are really clever, they should be rewarded with this revelation. Even if they crack the case wide open this early, they still need to find Leah and learn of her plans. The hologram in the Memory Lab flickers back to life, and you suddenly find yourselves in a spacious hall. Golden sunlight beams in through a huge picture window, revealing a red sandy vista outside. Someone moves past you, a small girl. “Mummy,” she says. “You can’t catch me.” She runs off, giggling, disappearing into the deep shadows. A moment of stillness, of total bliss. Then, a sudden loud bang, shaking the ground, followed by sharp, rattling noises. An explosion. Gunfire. Then screams. Screams of utter panic. But the gunfire continues. You run. Right toward the deadly danger. To your daughter. Rushing through halls bathed in the red light. Then you see them, masked men clad in black, guns raised. Then you see her. Lying on the floor, very still. Now it’s your turn to scream. And just like that, the scene is gone, and you are back in the Memory Lab. If the characters confront Lilith about creating such a horrifying memory for Leah, she will explain herself: “Replicants are machines – no different from the blasters you carry. Infinitely more advanced of course, but machines none the less. The purpose of the memories I design is to control these machines in the most effective way possible – by imprinting them with a deep trauma. The memory of this trauma is conditioned to be triggered at any time the Replicant even considers the possibility of disobeying. This is a unique method for how I make the Nexus-9 Replicants fully obedient. It’s simple, really. Morality has no role here. You wouldn’t want that blaster in your holster to disobey you, would you?” SARAH TYRELL THE CLERK TR6-1.51 “TERRY” This friendly Replicant works for Lilith and rarely leaves his post. The player characters will find him here no matter the time of day. Attributes Strength B Agility C Intelligence B Empathy C Health 7 Resolve 3 Skills Tech B Insight B Specialties — Gear — MUGSHOT H


ELECTRIC DREAMS 035 THE SNAKE PIT ENTRANCE LOUNGE RESTROOMS STAGE BAR RAMP D A N C E FLOOR D R E S S I N G ROOM D R E S S I N G ROOM D R E S S I N G ROOM D R E S S I N G ROOM D R E S S I N G ROOM STAFF ROOM VIDPHONS BACK STAGE BACK DOOR L O A D I N G PLATFORM STAGE STORAGE STORAGE STORAGE 1 m 132 ALPINE ST. C o m b a t Zones Map C


CASE FILE 01 036 THE SNAKE PIT This variety club is infamous for its strong drinks, five-star entertainment, and sordid history. Back in 2019, one of their performers was retired on the street, later revealed as a fugitive Nexus-6 conspirator behind the infamous 2019 Tyrell Corporation Murder Spree. Owner Taffey Lewis spun the infamy into free publicity, turning his sultry club into a sensation. The Pit still attracts the best stage performers around, mostly because half the audience works at the nearby agencies. GETTING HERE: This is the crime scene, so the player characters have good reasons to check it out. ARRIVAL: When the player characters arrive, there is a police line outside and a small crowd of gawkers. Styles is among this crowd, his pale head towering above most others. The characters might notice him if they specifically say they observe the crowd, and even if they don’t, allow them an OBSERVATION roll to notice Styles if they stay for any length of time. Most other gawkers only stop briefly, while Styles stays put to observe what the characters do. STYLES: If the characters approach the crowd asking for witnesses, Styles will offer his assistance, saying “he saw the whole thing.” In fact, Styles wants to be noticed by the arriving Blade Runners, as he wants to distract them from hunting after Leah. If they don’t approach him, he will eventually approach them and offer his services as a witness. INSIDE: Inside, the Pit is empty except for a uniformed officer and the club owner Taffey Lewis. Give the players Map C, the Crime Scene Photo of the club (Handout N) and Mugshot J. As in Leah’s apartment, the players should look for clues and items to investigate in the image itself. The uniformed officer is just here to keep the crime scene undisturbed – it’s up to the Blade Runners to examine the scene and question witnesses (Taffey Lewis and Styles). NPCS: Styles, owner Taffey Lewis, and the Replicant dancer Iris in a dressing room out back. Taffey is clearly agitated over the fact that the police won’t let him open the bar just yet. He’s pushing the player characters to finish their work quickly and “buzz off.” He refuses to answer questions and the characters need to use MANIPULATION to get anything useful from him. The same is required to get to speak to Iris. If a roll fails, the characters can use force to make Taffey comply – but if this happens Taffey will lodge a complaint, costing the player character a Promotion Point. HANDOUT N – CRIME SCENE PHOTO OF THE SNAKE PIT


ELECTRIC DREAMS 037 CLUES: The player characters can find plenty of information at the Snake Pit: b THE CRIME SCENE PHOTO has several interesting elements: a The Mirror. A large, cracked mirror on the wall. If examined, the player characters will find a deformed bullet stuck in the wall behind it. A visit to the RIT Crime Lab will let them know it’s a caseless 10mm bullet – the same kind the player characters themselves use in their Blasters. Moreover, the player characters won’t find a bullet casing anywhere in the club, no matter how hard they look (an indication that the bullet was caseless or fired by a revolver). a The Blood Stain. A large pool of semi-dried blood on the floor. If checked at the RIT Crime Lab, the blood is confirmed to be Sandor’s. a Signs of a Struggle. Broken bottles and damage to the interior – signs of the bar brawl that occurred here. b TAFFEY LEWIS. If MANIPULATED, Taffey Lewis can relate some information. He tells the truth, something an INSIGHT roll will reveal. a Leah and Sandor. If shown photos of Leah and Sandor, Taffey admits he saw them both in here the night before. “They smelled like cops.” They stayed at the bar, just observing, not talking to anyone, until the brawl broke out. a Jelle Schylar. About the brawl, Taffey just says, “Things got rowdy, it happens.” If pressed he admits a group of human supremacists started jeering at his N-9 stage dancer Iris. Jelle Schylar, the publisher of KILL magazine, was among them. a Styles. The brawl broke out when “some pale tall guy” confronted them. Taffey has seen him at the club before, and knows he’s called “Styles,” but has no further information. a The Shot. Things got chaotic, and suddenly a loud bang rang out. When the smoke cleared, Sandor lay bleeding on the floor. Panic erupted, people ran to the doors, and Taffey called the police. That’s it. a Didn’t See a Thing. Taffey didn’t see who pulled the trigger and doesn’t care much. He just wants to get back to business and open the club back up. b THE N-9 DANCER IRIS. Iris can be found in her dressing room, dressed in a robe, and smoking intensely. Give the players Mugshot K if they meet her. She is scared. a The Brawl. Iris confirms Taffey’s story about the jeering crowd and the brawl. She claims she doesn’t know who the “pale man” who intervened is, but this is a lie – Iris knows Styles, and they are friends. The characters can realize that Iris is not being entirely truthful by actively making an INSIGHT roll when speaking to her. They cannot discern exactly what she’s lying about. a Styles. If pressed about Styles (MANIPULATION roll), Iris will reveal that the man is called Styles and that he looks after her and other N-9s at the club. He’s just a friendly guy, helping the Replicants out. She doesn’t know who he is, but she has seen him around Animoid Row. a Leah and Sandor. If shown photos of Leah and Sandor, Iris says she saw them both in the club the night before, sitting by the bar. They seemed to be watching the crowd. When the brawl erupted, Iris thinks she saw them both move into the fight. Then she heard the shot which was “really, really loud” (a clue that it was a Blaster). She didn’t see who pulled the trigger. Then everyone ran for the door. If asked, Iris will also reveal that she has seen Leah at the bar many times before, often talking to Styles. They seemed to be friends. b STYLES is also a potential source of information. a The Fake Story. If the characters question Styles as a witness, he will offer them a tailored story, saying he was a guest at the club, and that the brawl erupted when some Replicant haters started jeering at Iris, the N-9 dancer on stage. If shown the photos of Leah and Sandor he says he didn’t see them, but he does think he saw Jelle Schylar, publisher of the KILL magazine, in the crowd. If asked about Leah and Sandor, Styles says he didn’t see them until Sandor lay dead on the floor. He didn’t see Leah at all. A successful INSIGHT roll will reveal that Styles is not telling the whole truth. a Interrogation. A MANIPULATION roll when simply questioning Styles won’t make him change his tune, but if arrested and interrogated (in the street or in the LAPD lockup), a successful MANIPULATION (with a disadvantage) will make Styles reveal what he knows, in a defiant tone – Leah was tormented, and he planned to helped her escape off-world via the Replicant Underground. Leah shot Sandor because he detected Styles during the brawl and was about to arrest him. He saw her get into a Metrokab in the street. Styles will not give up the Aurelian unless under heavy duress (a second MANIPULATION roll with a disadvantage). If given the chance, Styles will go to the Aurelian after meeting the characters however, giving them a chance to tail him there (see Fallout, below). a Nexus Revealed. A check of Style’s right eye will confirm that he is a fugitive Nexus-8 Replicant. There is a file on him in the LAPD Mainframe. If the characters find this out, they need to decide whether to turn Styles in or not (see Promotion Points and Humanity Points on page 012).


CASE FILE 01 038 TAFFEY LEWIS The owner and proprietor of the Snake Pit for more than two decades, Taffey Lewis is something of a local legend on Nightclub Row. He resents law enforcement officers on his premises but hates trouble even more. Attributes Strength C Agility C Intelligence B Empathy B Health 4 Resolve 5 Skills Manipulation A I n s i g h t B Specialties — Gear — FALLOUT: If the player characters corner Styles or try to arrest him, he will break and run, triggering a foot chase (page 081 in the rulebook). If Styles is still on the run after three rounds, he will lead the Blade Runners into an alley, where fellow N-8 Replicants from the Underground await, equal in number to the characters present. ALLEY FIGHT: Armed with clubs and knives, the Replicants will threaten the characters and tell them to back off this case. If attacked, they will defend themselves, including Styles. They avoid killing player characters however, leaving any Broken player character on the street. If this happens late in the investigation, after the characters have visited the Aurelian, Styles might even capture a Broken character, blindfold them, and bring them to the Safehouse for questioning – see the sidebar Captured! on page 045. If losing the fight, the Replicants will run when half of them are Broken. Any arrested Replicants can be brought to the LAPD Lockup or set free. If their eyes are checked, the characters can note their registration numbers. TAILING STYLES: If no confrontation occurs, Styles will leave after having spoken to the characters. They can follow him if they like. He takes his time walking the streets to the Aurelian’s shop on Animoid Row, and the characters need to win a STEALTH vs OBSERVATION roll to stay undetected all the way, as Styles is actively looking for pursuers. If spotted, a chase is triggered as per above. IRIS: If the player characters question the stage dancer Iris, she will seek out Styles after and meet him in an alley, to tell him what happened and ask for guidance. This can also trigger the chase as per above. MUGSHOT I


ELECTRIC DREAMS 039 UNDERGROUND REPLICANTS These are sullen, silent men and women in their forties, their faces hidden by hoodies or shades. They follow Styles’s orders and don’t take independent action. These are all fugitive N-8 Replicants, which a KIA check of their eyes will reveal. There is no information on them in the LAPD Mainframe, and they don’t know where Leah is or what she plans to do. If interrogated, they can give up Styles and even the Aurelian. Attributes Strength B Agility B Intelligence C Empathy C Health 7 Resolve 2 Skills Close Combat C Specialties — Gear Club or knife IRIS, REPLICANT DANCER Iris is an N-9 Replicant, employed as a dancer at the Snake Pit since her inception a few months back. She has befriended Styles, but is unaware of the Replicant Underground. Attributes Strength C Agility A Intelligence C Empathy B Health 7 Resolve 3 Skills Manipulation A I n s i g h t B Specialties — Gear — MUGSHOT J


CASE FILE 01 040 M E T R O K A B D I S PAT C H The main Metrokab dispatch office is located in a dingy old building in Sector 5. A dozen people work in this run-down and dirty office space. No map is provided for this location. GETTING HERE: Coming here is a logical next step if the player characters have acquired the Esper photo of Leah entering a Metrokab after the shooting. NPCS: The player characters are greeted by the gruff main Metrokab dispatcher, Irmgard. A MANIPULATION roll is required to get her to talk. If it fails, any bribe (one Chinyen Point) will do the trick. CLUES: The Blade Runner will find limited but potentially very useful information here. b THE METROKAB. If asked about the Metrokab outside the Snake Pit and given its ID number, Irmgard can check her records. They will find that the cab left the Snake Pit late on the night of the shooting and dropped off its fare at Animoid Row shortly after. b THE DRIVER. If pushed, Irmgard can reluctantly contact the Metrokab driver via radio. His name is Earl, and he doesn’t have much more information to offer. He remembers the fare, a young woman, because she had a gun and was clearly upset. She got out at Animoid Row and disappeared into the crowds. FALLOUT: None, beyond the clues found. KILL OFFICE The seedy office of KILL magazine is located in Sector 1. The publisher Jelle Schylar, also a leading member of the Empathy Movement (page 016 of the core rulebook), spends most of his time here and lives in an apartment upstairs. GETTING HERE: The players can find their way here after talking to Taffey Lewis and/or Styles at the Snake Pit. Both place Jelle at the scene of the shooting. They might also come here after KILL breaks the story of the shooting (see the Countdown on page 009). ARRIVAL: Beyond Jelle himself, a dozen people work in this smoke-filled and dimly lit office, with KILL magazine covers plastered over the walls. Give Map D to the players. NPCS: The only person of interest here is Jelle Schylar himself. Give the players Mugshot L. He treats the player characters with disdain – especially Replicants, whom he will address with outright contempt. He is, however, always interested in a good story, and will try to pump the player characters for as much information as he possibly can, offering to share what he knows only in return for some juicy tidbits. A MANIPULATION roll can help loosen his tongue. If threatened with violence, Jelle will threaten them right back, telling the player characters he will expose their deeds to the public in the next issue of KILL. CLUES: Jelle Schylar has some information that can be of vital interest to the player characters: b THE BRAWL. He was at the Snake Pit on the night of the shooting, drinking, and watching “useless skin jobs dancing on stage.” The brawl erupted when “the big albino” started to argue with Jelle and his friends. Jelle knows his name is Styles and has seen him around Animoid Row. b THE SHOT. During the brawl, two Blade Runners intervened. The man pulled his blaster on the albino, to arrest him. Then, out of nowhere, the woman Blade Runner pulled her blaster and shot her partner in the chest. Then she ran into the street, and Jelle saw her get into a Metrokab. Jelle had seen the woman before – she often came to the Snake Pit to drink. b THE NEWS. The story above will be in the issue of KILL magazine published on Day 2 of the investigation – see the Countdown. The story is quickly discredited by Wallace’s spin doctors however and is soon forgotten. b THE AURELIAN. If asked about the Replicant Underground, Jelle says he’s heard that they have some sort of hideout or safehouse near Animoid Row in Sector 4. He thinks that the vendor called the Aurelian, an old guy selling fake butterflies, might be involved in it. FALLOUT: Any information given to Jelle Schylar by the player characters will very likely end up in the next issue of KILL magazine, costing the player characters a Promotion Point if it in any way compromises Wallace Corp or the LAPD. If a player character uses force on Jelle, or just threatens to do so, they will definitely read all about it in KILL and lose a Promotion Point as a result.


ELECTRIC DREAMS 041 JELLE SCHYLAR The infamous publisher of KILL magazine is a genius at shamelessly manipulating ignorant masses and stirring controversy for profit. He is arrogant, aggressive, and boisterous. Attributes Strength B Agility D Intelligence B Empathy A Health 4 Resolve 6 Skills Firearms C Manipulation A Profiling B Specialties — Gear A s h o t g u n u n d e r h i s desk. MUGSHOT K KILL OFFICE C O N F E R E N C E ROOM OFFICE SPACE TOILET KITCHEN STORAGE STORAGE 1 4 F R A N K L I N A V E . 1 m RECEPTION Map D


CASE FILE 01 042 Map E ANIMOID ROW C o m b a t Zones T H E DRAGONFLY SAVORY TEA BONTAFOO BURGERS T R I B O R O ZOOLOGICAL T H E C L A M HUT SEVEN STAR PRAWNS CROWN NOODLES EASTERN FRIED RICE METROKAB INFOCOM THE AURELIAN TOBACCO & MAGAZINES RAKSHMIS APES ANIMAL MEMORIES S U P E R I O RPET ALAMEDA ST. ANCON ALLEY 2 m


ELECTRIC DREAMS 043 ANIMOID ROW - SOUTH DUMPSTER DUMPSTER COFFEE SHOPTHE TURTLE FACTORY TASTY NOODLE VID-PHONS AUTOMATON R NIASI KEBAB POLICE INFORMATION THE OSTRICH FARM G U A R D D O G S INC. THE BIRD DOCTOR TIACU HORSES LAMESA D U M P L I N G S T H E F I S H LADIES


CASE FILE 01 044 THE AURELIAN’S SHOP The Aurelian runs a small vendor stand in the hustle and bustle of Animoid Row. GETTING HERE: The characters can come here by following Styles, or by finding the butterfly jar in Leah’s apartment and seeing the Aurelian’s ad in the Independent Sentinel newspaper (Handout B). ARRIVAL: The player characters can find the stand by asking around Animoid Row or making a CONNECTIONS roll. It’s marked with a small sign of a butterfly, and inside the stand there are hundreds of butterfly jars, large and small. It’s also possible for the characters to follow Styles here from the Snake Pit. Give Map E to the players. NPCS: The Aurelian himself is here for most of the hours of the day, when he’s not at the Safehouse. He will try to throw the characters off track if he can, feigning to be old and demented, but if cornered (below) he might tell the truth, believing they are too late to catch Leah. The Aurelian will not resort to violence. Styles is likely nearby when the player characters come here. If the characters followed him here, he speaks briefly to the Aurelian, and the characters can overhear them. See Clues, below. Afterwards, Styles will wander around Animoid Row for a short while, before proceeding to the Safehouse. If the player characters didn’t follow Styles here, he will still be here, keeping watch. He will watch the characters speaking to the Aurelian and might attack them afterwards (see Fallout, below). You can also allow the characters an OBSERVATION roll to spot Styles in the crowd. This can trigger a chase and/or a confrontation with Styles, as per the Fallout section for the Snake Pit. CLUES: If the player characters play their cards right, they can learn a great deal of useful information here: b LEAH. If the player characters show the photo of Leah to adjacent shop owners at Animoid Row and make a CONNECTIONS roll, someone will eventually recognize her and say they have seen her by the Aurelian’s shop several times in the last few weeks. Someone will also say they saw her at Bullet Bob’s Runner Surplus just recently (after the shooting). b THE CONVERSATION. The player characters can listen in on the conversation between Styles and the Aurelian if they roll STEALTH to move in close enough without detection and then OBSERVATION to hear the words over the din of the bazaar. See the sidebar marked The Conversation to the right. b THE BUTTERFLIES. If the player characters describe the butterfly jar from Leah’s apartment, the Aurelian will confirm that it is his. He says he doesn’t remember who bought it, but this is a lie. The same goes if he is asked about Leah and given her description – he will claim he can’t remember meeting anyone like that. A player character who makes an active INSIGHT roll can detect that he is not telling the truth. b THE TRUTH. If the Aurelian is pushed hard and confronted with compromising evidence (for example, the player characters having followed Styles here and confront him about the butterfly jar), a MANIPULATION roll can make the Aurelian break his charade and come clean. Defiantly, and with the voice of a younger man, he admits to helping Leah escape her bonds and find freedom off-world. If asked about her mental state, he will admit she seemed unstable and very angry, specifically at Lilith Tyrell. He doesn’t know why, but he is concerned. He will not give up the location of the Safehouse or reveal the Moonbus unless interrogated strenuously and another MANIPULATION roll is made. FALLOUT: A visit to the Aurelian can take many interesting turns. CONFRONTING STYLES: If the player characters question the Aurelian, Styles will confront them afterwards – alone or with other Replicants in tow, warning them to back off and leave Leah alone. For details on such an event, that could turn violent, see the Fallout section for the Snake Pit. The same goes if the player characters spot Styles in the crowd and chase or confront him. If Styles is cornered, he will attempt to flee to the Safehouse, and can be followed there. If there is a fight and any character is Broken, Styles will blindfold them and bring them to the Safehouse for questioning – see the sidebar Captured! TAILING THE AURELIAN: If the player characters stake out the Aurelian’s shop, before or after speaking to him, he will shut his shop and leave after a Shift and proceed to the Safehouse to check in on Leah. The characters can follow him there if they win a STEALTH vs OBSERVATION roll, as the Aurelian is vigilant and listening for their footsteps. If he realizes he is being tailed, he will lead them into an alley where Styles waits along with some fellow Underground Replicants (equal in numbers to the characters). Again, any Broken characters are blindfolded and brought to the Safehouse – see the sidebar Captured! TAILING STYLES: The characters can also follow Styles from the Aurelian’s shop to the Safehouse (see NPCs above). The characters need to roll STEALTH just like when tailing the Aurelian, and if he spots them, Styles will attempt to escape (triggering a foot chase) or fight them. Broken characters are brought to the Safehouse.


ELECTRIC DREAMS 045 If the player characters overhear Styles speaking to the Aurelian on Animoid Row, they can catch a part of their conversation, below. If the characters don’t overhear the conversation directly, it can be a Vid-Phon between the two instead. Styles: Where is she now? The Aurelian: I sent Leah to the safehouse. She should stay hidden down there until it’s time to go to the sign in the Kibble. That’s her ticket out. She just needs to lay low now. Styles: I’m not sure. She seemed… angry. Not done yet. The Aurelian: Yes, I sensed it too, in her voice. Time will tell. A character could also overhear it at the Safehouse, having tailed someone there or being taken to it as a prisoner. In this case, the conversation needs to be modified a little as Leah will not be there. CAPTURED! If a player character is Broken in a confrontation with Styles – most likely at the Snake Pit or at Animoid Row – the Nexus-8 can decide to bring them to the Safehouse for questioning. This is particularly likely later in the investigation, after the characters have visited the Aurelian. At this point, the Replicants want to know how much the characters know. Styles will blindfold the victim, drag them to the Safehouse, and tie them to a chair. If the character is dying from a critical injury, Styles will try to stabilize it. The Aurelian will likely join Styles at the Safehouse. It will be a harsh interrogation (page 059 of the rulebook), but the Replicants will not resort to torture. Afterwards, the captive character will be left alone. Breaking loose requires a FORCE roll. One attempt should be allowed per Shift. Other characters should be given a chance to find the Safehouse to rescue the captive, for example by leveraging their assets (page 164 in the core rulebook). As a prisoner, the character can actually learn crucial information if they miss it elsewhere. For example, they can overhear the conversion between Styles and the Aurelian about Leah (above). Having a character be taken prisoner can also be a way for them to actually find the Safehouse, if they fail to otherwise do so. ANIMOID ROW VENDORS LUXURY: b Abdul Ben Hassan’s Reptiles – Reptiles b The Fish Ladies – All fish, including large fish, crustaceans, and aquatic mammals b Runciters Zoological – Exotics b Triboro Zoological – Exotics b Rakshmis Apes – Primates RARE: b Guard Dogs Inc – Canines b Superior Pet – Core domestic animals with N-1 comparable intelligence and RDU Animoid Services overlap (dogs, cats, house birds, rats) PREMIUM: b The Dragonfly – Insects b Superior Pet – Small domestic cage/tank animals with negligible intelligence (gerbils, guinea pigs, rabbits, mice, small fish, etc.) b The Aurelian – Butterflies b The Bird Doctor – Domestic birds THE CONVERSATION


CASE FILE 01 046 BOB GORSKY The crotchety owner of the infamous Bullet Bob’s Runner Surplus. Attributes Strength B Agility B Intelligence C Empathy C Health 5 Resolve 4 Skills Close Combat C F i r e a r m s B Specialties — Gear E n d e r A s s a u l t R i f l e , .357 Magnum B U L L E T B O B ’ S RUNNER SURPLUS The RDU’s worst-kept secret is a Hawker’s Circle retailer that’s been exclusively catering to Blade Runners for decades. Here, they can buy, rent, or order an evolving selection of specialized gear such as weapons, ammunition, drones, and surveillance gear from the ill-tempered owner Bob Gorsky. GETTING HERE: The player characters can find their way here from the RIT Crime Lab (after learning Sandor was killed by caseless 10mm ammunition), from Esper images showing Leah enter the shop, or from witnesses on Animoid Row. ARRIVAL: When the player characters arrive, the place is empty save for the owner Bob Gorsky himself. There is no map for this Location. NPCS: Bob Gorsky. The surly shopkeeper’s temperament has not improved with advancing age. He rarely sells anything without insulting his customers. He does respect their privacy though and won’t reveal any information to the player characters unless they make a MANIPULATION roll. If they threaten him with force, he might very well draw the Ender Assault Rifle he keeps under the counter. Things could turn ugly, fast. If Styles is following the player characters, he might attack them in the street outside. CLUES: Gorsky is not the talkative type, but a visit here can reveal some useful information: b LEAH. If shown a photo of Leah, Gorsky can confirm that she was here recently (the day after the shooting), buying 10mm caseless ammo for her PK-D blaster. She didn’t say what she needed it for, and he didn’t ask. She seemed nervous. b THE ALLEY. Esper footage of the street outside can reveal Leah entering and exiting the shop, and then entering a narrow street close by. If the characters investigate this alley, they will see that only one of the buildings facing the street has a door not bolted shut. This old, dilapidated brick building holds the Safehouse. FALLOUT: If the player characters get into a fight with Bob Gorsky, they lose a Promotion Point.


ELECTRIC DREAMS 047 HANDOUT O – CRIME SCENE PHOTO OF THE SAFEHOUSE 200 E RONDOUT ST. THE SAFEHOUSE 1 m ENTRANCE PARLOR LIVING R O O M KITCHEN BATHROOM HALLWAY BEDROOM Map F


CASE FILE 01 048 HANDOUT S – POSTCARD THE SAFEHOUSE The Replicant Safehouse is a dwelling set up by the Aurelian and the Replicant Underground to help fugitive Replicants stay hidden and avoid the authorities. This apartment is located in a dilapidated 19th century brick building off Hawker’s Circle. GETTING HERE: The player characters will likely find this place by following Styles or the Aurelian from Animoid Row, or by being brought here after being taken captive. Clever players can also find the building via Esper footage from Bullet Bob’s Runner Surplus. ARRIVAL: This five-story, 19th century building is now a crumbling ruin. Rain drips from the huge skylight above, while searchlights from the off-world ad blimp above sweep down the massive atrium of access walkways, stairs, and elevators. The elevators stopped working decades ago, so the characters will need to climb the ornate ironwork staircases to reach the upper floors. All but one of the apartments here are completely empty and ruined, ransacked many years before. The Safehouse itself is a large apartment, haphazardly fixed up to function as a temporary dwelling. The door can only be bolted from the inside. A sofa, a table, and an old piano are the only furnishings. Give Map F and the Crime Scene Photo (Handout O) to the players. NPCS: If Styles spots the player characters here, he will attack them immediately, and will talk to them only if defeated. If the Aurelian is here, he will not fight, and is ready to talk, as he believes the player characters are too late to catch Leah anyway. If Styles is followed here, the Aurelian might show up shortly thereafter, and vice versa. CLUES: The player characters can find several useful clues in the Safehouse. b THE SECOND POEM. On the table there is a crumpled paper – the torn page from the William Blake poetry collection in Leah’s apartment. Give the players Handout P. The poem is a clue that Leah intends to go off-world. b DROID MAGAZINE. On the table, there is also a copy of DROID magazine, featuring a story on Lilith Tyrell and how she uses traumatic memories to control Replicants. Give the players Handout Q. b THE OFF-WORLD AD. On the refrigerator, the player characters can find a leaflet for the off-world colony Arcadia. Give the players Handout R. This is where the Aurelian plans to send Leah, after escaping Earth in the Moonbus. b THE POSTCARD. Finally, on the refrigerator there is an old postcard with the Hollywood Sign on Mount Lee. This is the location where the Moonbus will pick up Leah. Give the players Handout S. FALLOUT: If the player characters confront Styles and/or the Aurelian here (and defeat Styles), they will reveal all they know except about the Moonbus. They will express concern that Leah is not here – she was supposed to stay here until it was time to go to her pickup point to go off-world. If convinced (MANIPULATION roll) that the characters will not turn Leah or other fugitive Replicants in, Styles or the Aurelian can reveal the time and place for the pickup. They don’t know where Leah is now and are very concerned about her. If the characters ask for more information about Leah, they say that she mentioned her daughter several times, but they don’t know what that means. THE SHOWDOWN: After the visit to the Safehouse, it’s soon time for the Final Confrontation, probably at Lilith Tyrell’s Memory Lab. If the players don’t figure it out for themselves in time, Holden will sooner or later inform them of an attack on the Memory Lab – see the Countdown.


ELECTRIC DREAMS 049 HANDOUT P – THE SECOND POEM HANDOUT R – O F F - W O R L D LEAFLET H A N D O U T Q – DROID MAGAZINE


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