Kramden BioTechnologies 1
Mission Specs
| MISSION TYPE | Information acquisition |
| MISSION REQUIREMENTS | Cohesive team of combat professionals including a medic, a net-runner, a technician and at least one security specialist |
| MISSION TARGET | Street Informant |
| BRIEFING | 1500 at Kramden Biotechnologies offices, located in the Business Plaza Tower, NC |
| COMPENSATION | Each team member will receive 5,000eb minus penalties, at the completion of the mission. All salary is rescinded if the information was not retrieved or if the target was harmed as a result of an action by the team. No cash is available in advance. Amounts are non-negociable |
DataTerm
Kramden Biotechnologies
This biotech company has stayed small for the past fifteen years. Its specialization is in bioware and exotic implants. Kramden often does subcontract work for many larger cybernetic and biotechnical firms.
| Offices | Night City, London, Kiev, Tokyo Headquarters: San Antonio, Texas |
| Major Stockholder | R.H. Humphrey, with 20.6% of total shares |
| Equipment | 2 AV-7s and a cargo helicopter are owned by the corporation. Combat vehicles are rented or bought on a "need" basis. Each office has an infirmary capable of dealing with most emergencies, and the headquarters has a full trauma center. KB can get most small arms quickly, but will have trouble procuring weapons that are strictly military |
| Human Rescources | Employees: 34,000 Operatives: 30 Soldiers: 2,341 Covert: 67 |
Kramden Biotechnologies Offices Night City
| BRIEFING |
Rupert Flügel, also known as "der Tanzer" is a German informant. A few days ago the word was he had something REALLY intresting to show us. Let's name it "the Agnostic File".
If Mr. Flügel asked for money, we would be in possesion of the Agnostic Files a long time ago, but as he's already powerfull; he wants us to do him a favour. This will be the mission of the team. Go to NeoBerlin, do the job Mr. Flügel asks for, and bring the Agnostic Files to our office in London. |
| SUPPORT |
Two specialists (Don & Casey) will be provided by the company to reïnforce the team. They each have a company credit card, which can be used to cover food, housing, and travel costs.
Some equipment may be issued, but it must return intact with the completion of the mission.
Each team member will be provided a pager with voice mail and built-in tracker. |
| PRE-MISSION |
The team will meet up tomor-row at 1600 at the Highcourt Plaza Hotel. From there it will leave to NC Airport, taking the TransAtlantic Zep from LuftHansa Corp. direction NeoBerlin. |
| INSERTION |
During their stay in NeoBerlin the team members will settle in the Airport SleepUrb. |
| EXTRACTION |
Once the operation is complete, the team will go to the London Kramden Biotechnologies offices. |
ZepTrip
The PC's cannot take too much "hotstuff" with them, every passenger must go through a security scan. If there's a netrunner in the team, let him do a little run against the security peripherical. (He starts in the datafort, INT6, DEF3, guarded by Dog-programs FCT3 and maybe a Glue FCT2). If there's not one, they can still try to bribe the security guards. Otherwise you can say that all the "hot" equipment" the PC's carry concealed beneath their coats is not found (with a little luck), but nylon bags an violin cases will be searched toroughly. (Use the guard template)
During the trip, Casey will run a braindance and Don will firstly drink Tax-Free whisky and then sleep for a while. Normally they'll arrive in NeoBerlin 4 hours later (about 0700 local time), where the Airport Security is not that strict. (So what they took inside, they can take out).
Complications
There can be terrorists, nihilists, suicidal maniacs, Djihad avangers(Use the thug template), but there will definitly be old smelly women smoking frickin' cigars and crying babies.
A thunderstorm can start above the ocean, resulting in more old smelly women and crying babies. The weather is not what it used to be.
NeoBerlin Airport SleepUrb
Its a big cubic concrete building, six floors high, no windows, a defectuous airconditioning system, a crappy snacbar,... Much like all the coffin holtels throughout the world, der "Försterhaus Hotel" is a really sleazy place to sleep. Cheap sex, cheap drugs, cheap food, cheap violence, petty criminals, wierdo's runnin' around and a cultist gang named "Die Toten Hosen", who swore to their dark gods never to put on new pants, ever!. All these sympathic people want to make your life easier. 'Can I help you carry something?', 'I know where you can find the best drugs in town, ... wanna buy?' (For all these scum, use the thug template)
Searching for "der Tanzer"
At some point the PC's will start searching der Tanzer. Casey will propose to splitt up, she and Don will go looking for the corporate contacts in UpperBerlin while the PC's will just have to roam the streets of DownTown in quest of the man. The arrangement is that all comunication and information exchange related to the mission is done through the pager and by phone/ radio.
Of course der Tanzer's reputation is high but no-one seems to know where the PC's can find him. Until they meet one of his facemen, a beautiful Corean women named "Cobra". She will take the PC's to an nearby industrial terrain and make an arrangement for a meeting with der Tanzer. The meeting will take place in a sexshop in BerlinEast (The Twister), in the zone behind what everybody keeps calling the wall. Cobra will explicitely ask the the PC's make sure they will not be followed by anyone.
Complications
The PC's could attract much attention by always asking where they can find der Tanzer, So they could be followed by a small goup of yakuza's who still want a revenge on der Tanzer.
If some (male) PC wants to try his shot at Cobra he surely, could be surprised by coming out a little shorter than he came in... (chop-snap!). This will certainly happen if he tries to rape her.
The PC's could simply not deal with the anti-american feelings of the German population and simply fuck things up and turn berserk.
The Meeting
Once the PC's arrive at The Twister, two guards (thug template) armed with Kalashnikovs A-80, will let them in and show them the way to the back, in a slightly lit, gamble room. There are a kid and a man in this room; the kid, not very tall but handsome and classy, probably der Tanzer, is sitting at a BlackJack table, sniffin' magic dust. He must be about 14 years old. The man stands a few meters behind der Tanzer. Much taller and dressed in battle fatigues, his body language screams out Solo.
Der Tanzer will be brief and firm, the PC's have to go kidnap "Angie" Schwartz, and put a little thingie in her head. This little thingie is just a tracker and a cortex bomb. But they must also make sure she will not be hurt AND remembers nothing from the operation. "Angie" works in a mob's stripclub near to UpperBerlin, named La Perla. Extraction will not be that difficult because she has a very regular work shedule. Every day at 1900, she leaves her conapt in a red sportscar, escorted by one bodyguard (use the agent template). She stays in the club until 0200 and returns home. Club security is not too tight. Possible resistance could be "investigators" the mob scends to retrieve her. So the faster the operation is done, the better it is. Der Tanzer can provide some maps of the stripclub and, if the PC's ask for it (and pay) some sedative, memory ereasing drugs.
Complications
None, really,... It's better to let the PC's think they shook off the Yakuza, and have them attack a littel later in the story plot.
If the PC's are irritaded by the professionalism and the envious succes of der Tanzer, they can get a litlle rough (in words), and that's sufficient for Ratz (the bodyguard) to draw guns and shoot one randomly. Be sure this motherfunker aims for the brains.
Kidnappers in the Night and Complications
There are different ways to kidnap Angie:
- The "easy" way consisting in a sort of search-grab-flee-hide. (eg. with guns and a car)
- And the more tactful way, that is, make her do it herself. (eg. with seduction, fast-talk, ect.)
How the PC's kidnap Angie is their problem, but make sure everything goes wrong if they make a long elaborate plan. So much can go wrong eg. Angie comes with another car because hers was stolen yesterday; She isn't on time because she's got a flat tire. She leaves the club with a whole bunch of friends (witnesses); she doen't leave the club; and so on... Don't forget to roll for encounters each 10 minutes the PC's are waiting.
Use the thug template for the club security. What the PC's don't know is that not only the club security is going to be looking for them but five IEC agents too! (Use the agent template). Angie is the "secret" mistress of Hermann Crautz, member of the executive board of IEC Germany. In fact it's for that reason that der Tanzer wants her wired on a cortex bomb and a tracker. It's perfect for extorsion (refund).
Once Angie kidnapped, the cortex bomb has to be placed inside her beautiful little head. The medic must roll MedTech vs 25 and the surgery takes 2 hours doing 1D6/2 surgical damage. On a failed roll, consult the table below:
| Roll failed by |
Effect |
| 1-2 |
Bad wiring connection, you must re-open to re-wire + D3 hours. |
| 3-4 |
Funk, I can't seem to find a the right place to drill. (Cranium scars visible by closer inspection) |
| 5-7 |
Er...I think I drilled a little too far! (10% chance of partial paralysis) |
| 8+ or critical failure |
Njiiiiaaww_Krrr_SPLUT!... woupsie! (70% chance of major paralysis + obvious scars(or 4 hours of extra cosmetic surgery)) |
The Hiding and Complications
Casey and Don will rather pull the PC's in overconfidence, saying they've done this sort of mission thousend times, and nerver, ever, went wrong. So they'll propose to play some strip poker during the time they spend in the hiding place. But these are the 3-4 hours where the PC's will have to stay low and where the IEC agents will be after them. If the PC's didn't even make a Hide/Evade (=evade/track) roll, the agents are gonna find them, to make it worse let the agents attack on the moment the medic is piercing Angie's cranium. For much more fun, let the sedative furnished by der Tanzer be of lesser quality, so Angie has a chance to wake up, how ironically, the moment no-one is paying attention. During the agents' attack for example.
This part of the scenario will be rather unpredictable because the PC's will have chosen a hiding place. Don't forget to make an arsonist pass by, especially if they are hiding in an abandoned building. See the picture?: The warehouse on fire, under attack by misterious corporate agents and Angie disappeared! Ohboyohboyohboy!
Back to der Tanzer and Complications
Der Tanzer will make a phonecall, on the right moment to tell the PC's they have to bring him the emmitor. He still waits in the Twister, but this time, the PC's will arrive while the twister is under attack by a small band of 8 Yakuzas. They could, and should tip the balance in profit of der Tanzer. This time the Yaks could be armed with a heavy weapon, shotguns, and SMG's:
Arasaka WCCA "Susano-o" smart: HVY*+0/+3*N*P* HE 5D6Æ3m (25mm)*9*2-9*VR*200m, disposable
Arasake WCAA "Rapid AS-12": SHT*-1*N*C*4D6 ( 00)*20*2-10*ST*50m
Arasaka WMA "Minami-10": SMG*+0*J*E*2D6+3 (10mm)*40*20*VR*200m
As all things end well, this is Cyberpunk and the PC's can die. But if they survive, and if der Tanzer is still intact, they can get "the Agnostic files" which der Tanzer stores in his Wetdrive. He'll put it on chip, and the PC's can leave to London. This would make no problem as the United Kingdom is Europe's waste dump. Altough it will be difficult to pass non-concealable weapons accros the continent.
Kramden biotechnologies London
Each team member will receive 5,000eb minus penalties, at the completion of the mission. All salary is rescinded if the information was not retrieved or if the target was harmed as a result of an action by the team. No cash is available in advance. Amounts are non-negociable.
Penalties could be money wasted on bribes and other unnescecary expences with the company's credit card (they can verify). So GM's, take note!
Epilogue
The Pc's can continue directly with the next adventure but they can leave as much time as they wish beneath these two adventures.
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