Yes, I do know how to string my players along.
Part 1
[ Spoiler ]
Gencon Tournament 2005
GHOST
Round One
Called In For The Job
Summary: The team is mulling about their business when each receives a call to show up for an urgent meeting for a high priority job. The high retainer they are paid guarantees they will drop everything and get there right away. Once at the meeting, they are told by Brian Jenkins that he needs them for a fast job… a B&E hit against a AA Corporation to steal a piece of sensitive equipment.
Tell It To Them Straight
“Your phone rings and a very polite female voice on the other line identifies herself as a member of the MEGACORP Human Resources department. She is sorry to inform them that their application has been rejected and they will not be receiving the Technical Support position. Over the years, you have come to both relish and dread this call. Novatech has a job for you and it’s on their high priority list. Great money, terrible risks. You don’t ever become used to the job, but you have learned to live with it. It’s always the name of the job you didn’t get that tells you where the meeting will be. Losing out on the Technical Support position is a favorite… meet at Boca D’Bepo’s, ask for Edward Johnson, get the job and some damn fine Italian food too.”
Location: Boca D’Bepo’s Italian Restaurant.
Boca D’Bepo’s is one of the best hole-in-the-wall restaurants on the north side of the old Bug Town wall. Sitting in what used to be a high end mansion, the restaurant is comfortable with several private dining areas on the second floor. This restaurant attracts a high-end crowd and if the runners should dress in anything that isn’t formal, they will get quite a few strange looks. The Host will ask them to leave immediately in such a case, until they mention Edward Johnson at which point the Host will ask them to enter through the back kitchen and be escorted to the private dining room.
Their host has not yet arrived but their orders are taken and wine is poured all around.
After appetizers, Brian Jenkins, COO of Novatech, walks in.
Meeting Brian Jenkins
1) The team immediately recognizes their contact as the COO of Novatech. This should strike them all by surprise since there has been only one other time an Executive has met them personally.
a) Jenkins is very friendly and greets everyone warmly. “Well, I can this is a bit of a surprise. I figured I would come personally just to show you how much your work is appreciated by the powers that be.” He will make a point to shake everyone’s hand and thank them for coming.
b) Jenkins is 50 years old, dresses in a contemporary style, does not have any obvious cyberware except for a datajack that his hairstyle hides, and is not armed.
c) Jenkins will be very warm, friendly, and open. He will demand better wine for the team, help himself to the leftover appetizers and order himself the veal special.
d) There is a pair of bodyguards stationed down the hallway in another dining area. They are linked in with Jenkins at all times and listening in on the conversation. Any trouble or danger will result in them rushing into the room to control the situation.
2) Over the course of dinner he will present the job and give them all the details they will need. He will speak bluntly and openly about what is happening. The key point is that he is treating the team as equals.
The Job
1) Jenkins presents the job to the team. B&E job on a AA Corporation in Chicago. They are to steal a high-end Matrix Server then cover their tracks by making it seem the Server was destroyed.
a) Read them the following: “Ever since they purged the bugs from the city, the government offered big consessions and tax rebates to any corp that moved back to the city and set up operations… helping to bring the city back to life. Most corps took up the offer and located a few offices in the city. One of them, Visionary Design Works, has just finished work on a new type of Matrix Server. It’s still a little iffy, but if the engineering is half as good as what we hear, we want it. You need to get in that building, quick and clean or loud and messy… we don’t really care how. The key objectives are to grab the server, make it appear that you destroyed the server while you were there, and then bring it back to us in one piece.” He pauses and gives them a serious look. “We called you because this is STILL Chicago and everyone still worries the bugs are still out there. Visionary Design Works has a great deal of security at this facility. You’ll have your work cut out for you. Your cut will be standard rate of 5,000 each plus an extra 3,000 each that I am chipping in out of my own pocket.” Jenkins then leans forward and asks for questions.
2) Information on the facility
a) The facility is composed of one 20-story building and two squat 5 story buildings that run perpendicular to the main tower. This particular location is focused on high-end electronic design and development. Jenkins will call it a “Nerd’s nest.”
b) Location is the south side of Chicago, near the Dan Ryan Expressway.
c) Known security on site is extensive and includes:
i) Armed security guards on site at all times.
ii) Security drones on perimeter search.
iii) At least one on site mage to summon and control the watcher spirits that are always present.
iv) Red-level Matrix security protecting all external connections.
3) Information on the Server
a) A self-contained machine that is connected only to the closed internal networks of the building for testing.
i) Will likely only be located by accessing a terminal on the closed network in the facility.
b) No idea on how large it will be but figure it will be a hefty load for two people to carry. All systems for maintaining it, including the power supply, should be built into the case.
c) In order to eliminate any suspicion, Jenkins suggests they make it appear that they actually destroyed the Server when they leave.
d) Server must be protected and cared for. No damage can be sustained by the case or their payments will be voided, as will their retainer and any future contracts. Jenkins will say flat out, “I don’t want to cut you off, but I need you to truly understand just how important this mission is.”
4) Security Information
a) Since the facility is rated as one of Visionary Design Works’ high-level R&D locations, not much is know about the specifics outside of what is listed above. Jenkins suggests they use their own resources to determine the levels of security.
5) General Information
a) Team has 36 hours to complete the job. It is currently 10pm on Tuesday. They have until 10am Thursday.
b) Jenkins provides the address of a facility near old Midway Airport. GM NOTE: This location is not on the list of safehouses and storage facilities that Novatech provided to them when they were placed on retainer.
c) The team is NOT to make contact with anyone Novatech from this moment onward due to the sensitive nature of the job. They must use only their own personal contacts for equipment and information.
d) Once the team has secured the server and arrived at the safehouse, they are to wait there and keep the Server under guard until their rep from Novatech arrives.
Legwork
Tell It To Them Straight
“Jenkins finishes his wine and stands. ‘You are all on a schedule so I will not keep you any longer. I wish you all the very best of luck.’ Again, Jenkins makes a point of shaking everyone’s hand as he wishes them luck and leaves the dining room, bill paid and a straight 20% tip left for the server. The antique clock on the far wall seems to be ticking a little louder now.”
Summary: To keep this from becoming a laundry list of possible contacts, what they may know, what it will take for them to know, etc… I have broken this section down by what information the team can locate and how difficult the detailed information would be. GM’s should use their best judgement in deciding what information the Runners receive from their contacts and how detailed it should be. Each fact has a related number of successes that would be needed for them to get the information. There are, of course, alternate methods of getting the information that don’t involve conversation or diplomacy (bribery, blackmail, brute tactics, etc). To help the GM, ideas on the costs for alternate methods are listed as well where appropriate.
Brian Jenkins
Public Domain Knowledge: Currently the number two man at Novatech. Has been with Novatech for 3 years after aggressively recruiter away from Ares by Richard Villiers, CEO of Novatech himself. Is always a frequent mention in most papers for his charity work and love of Urban Brawl. Unmarried. No children.
Level 1 Knowledge
(Requires one success on diplomacy checks or is free information from any contact familiar with Novatech)
Is well liked and respected by most employees of Novatech.
Seen as being much more friendly and relaxed compared to Richard Villiers usual method of keeping a watchful eye and tight grip on all areas of the company.
Most people feel he is a sure successor to Villiers when the old man kicks or resigns.
Level 2 Knowledge
(Requires 2-3 successes on diplomacy checks. 500 yen bribe for anyone knowledgable of Novatech)
Jenkins was immediately placed in charge of the high-level R&D projects in Novatech.
Heard Jenkins was Ares’ top scientist and had been working on a top secret project when Novatech snagged him. Rumor is several heads rolled at Ares when it happened (figuratively and literally).
Despite his appearance and personality, Jenkins was and is a hardcore scientist. He personally managed to finish several R&D projects that had been stuck in limbo at Novatech after his arrival.
Level 3 Knowledge
(Requires 4 or more successes on diplomacy checks. Minimum of 1,000 yen bribe and only from high level contacts. Outside contacts have to be well connected in the corporate world and will require a 2,000 bribe or effective intimidation techniques… broken fingers, threats against family, etc.)
Word is Jenkins was wandering the halls of the R&D lab, completely drunk, ranting… “You see that there? I made thas fraggin’ thing work. You’d think he’d trust me now. But nooooo! ‘I have no intention of stepping down.’ You old bassard! Yer gonna drop eventually! *blorg*hurg*PUKE*”
Jenkins has been pushing Villiers for over a year that he is ready to take Novatech to the next level. Jenkins is set in his belief that his ideas will give them a big advantage over the other megacorps. But Villiers isn’t ready to step down.
Contact: “They way I hear it, Villiers stated flat out that he wasn’t stepping down as CEO until he’s dead and Jenkins should be content with the job he was hired to do… namely making sure they are putting out the cutting edge tech each year.”
Visionary Design Works (AA Corporation)
Public Domain: Founded 22 years ago, it has grown quickly to become the number one supplier of network infrastructure equipment in the world. Their new router technology is considered by DeckHead Reporter to be “so fast it will make you juice on your machine!” Their corporate HQ remains in Seattle but their highly touted Chicago facility has become their 3rd largest office and received nationwide press for being one of the first to be built in the post-Bug City Chicago.
Level 1 Knowledge
(Requires one success on diplomacy checks or is free information from any contact familiar with MEGACORP)
“OhmygodDUDE! Their tech is the absolute best. Haven’t you heard? Buzz around the boards is they are announcing some new bleeding edge tech this fall!”
“They sure landed a sweet deal here in Chicago. UCAS government have them a blank check to build their facility wherever they wanted. Prime real estate if you ask me. Near the lake, near the expressway, and the government covered half the construction costs in tax breaks.”
“Oh sure, they build their facility here in the city, but unless you’re interested in janitor work, you can’t get a job there. ‘New jobs for Chicago’ they said. Fragging joke. They ship all their people in from Seattle.”
“Everyone wonders why they haven’t been gobbled up by one of the megacorps yet. Way I hear it, they already have.”
Level 2 Knowledge
(Requires 2-3 successes on diplomacy checks. 500 yen bribe for anyone knowledgable of Novatech)
“Heard they were just a front company for one of the big megacorps. Makes for a nice racket. Novatech provides the base materials on the cheap, let’s Visionary Design Works sell the big product and then Novatech pumps out all the enhancements instantly. Great deal. One of those rare times when you can get megacorp paydata without hitting the megacorp.”
“The Chicago facility is where they are keeping all their high end projects. Fewer snooping eyes in Chicago and because of the deal with the UCAS, they were able to build a self-sustaining location. All the scientists they flew in live and work on-site. Only one’s are either high up the food chain at Visionary Design Works or go through the rubber glove treatment and have an armed escort while there.”
“I’ve been hearing Visionary Design Works’ name mentioned a lot lately. Seems quite a few people are taking a big interest in what they are doing lately. My guess is more than one company wants to get an instant leg up using them as a step.”
Level 3 Knowledge
(Requires 4 or more successes on diplomacy checks. Minimum of 1,000 yen bribe and only from high level contacts. Outside contacts have to be well connected in the corporate world and will require a 2,000 bribe or effective intimidation techniques… broken fingers, threats against family, etc.)
“They did a great job hiding it, but Visionary Design Works is just a Novatech front. It was damn hard to find the dots, let alone connect them, but if you can get a list of the scientists working there you see where they came from. Sure, they might have been systematically moved from one company to another, but these guys and gals are all Novatech grown to be eventually placed in that facility.”
“Novatech has a program that snatches up the best students from universities all over the globe. They hire them through front companies, throw obscene amounts of money at them, and the big boys at Novatech tell their little companies when an employee has to be recruiter away to another of their fronts. Again an again until they reach the big time at Novatech HQ.”
Server Project
Public Doman: Just an ad that Visionary Design Works has been posting all over the feeds, “What you know is all going to chance. This fall. Look to the future that is Visionary Design Works.”
Level 1 Knowledge
(Requires one success on diplomacy checks or is free information from any contact familiar with Novatech)
“Who knows. They’re being tight as always on it. Not even a teaser. My guess is they found a non-addictive form of BTLs.”
“A secret project? Why didn’t you tell me this before? You know anything else? I need to start checking around on this.”
“Name one company out there that DOESN’T have some sort of secret project.”
Level 2 Knowledge
(Requires 2-3 successes on diplomacy checks. 500 yen bribe for anyone knowledgable of Novatech)
“Tack… remember Tack? Pretty good thief with the neon cropped hair? Yeah, him. He mentioned something about that a few weeks back. Haven’t heard from him since.”
“Friend of mine decked into the place on Sunday, right after the ads started running. Thought he might get an exclusive for a forum and earn quick cash. Poor bastard staggered in and said even drinking couldn’t stop the cluster headache he got from their security.”
Level 3 Knowledge
(Requires 4 or more successes on diplomacy checks. Minimum of 1,000 yen bribe and only from high level contacts. Outside contacts have to be well connected in the corporate world and will require a 2,000 bribe or effective intimidation techniques… broken fingers, threats against family, etc.)
“Reliable tip says they have a private network in there, no access to the outside world. Even has its own power grid. No one but the top scientists get near enough to access it.”
Visionary Design Works
Public Domain: The Visionary Design Works’ Chicago Branch was highly touted as a wonderful first step in rebuilding Chicago. Contact information for the building can be accessed from the Corporate Node. Tours are not available at this time due to ongoing construction at the facility.
Level 1 Knowledge
(Requires one success on diplomacy checks or is free information from any contact familiar with Novatech and/or Visionary Design Works)
“Built it right on the ruins of the Robert Taylor Homes… old tower homes where they shoved everyone too poor to pay taxes. Place went to rubble during the quarantine so it wasn’t much work to demolish the place. Great location too.”
“They keep that place wired tight. Security fence all around, noticeable security officers in the bright uniforms. Hidden security officers with thick armor and big guns. Could have sworn I saw wandering dogs in the place at night.”
“Only two easy ways into that place… the front gate or the helipad on the roof of the main building.”
“I heard Knight Errant made a bid to provide security for that place but Visionary Design Works turned them down. Don’t know who got the contract, but they must be damn good.”
Level 2 Knowledge
(Requires 2-3 successes on diplomacy checks. 500 yen bribe for anyone knowledgable of Novatech and/or Visionary Design Works)
“Wandered by that place astrally one night and damn near crapped myself when a very large Watcher spirit came up on me. He didn’t follow when I bolted away.”
“Sure, the gate guard has a smiling face during the day, but there is a tactical team on station 24 hours a day. These guys have some training. Only thing I’ve seen that comes close is a pack of Red Sams I had the misfortune of crossing. You want my guess? They have their own merc force protecting the place.”
“That place is buzzing with security drones. I saw hover cameras everywhere. Hell, they probably know exactly how many flies are buzzing by the building at any one time.”
“Dear gods, that part of the city has been built and rebuilt so many times, I’ll be you’ll find at least two mini-cities under the foundation. Old sewer lines, railroad lines… that area of the city is full of tunnels. And you know what live in tunnels… bugs.” ((NOTE: This should probably be the first piece of information the team gets for level 2 knowledge))
Level 3 Knowledge
(Requires 4 or more successes on diplomacy checks. Minimum of 1,000 yen bribe and only from high level contacts. Outside contacts have to be well connected in the corporate world and will require a 2,000 bribe or effective intimidation techniques… broken fingers, threats against family, etc.)
“My wife says I spend far too much time in the past. Can’t help it, I like to read books. Been here my whole life so I know most of Chicago’s history too. Back during World War II, the government had a huge bomb factory down in that area. It was a pretty big secret… they didn’t want to go advertising they were making bombs and they sure as hell didn’t want to transport them in trucks down the street. So they built a series of transport tunnels that ran from the buildings in that area all the way to Midway airport where they could be loaded on transports and shipped to the front. Maybe only two or three people remember they are there. Visionary Design Works’ facility is built over the remains of one of those factories you know.”
LEGWORK AND INFORMATION ON FACILITY
WWII Tunnels
1) Location and Background
a) Built in 1942, the tunnels ran from Midway Airport throughout the southern portion of Chicago. A total of 9 tunnels were built to run to nine separate bomb factories.
b) While over a century old, the tunnels were built to last even under heavy bombing. The Cicero blast was far enough away so that they did not collapse though the structures on several have weakened.
c) During the events of Bug City, several tunnels were located by bugs and used as dens. These areas were never cleansed and spirits still reside in these areas.
d) There was a rail system that ran through the tunnels but time has destroyed the carts used.
e) The entrance to the tunnels can be found under the main private hanger on the far south portion of the airfield. A wooden floor was built over the steel door that leads down into the main receiving area of the tunnels.
2) Main Receiving Area / Entrance to Tunnels
a) Beneath the main steel entrance is a large holding chamber 300ft X 300ft. The metal here is rusted and falling apart but the sections used for unloading bombs from rails cars and into a lift system can still be seen.
b) There are three rail cars remaining. Two will practically fall apart at the touch, one is still serviceable. It will need some quick fix work to keep it together, but it can be used for transport.
c) Several skeletons are scattered about. Their clothes remain and are modern cuts (anywhere from 2-10 years old).
3) Bugs
a) There are three types of bugs that are trying to survive in the tunnels: Ants, Roaches, and Cicadas.
b) Stats for the bugs will be listed in the section below should the team decide to take that route.
Visionary Design Works
1) Facility is located near the Dan Ryan Expressway approximately ¼ mile from the entrance/exit ramps.
a) Once off the Expressway, the road passed directly by the facility. From that road, there is a long entrance road that leads up to a guard booth.
b) This is the only entrance to and from the facility.
2) There is a high security perimeter fence surrounding the facility
a) Fence is not electrocuted.
b) There is a five foot buffer zone between the fence and all nearby buildings.
c) Security cameras are placed at all corners one in placed at an equal distance between the corner cameras.
d) Fence is ten feet high topped with razor-wire.
3) Layout
a) Three buildings that form an “H” shape. Central 20 story tower occupies the central portion with two 5 story towers flank the tower.
b) The main road passes by the guard tower and circles at the main entrance. There is a parking lot off to the side that can hold approximately 50 cars.
c) A helipad is located at the top of the tower. The landing lights can be seen flashing at night.
4) Security
a) The main guard tower at the entrance is staffed by 4 men at all times. A steel bar gate covers the road and is only opened/closed by the guards inside.
b) There is a security patrol around the perimeter of the facility at all times.
i) During the day these patrols are light. Guards walk in pairs around the perimeter but there are only six guards assigned this duty during the day. At night, this security force is doubled with 6 pairs on patrol.
c) At night, starting at 7pm, a group of 6 guards leave the building from the back entrance. Each is paired with a Hellhound. They walk a set pattern through the facility grounds.
d) Security drones
i) At night, patrol bots are released from the rear entrance and form a perimeter around the building. One bot is assigned to each side of the buildings and moves in a back/forth pattern.
ii) If an alarm is raised, a series of hover-cams will be released from the roof and patrol the yard.
e) Magical security
i) There are no wards placed on the building.
ii) One or two Watcher Spirits can be seen around the facility (one on the roof of each 5-story building)
5) Traffic
a) During the day, about 30 cars will come and go from the facility.
b) Two deliveries are made each morning.
i) Visionary Design Works Supply Truck.
(1) Provided by a sub-contractor – RT-Supplies
(2) Delivers food/perishable/random equipment to the facility
(3) All scientists located at the facility do not leave and all necessities are provided through means of this truck.
ii) Mail Truck
(1) Contains various computer and technical parts used in the facility.
(2) Shipment arrives via plane each night from the Corporate HQ in Seattle.
(3) Loaded onto the truck directly from the plane and sent to the facility.
6) Power
a) The facility draws electricity from the main power grid in that area.
b) Power lines to the facility run underground from the main junction station three blocks north of the facility.
7) Matrix
a) All connections into the facility are rated Orange-8.
b) Systems controlling Security and Cameras are rated Red-12.
Hitting The Facility
Summary: The team has three or four methods of entering the facility:
Direct assault on the facility
Sneaking into the facility above-ground
Using the tunnels under the city to move silently into the building
Taking control of one of the delivery trucks that arrives at the facility.
Location of target item:: The “server” the team is there to extract is located in the main tower on the third floor. This portion of the third floor is set in the center of the floor, completely separated from the rest of the floor. A main elevator shaft operates in the central portion of the main tower. In order to access the room holding the server, the team must do one of three things:
Enter a code using the floor buttons in Elevator CN-1 (Central North – 1). The correct sequence to press is: ELEVATOR STOP. 19, 4, 8, 1, 20, 3. Once entered the elevator will move directly to the third floor and the back portion of the elevator will open on hidden hinges to the “server” room.
Access the in-house network and have the decker crack the commands to give them access to the floor.
Stop the elevator on the third floor and force the back of the elevator open. THIS WILL SET OFF THE ALARM.
From the “server” room, there are only two ways out: the elevator they came up on, or there is a sealed access door that opens into the supply room on the third floor.
Security Alert Levels
There are four levels of security alerts that can/will happen while the team is operating. Below is a list of the alert levels and the corresponding actions taken by security.
GREEN Alert: Situation normal. No hostile or suspicious activity. Security guards pause to have a cigarette while working.
YELLOW Alert: Suspicious or potentially dangerous situation developing. This would include people seen near the fences, cars driving by slowly late at night, someone raising a fuss at the security gate, non-employees seen wandering the facility, etc. All security teams are notified of what has been seen. A security officer may be dispatched to investigate but all others remain on duty and in a heightened state of awareness.
RED Alert: Hostile and/or dangerous activities noticed. This would include: driving through the main gate, attacking a security officer, breaking through the fence and being spotted, being seen with a weapon, etc. All security teams on duty are sent to respond with hostile action authorized. Reserve security units based in the facility alerted and placed on immediate duty (doubles the number of security officers on site). All doors locked down. Security barricade raised at main gate.
OMEGA Alert: The team will trigger this alert when they disconnect the power from the “server”. A large team consisting of 4 technicians will immediately head to the Server Room to check on the “server”. There is a tactical response team that will accompany them. This is an 8-man team, heavily armed and armored. Facility will be placed on RED Alert but the only doors locked with be those leading outside and the main gate.
DIRECT ASSAULT
((NOTE: If the team decides to go in guns blazing, this will be and should be incredibly difficult.))
1) Security Responses
a) Any suspicious activity noticed by the cameras/patrols (walking/creeping near the fences, car driving slowly by the facility, car approaching the gate after hours) will trigger a YELLOW ALERT.
i) All security officers will be made aware of what is happening and be in a heightened state in case anything should happen.
ii) Security Communication System is shielded but can be listened in on using the appropriate equipment.
b) If the team is approaching the entrance gate during the day, the guard will request identification and ask who the team is there to see.
i) Guard will immediately check on the name and not allow the team through until he receives approval.
ii) If the team does not provide the information, they will be directed to back-up and leave immediately as all visitors must have an appointment.
iii) Should the team provide a name and it does not check out, Security will be placed on YELLOW ALERT.
iv) Should the team rush/drive-through the gate, security will immediately go on RED ALERT. Security officers will shoot to disable the car first. They will not fire on the team until they see weapons or are fired upon.
c) Approaching the gate at night will have the security guard demand authorization. Authorization will be checked if provided. If none provided, the guard will instruct the team to leave the area immediately. Security on YELLOW Alert as soon as the car is seen approaching the main gate.
d) Any act of violence or attack will result in immediate RED Alert and scrambling of all security officers.
2) Main Gate
a) 4 Guard Stationed.
i) Daylight hours: Lightly armed (Ares Predator III). No visible armor (light vest). Friendly demeanor. Will ask politely.
ii) After hours: Moderately armed (Ares Predator III, Sub-machine gun or shotgun). Visible Medium-security armor. Direct and to the point. Will not allow any stalling.
iii) Localized Panic Button that will alert the entire facility.
iv) Medium and Heavy weapons in reach within guard station.
b) GREEN Alert
i) Very laid backed. Guards in post more occupied with reading over Sports Matrix feeds, sipping coffee or spying on attractive workers walking around the facility.
c) YELLOW Alert
i) One Officer watching all security camera displays focused on gate area and any cars in that area.
ii) One Officer will approach any cars in the area.
iii) Two Officers will grab sub-machine guns (during day) or Light Machine Guns (after hours) and stay in guard post.
d) RED Alert
i) All security officers retreat to inside Guard Post.
ii) Every officer grabs Light Machine Gun.
iii) One officer focused on security camera images.
iv) Three officers take position at each side of the post and will use hidden gun ports to fire if needed.
v) Four additional officers will be sent from the easternmost building to reinforce the post once the alert sounds (5 minutes to arrive after alert issued)
e) Lockdown Procedure
i) Reinforced steel posts raised every 2 feet along entrance and exit road. Control for posts located in Guard Post or through security matrix
ii) Spike strips released.
iii) Happens only on RED Alert.
3) Facility Grounds
a) GREEN Alert – Officers are wandering on their patrols at a leisurely pace, pausing to chat with any employees that come nearby.
b) YELLOW Alert – All officers immediately move to a designated area on the perimeter of the fence and/or buildings. Will walk tight patrol path while constantly scanning the area.
c) RED Alert – Each officer moves to a specified area and holds their ground. If they see any threat, they will react and open fire. They will not move from their position unless giving chase or ordered to do so.
d) Armament
i) Daytime: Heavy pistol, armored vest under clothes.
ii) After Hours: Sub-machine gun. Full security armor.
4) Main Entrance – Located at central tower.
a) Main entrance area is a squared off area. Security doors are located on the left and right walls with the main security and reception desk in the center. Beyond the desk is a long hallway with entrances to main office areas along the way. The central elevator lobby is hallway between the entrance and the far end of the main tower.
b) Two guards at desk. Well dressed in a suit and tie. Visible datajacks and communicators in their ears.
i) Armed with Ares Predator IIIs.
ii) Dressed the same during the day and after hours.
iii) Security desk is linked with control for the lobby that will raise/lower security gates over the main doors.
c) One guard will always be present in case the other must run an errand or go to the washroom.
d) Security Alert Status
i) GREEN Alert – Greet all guests that enter the building, verify clearance and assign escort for all guests while they are in the building.
ii) YELLOW Alert – Pay extra careful attention to anyone coming in. Check in with all escorts who are watching existing visitors in the building.
iii) RED Alert – Lower the security gate over the main doors. Grab shotguns from under the desk. Inform any employee in area to return to their quarters. Two additional, fully-armed guards will report to this area within 3 minutes of a RED Alert being activated.
iv) OMEGA Alert – Security gate is lowered over doors. Anyone looking to leave is directed to a security waiting room until the alert is cancelled.
5) Magical Security
a) There are two mages on staff in the facility (one for day shift, one for night).
b) Two Watcher Spirits are active at all times during the day and night. They will alert the mage on duty and report what they have seen. Depending on what they’ve seen, the alert may or may not be raised.
i) A Watcher spirit that catches a mage checking the facility from the astral plane will not be outright attacked, but a YELLOW Alert will be raised. Should the Watchers witness any hostile activity, they will report and/or attack.
c) During an alert, one mage will remain indoors while the other is placed outside on patrol.
i) Because of the equipment inside, mages limit themselves to summoning spirits indoors to track any intruders.
ii) Spells are only used outdoors.
6) Security Room
a) Located on Sub-Level 1, the room has two guards posted 24/7 with three rotating shifts.
i) Guards wear heavy armor and are armed with a machine gun (Ingram Valiant LMG)
b) From the elevator, anyone wishing to reach the Security Room must walk down the hallway, pass through a security door (requires maglock key), and then down another corridor to the Security Room door. The guards have full view of anyone as they enter through the security door.
c) Four total staff in Security Room.
i) One Security Rigger that monitors and controls all patrol bots.
(1) When bots are not in service (during the day), assists with camera duty.
ii) One Security Rigger that monitors and controls all cameras.
iii) One Security Decker that is constantly monitoring the open systems.
(1) Is connected to all systems that can be accessed from outside the facility.
iv) One Security Decker that is constantly monitoring the closed, inter-office systems.
(1) Focused solely on the internal systems. These are all Red-level security systems.
7) Firefight!
a) The moment the team takes any action that will result in a RED Alert, it will be a running gun battle to reach the target. All major battles are listed in order of location.
b) Each main section will respond with the guards attached to their area. (See above notes)
c) Once inside the building, security units will be sent into the building to secure the main entry first and then send sweeper teams to locate the Runners.
d) All doors they encounter will be locked and will require a Lockpicking Skill test (TN = 6) or be broken down using alternate means.
e) All computers they try to access on the internal network will be on full alert. The Security Decker will be on active patrol in the system and will use Black ICE against the decker.
f) The only ways out of the facility will be hard to reach:
i) Main gate will have barricades erected.
ii) Guards will take up positions in the main lobby in secured positions.
iii) Helipad on the roof will be unlocked and the team can escape that way if they have transport.
iv) Security patrols on the outskirts of the facility will fire on anything that gets close to the facility.
g) The elevators will be in lockdown mode and the decker will need to access the security system (through any terminal in the facility) to unlock them
i) Alternately, the team can use the stairs to take out the Security Room. Guards will be on HIGH alert and waiting for trouble. Two additional guards will be en route to reinforce the area.
8) Escape
a) Once the Runners are able to break away from the facility, there will be adequate outside security to chase them and try to stop them from escaping. Lone Star-quality vehicles will be in pursuit of them at all times unless they are able to evade and/or destroy those following. Drivers of the chase vehicles will have a Driving rating of 6.
Sneaking into the facility above ground
Sneaking in above ground will be difficult. Key factors they must countermeasure or avoid are listed below. If they are discovered, the facility will be placed on RED Alert and you should revert up to the DIRECT ASSAULT section depending on where the Runners are in the facility.
1) Fast Talking through the main gate.
a) If the team uses contacts and/or bribery to set up an appointment with someone in the facility, they can get through the guard post without a problem and be allowed into the facility.
i) There is a weapon detector built into the frame of the main entrance doors. If the players are carrying, it will set off any metal blade or firearm. The guards will “politely” ask them to immediately leave their facility and hit the button that places the facility on YELLOW Alert.
b) Once the team is cleared by security in the main entrance, they will be assigned an armed guard escort to take them to their meeting. Security guard will be armed with an Ares Predator III and be wearing light body armor under his suit. The guard has built in cyber to keep him attuned to the security channels and a built in throat mic.
c) Cameras are located at every corner and intersection within the facility.
d) The guard will shout out if things look suspicious or if the team attacks him and give him the chance to talk. This will put the building on RED Alert.
2) Through the fence
a) There are three security cameras on every side of the perimeter fence. Their range of motion leaves small gaps unwatched for 90 seconds at a time.
b) Security cameras and systems can be shut-down by going in through the Matrix. Security on these systems will be Red-12. If one camera is shut down, the security decker will order additional security officer to patrol that area until the camera is repaired. If multiple cameras go down, the facility will go on YELLOW Alert.
i) Creating an image loop on the cameras will avoid any alarms and suspicion.
c) Once inside the fence, there is a set patrol that will pass each area every 10 minutes. Patrols are two man groups that are armed with Sub-machine guns and medium security armor (6/5).
d) There are three guards on patrol in the yard between the fences and the buildings. Each is paired with a security Hellhound. Cameras are located on the corners of each building and above each entrance to the facility.
e) There is a loading dock at the rear of the Tower where all deliveries are made in addition to a parking facility just to the left that leads to an underground lot where employees can place there cars. Doors are locked and require a Lockpicking Test (TN=6) to open.
i) At the time of this run, there are two bikes, a Ford Americar in the garage.
(1) Security vehicles are also located in this area. Two Security transport vans and three patrol cars.
ii) There are other doors into each building. These are all closely monitored and considered Fire Exits. Alarms are linked to each door and it will sound if the door opens. This will put the Facility on YELLOW Alert and patrol guards will be dispatched to investigate.
(1) Investigators will be on high alert and consist of a technician and two guards.
f) Although there are cameras at every intersection inside the facility, only 10 percent are being watched at any one time on a rotating basis. The gap between each viewing of a particular camera is 2 minutes. GM should roll 2d6. On a roll of 7, the camera in their area is active and they can be seen by the security decker. Being spotted puts the facility on YELLOW Alert if no weapons are visible. Visible weapons will put the facility on RED Alert.
3) Cut The Power
a) Destroying or sabotaging the power routing facility near the facility will result in a complete power loss through MOST of the facility.
i) The “Server” room has a 72-hour backup generator that activates immediately.
ii) Backup generators are in place to keep the Security Office and Internal Computer network running once the power goes down.
b) All cameras will go down once the power is cut. It will take the back-up generators 15 minutes before power can be restored to the entire grid.
c) Security will be on YELLOW Alert once the power is cut and all patrols will be doubled. Single patrols guards will begin walking through each floor of every building sticking to the major hallways.
i) The one man patrols in the buildings will only enter a room if they see/hear something suspicious.
d) The OMEGA Alert will still be activated when the team removes the “server” but the building will not lock down and security gates will not close.
e) Drones will not operate or be used.
Hijacking / Using The Delivery Trucks
RT Supplies Morning Delivery
1) RT Supplies has distribution warehouses across the UCAS and is a fixture delivery truck for Stuffer Shacks across the country. While Stuffer Shack remains their biggest account, they also server a number of corporations providing everything from vending machine supplies to everything a person might need to cater a corporate dinner.
a) Visionary Design Works has a standing order that requires daily deliveries. Besides perishables such as fruits, meats, and milk, RT Supplies also has a set schedule of dry good and items that are delivered on certain days of the month.
2) RT Supplies is located 3 miles east of Visionary Design Works’ facility (right near Lake Michigan).
a) Only one supply truck is sent to the facility and that stop is its only delivery.
b) Trucks have on board refrigerators that keep all produce cool.
c) Each truck is assigned a three man crew to assist in the unloading.
3) RT Supplies Distribution Center
a) Medium level security on the facility.
b) All trucks are loaded inside the facility. 6 large steel cargo doors are locked and can only be opened from within by the operator.
4) Delivery Route
a) The truck will depart the center at 7am and arrive at Visionary Design Works’ facility between 7:30 and 7:45am. It does not make any other stops prior to arrival.
b) Driver and two man crew are not armed but the truck does have security measures similar to those of an armored car
i) Reinforced armor cab.
ii) Bulletproof glass.
iii) Double locks on all doors. Doors will lock automatically when closed. Driver and two man crew all have keys to get into truck. Only the driver has the keys to activate the truck.
c) RT Supplies Distribution Center is 5 blocks from the main road in the heart of an industrial complex that is still undergoing re-construction. Abandoned buildings ready for demolition are scattered about everywhere interspersed with new construction going on.
i) There are several ambush points during those first five blocks. After that, the truck is on the main road that leads directly to Visionary Design Works Facility.
5) Arrival at Visionary Design Works Facility
a) The driver must present the shipping papers and authorization card upon reaching the gate.
i) The driver carries the authorization card in his pocket. The papers are located in the center console of the truck.
b) Due to the ever changing crews that man the trucks, the guards at the front gate will not ask for personal identification. He will give the driver directions (assuming he is new) to bring the truck to the rear loading dock.
c) One docking bay will open when the truck approaches and the truck must be backed up precisely. A Driving Test is needed to do this properly. TN = 8 since it will be an unfamiliar vehicle.
d) Two armed guards are standing by at the dock and will supervise the unloading of the truck into the loading dock where pallets are waiting.
e) The team is under surveillance at all times and is not authorized to move beyond the docking bay. Once the pallets are loaded, they are instructed to leave the facility.
f) All crates are color marked and the procedure is to have them stacked with like colors (Red, White, Black, Blue, Orange, and Green).
i) There are no instructions as to the proper procedure. If the team stacks them improperly, one of the guards will shout, “What in the hell are you doing there?” He will say nothing more until the player acknowledges him. Play up on the fact that he does it in an alarmed voice to make the players think they have been busted. Once the guard has his attention he will continue, “Are you out of your damn mind? Like color stacking. You want to crush the eggs with 40 pounds of coffee? Bloody morons… we are ALWAYS having trouble with your crews!”
6) Layout of Docking Bay
a) There are 6 rotating cameras tracking everything in the docking bay. These cameras are on the same viewing rotations as the others in the facility. If the team does anything suspicious, roll 2d6. On any roll of 7, the act has been seen by the security room and the guards in the bay will be alerted to investigate. Depending on the severity, this could cause a YELLOW or RED alert.
b) The docking bay is the end hub of three corridors. Two of them run to each of the smaller side buildings and the third leads to the main hallway of the tower.
c) There is a freight elevator in the docking bay that connects with every floor in the tower.
7) Important Notes
a) The off-loading of the truck normally only takes 20 minutes. After 25 minutes, the front gate will radio to the security room and ask what is taking the truck so long. The security room will focus entirely on the docking bay.
i) The team may disable the guards and reach a security terminal to put the cameras on a loop so the Security Room will only see a loop of images. Have the security room tech roll a perception test with a TN = 8 to notice that the image is showing unloading from when they first arrived. RED Alert will be raised if he does.
Visionary Design Works Mail Delivery
1) Visionary Design Works deliveries arrive via plane each morning at O’Hare airport at 4:30am. Since VDW does not have a facility on O’Hare property, the crews for delivery are flown in with the packages. There is a truck on station at a private airport hangar. The plane taxis to that hangar and the crew will offload the packages into the truck.
2) Once all packages are loaded, the 3 man crew will load up in the truck and head to the facility. The truck usually leaves the airport by 5:15am with an arrival at the facility around 6am.
3) The events for delivery are the same as above with the RT Supplies drop with the following notable exceptions:
a) Gate guards will be very friendly and greet the driver warmly.
b) Guards at the docking bay will be more relaxed and chat it up with the players as they go about their work.
i) “So, did they finally send along the latest SimStar Weekly? I’ve been dying to get caught up!”
ii) “You hear anything about what’s going on at Corporate? They’re not REALLY considering a buyout are they? I couldn’t stand working for Ares!”
iii) “This your first run? Haven’t seen you on the other crews before. We see so many new faces here… guess the fragged hours drive people away. Can’t blame ‘em.”
c) Players will have a little more leeway. If they ask to go to the bathroom, the guard will chuckle and say, “Long flight huh? Right over there.” And point him/her in the right direction.
4) Mail deliver and off-loading takes 15 minutes. Afterwards, the guards will ask if the players will want to go get a cup of soycaffe before the eggheads swarm the cafeteria.
a) If the players agree, one of the guards will radio to the Security Room that the crew is taking a break.
b) Cafeteria is located in the tower. The players will be walked out into the main corridor in the tower and just to the right down the hall to a large cafeteria that will be sparsely populated.
i) A few scientists and technicians will be scattered about having breakfast and talking. A few tired-looking guards just coming off their night shift will be eating breakfast.
Using the tunnels under the city
Entrance Under Midway Airport Bunker
1) Everything in the immediate area shows it to have once been a large cavern used to receive the shipments by rail from all the different factories. There are also signs that it has been updated in the time since (likely in the late 20th century) to be service tunnels for running electricity, telecommunications, and fiber optic lines. These have since degraded due to lack of upkeep during the events of Bug City.
2) There are several skeletal remains in the area. The bodies still have pieces of dead flesh attached but most has been stripped away along with most of their clothes.
a) A successful perception test (TN = 6) will reveal that the clothes appear to be fairly recent (within the last 5 years or so)
b) The bones also have scratches and scoring from something ragged and sharp.
3) Once the team has entered the facility, they will hear a sharp trill sound followed by several others that echo from the tunnels.
a) Anyone with a knowledge skill in Entomology, Nature, Wilderness Survival, or Bug City Survival will immediately recognize the sound as a cicada.
4) There are four tunnels that have not collapsed. Two lead north, one leads south, and one leads southeast in the direction of the Visionary Design Works facility.
5) If the team has done any background research on the tunnels, they will have found maps that detailed where the tunnels run. This will allow them to find the facility without a problem. Otherwise, they will need to use GPS systems or tracking to reach the facility.
6) The tunnels are all pitch black and the team will need to bring lights.
Southeast Tunnel
1) The initial legs of the tunnel will be a straight path for 2 miles. During that time, they will see nothing of note except for the general decay and weakened structure of the tunnel (concrete pieces that have broken away, exposed steel-frame underlay, etc). Occasionally they will hear the cicada sounds again echoing at them from the front and rear directions.
2) A successful perception test against a TN of 9 will reveal that there is something moving very quietly ahead of them in the tunnels, just beyond the range of their light. A successful Astral perception test against a TN of 4 will show two Roach Spirit just ahead of them moving at a pace to avoid the light. Once the players reach the tunnel split (below), they will continue further down the Center tunnel.
a) ((ROACH SPIRIT STATS))
b) The Roach Spirits will not attack unless threatened.
3) At the two mile mark, the tunnel splits in three directions (Left, Center, Right)
a) Using a map of the tunnels or GPS System will direct them to take the RIGHT tunnel to the Facility.
b) LEFT TUNNEL: This tunnel will go forward for about 500 yards before ending in a pile of rubble where the tunnel has collapsed. A large hole has been carved through the side wall that leads into another tunnel dug through the earth. There will be three ANT DRONES in this area that will attack when they see the players around the entrance to their tunnel.
i) ((ANT DRONE STATS))
c) CENTER TUNNEL: This is the area the roaches will go once they reach the junction. 300 yards down this tunnel a large section of the wall has been carved out and leads into another tunnel Ant drones have created. This particular area is more active with a group of 7 ant drones working to widen the tunnel and break down another wall. Upon noticing the team, they will attack.
i) ((ANT DRONE STATS))
d) RIGHT TUNNEL: This tunnel runs in a straight path directly to the facility. The team will still hear the echoes of cicadas, but no bugs can be found in this direction.
4) Under the Facility
a) Tunnel ends in an area similar to where the team entered but smaller in scale. There are remnants of the old power lines and fiber optic cables that run to this area. There is still an active power line that is in this area and feeds the facility.
i) The power line can be cut using explosives but that will result in the same response as listed above.
b) Entrance from this area into the facility is a steel grate like the one they opened to get inside at Midway Airport. The grate is secured in place and locked. However, where the power cable comes up there is a separate grate set into the larger whole. This grate sits on rusted hinges and can be easily opened with a success against a Strength Test (TN=5).
c) The grate leads into the 3rd sub-basement of the facility’s main tower. This is where all water pipes and electrical systems enter the building (think large steamroom).
d) One door can be found in this room. It is electronically locked (lockpick TN=6 or electronics TN=8) with no security alarm attached. Beyond the door is a small hallway that leads to a flight of stairs that extends all the way from this floor to the roof.
Inside the Facility (Floor by Floor)
3rd Sub Basement
This are of the Central Tower is very small composed entirely of the entrance from the WWII Tunnel and a small hallway that leads to the stairs up. There is no elevator on this level. This whole floor is a remnant of the original building that was built here and has been built over with a new foundation.
The only way up from this area is a stairwell that extends from this basement level all the way to the roof top. Cameras are placed on each landing. For every round a member of the team is present in the stairway, roll 2d6. On a total of 2, the security room has spotted the team and will signal a RED ALERT.
Camera can be destroyed or re-routed. If the camera does down, it will take the security officer 20 minutes to notice it is down and send a tech crew. The security alert will not be raised if this happens.
2nd Sub Basement
The stairwell will come up in the center of this floor. The door to this floor is unlocked.
Slightly larger than the 3rd Sub Basement, this floor is composed of four large rooms that are used for storage.
Room SB2-A: Industrial cleaning supplies.
Room SB2-B: Spare parts for the rigger droids (gears, circuit boards, power cells, etc)
Room SB2-C: Toiletries
Room SB2-D: Two racks filled with spare technician uniforms. All the suits are covered in dust and appear to have been placed down in the room and forgotten.
1st Sub Basement
This is where the Security Control room is located. The stairwell opens up into a narrow hallway that ends in a security booth. A maglock keycard is required to access the double doors at the end of the hallway.
There is an elevator on this floor that goes from Sub Basement 1 all the way to the 20th floor.
There are four cameras in the hallway:
One facing the stairwell entrance
One facing the elevator doors.
One at each end of the hallway.
Beyond the secured double doors is the corridor guarded by two Security Officers that leads directly to the Security Control Room (detailed above).
Anyone who enters the security doors will be seen by the officers and treated as a possible threat unless they look like someone who should be coming towards them (technician, security officer, etc.)
The entrance to the Control Room itself can be secured from the inside with four large bolts that slide from the door into recessed holes in the door frame. (This would make the door a Barrier rating 10)
The Team can gain full access to both the internal and external networks from the Security Control Room.
Main Floor
A security guard is on patrol in the central hallway of the main floor at all times in addition to the security at the desk.
During the day, there is a continuous flow of people in the building. Every person that works there knows that all visitors to the facility are accompanied by a guard at all times. Should the team be posing as a guard plus visitors or as someone who works there, the employees will pay them no mind.
During the evening there is a trickle of scientists that may be working after hours but for most part the main floor is deserted except for security patrols.
The main floor is dominated by the security offices at the main gate, the cafeteria, receiving dock, and a collection of small offices used by general admin assistants and human resources. None of the computers in these areas can access the private computer network.
Elevator
The elevator is able to access any floor from Sub Basement 1 to the 20th floor.
The target room is located on the 3rd and can only be accessed easily by giving the key combination to the elevator for the rear portion of the elevator to open.
2nd Floor
Server area for facility matrix, public and private networks.
All technical support and facility technicians are based on this floor.
There is always a staff on duty in this area. During the day there are 26 technicians based on this floor that will travel where needed in the facility. At night, only a skeleton crew of 8 people are on duty.
3rd Floor
The third floor is composed of two rings of offices. The outer ring of offices are used by various project and product managers that oversee assignments throughout the facility. These offices are all rather plush with detailed charts and flow diagrams everywhere.
The inner ring of the third floor is officially used by a team of Consultants on assignment from corporate office to manage a high tech project underway at the facility.
Each of these Consultants is a member of the Quick Response Team that is assigned to monitor and guard the “server” in the hidden chamber.
These offices are spread around the Supply Closet that has the secondary entrance/exit from the Server room.
During the day each of these very well dressed but very INTENSE looking Consultants are in their offices working intently. They rarely mingle with the other employees on the floor. 2 Consultants are on site during the day and 6 at night. Their decks are jacked into the private network and can access the status of the “server” at all times.
These decks can be used to access all portions of the private network. A successful decking or computer check (TN=8) will allow the player to pull up a section of the network entitled KP-Alpha (this is the monitoring file for the status of the “server”).
4th-13th Floors
The floorplan on each level is the same. The outer ring of offices that are against the windows are private and semi-private offices used by scientists and technicians. The inner ring is a series of sealed labs that are used for microchip design, computer hardware testing, and testing platforms for software.
14th Floor
This floor is under constructions. All offices and walls have been removed leaving only the structural support and various electrical/network connections in place.
The entire area is littered with pallets of new construction materials and surveillance fixtures. Near the elevator are components of three security doors and high-grade locks. It has every appearance of being someplace they were renovating to house something with a high level of security.
15th-19th Floors
Same as 4th-13th floors.
20th Floor
Divided equally with one half of the floor being dedicated to meeting and conference rooms and the other half used as a temporary hotel for visiting VIPs and corporate officers.
The stairwell to the roof is located just off to the side of the elevator lobby on this floor (this is the same stairwell that extends to the 3rd Sub Basement.
Door to the rooftop is locked securely and there is a camera above the door. Unlocking the door requires a Lockpicking Test (TN=6)
Rooftop
The roof is dominated by a large helicopter landing pad able to accommodate two choppers.
There are cameras above the entrance to the roof as well as mounted cameras on each corner.
Additional security lights have been mounted along the edge of the roof but are not activated unless a RED Alert is given at night.
Internal Visionary Design Works Network
The internal network is the only place where the team can discover the location of the target “server”. It can be accessed from any terminal on floors 2 through 19 (except for the 14th floor that is under construction).
The team can also use one of the Consultants decks to access the private network without worrying about the security measures.
Matrix security on the internal network is Red-12. It has been designed to look like a giant shifting mirror maze. All Black ICE in the system is primed to activate only when a person strays in the wrong directions in the shifting maze. All checks are to ensure that the decker is “staying on the proper path” in the network.
It will take a series of 5 checks before the decker reaches the point of the network where all “mirrors” turn black with warnings written in red. Another successful check will allow the dekcer access into the Top Secret section.
This section has the heading “KP-Alpha” that will appear as letter carved into a stone pillar once they pass the black mirrors.
The actual content of the KP-Alpha file is rather simple. It will appear like a large television screen with a series of status windows that read the following:
STATUS: SECURE. All connections secure.
TEMPERATURE: -30
ACCESS LOG. (Accessing this will show how a log of all visits to the room. The log shows that the same access card, registered to JONATHAN ALGERS, has accessed the “server” room each week for the past 4 months.)
ROOM STATUS: Locked. (The decker can access this to unlock the door in the Supply Closet and allow them access)
CONNECTIONS: Mapped and secure. (Accessing this will show where the various power lines run into the room. It will also show the “Server” room as being located between the Supply Closet and the Elevator shaft).
PASSWORD: This will not require a password but displays the latest version of the password.
Current password: STOP. 19, 4, 8, 1, 20, 3
“Server” Room
If the team has accessed the room using the password or through the hacking of the internal network to release the door, there will be no security response once they enter the room. If the team has entered the room by forcing either door (basically anything that did not involve using the password or system), then the Facility goes on immediate OMEGA Alert.
Any Consultants that are on the floor at that time (2 during day, 6 at night) will pull grab weapons hidden in their office desks (Dikoted short swords and Ruger Super Warhawks) and rush to the room to investigate.
The remainder of the Consultants will arrive at the room 5 minutes later in full tactical gear with Remington Roomsweepers.
Tactical gear is Medium Security Armor (7/5) with Helmets (+1/+2)
The room is almost completely bare with solid steel walls. There is a datajack set into the wall next to a monitor readout (identical to the one seen above in the Internal Network). A large black cable connects the “server” to the wall while the “server” itself is massive… a large black metal box that is easily 1.5 meters tall X 1 meter wide X 3.5 meters long. There is a data display on the case that shows all systems are in the green including cooling and sustaining units.
If the decker should attempted to jack into the port on the wall, he will automatically fail to access the system and an OMEGA Alert will immediately sound.
“Server” contains all systems necessary to keep the cloned body inside in stasis along with a complete neural interface for downloading memory upgrades of the CEO. There is no visible way to open the case and it is secured by several heavy locks that keep the two portions of the case together.
There is a soft humming noise coming from inside the case (appears to any Perception test to be the cooling system found in a matrix server.
Weight of the “server” is about 250kg (500 lbs).
Team mage can cast levitate to move the case.
The team CAN carry the case but the combined strength of the players carrying the case must be at LEAST 18 and the speed they can move it depends on the number of successes against a TN of 6. NOTE: Each person carrying the case must get at LEAST one success or they lose their grip and drop their part of the case.
1 success: Slow shuffle step.
2 successes: Slow walk
3 successes: Normal walk.
4 successes: Fast walk
5 successes: Jogging speed
The case is very durable and will not be damaged if the case is dropped.
When the team disconnects the “server” from the main cable, an OMEGA Alert is issued automatically. The “Consultants” Quick Response Team on the 3rd floor will move immediately to the room to check on the situation while the remainder of the QRT heads for the room with a team of technicians.
The QRT /will/ attack the team immediately but will be VERY cautious not to shoot at or hit the case.
Once the team has the case, and engages the QRT, it should be a running firefight to escape the facility. Security will be on high alert when the OMEGA Alert goes into affect and once shots are fired they will scramble to try and secure the 3rd floor as well as the main exits from the Tower. The exit through Sub Basement 3 will NOT be guarded.
REMINDER: One of the teams goals is to make it seem like the server is destroyed while escaping with the real thing. This should be a key factor for round points.
Escape From Facility
Each way from the facility will provide challenges for the team to escape:
Above ground / car: If the team is seen or tracked by the security office and enter a vehicle or try to make a break through the gate, they will be pursued by the Security Vehicles in the garage (unless the team has disabled these vehicles ahead of time).
Tunnels: While they are making their break through the tunnels, they will run into a squad of Ant Drones that are moving along their path carrying pieces of debris from the tunnel.
Safehouse
Once the team has eluded anyone following them and returned to the safehouse at Midway airport, they will find two men waiting for them… the bodyguards they would have seen while meeting with Jenkins at the restaurant. They will introduce themselves as Erik and John. A modified Ford Americar will be sitting in the safehouse. The men will usher them inside, ask of they were followed and if they managed to make them think the server was destroyed.
One of the men will examine the readout on the case and check for stable signs. The other will bring out a case that contains the teams payment. They will load the server into the Americar that has been modified to fit it (hollowed out backseat, missing portions of the back seat and passenger seat).
When the money has been counted out, Erik will get in the drivers seat while John hands the team a videophone. Jenkins smiles broadly at them and says, “Congratulations! It was a damn hard job but you came through for us. This will reflect well on you when it comes time to renew your retainer. I think a raise is due, don’t you? In any case, I want you all to hang around here for a day. Stay low, grab some snacks from the Stuffer Shack down the street… relax. There may be some more work tied to this but I won’t know until tomorrow. I’ll be in touch!”
John will take the video phone back and climb in the seat behind the driver in the car. They drive off.
END ROUND ONE
Part 2
[ Spoiler ]
Round 2
Overview
Round 2 starts with a literal bang. 5 minutes after the package is safely on its way, the team is attacked by another group of runners. While it will appear that this group was sent by another corporation, the truth of the matter is they were part of the Brian Jenkins’ overall plan to eliminate Richard Villiers. The overall goal is to make it appear that a full-scale shadow war is now underway between Novatech and Ares. While Brian Jenkins tells the team they were sent into one of their front companies to extract the item in order to get it out before the competition arrived, he will put them on a path to extract the Villiers “for his own protection.” According to Jenkins, the players are now a key part in a plan to save the Villiers from being killed. Once the team is able to extract Villiers, they are attacked by a large group of near-Alpha-level runners that try to kill them all. After the attack they find Villiers has collapsed from a heart attack.
Behind the scenes, the Jenkins has begun his plan to replace the CEO with the only remaining clone. Teams that struck during the night destroyed all the others and with the last one available, Jenkins wants the Villiers eliminated so he can install the clone with a modified mental map. The Kusanagi Protocol was created to replace Richard Villiers if he should ever die suddenly. With a modified clone, the Jenkins can have his version of Villiers name him as successor and then suffer from a sickness soon thereafter.
Ambush At The Safehouse
Tell it to them straight: “You see the car fade into the distance and take a moment to collect your bearings and count your money. Those of you near the main hangar door hear a soft ‘tink’ and then several grenades roll across he floor towards you. Before the sound even reaches your ears, the room explodes in flame and smoke. Roll initiative.”
Attacking Team
There are 6 runners attacking the players. While they do not have much in the way of magical abilities or support, they are similar to a Lone Star Tactical Squad with Superior Tactics and equipment. Breakdown of the team:
5 Sams - Stats are as follows:
· B: 5 Q: 5(6) S: 5 I: 4 W: 4 C: 4 R: 6
· Initiative: 6 + 1d6 (2d6)
· Skills: Pistols 5, Sub-Machine Guns 4, Thrown Weapons 4, Edged weapons 6, Unarmed Combat 5
· Weapons: Ares Predator III, Ingram Smartgun, Cougar Fine Blade, 3 Concussion Grenades
· Armor: Light Security Armor 4/3
1 Shaman (Healer) – Stats are as follows:
· B: 3 Q: 4 S: 3 I: 6 W: 6 C: 6 M: 6 R: 5
· Initiative: 5 + 1d6(2d6)
· Skills: Pistol 5, Shotgun 4, Edged Weapons 4, Magic Skill 6
· Weapons: Ares Predator III, Street Sweeper, Cougar Fine Blade
· Armor: Medium Security Armor
· Spells:
Attacking team’s only purpose is to kill every player.
At the start of combat, allow the players to make a reflex check (TN=5) to notice the grenades and react by diving for cover to avoid damage. Those who fail the check will take (GREANDE DAMAGE).
This attacking team will behave just a team of seasoned runners should: going for the mages first, four men will pin down the team while two focus on taking out a single target, no holding back on firepower.
The attacking team will not retreat and will not stop attacking.
If any of the attackers are captured, they will refuse to speak and look at the players with a mix of hate and sadness before their body starts to spasm and die seconds later. (There is a small cranial-bomb-like device attached to their hearts that can be detonated remotely to punch a hole in the heart and cause near instant death while. The device is consumed in the micro-explosion.)
After The Battle
Outside of the weaponry each one has, each is carrying an unmarked credstick with 500 yen on them. One is carrying a second cred stick that is linked to a SIN and his name: Christopher Riznik.
All of the attackers have a similar tattoo on their shoulders… a black widow spider crawling over the Japanese kanji for Widow. The attackers also have small scars on their chest, over their heart, where a microsurgery was done to implant the heart-bombs.
Every member of the attacking team is a human, male with close-cropped hair giving them the look of military.
Despite the quality of the area, the gunfight and explosions will have attracted the attention of those in the area, and a Lone Star patrol will be routed to the area to investigate. If the team does not leave and relocate to a new safehouse, they will have to deal with a two man Patrol vehicle that will call for back-up once they see the fallout from the battle.
Checking With Contacts on Tattoos or the name Christopher Riznik
Should the team think to do some background checking on either the tattoos or on Riznik, they can discover a few facts.
The only contacts who can provide any information on them will be those with ties to shadowrunners, to Area, or they ask Brian Jenkins (NOTE: Jenkins knows all the of the information below because it was, in fact, him who hired the Widows. If asked, he will tell them he will “Do some checking” and get back to the team with the highest level of information in an hour’s time.)
Information Check (TN = 5)
1 success: Riznik? I’ve heard that name before. Seen it up on the ShadowSpeak servers every once in a while. –OR- A tattoo of a Black Widow over Kanji? Think I heard or saw that somewhere in the past. Can’t tell you much more than that.
2 successes: Christopher Riznik?! That old man is still running around? He’s an old vet of the Desert Wars. Had a retainer from one of the big trip-A’s. –OR- Saw a picture on a feed talking about the old units in the last round of Desert Wars. Called themselves the Widows since saw their normal lives die for a chance to serve in the wars.
3+ successes: Riznik was a former UCAS soldier who ended up taking most of his squad out into the private sector. Word is Ares fronted the money and influences to get them out of the army and into their own Merc squad. His Widow squad was one of the top infiltration teams. –OR- The Widows. Slightly famous Merc Squard during the last few desert wars. I heard they had a retainer through Ares but word is they were pulled out of the desert wars units a few months ago. I figure they wanted them as their own runner team.
Scatter
With the location of their safehouse now no longer a secret and with sirens in the distance, it is up to the players to locate a safe place to hide until they can figure out what is going on. Players should begin using their contacts to find a place nearby and removed. They should all be very cautious about avoiding suspicion and moving as quickly as possible. There are security officers from Visionary Design Works searching for them right now so play up the paranoia of security vehicles in the area. If the team does anything awkward, it may lead to them being followed.
Call From Brian Jenkins
Tell it to them straight:
You’re all safe for the moment. While you ponder what the hell will happen next, a call comes in over your phones. Jenkins is on the other end and while his voice remains calm and controlled, you can tell there is a hint of urgency there. “Considering what is going on, I need to keep this short. You may already know this but, Visionary Design Works is one of ours. The server you stole is part of a top secret project going on and it is now VERY clear Ares wants to take away our competitive edge. (NOTE: If the team has called and asked Jenkins for information on The Widows or Riznik, he will provide that information for them) We had a warning that there was going to be a strike against our facilities and I figured we may as well use the opportunity to our advantage. Now Ares thinks the server is destroyed and we can continue with the project. Odd that they would be so blatant about this. I think something bigger may be at stake. Do some checking about the attacks. See what you can find out. Contact me through the Novatech HR Department when you learn anything. Just ask for information on the Industrial Contract Management position in Boston.”
Digging For Information On The Attacks
Players may have looked up on the system and remembered that the last person who accessed the “server” was Jonathan Algers. The players can do some background checking on that name with their contacts. Only contacts connected to runners or that business will have information and it will require at least two successes against a TN of 5 for the following information:
“Oh yeah, Jonathan. I remember that name now. Usually goes by Aleph. He was one of the best sneaks I ever had the pleasure of talking to. Haven’t heard much from him in the last year but when we last talked he mentioned some sweet deal he landed with a big corp. They were paying him so much he was going exclusive.”
The players are tasked with checking into the different attacks on Novatech holdings throughout North America. Nine other attacks took place the night the day the players struck at Visionary Design Works. In each of those cases there was a great deal of collateral damage. Each facility held one of the ten clones that were created for Richard Villiers. All nine were destroyed during the attacks. What follows is some of the information the players can gleam from their contacts, pressuring people in the know, and through searching the newsfeeds/decking.
Aurora Design – Specializes in Application Development for large corporations. Information that can be learned about the attacks (including appropriate successes against a TN of 4 if applicable. Note that bribery can also be used to get this information).
Newsfeeds: “In breaking news, sources in Lone Star have yet to issue a statement on the recent terrorist attack on Seattle-based Aurora Design. The assailants, a total of 6 as we have learned, struck in the early hours of the morning and went on a rampage through the facility destroying several million yen worth of equipment. A statement is still pending from Aurora Design.”
1 Success: “Espionage man. Happens every day but someone had to have some serious connections to get into Aurora Design and cause that kind of damage. My buddy tells me they have vids of a troll walking through the place with a Panther Assault Cannon just blowing things at random.”
2 Successes: “There was some serious paydata lost in that attack and I’m not just talking about the regular equipment you’d find at a place like that. I’m talking top secret, one of a kind prototype was taken out in the blast. Someone didn’t want them brining that thing to market.”
3 Successes: “A rumor on some of the high-security nodes out there… there was a machine in that place housing software that would make whatever caused the nano-second buyout look like Windows 1.0. Anyone not a part of Novatech would want that dead and buried before it launched.”
4+ Successes: “A couple of Merc teams that I know have been pulling ops for Ares have been incommunicado for weeks. My buddy was even pulled from a flight across to the Desert Wars. Sounds like they were getting resources for a big op.”
Cavalier Arms Limited – Based in Atlanta, CAL has been making roads into the highly competitive arms market having landed several big contracts for both the CAS and UCAS.
Newsfeeds: “The main CAL facility here in Atlanta remains on complete lockdown following the attack just 24 hours ago. While details are still sketchy, it seems a group of several men broke rammed through the main gate in an armored car. After crashing into lobby they started a firefight. During the ensuing shootout, several explosions were seen and heard culminating in a massive explosion in the lobby as the armored car detonated. Sources say the attacking team detonated a suicide device when it seemed the CAL security forces were about to capture them.”
1 Success: “Hoooooooly Drek man, did you catch that bit on the news about the explosions? Some A-class nutjobs there. That was a suicide mission plain and simple. Who the hell attacks a facility where they are working on the latest and greatest in grade-A bang bangs?!?”
2 Successes: “My guess is they were after some new weapon or hoping they could load up their truck with enough weapons to get away and make it over the border. Friend of mine was approached about pulling a job on that place to steal a new prototype. Since he’s not yet THAT crazy he turned it down. Wonder if that was the B-team going in there.”
3 Successes: “CAL managed to irk a fair number of their competitors when they underbid everyone on a contract to provide the CAS military with new standard field rifles. Take your pick of any of the big weapon manufacturers like Ares and you have a list of who pulled the strings. An attack like that is going to take a while for CAL to recover and who knows what high end equipment they lost.”
FTL Matrixware: Based in Seattle, they are an emerging power player in the hardware industry.
Newsfeeds: “In a statement issued early this morning, faulty gas lines are being blamed for an explosion and ensuing fire that occurred in FTL’s main office. We have been unable to get any comment from the Fire Department officers who were called to the scene to deal with the fires.”
1 Success: “Faulty gas line my pale white ass! That building was built 4 years ago. It was state of the art. No way in hell that was an accident. Someone decided to have some fun with explosives.
2 Successes: “Definitely a hit. I pulled up a set of the blueprints on that place and there wasn’t a gas line or feed anywhere near that area of the building. Near as I can tell, the only thing running to that section of the building was power and communication lines. Strangely enough, it looks like that part of the building had its own air conditioning unit… for about 750 square feet of space.”
3 Successes: “Place like that is ALWAYS working on some type of prototype. Been a few anonymous feelers sent out looking for guys to pull a job lately. Way too hush-hush and secure to be your average Johnson looking for help. I tried finding out who was behind the offers and all I have to show for it is a Migraine from the ICE that came after me.”
Cyberspace Development Corp.: Based in Boston, they have been a “barely in the black” firm creating some great hardware at a high cost that has kept them from ever being a cash cow.
Newsfeeds: “And in other news, sections of Eastern Boston are still without power. Utility workers have been working on the problem since midnight and are hoping to have power back within the hour. No word yet on what caused the problem. Finally, Lone Star has blocked off a section of 3rd Avenue, near the headquarters of Cyberspace Development Corp. An officer on the scene said that there was a worry that the cause of last night’s power loss could have shut down a key water processing facility that could cause septic waste into the water supply. They are checking that now.”
1+ Success: “I did a drive-by in the middle of the night coming back from dinner. Thought maybe the lack of power would make for some easy B&E work. Holy hell, Lone Star was already on the scene and had the area blocked off. I could have sworn I smelled smoke but then I started hearing gunfire and gunned it out of there.”
Simplex Software: Based in Miami, they have recently entered a partnership with FTL Matrixware in a highly publicized agreement.
Newsfeeds: “Tragedy earlier this morning in Miami. An estranged employee of Simplex Software is being blamed for an accident that has cost the lives of 8 fellow employees and injured countless others. Police are saying the as-yet unnamed employee had been upset over a lack of promotion and suffering from severe depression. Using a device hidden in his briefcase, he detonated it during a project team planning session. Investigators are still combing through the reckage.”
1 Success: “Quite a puzzle here… what kind of company has project planning meetings at 2am? I just checked through some of the nodes out here and there was a flurry of requests for emergency equipment on the company’s private network at 2:13am. Something is fishy here.”
2+ Successes: “That new partnership was to take something Simplex Software has been working on and pre-load it on FTL’s matrix hardware. Would have given them a monopoly at all their customers and killed any chance for the competition to get in there with software of their own. Guess those plans are on hold now eh?”
PULSEware – Located in San Francisco, this privately owned corporation served as a third-party R&D facility on any number of high-tech creations.
Newsfeeds: A breaking news byline can be found on news Matrix feeds: “Thunderstorm/Lightning Strike blamed for electrical fire that destroyed a portion of PULSEware’s facility. No casualties have been reported.”
1 Success: “That was one hell of a storm last night. Power grids were up and down all night. If it wasn’t for this broken leg I would have been out there with me mates. Lots of jobs went down last night. Last time I try jumping a car with my bike.”
2+ Successes: “PULSEware was rumored to be the frontrunner in the race to create an effective non-lethal police weapon and win the millions the Big D put in his will. Not to mention the monopoly the company would have with every police force in the world. Area has always wanted to be Number One in weapons and they are probably toasting if it turns out PULSEware’s work was destroyed.”
Pioneer Cybernetics: No information available on this attack however all their Matrix sites for Pioneer are down and inaccessible.
CompuForce: All Matrix sites are currently down. All phone lines into the facility are also down.
T99: “Due to some needed maintenance work, T99 is happy to provide all its employees with a needed day off. Please contact us again tomorrow when we resume normal business hours.” That is the automated message on their feeds and a recorded voice on their phone lines.
1+ Success: “Sure is a lot of activity going on at the place for a day off. Not many construction workers either unless they found a way to use shotguns and rifles to do remodeling.
Follow-Up with Brian Jenkins
Once the players have gathered information on the various strikes against the other 9 Novatech owned companies, they can call the Novatech Corporate HR department and ask about the position Jenkins mentioned. After a few minutes on hold Brian Jenkins will pick up and ask what the team has learned. He will saying nothing for a few seconds and the person on the phone will hear something crashing on the other line. “Those bastards. I know what they are after now. Not only were they trying to set us back on almost every project we have going, they picked all of Richard’s pet projects. The poor man was screaming through the phone at all of us earlier. He… oh dear gods. His heart. All the stress almost caused him to have another heart attack and he was on his way to visit his doctor for more meds. Oh crap, okay I’m linking all of you to this call.”
At list point every player will be on a call with Brian Jenkins.
“We don’t have much time. All the attacks look to have taken out our high priority projects. Only Richard and myself knew about them all. My guess is this is a full-scale war and I think I know who clued them in on the targets. Richard keeps a contingent of bodyguards with him at all times. They never leave his side and they hear everything. One or all of them could be the leaks! Richard is on his way right now to Chicago. His private doctor is there… the only one he trusts. If his bodyguards are in on it, this could be a chance for… frag me it has to be Ares! Ares takes out the old man and they can make a play for our holdings. I need you to get to the old man and save him. Get him someplace safe. He’ll be landing at O’Hare in two hours. Once he is on the ground, his bodyguards are the only one’s with him and will drive him to the doctor in Batavia, Kevin Ketterling. Who knows when they will move against him but you need to get the old man to safety. Assume all his bodyguards are in on it. Take them out. I’m going to send someone to your location with a pocket secretary. It will be bio-locked so only Richard can open it… that will calm him down and let him know you are working for me. My man will be there in 30 minutes so you have time to plan. Save Richard and you’ll never have to work again. Move fast!”
Saving Richard Villiers
Brian’s messenger will arrive to meet the team within 30 minutes carrying the pocket secretary Brian mentioned on the phone. It is equipped with a Bio-lock. The players may attempt to crack the lock on the pocket secretary but they will not be able to no matter what. The messenger will be one of the men who came to retrieve the “server” from the players after they hit Visionary Design Works. He will stay only long enough to give the team the pocket secretary and the information on Richard Villiers’ flight.
Information Packet: Richard will be arriving at O’Hare International Airport on the Novatech private jet at 4:45pm. A limo will be waiting for him on the tarmac and will depart for Batavia, IL where his doctor is located. Dr. Kevin Ketterling is a world renowned cardiologist who has pioneered several new heart treatments and surgeries in the last ten years. He and Richard Villiers grew up together and he remains Richard’s private physican. Over the last 3 years Richard has been having trouble with his heart due to a genetic defect. Ketterling has been helping to keep it in check.
Richard’s limo is set to take I-90 west to Randall Road south all the way to Ketterling’s office. I-90 is a major highway with multiple lanes. Randall Road in 2 lanes in each direction through light residential and commercial areas.
In truth, the bodyguards are Alpha-level runners who are under the direct employ of Richard Villiers and are fiercely loyal to him. They will defend him to their last breath. Four accompany him at all times. Use the following stats for them:
B: 6(8) Q: 5(8) S: 6(9) I: 5 W: 5 C: 4 R: 6
Initiative: 6 + 1d6(3d6)
Pistols: 7
Shotgun: 6
Rifles: 6
Sub-machine guns: 6
Machine Guns: 5
Edged Weapons: 6
Thrown Weapons: 4
Driving: 6
Equipment:
Full Body Suit Form-Fitting Armor 4/1
Internal Smartlink-2
Cybereyes (Low-light)
Subdermal Mic and receivers
Ruger Thunderbolt (Regular Ammo) 12S
Smartlink-2
Yamaha Pulsar (Taser) 8D Stun
Ingram Smartgun (Submachine gun) 7M
Long Cougar Fineblade (2) 9M
Located in the trunk of the car:
Street Sweeper (2) 10S
Remington 950 Sport Rifle 9S
Ingram Valiant LMG 7S
Once they land, they will be driving at a high rate of speed towards the doctor’s office. The players will have to make opposed driving tests to stop the vehicle. While the bodyguards will not be driving aggressively, they will attempt to lose anyone they think is following. Should the team drive recklessly or show signs of aggression, they will respond in kind.
If the players should stop the car before it reaches the doctor’s office, the Bodyguards will all emerge from the car and begin firing on the players. Richard Villiers will remain in the car during an attack with all doors locked. The trunk will be unlocked and two Bodyguards will try to keep the players pinned down while the other two go for the heavy weapons located in the trunk. NOTE: The Bodyguards are armed with heavy pistols and submachine guns at all times.
Dr. Ketterling’s Office
If the player’s wait until they reach the doctor’s office (or take up positions there ahead of Richard Villiers’ arrival) use the following information.
Location: Batavia, IL. Following the Bug City Quarantine, this became the nesting grounds for the elite of Chicago who did not want to leave the area. It is a series of high-luxury communities with equally luxurious amenities (shopping, restaurants, etc). All communities have a local helipad for residents to use to get to and from work closer to the city. Ketterling’s office is just south of Rt. 64 in a medical facility on the grounds of Del Noir Hospital.
The office is a two-story complex with few windows and glass. Patients are coming and going from the building that is home to 8 total doctors (including Ketterling who owns and runs the entire facility). Two receptionists are at the main door and Ketterling’s office is located on the northwest corner of the 2nd floor.
Villiers’ car will pull up to the main doors and wait there. Two bodyguards will go in with him while two remain with the car. Once Richard is inside, he will be escorted to Ketterling’s private office. Ketterling will spend about 45 minutes with Villiers running tests in a lab attached to his office before providing a set of pills and giving Villiers a shot.
Securing Richard Villiers
Richard will resist and attempt to get away at every chance he gets. When he is told about the pocket secretary he will remain skeptical and will reluctantly activate the bio-lock. An audio message will play:
“Hello sir, Brain here. My apologies for the drama but I assure you it was necessary. Thanks to the efforts of the men around you, we have discovered that our competitors are staging an all-out war against us. Based on our information, I believe it was a member or perhaps your entire entourage of bodyguards that provided the information. The only logical next step was to kill you. I have asked these men to protect you now and get your somewhere safe. Their skills are of the highest caliber and I’m sure they can find someplace secure for now. Once they have you sequestered away, activate the bio-lock for more information on the situation. I remain, as always, your friend and second. Take care Sir.”
Richard will begin breathing heavy and reach for a container of pills in his pocket. He will take one pill and calm down slightly, enough to relay the information to the players in case they did not hear. It will be up to the team to locate a secure facility to take Richard to using their contacts and connections.
Checkmate
When the players have arrived at their safehouse, Richard will activate the bio-lock once again. A text message will display on the pocket secretary. Richard will grab his chest, try to shout something and collapse from a heart attack. At that moment, 8 men will break in to the location and open fire. Use the following stats for the attackers:
B: 6 Q: 5(7) S: 5(7) I: 5 W: 3 C: 4 R: 6
Initiative: 6 + 1d6(2d6)
Pistols: 5
Shotgun: 4
Sub-machine guns: 5
Edged Weapons: 6
Thrown Weapons: 4
Equipment:
Medium Security Armor 6/5
Internal Smartlink-2
Cybereyes (Low-light)
Subdermal Mic and receivers
Ruger Super Warhawk (Regular Ammo) 10M
Smartlink-2
Imgram Smartgun (Submachine gun) 7M
Long Cougar Fineblade (2) 9M
Mossberg SM-SMDT Shotgun 9S
Concussion Grenades (3) 12M(Stun)
These attackers are there to kill the players and Villiers. Lucky for Villiers, he has collapsed behind some convenient cover and is out of the line of fire for now. His pulse is shallow but his breathing is somewhat steady. Anyone with a Biotech skill can roll against the TN of 6 to full stabilize him and know that he is stable for the moment.
After the battle, if the players have not checked the pocket secretary that Villiers is still clutching in his hand, let them roll a Perception Test (TN=5) to notice that the message on the screen is flashing. It reads:
“Kusanagi Protocol Engaged. Checkmate!”
END ROUND 2
And the payoff Round 3
[ Spoiler ]
Round 3
Summary
Richard Villiers is unconscious and still suffering the after affects of his heart attack while the team is left to figure out what is going on. Brian Jenkins, the COO of Novatech, has obviously double-crossed them but they have no idea why or what the Kusanagi Protocol is. Round 3 begins with the team back on the run to find someway to get Richard stabilized in hopes he can explain things. Once they have found a way to treat him, he will awaken and explain what the Kusanagi Protocol is and what they must do. The players will be told by Villiers to turn on the vid and they’ll see “Villiers” giving a speech at a press conference where he is naming Brian his successor.
Now the players are targeted by the entirety of Novatech’s resources leaving them with one choice: Villiers knows of a way to discredit the clone and take back control of the company. He needs the players to get him into a secure facility in Boston, near the Novatech Corporate Headquarters, and let him access the Centerpoint. Standing between the players and the access node Centerpoint is a full team of Alpha-level runners. A run-and-gun fight to the center will be the only way they can reach the target. This final fight will be incredibly deadly and not all players may survive it.
Round 3 ends with Richard Villiers becoming the Ghost of Novatech.
Stabilize Richard Villiers
Tell It To Them Straight: Richard Villiers, CEO of Novatech, lies on the ground clinging to life. A cryptic message on the pocket secretary mentions the Kusanagi Protocol. Whatever it is, the message was enough to induce a heart attack in Villiers. For the second time in as many days you’ve been ambushed and it seems the only one holding the answers is barely alive on the floor.
Any players who decides to pry open the pocket secretary and succeeds on a Electronics Test (TN=6) will find a small tracking device. It was this device that allowed the strike team to follow them and hit almost immediately.
Searching the bodies of the strike team will yield little outside of their weapons and the fact they are all human. One of them has carved a serial number on the bottom of his gun (Perception Test with TN=6 to notice it). The serial number (A-925e) can be tracked back to a UCAS Military Battalion that was decommissioned 6 months prior.
Anyone with a Biotech skill can make a check (TN=4) to see how Richard is doing. Any amount of successes will let them know that he has stabilized after the heart attack but his vitals, especially blood pressure, are low. While the players can attempt to treat him at this moment, they do not have the facilities or equipment to do much. Several options are available:
Give Richard one of his pills and help him swallow it. Doing this will stabilize his blood pressure and he will regain a bit of consciousness and advise the players to get him to Dr. Ketterling.
Take him to a Street Doc or to a contact that can help them gain access to medical equipment. If a player tries to treat him on their own, have them roll a Biotech Test (TN = 9) to treat him. Any failure will cause his blood pressure to drop. While it will not kill him, make it well known to the player that is ALMOST killed Villiers. A Street Doc will require payment up front (10,000) and give Villiers a dose of his pills to get him conscious at which point Villiers will ask to be taken to Dr. Ketterling.
Bring Villiers to Dr. Ketterling. If they have not given him his pills or taken him to a street doc, Richard’s vitals and breathing will be weak. Play up on the fact he is barely holding on.
Finding Dr. Ketterling…
Regardless of what happened during round 2 (whether the players abducted Villiers on the road or at Ketterling’s office), Ketterling will be at Del Noir Hospital following up on several patients.
If the players have brought Villiers back to some level of consciousness, they can ask him for Ketterling’s private number and receive it. Ketterling will immediately pick up the phone and, after hearing about the situation, tell the players to bring Villiers to the receiving dock at the hospital.
Calling Ketterling’s office will connect them with his secretary who will tell them the doctor is on a hospital visit right now. Mentioning Villiers or the situation will cause her to transfer them to Ketterling’s private phone (see above for what he will tell them to do).
Stabilized
Ketterling will meet them at the docking area with a wheelchair and crash kit. Once he sees the players, he will rush to the door and check Villiers’ vital signs before administering a shot into Richard’s chest. That done, he will tell the team to place Richard in the wheelchair and come with him.
The Doctor will lead them through the back hallways of the hospital to his own on-site lab near the Cardiology Wing. A complete set of treatment equipment fills the room and Ketterling will tell the team to place Villiers on the examination table. After several more shots and some checks of his vitals, Ketterling will relax and tell the players he is stabilized.
Big News From Novatech
Tell it to them straight: Richard Villiers stirs a bit and groggily sits up. Slowly rubbing his chest, he looks at Ketterling and smiles saying, “I owe you another one. Thanks Doc. You mind giving me some time alone with these gentlement?” Ketterling smiles back at Richard and leaves the room. Once the door shuts the smile fades from Villiers face and is replaced with a mask of rage. “How long have I been out?”
Several hours have passed since he dropped from the heart attack. Upon hearing the news, his mood will darken and he will say, “That’s not good. Damn heart… Brian’s had all the time he needed. So what was your role in this?” Should the team tell him about the job they pulled on AA CORP he will sigh and nod his head. “Right, I should have guessed. There’s a TV over in the corner… turn it on and search for the business channel.”
On the channel is a press conference in process with scrolling text on the bottom that reads, “Novatech Founder an CEO Richard Villiers names successor. Cites health concerns.” Richard Villiers is on the screen addressing the media. “Yes, as of 9am this morning I have signed the papers and received the board’s permission to make Brian Jenkins the CEO when I resign or am unable to continue my duties. These last few years have been incredibly stressful and though the mind is willing, it seems my body is lagging a bit behind. I’m told I have many years left but just in case I want to be sure my company is in good hands. Now I am sure you have many questions for Brian so I will step aside and let him take over.” A smattering of applause as Richard steps aside and Brian Jenkins steps up to the podium. “Thank you Richard. I cannot tell you all how happy I am to know that Richard trusts me this much. Novatech remains one of the top companies in the world and I am determined to make us number one. Any questions?”
Villiers will turn off the television and look at the players. “THAT, is the Kusanagi Protocol. My own idea used against me. After what happened to Fuchi, I was not about to let something similar happen to my firm. If I died, there would have been chaos so I created the Kusanagi Program. Ten clones were made of my body and kept in pseudo-stasis where the bodies would age accordingly and their brains were linked into a neuro-memory system. Every few days I download a copy of my mind and have my Alpha Team update each of the ten clones. They were being kept in the offices of our sub-companies… the one’s that were hit over the last few days. All the clones were destroyed in the chaos. Guess Brian managed to have one stolen and is using it as me. To his credit, he’s pulled it off beautifully but there is still one option left. You are taking me to Boston. There is a facility on the north side where I can get the information needed to rectify the problem.”
Planning and Trip To Boston
Tell it to them straight: Richard begins to explain what needs to happen. “We set up our own bunker for high end technology. It’s a place where we store all prototypes created just in case we have need of them for engineering. Luckily it is not at our Headquarters. To avoid suspicion, we built it in the heart of the old industrial district but the interior of that place is high-end security. I need to get to Centerpoint, the main node where all crucial data is stored. This will not be easy… knowing Jenkins, he’s already had “Richard” give orders to the Alpha-team to find and kill all of us. We need to get to Boston as soon as possible.”
Because of the clone that is now active, Richard will be unable to call on any of his contacts to help the players find transport to Boston. Any contacts the players have who are associated with Novatech in any way will more than likely be alerted that the players have a substantial price on their head. Only Level 3 Contacts will be honest in wanting to help them after asking what the hell is going on. It is up to the players to determine how they want to get to Boston.
A note on weapons: If the players are flying anything other than a private chartered plane, they will not be allowed to bring any equipment or weapons to avoid arousing suspicion. Once they are in Boston, if they ask Villiers if he knows of any weapons or equipment, he will smile and say, “I know everything about my company… including where we store excess weapons for the UCAS.” See Prep Work for information on that facility.
There is no time limit on when they must get there so the options for driving and flying are available. They should be able to arrive with any trouble if they are smart about it. Should they do anything bad or raise suspicions, a four-man squad will attack them with the same stats as the Bodyguards in Round 2.
Prep Work
Richard Villiers, while not being able to call on his contacts personally, is a wealth of information when it comes to people to contact for various things. Below are some of the areas he can help with IF ASKED:
Excess Weapon Inventory Storage Facility: Located in a large industrial part in western Boston, this warehouse has recently been scheduled for closure with all inventory shipped to other facilities for sale. Only 10% of the inventory is left and to avoid suspicion, the place has a completely automated security system. Villiers will provide the access codes to get through the main gate and into the warehouse proper. Equipment in the facility includes:
o Ingram Valiant LMGs
o Grenades: 1 box of 12 Concussion, 1 small box of 6 High Explosive
o Medium-grade Security Armor 6/5
Greg Malnatti: Greg runs a car leasing company and can provide the players with transportation while in Boston. Most types of vehicles are available from high-end luxury and economy cars to SUVs and trucks.
Information on the security at the facility: In order to eliminate any chance of espionage, there are no living guards stationed at the facility. All systems are run off the Centerpoint node that is not connected to any external systems. There are multiple chokepoints in the maze of hallways. Automated sentry guns are located at key junctions and there are pressure/fire doors that drop in case of emergencies. Centerpoint is located in the very heart of the facility and requires Richard’s retina scan to unlock the room.
Descriptions of the Alpha-team members that are after them. The team is made up entirely of ex-Runners. Assume that all members that use weapons have internal Smartlink-2 connections and use subdermal mics to communicate. Profiles are as follow:
o Vice – Troll streetsam. Heavy weapons and meat shield. Left horn is missing.
· B: 10 Q: 4(6) S: 10 I: 4 W: 4 C: 3 R: 5
· Initiative: 5 + 1d6(2d6)
· Gyro-mount for Panther Assault Cannon
· Skills include: Assault Weapons 6, Machine guns 6, Pistols 7, Unarmed combat 6, Edged Weapons 5, Cyber-implant combat 6
· Implanted bones spurs.
· Weapons include: Panther Assault Cannon with HE rounds, Ares Predator III (2), Katana
· Will not use PAC inside the facility. Prefers close-range fighting with blades and spurs.
o Aleph – Elf. Team leader. Pistols and close-range fighter. Relies on stealth. Typically will shadow a target and provide instructions to the team.
· B: 6 Q: 8 S: 5 I: 6 W: 6 C: 5 R: 7
· Initiative: 7 + 1d6(3d6)
· Skills: Stealth 8, Pistols 7, Edged weapons 6, Shotguns 5, Unarmed Combat 8, Tactics 6, Rifles 5
· Weapons: Two long Cougar Fine Blades, Ares Predator III w/ silencer, Ruger Super Warhawk w/ 1 clip of APDS rounds, Street Sweeper
o J.T. – Human sniper and weapons expert.
· B: 5 Q: 6(8) S: 5 I: 5 W: 5 C: 6 R: 6
· Initiative: 6 + 1d6(3d6)
· Skills: Stealth 4, Pistols 5, Rifles 7, Shotguns 4, Machine gun 4, Edged Weapons 3
· Weapons: Remington 950 Sport Rifle (9S), Ingram Valiant LMG, Ares Predator III
· Armor: Medium Security Armor 6/5
o Kronos – Dwarf Sam with a penchant for explosives and grenades as well as booby traps.
· B: 5 Q: 6(8) S: 4 I: 6 W: 6 C: 5 R: 6
· Initiative: 6 + 1d6(3d6)
· Skills: Pistols 6, Machine Guns 6, Explosives 6, Thrown Weapons 5, Grenades 5
· Weapons: Ares Predator III, Ingram Valiant LMG, Grenades (6 HE, 6 concussion)
· Armor: Medium Security Armor 6/5
o Zebra – Orc Sam with a general range of abilities.
· B: 6 Q: 6(7) S: 6 I: 5 W: 4 C: 4 R: 6
· Initiative: 6 + 1d6 (2d6)
· Skills: Pistols 6, Machine Guns 4, Thrown Weapons 5, Shotguns 5, Edged weapons 6, Unarmed Combat 5
· Weapons: Ruger Thunderbolt, Ingram Valiant LMG, Cougar Fine Blade, 3 Concussion Grenades
· Armor: Medium Security Armor 6/5
o Winter – Elf Sam. Name given because of his pure white hair that he keeps in a tight ponytail.
· B: 6 Q: 6(7) S: 6 I: 5 W: 4 C: 4 R: 6
· Initiative: 6 + 1d6 (2d6)
· Skills: Pistols 6, Machine Guns 4, Thrown Weapons 5, Shotguns 5, Edged weapons 6, Unarmed Combat 5
· Weapons: Ruger Thunderbolt, Ingram Valiant LMG, Cougar Fine Blade, 3 Concussion Grenades
· Armor: Medium Security Armor 6/5
o Rynn – Human male Sam. The oldest member of the team at 42. He is a long time runner who understands small group tactics. Second in Command to Aleph.
· B: 6 Q: 6(7) S: 6 I: 5 W: 4 C: 4 R: 6
· Initiative: 6 + 1d6 (2d6)
· Skills: Pistols 6, Machine Guns 4, Thrown Weapons 5, Shotguns 5, Edged weapons 6, Unarmed Combat 5, Tactics 4
· Weapons: Ruger Thunderbolt, Ingram Valiant LMG, Cougar Fine Blade, 3 Concussion Grenades
· Armor: Medium Security Armor 6/5
o Zeta – Troll female Sam. As the only woman on the team, she has had to prove herself as their equal time after time.
· B: 6 Q: 6(7) S: 6 I: 5 W: 4 C: 4 R: 6
· Initiative: 6 + 1d6 (2d6)
· Skills: Pistols 6, Machine Guns 4, Thrown Weapons 5, Shotguns 5, Edged weapons 6, Unarmed Combat 5
· Weapons: Ruger Thunderbolt, Ingram Valiant LMG, Cougar Fine Blade, 3 Concussion Grenades
· Armor: Medium Security Armor 6/5
o Michael – Human Mage. Brother to Abraham. Always wears a red scarf around his neck to hide a scar he received on his first run.
· B: 3 Q: 4 S: 3 I: 6 W: 6 C: 6 M: 6 R: 5
· Initiative: 5 + 1d6(2d6)
· Skills: Pistol 5, Shotgun 4, Edged Weapons 4, Magic Theory 6
· Weapons: Ares Predator III, Street Sweeper, Cougar Fine Blade
· Armor: Medium Security Armor
· Spells:
o Abraham – Human Mage. Older brother to Michael and is quick to protect his younger brother after a mistake on their first run nearly cost Michael his life.
· B: 3 Q: 4 S: 3 I: 6 W: 6 C: 6 M: 6 R: 5
· Initiative: 5 + 1d6(2d6)
· Skills: Pistol 5, Shotgun 4, Edged Weapons 4, Magic Theory 6
· Weapons: Ares Predator III, Street Sweeper, Cougar Fine Blade
· Armor: Medium Security Armor
· Spells:
The facility itself is in an older section of Boston where century old 5-story buildings are broken up by newer corporation construction. This is a low traffic area where most businesses have distribution and shipping locations. Novatech’s storage facility takes up half a city block A 15 foot, razorwire-topped fence surrounds the entire complex with only a single gate for entry. The gate can only be opened using a maglock passkey and corresponding numeric password that Villiers has.
There are two entrances into the facility: the main door and the docking bay. The docking bar doors are secured in place with retracting steel posts and can only be opened from the inside. Entry through the main entrance requires a passcode and maglock key that Villiers has.
No patrols or guards are visible in the area.
A member of the Alpha Team (J.T.) has taken a position on the roof of a nearby building with a clear view of the facility and main entrance. He has moved some debris and garbage from the abandoned building up on the roof to provide cover and stay hidden from any low flying aircraft. His mission is to watch for anyone moving suspiciously around the facility and/or the players making a move.
Two other members of the Alpha Team (Michael and Abraham) are on a rotating shift patrolling the area on foot dressed as construction workers.
Four Alpha-team members are inside the facility itself. The clone is connected to the security system remotely from “his” office at the Novatech HQ. Aleph, Kronos, Zebra and Winter and near the main entrance standing by for any alerts.
Zeta, Rynn and Vice are in the building across the street from the facility waiting and relieving the others when their shift ends.
Assault on the Facility
The players are going to have to fight every step of the way to reach Centerpoint and the Alpha team will have specific points where they will strike and who will be involved. Note that the Alpha Team has dossiers on all the players and can identify them on sight.
Main Entrance
J.T. will wait until the players are out of the car (or, if they are walking, until they are inside the gate and near the main entrance). Once he sees either the mage or the shaman, he will fire on them with a Remington 950 Sport Rifle (9S damage). His main targets will be the magic slings but will fire on targets of opportunity if the magic slingers are under cover.
Once J.T. has opened fire, Zeta, Rynn, and Vice will run out of the building across the street. Vice will already have his Panther Assault Cannon on the gyro-mount and will begin firing on any vehicles the players brought. Rynn and Zeta will cover him with supporting fire using Ingram Valiant LMGs (7S). Michael and Abraham will be running towards the facility and arrive 3 minutes after Vice begins firing.
Once the team gets inside, the Alpha Team members outside will slowly approach the main entrance and will not enter until Aleph gives them the order to.
Main Entrance (Interior) & First Hallway
The main entrance opens into a small receiving room with a few chairs scattered about. To the right is the main hallway that runs for about 60 feet and opens into a hallway junction with other hallways branching to the left, right and straight ahead. A sentry gun is attached to the ceiling and tracking in a 360 degree arc.
Villiers will stop once inside and pull down a hidden panel that conceals an access pad. Without hesitation he will punch in a code and announce, “Sentry guns are offline. Down the hallway and take the first left.”
Allow the team to make perception test with a TN=10. A success will alert them to movement coming from down the hallway but no way of knowing what direction.
Security cameras are placed everywhere. Two are in the main entrance area and there are two located at each corner of the hallways.
Either the mage or shaman can go astral to look but the only magically active people in the area are the two mages outside (Michael and Abraham) who have just run up to join the others outside.
When the team reaches the junction where Villiers has told them to go left, the sentry gun will come online and begin tracking. There is a blindspot for the sensors directly below the guns turrets but it is only big enough for 2 or 3 people.
o Sentry Guns do 6S damage and will alternate between burst and full-auto fire depending on the number of targets it is tracking.
The decker can use the access panel Villiers used at the main entrance to enter the system and try to shut down or re-direct the turrets. This is a Red-12 system and there will be an active user that will be fighting the decker for control (the cloned Villiers). Villiers will shout commands to the decker if he tries to do this.
Second Hallway
Down the left branch, the hallway runs 50 feet before coming to a sharp right turn. A door is located on each side of this hallway. Both are magnetically locked. The door on the left side of the hallway contains racks of older matrix servers that appear to still be connected to outside nodes. The door on the right is a long room filled with cataloged boxes filled with original copies of applications and development programs. No one is in either room but play up on the possibility if the players enter them.
After the hallway take a sharp right, a barricade has been built up using steel storage crates. Winter, Zebra and Kronos have taken positions here and will open fire on the players when they round the corner.
Power will be cut to the lights in the Main hallways and main entrance area. Aleph has taken a position down the right corridor off the main hallway and is watching what happens.
Once the lights go out, all members of the Alpha Team outside will charge the doors and make their way inside. Their goal is to reach the junction in the main hallway and catch the players in a crossfire.
Villiers will grab a gun from one of the players and fight with them if needed but will make every attempt to stay removed from the fighting.
Winter, Zebra and Kronos will only retreat if one of them is killed or if Aleph sees the players making a run down the main hallway. They will always retreat back to the Centerpoint Room entrance.
Should the team make it through the barricade and eliminate the three Alphas there, they can make it down the hallway (500 ft) until it takes another sharp right turn.
Third Hallway
Second Hallway takes a sharp right into the third hallway that connects the main hallway to the second. Halfway down the Third Hallway, a corridor is open on the left.
Down the Third Hallway (where it connects with the Main Hallway) is another sentry gun that will begin firing on the team. A blast door at the end of the Second Hallway will begin coming down to seal off their means back ducking around the corner. Those caught behind the door will have to travel back up the Second Hallway and take the Main Hallway down to reach the Centerpoint Room.
The Alphas from outside will split up at the first junction… half will come down the Second Hallway to finish off anyone who may have been cut off by the blast door while the other half will continue down the main hallway to come out at the far end of the Third Hallway and fire on the team.
Fourth Corridor
The fourth corridor is a straight shot for 300 feet before ending at a sharp right. There are two doors in the corridor part way down. Left door leads to an empty room. Right door leads to a very cold room where various matrix and computer components sit in clear, sealed chambers. The component prototype room has another door on the far side that leads into the far hallway that connects back up to the first junction.
When the team nears the end of the Corridor the lights in the corridor and in the hallways behind them will go out. If Aleph is still alive he will be actively firing on the players along with what remaining Alphas from the outside are left.
Lights in the corridor to the sharp right will remain open. If Winter, Zebra and Kronos are still alive, they will have taken position here behind more barricades. They will not retreat from this point and will continue fighting until they are killed.
Behind the barricade is a solid steel door that leads to the Centerpoint Room. Villiers will shout at the players he must get in that room at all costs. A retinal scanner and keypad are off to the right of the door.
Once the barricade is clear, Villiers will run to the door and order the players to hold the other Alphas off while he gets into the system. The remaining Alphas will push hard against the team until they are all dead. Villiers will need about 30 seconds for the retina scan to take affect and another 60 seconds for the door to open.
Fallbacks and Alternate Routes
Aleph is staying in the darkened areas and following the movements of the team. He will stay out of whatever corridor they are in and watch from corners. If the players should abandon the Second Hallway and try to run up the main hallway, he will let Winter, Zebra and Kronos know to fall back to the entrance to Centerpoint and secure that area.
If the players are able to spot Aleph (using thermo graphic or low-light vision), and manage to kill him, the Alphas will default to a back-up plan: Winter, Zebra and Kronos will fall back to the Centerpoint Room entrance while the remaining Alphas from outside will give chase to the players wherever they go in the facility.
Centerpoint Room
When the Alphas are dealt with, the players will hear screaming and shouting coming from the Centerpoint Room.
Richard Villiers is standing there screaming at a vid screen showing the clone of himself. Using words that would make even the most hardened marine blush, the real Villiers is ordering the clone to disconnect from the security system.
Cloned Villiers will see the players enter and offer them a deal, “Since you have dealt with my Alpha team and are already aware of the situation, why not sign up and become my new Alpha team? I can promise you more money than you could ever want. Brian has already given me this option in case you made it this far. Hell, just being able to bring my old self there is proof enough you deserve the job. No strings, no double crossing. You take care of Villiers there and the positions are yours.”
Real Villiers will glare at the screen and say to the team, “You know you can’t believe that bulldrek. One of you come here and help me. I can make sure this pseudo-me is taken care of.” He will ask any member of the team to come over to a computer console and begin entering in the same series of commands. “That will keep him from shutting me out when I do this.”
Sitting off to the side in the room is a holding tank similar to the “server” the players retrieved in the first round. Real Villiers will tap a command into the side and climb into a form chair. Once he is set, he will grab a datajack cable from the back of the chair and plug it into a hidden jack at the base of his skull. With a half-growled, “You’ll never be rid of me.” He will activate the chamber and go limp.
Ghost
Choices
At this point, the players can choose to either continue helping the Real Villiers or take the offer from the Clone.
Clone’s Offer
All the players must do to accept the Clone’s offer is kill Villiers. This can be done right away or while he is in the chamber. Cloned Villiers will smile and convey both his thanks as well as those of Brian Jenkins. He invites all of them to clean up and dress well for a meeting at Novatech HQ. They will gather in the main lobby at 6pm and all head out to dinner to celebrate. Brian and the Clone will be waiting for them with their a hiring bonus of 30K each.
Helping Villiers
The real Richard Villiers will use the chamber to upload his mind into the Centerpoint Node and, from there, open connections to all the nodes company wide. The Clone’s image on the display will blink away and be replaced with a digitized picture of Villiers. “Chess was always a favorite game of mine and Brian, for all his savvy, never understood that I always played two moves ahead. The Kusanagi Protocol would have kept my body alive, but the Centerpoint Node was designed to serve a dual purpose as both the main repository for all Novatech information and a gateway for me to transfer my being into the systems. This is my company and I intend on being here to run it for a long time… even if I am just a ghost at this point. You’ll find that 50,000 yen has been deposited in each of your accounts. Consider yourself Alpha Team. I’ll be in touch.”
Aftermath
Over the next several weeks, the headline news story remained the Novatech situation. Business News Daily covered the events in detail:
“Now in its eighth day of debate, the Corporate Court has yet to reach a decision on who will be granted legal right to operate Novatech. The documents that were mass transmitted four weeks ago were at first seen as a hoax until the Virtual Villiers, as the press as begun calling him, made a very public broadcast regarding the events that caused him to merge with the Novatech systems and begin an entirely digital existence. Brian Jenkins, the mastermind of a corporate civil war remains in custody pending trial in Boston.
“In a press release, the Corporate Council has stated that it is torn over the issue on who should be given legal rights to the company. While the Virtual Villiers has been confirmed as the real Villiers, the clone that has continued to help run the company has been seen as having an equal right to run the firm since he is a direct copy of the original Villiers. An independent panel of doctors have examined and confirmed that the mental alterations Jenkins had placed in the clone’s mind have been negated and the clone is the same man Villiers once was. It remains to be seen but, by all accounts, Novatech could have two CEO’s for quite a while.”
So there ya go, if you ever want to know what your tournament Gms have to work with, thats an example. Plus its a good shoot-um-up kinda run.
Now if ya dont mind, Im going to go hide out some where untill the heat is off. That data is hot hot hot.