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ANDROID ADVENTURE MODULE
BRAIN DRAIN
CREDITS
EXPANSION DESIGN
AND DEVELOPMENT
J. Scott Zumwalt
EDITING
Darren West
LAYOUT AND
ADDITIONAL GRAPHICS
J. Scott Zumwalt
PLAYTESTERS
Christopher Ruthenbeck, Guillaume Tardif, Matt Mensch,
and Rob Alexander.
PROOFREADING
Rob Alexander, Matt Mensch, and Anastasia Steele
This product was created under license.
GENESYS
and its logo, and
GENESYS FOUNDRY
and its logo, are
trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and
character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material
is used with permission under the Community Content Agreement for Genesys Foundry. All other original
material in this work is copyright 2019 by J. Scott Zumwalt and published under the Community Content
Agreement for Genesys Foundry.
If you have any feedback, issues, or questions contact me on reddit as
/u/DrainSmith, Discord as DrainSmith#0001, or email at scott.zumwalt@gmail.com
Document Version 1.1.0
2
GENESYS: SHADOW OF THE BEANSTALK
B
ADVENTURE INTRODUCTION
rain Drain
will take a group of 3 to 6 PCs on a heist
for data from an up-and-coming corporation that is
on the verge of a new technology to compete with the likes
of Jinteki and Haas-Bioroid. Both megacorps as well as the
Weyland Consortium have hired groups to help gain the
upper hand on the would-be usurpers. So it is a race to see
which team can get the data or kill the others first. Players
can hack, sneak, or shoot their way through the headquar-
ters of NeuroNew to earn a hefty payout.
The players start out working together for a small courier
agency. The main antagonists of this story will be NeuroNew
employees and the other team also hired to steal data.
This adventure is not linear and players may choose to do
some things in any order they wish. It is recommended that
you read through the entire adventure before running it.
Once the PCs enter the building it will go into lock-down
mode. The characters then have until the NAPD arrives (or the
other team finds them) to get the data and find their way out.
Once they are out of the building a chase ensues as they
try to get to a safe place before they can hand over the data.
they attempt it while the guard is working since the guard
knows that someone is always watching.
NEURONEW SECURITY
GUARD (RIVAL)
Overworked and underpaid, the NeuroNew security guard
is only motivated enough to keep their job.
2
Brawn
3
Agility
Soak value
2
Intellect
1
Cunning
1
Willpower
m/R Defense
2
Presence
4
Wound Threshold
12
0
0
Skills:
Perception 2, Ranged (Light) 2, Vigilance 2.
Talents:
Quick Strike 2 (This character adds
jj
to any
combat checks they make against any targets that have not
yet taken their turn in the current encounter.)
Abilities:
Always Watching (all
Vigilance and Perceptions
checks
gain
sa
).
Equipment:
Laser pistol (Ranged [Light]; Damage 6; Critical
3; Range [Short]; Accurate 1, Burn 1), Flak vest (+2 soak).
AVAILABLE FLOORS/AREAS
Floor Name
CEO and Board member offices
Middle Management offices
Research and Development
Hopper Access and Garage
Marketing
Billing
Sales
Employee Cafeteria
Lobby
Loading Docks
[Secret Lab]
Floor numbers
61
45-60
42-45
41
31-40
21-30
3-20
2
1
1
Basement
DOWNLOADING DATA
In order to download the data from an area a PC must
physically attach a device such as a PAD to any terminal
available on that floor. They will need to use a maneuver to
connect their PAD to begin the download. The download
will complete at the end of the character's next turn. There
is nothing the character needs to do once the download is
started. Once the download is complete, they will need to
use a maneuver to disconnect.
THE OTHER TEAM
How GMs wish to utilize the other team is optional. Pre-
sented in
Appendix I—The Other Team
are the stat blocks
for them. They should have a good array of skills that will
allow you to use them in any way you see fit. The idea is that
they should be constant pressure in order the motivate the
PCs to keep moving and keep their guard up.
If the players prefer a stealth approach then the other
team should be aggressive and start fights when possible. If
the players prefer to run n’ gun, then the other team could
be sneaking around to avoid the PCs while quietly gathering
the data to make their escape. In either case, there should be
a showdown between the two groups before the PCs leave.
If the other team is being aggressive, they will move
through each floor to get as much data as possible and will not
find the secret lab. They are aiming for quantity over quality.
If the other team is being surreptitious they will use dis-
guises, hide when possible, and always run from a fight if
Other areas of the building exist, but nothing interesting
can be found there. Some floors are actually comprised of
multiple floors. If players wish to utilize an unnamed floor
for some creative problem solving, then allow them to do so.
Each floor or area is a unique encounter and will provide
unique information about the story.
The three areas in which the building can be entered are
the lobby, the loading docks, or hopper access. Each one has
a security guard that is underpaid and will only go so far to
keep someone out. If the PCs want to find a way to coerce,
cajole, or bribe a guard any skill check used to do so will be
a
Simple (-) Charm, Coercion, or Negotiation check
if
they manage to do it outside of NeuroNew, but will be an
Average (
kk
) Charm, Coercion, or Negotiation check
if
3
BRAIN DRAIN
they can. At your discretion, they can discover the secret
lab. They can do this at the same time as the PCs or before.
This will allow the PCs to take the data from them instead
of discovering the lab themselves.
SECURITY PERSONNEL
There are a few places in which security guards are defi-
nitely holed up and encounters are arranged for those
area. However, should you feel that a few guards are what
the team needs to get moving, feel free to spend a Story
Point at any time to add a minion group of the same size
of the PC group to any encounter.
cumbersome. Instead use the Alarm Value. The Alarm Value
starts at 0. Each combat or social encounter adds 1 to the
Alarm Value. Each time data is downloaded from a terminal
add 1 to the Alarm Value. If at any time you feel like the PCs
are taking too long add 1 to the Alarm Value. The NAPD
will arrive and surround the building when the Alarm Value
exceeds the Alarm Threshold. The default Alarm Threshold
is 20. This should allow PCs to explore all floors and collect
all data before the NAPD arrives. However, if you wish to
put more pressure on the players or limit the time it takes to
run this adventure you may set the Alarm Threshold to 15
or even 10. Make sure the players are aware of this mechanic
and what the current Alarm Value is.
NAPD
With the size of New Angeles crime is always happening.
The NAPD tend to respond most quickly to calls from
mega corps and their subsidiaries. However, NeuroNew
is neither of those things so they are kind of low on the
NAPD’s priority list. They are coming, just not as fast as
NeuroNew would like. The NAPD is also not going to
commit very many officers to the problem.
The NAPD will arrive in approximately two hours.
Tracking how long each thing the PCs accomplish is far too
NETWORK ENCOUNTER
If there is no PC runner or the network encounter rules
are being used, then access to the system controls can be
achieved with an
Hard (
kkk
) Computers (Hacking)
check.
The only exception to this is the subsystem that con-
trols the Secret Lab. GMs not running the full network en-
counter should be aware that the information for the Secret
Lab is only available from the CEO.
If there is a PC runner, then you will likely want to run
SYSTEM LINK
Version A
NEURONEW SECURITY SERVER (
kk
)
Public address
Send audio trans-
mission to any or all
floors of the building.
Sentry ICE:
Sentinel (3)
Building map
View full layout map
of the building with
live location of all
employees provided
by their PAD e-ID.
Barrier ICE: Great wall (6)
Sentry ICE:
Shinobi (3)
Barrier ICE:
Hadrian’s Wall (8)
Ultra secure area
Door locks
SECRET AREA:
Open or close secure
area door.
Sentry ICE:
Hawk’s Eye (4)
Elevator and Door
control
Control elevator
doors, which floors
they go to, or disable
them completely.
Lock or unlock most
doors in building.
sentry ICE:
Archer (5)
Barrier ICE:
Fire Wall (6)
Security lockout
Shutter control
Open or close high
security door and
window shutters.
Security camera
live feed
Live feed of all availa-
ble security cameras,
disable any or all the
cameras, or disable
archiving footage.
Security footage
24 -hour storage
View last 24 hour
archive footage of all
security cameras, or
download or delete
any footage available.
SYSTEM LINK
Version B
NEURONEW SECURITY SERVER (
kk
)
Public address
Send audio trans-
mission to any or all
floors of the building.
Code Gate ICE:
Authenticator (3)
Building map
View full layout map
of the building with
live location of all
employees provided
by their PAD e-ID.
Barrier ICE: Great wall (6)
Barrier ICE:
Hadrian’s Wall (8)
Code Gate ICE:
Viktor 2.0 (4)
Ultra secure area
Door locks
SECRET AREA:
Open or close secure
area door.
Code Gate ICE:
Enigma (3)
Elevator and Door
control
Control elevator
doors, which floors
they go to, or disable
them completely.
Lock or unlock most
doors in building.
Code Gate ICE:
Syn 2.2 (6)
Barrier ICE:
Fire Wall (6)
Security lockout
Shutter control
Open or close high
security door and
window shutters.
Security camera
live feed
Live feed of all availa-
ble security cameras,
disable any or all the
cameras, or disable
archiving footage.
Security Camera
24 -hour storage
View last 24 hour
archive footage of all
security cameras, or
download or delete
any footage available.
4
GENESYS: SHADOW OF THE BEANSTALK
a network encounter for them. In
Shadow of the Beanstalk,
network encounters take place at the same speed of other
structured encounters, so while the runner is attempt-
ing access, the other characters will also have a chance to
perform actions in meatspace. It is highly recommended
to familiarize yourself with the network encounter rules
(page 125 of
Shadow of the Beanstalk)
before attempting
to run one.
Runners will typically have one Barrier icebreaker, and either
a Sentry ice breaker or a Code Gate ice breaker. The security
system map has two versions. If the PC runner has a Barrier
and a Sentry ice breakers then use version A. If they have a Bar-
rier and a Code Gate ice breakers then use version B.
Anyone attempting to access the computer system can do
so from any terminal available on any floor from inside the
NeuroNew building.
If the runner is having too much of an easy time or you
want to make the run a bit more interesting, spend a Story
Point to have the sysop start sweeping for intruders on the
system. Use the stat block for Corporate Sysop available on
page 225 of
Shadow of the Beanstalk
or card #2 in the Citi-
zens of New Angeles adversary deck. Spending a Story Point
may not be necessary if the runner manages to trip an effect
that notifies the sysop.
For an extra layer of difficulty you could have the other
team runner be in the system at the same time. This is
only recommended if you are very familiar with the Net-
work Encounter rules.
Additionally, traces (page 131
Shadow of the Beanstalk)
work slightly differently due to the unique circumstances.
After two traces the sysop knows that the runner is in the
building. Three traces will tell them what floor. After four
traces the sysop will know exactly what terminal from which
the runner is accessing the local network. The sysop can
inform security to send a team at either three or four traces
depending on the circumstances.
SECURITY CAMERA LIVE FEED
This sub-system shares protection from the Barrier ice
Great Wall. Once bypassed the runner may use the Enact
Command to view the live feed of any one camera. They
may also use the Enact Command maneuver to disable or
enable any one camera or all of them. Additionally, they dis-
able or enable the ability of one or more cameras to send
their footage to the camera footage archive sub-system.
Security cameras scattered throughout every floor, but
they definitely have a view of the elevator doors, all entrances
and exits to the building, and some outside plaza level views.
There are no cameras watching the insides of the Secret Lab
(page 11) or its entrance.
SECURITY CAMERA 24-HOUR STORAGE
This sub-system shares protection from the Barrier ice Great
Wall. Once bypassed the runner may use the Enact Command
maneuver to view the past rolling 24-hours of security camera
footage. They may also use the Enact Command maneuver to
download, delete, or alter footage. Altering footage is a
Hard
(
kk k
) Computers (Hacking) check.
Anyone viewing the
footage will then need to succeed on an
Average (
kk
) Com-
puters (Sysops)
check to notice the forgery.
A clever group might think of using the footage to deduce
that the secret lab exists by noticing how some employees
will enter the building but not be visible elsewhere.
ULTRA SECURE AREA
The contents of this sub-system should not be visible to
the runner. It is protected by two layers of ice. The Enact
Command maneuver allows the runner to lock or unlock
the door to the Secret Lab (page 11). This door is located
inside of a maintenance stairwell, accessible from the Lobby.
Once this sub-system is accessed any map data the character
has will update with the location and layout of this area.
ELEVATOR AND DOOR CONTROL
This sub-system is protected by a single ice. The Enact
Command maneuver allows a runner to open or close any
elevator door, move any elevator to any floor, or to open or
close most internal doors in the building.
Any single elevator or door can be hacked directly
with a
Hard(
kkk
) Computers (Hacking)
or an
Average
(
kk
) Mechanics check.
SUB-SYSTEMS
PUBLIC ADDRESS
This sub-system is not protected by ice. Therefore, anyone
that is able to succeed on the Access System action will be
able to use the Enact Command maneuver on that sub-sys-
tem to send an audio transmission to any part of the build-
ing including the entire building at once.
SECURITY LOCKOUT SHUTTER CONTROL
This sub-system is protected by two layers of ice. The
Enact Command maneuver will allow a runner to open or
close the high security window and door shutters.
BUILDING MAP
This sub-system is protected by a single ice. Once
bypassed the runner can use the Enact Command
maneuver to download a full map of the building to their
PAD. This map does not include the Ultra Secure Area.
They can also use Enact Command maneuver to view the
details of an employee location on the map while they are
still connected to the system.
5
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