Daytime Encounters (d100)

d100 Name Description Threat

1-5

Local Law

A number of patrol officers equal to half the Players, armed with Assault Rifles, Very Heavy Pistols, and heavy batons and armored in Kevlar®. If you’re wearing visible weapons or armor, they stop you and demand identification.

If you’re argumentative, they call for backup (3 officers) to take you in. If you reach for a weapon, they’ll shoot first, fill out the paperwork later. (Use Security Operatives.)

Low

6-11

Corporate Guards

A number of low-level Corporate guards equal to the Players patrolling the area, wearing Light Armorjack and carrying SMGs.

Unless you work for their Corporation, they don’t think you have any business hanging around where they’re operating. Move it, punk.

(Use Security Operatives; Replace Kevlar® with Light Armorjack and Poor Quality Assault Rifles with Poor Quality SMGs.)

Low

12-13

Techs

A number of Techs equal to half the Players, with Shotguns, wearing Kevlar® vests.

Resolve: {1-2?They’re lugging a crate of tools into an AV-4.|3-5?They’re working on a City system in your path.|6-10?They’re walking toward you on their way to work.}

(Use Bodyguards; Add Tool Hand and a MicroOptics Cybereye.)

Low

14-17

Private Investigator

A PI armed with a Very Heavy Pistol and a heavy baton and wearing a Medium Armorjack.

Resolve: {1-3?They are ahead of you, hassling an informant on the street corner for the  whereabouts of a suspect.|4-7?They’re shadowing someone ahead of you.|8-10?They stop you and ask you whether you’ve seen the person they’re following.}

(Use Security Officers; Remove Assault Rifle and Bulletproof Shield.)

Target:

A Resolve: {Male|Female} Resolve: {Criminal|Gangoon|Kidnap-victim|Joy Toy|Runaway}

Low

18-20

Corporates

A number of Corporates equal to the Players from a local firm, trying to find a taxi. They are wearing suits woven with Kevlar® and carrying Medium Pistols.

Resolve: {1-4?They’re being followed by a number of gangers equal to the players intent on robbery. (Gangers; use **Boosters**.)|5-8?They think you’re boosters and open fire at any provocation.|9-10?They think you’re trouble and call for Corporate backup (Use **Security Operatives**; Replace Kevlar® with Light Armorjack and Poor Quality Assault Rifles with Poor Quality SMGs).}

(Corporates; use Boosters; Remove Rippers; Replace Leather with Kevlar® and Poor Quality Very Heavy Pistols with Medium Pistols; Add Cyberaudio Suite and Radio Scanner/Music Player.)

Low

21-27

Locals

Two young people from the local neighborhood.

Resolve: {1-5?They are being held up by a number of gangers equal to the Players from the Red Chrome Legion gang. (Red Chrome Legion; use **Boosters**; Replace Leather with Heavy Armorjack.)|6-10?They are being beaten severely by a number of Inquisitor cultists equal to the Players for the sin of having designer eyes. (Inquisitors; use **Boosters**; Replace Rippers with Medium Melee Weapons; Remove Techhair.)}

(Young People; use Boosters; Remove Rippers and Poor Quality Very Heavy Pistols.)

Low

28-32

Reclaimers

You run across a well-equipped group of reclaimers equal to the Players minus 2 with 1 chief trying to hot-wire an abandoned building into the local power grid.

Resolve: {1-5?They ignore you.|6-8?The Chief and one of the reclaimers come over to "Check those guys watching us."|9-10?They blow out a local transformer and the entire block goes black. General panic ensues.}

Roll 1d10. On 1-5, they ignore you. 6-8,  9-10,

(Reclaimers; Use Road Gangers. Reclaimer Chief; Use Reclaimer Chief)

Low

33-37

Medias

A 2-person camera and interviewer team, staking out a building on a hot assignment.

Resolve: {1-5?They’re spotted by their story-subject and a conflict ensues. You, of course, are right in the middle of it.|6-10?}

(Media; use Boosters; Replace Leather with Kevlar® and Poor Quality Very Heavy Pistols with Heavy Pistols; Remove Rippers; Add MicroVideo Cybereye, Cyberaudio Suite, and Amplified Hearing.)

Story-Subject:

Re-roll

Low

38-41

Private Investigator

A PI armed with a Very Heavy Pistol and a heavy baton and wearing a Medium Armorjack.

Resolve: {1-3?They are ahead of you, beating an informant on the street corner. You, of course, are right in the middle of it.|4-7?They are breaking into someone’s car.|8-10?They stop you and demand answers regarding the whereabouts of their target.}

(use Security Officers; Remove Assault Rifle and Bulletproof Shield)

Target:

A Resolve: {Male|Female} Resolve: {Criminal|Gangoon|Kidnap-victim|Joy Toy|Runaway}

Low

42-46

Trauma Team

The AV-4 hits the ground in the middle of a recent firefight and the medics start tending to the half-dozen wounded gangers.

Resolve: {1-5?The Team decides you’re bystanders and ignores you.|6-10?They figure you’re part of the problem and the 2 security officers open up with Assault Rifles.}

(See Trauma Team on pg. 224 of Corebook for Trauma Team Statistics.)

Low

47-49

Scavvers

A number of dirt-poor scavengers equal to the Players rooting through the ruins or garbage near one of the burned-out city blocks. All have filthy leathers and are armed with a variety of makeshift knives and Poor Quality Very Heavy Pistols.

Resolve: {1-6?They beg you for hard cash or anything you can spare.|7-8?They ignore you.|9-10?They try to rob you. At the GM’s discretion, the scavvers may have up to Roll 1d6 fellow scavs nearby who come to assist if violence ensues.}

(Use Boosters; Replace Rippers with Light Melee Weapon.)

Low

50-57

Scavvers

A number of dirt-poor scavengers equal to the Players rooting through the ruins or garbage near one of the burned-out city blocks. All have filthy leathers and are armed with a variety of makeshift knives and Poor Quality Very Heavy Pistols.

Resolve: {1-6?They beg you for hard cash or anything you can spare.|7-8?They ignore you.|9-10?They try to rob you. At the GM’s discretion, the scavvers may have up to Roll 1d6 fellow scavs nearby who come to assist if violence ensues.}

(Use Boosters; Replace Rippers with Light Melee Weapon.)

High

58-63

Nomads

A group of Nomads equal to Players. Wearing Leather, carrying Crossbows, Knives, and Very Heavy Pistols.

Moderately drunk and looking for a fight. They hassle anyone they find attractive in your group. Face it: they want a fight. Give them one.

(Use Road Gangers.)

High

64-70

Boostergang

A number of low-level street punks equal to the Players from the Piranhas boostergang. If you look like easy prey and have money, they’ll rough you up. They’re armed with Very Heavy Pistols and Rippers.

(Use Boosters.)

High

71-76

Street Punks

A number of Smash-heads equal to the Players, looking for cash to feed their habit. If you’re not wearing Corporate or gang colors, they try to rush you right on the street. Armed with knives and clubs; no armor.

(Use Boosters; Replace Rippers with Light Melee Weapons, and remove Very Heavy Pistol and Leather Armor.)

High

77-82

Culties

The Reckoners are out in force. A number of them equal to the Players, armed openly with knives, clubs, and Heavy Pistols, corner you to preach that the red sky is a sign of the End Times.

If you just blow them off, they try to beat their truth into you.

(Use Boosters; Replace Rippers with Big Knucks and Poor Quality Very Heavy Pistols with Poor Quality Heavy Pistols; Add a Light Melee Weapon.)

High

83-88

Nomad Truck

A number of Nomads from the Steel Vaqueros equal to half the Players (Minimum 2) are dealing with a broken-down truck.

Most of them are facing off with a group of local gangers equal to the Players while the last one tries to fix the motor. If you ignore them, they ignore you, but the Nomads Resolve: {1-6?will|7-10?won't} take an offer to help.

(Nomads; use Road Gangers; Replace Leather with Kevlar®. Gangers; Use Boosters.)

High

89-94

Boostergang

A number of members of the Iron Sights gang equal to the Players, armed with SMGs, Rippers, Low Light Cybereyes, and Speedware.

They hassle anyone in the Crew who stands out, shake you down for money, and generally are spoiling for a fight.

(Use Boosters; Replace Poor Quality Very Heavy Pistols with Poor Quality SMGs. Add Low  Light/Infrared/UV Cybereyes, Neural Link, & Kerenzikov.)

High

95-100

Major Criminal

You’ve walked into a major operation of the ruthless Vilshenko syndicate.

A number of Solos equal to the Players minus 2 armed with Very Heavy Pistols and Shotguns and wearing Heavy Armorjack are unloading contraband cargo out of a truck.

They’re led by a veteran Solo.

Resolve: {1-4?They don’t notice you.|5-8?They notice you and one warns you off.|9-10?They decide you’re witnesses and ought to be totaled right now.}

(Solos; Use Security Operatives. Veteran Solo; Use Security Officer; Replace Poor Quality Assault Rifles and Assault Rifles with Shotguns.)

High