Evening Encounters (d100)

d100 Name Description Threat

1-5

City Police

A number of patrol officers equal to half the Players, armed with Assault Rifles, armored in Medium Armorjack.

If you’re wearing visible weapons or armor, they’ll stop you and demand identity papers. If you’re argumentative, they call for backup (3 Security Operatives) to take you in.

If you reach for a weapon, they’ll shoot first, fill out the paperwork later.

(Use Security Officers.)

Low

6-11

Corporate Guards

A number of Corporate guards equal to the players patrolling the area. Armored in Heavy Armorjack carrying Heavy SMGs. Unless you’re a Corporate, they don’t think you have any  business running around their territory.

Move it, punk.

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

Low

12-13

Corporate Techs

A number of Corporate Techs equal to half the Players with a number of heavily armed bodyguards equal to half the Players.

Resolve: {1-2?They are loading crates of parts into an AV-4|3-5?They are working on a City system in your path|6-10?They are fixing up a nice-looking car on the side of the road.}

(Tech; Use Bodyguards; Add Tool Hand and a MicroOptics Cybereye. Bodyguards: Use Bodyguards; Replace Kevlar® with Medium Armorjack and Poor Quality Shotgun with Shotguns; Add Targeting Scope Cybereye.)

Low

14-17

Private Investigator

A PI armed with a Very Heavy Pistol and a machete and wearing a Light Armorjack.

Resolve: {1-3?They're 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'll stop you and ask whether you've seen the person they're following.}

The PI is armed with a heavy caliber revolver and wearing an armor jacket.

(Use Reclaimer Chief; Remove Tent & Camping Equipment, Shotgun; Replace Heavy Pistol with Very Heavy Pistol and Heavy Melee Weapon with Medium Melee Weapon.)

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 large firm, headed for the lev train station. All of them wear suits woven with Kevlar® and carry polymer one-shots.

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®; Add Cyberaudio Suite and Radio Scanner/Music Player.)

Low

21-25

Rockerboys

You start to overtake a group of Rockers equal to half the Players minus 1 on the way to a gig, backed by their Solo bodyguards (equal to half the Players) and their Fixer manager.

Resolve: {1-4?They will invite you to join them.|5-8?They will sned the Solos to "Deal with those guys following them."|9-10?They ignore you.}

(Rockers; Use Boosters; Add AudioVox, & Instruments. Fixer; Use Boosters; Add Cyberaudio Suite and Internal Agent. Bodyguards; use Bodyguards.)

Low

26-30

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

31-33

Philharmonic Vampires

The Philharmonic Vampires gang are up to some trouble again.

Resolve: {1-2?Three of them are setting up for some kind of prank involving three or four unusual household items (your choice), but a group of gangers equal to the Players have caught on and conflict ensues.|3-4?Three of them have hacked into the local streetlights to flash to the beat of a popular pop song.|5-6?Three of them have hacked into the Data Terms to show a warning of an impending missile strike and panic is spreading.|7-8?Three of them have released the contents of several huge bags of Eurobucks from the window of a stolen police cruiser. People are scrambling for the cash only to find it’s all fake.|9-10?three of them have hacked into the local video boards and are broadcasting fake news.}

Undoing the Vamp’s pranks requires a DV14 Electronic/Security Tech Check.

(Philharmonic Vampires; Use Boosters; Add an Electronic/Security Tech Skill Base of 10. Gangers; Use Bodyguards.)

Low

34-40

Locals

One teen from a Beaverville. Probably snuck out to see the city.

Resolve: {1-4?They’re being held up by a number of gangers equal to the Players from the Piranhas gang. (Piranhas; use **Boosters**; Replace Leather with Light Armorjack.)|5-8?They’re being beaten severely by a number of Inquisitors equal to the Players for the sin of having fashionware.(Inquisitors; use **Boosters**; Replace Rippers with Light Melee Weapons; Remove Techhair.)|9-10?They are being held up by a Fixer they don’t have the money to pay.(Fixer; use **Bodyguard**; Add Cyberaudio Suite, Internal Agent, and Voice Stress Analyzer; Add a Trading Skill Base of 10.)}

Low

41-46

Roaming Netrunner

Two Netrunners armed with Very Heavy Pistols and armored in Light Armorjack. They’re lingering around a small Corporate office trying not to get spotted as they break into the building’s NET Architecture.

Resolve: {1-5? they’re spotted by a group of security guards equal to the Players and a conflict ensues. (Security; use **Security Operatives**.)|6-10?The Netrunners assume you’re security and use the building’s 2 security turrets to attack you. (Security Turret; use **Automated Turret** on pg. 214)}

(Netrunners; use Netrunner; Replace Bodyweight Suit with Light Armorjack.)

Low

47-49

Nomads

A group of Nomads equal to the Players from the Roadrunners Pack. Wearing Medium Armorjack, carrying fighting knives, and rifles. Moderately drunk and looking for a fight.

They’ll hassle any attractive looking people in your group. Face it; they want a fight. Give them one.

(Use Road Gangers; Replace Crossbows with Assault Rifles and Leather with Medium Armorjack. Swap Archery Skill for Shoulder Arms Skill.)

Low

50-52

Nomads

A group of Nomads equal to the Players from the Roadrunners Pack. Wearing Medium Armorjack, carrying fighting knives, and rifles. Moderately drunk and looking for a fight.

They’ll hassle any attractive looking people in your group. Face it; they want a fight. Give them one.

(Use Road Gangers; Replace Crossbows with Assault Rifles and Leather with Medium Armorjack. Swap Archery Skill for Shoulder Arms Skill.)

High

53-58

Street Punks

A group 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 Poor Quality Very Heavy Pistol and Leather Armor.)

High

59-63

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.)

High

64-69

Chromers

A group of hardcore fans of a local Chromatic Rock band decked out with metal spiked leathers and metal arms covered with chrome and cyberweapons. They equal the Players in number.

Resolve: {1-5?They’re hyped up on Smash and try to pick a fight.|6-7?They pass you by, maybe making a few rude comments.|8-10?They take a liking to one or more members of the Crew and invite you to tag along with them to get smashed and hit the concert.}

(Use Boosters; Add 2 Cyberarms with Superchrome® Covering; Replace Rippers with Wolvers and Leather with Light Armorjack.)

High

70-72

Solo Team

A group of Solos equal to half the Players, armored in Light Armorjack, carrying swords and a Heavy Pistol. They’re cybered up with boosted reflexes, cybereyes with IR, and cyberlegs. Obviously, a team of assassins looking for someone.

Resolve: {1-5?They dodge you and move on.|6-10?They decide you're witnesses and ought to be totaled right now.}

(Use Security Officers; Add Low-Light/Infrared/UV Cybereyes, and two Cyberlegs with Jump Boosters; Remove Assault Rifle; Replace Very Heavy Pistol with
Heavy Pistol.)

High

73-77

Boostergang

A group of Iron Sights gangers equal to the Players armed with automatic weapons, cyberweapons, Low-Light/Infrared/UV cybereyes, boosted reflexes. They will hassle any attractive people in the Crew, shake you down for money, and are generally looking for a fight. 

(Use Bodyguard; Replace Poor Quality Shotgun with Heavy SMGs; Add two cyberweapons of your choice; Add Low Light/Infrared/UV Cybereyes, Neural Link, and Kerenzikov.)

High

78-83

Solo Team

A group of Solos equal to half the Players, carrying Smartgun Linked Assault Rifles. Boosted reflexes, boosted hearing, cybereyes with IR and targeting. Obviously up to some grey operation.

If you are wearing a rival Corporate uniform or patch, they will Resolve: {1-5?dodge you and move on|6-10?decide you’re witnesses and ought to be totaled right now.}

(Use Security Officers; Add Smartgun Link, Interface Plugs, Cyberaudio Suite, Amplified Hearing, Low-Light/Infrared/UV Cybereyes, and a Targeting Scope in one eye.)

High

84-90

Boostergang

A group of low-level street punks from the Piranhas equal to the Players plus 2.

If you look like easy prey and have money, they’ll rough you up. They’re armed with Medium Pistols, knives, and boosted reflexes.

(Use Boosters; Replace Poor Quality Very Heavy Pistols with Poor Quality Medium Pistols; Add Neural Link and Kerenzikov.)

High

91-93

Major Criminal

You’ve walked into a major operation of the notorious Scagattalia Family. A number of cybered-up Solos armed with cyberweapons, Heavy Pistols, and Smartgun Linked Assault Rifles are unloading a drug cargo out of a truck.

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.}

(Use a number of Security Operatives equal to half the players and 2 Security Officers; Replace Poor Quality Assault Rifles with Smartgun Linked Assault Rifles; Add Wolvers, Neural Link, Interface Plugs, Smartgun Link, and a Targeting Scope Cybereye.)

High

94-100

Firefight

Great. You just walked into a major altercation between the Maelstrom and the Red Chrome Legion. Each side has a number of members equal to the Players who are wearing Light Armorjack and firing Very Heavy Pistols. Cyberweapons are everywhere. Each side is led by 1 leader armed with heavier weapons. Pick a side or pick a target.

(Grunts; use Boosters; Replace Leather with Light Armorjack. Keep Rippers or replace with other cyberweapons as desired. Leaders; use Security Officers; Add a cyberweapon of your choice.)

High