Midnight Encounters (d100)

d100 Name Description Threat

1-10

City Police

A number of patrol officers equal to half the Players, armed with Smartgun Linked Assault Rifles. If you’re wearing visible weapons or armor, they’ll stop you and demand identity papers.

You’ve got no business running around after midnight and they know it. They’ll stop you and look for any pretext to make a bust. If you’re wearing visible weapons, consider yourself detained. If you go for a weapon, they’ll shoot first and forget the paperwork.

(Use Security Officers; Add Interface Plugs and
Smartgun Link.)

Low

11-22

Corporate Guards

A group of Corporate guards equal to the Players patrolling the area, carrying Smartgun Linked Heavy SMGs. "What are you doing on the property after midnight? Can’t have a good reason!"

(Use Security Officers; Replace Assault Rifles with Heavy SMGs, Add Interface Plugs and Smartgun Link.)

Low

23-24

Private Investigator

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

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

25

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?They decide you're the story and follow you.}

(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

26-29

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 outnumber the Players by 2.

Resolve: {1-5?They're coming back from a concert, hyped up on Smash, and try to pick a fight.|6-7?They drunkenly pass you by, maybe making a few rude comments.|8-10?They take a like to one or more members of the Party and invite you to tag along with them to the after party.}

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

Low

30-39

Edgerunner Team

A small team of Edgerunners. One Netrunner, 1 Solo, and a Nomad. They’re on the street in an old Ground Car preparing to break into a small Corporate office.

Outside, 6 security guards are on patrol.

Resolve: {1-5?They're spotted by security and a conflict ensues. You, of course, are right in the middle of it.|6-10?They spot you and offer you a piece of the action.}

(Netrunner; use Netrunner. Solos; use Security Officer. Nomad; use Reclaimer Chief. Security; use Security Operatives.)

Low

40-42

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

43-45

Ranger

A Lawman and their deputized partner are in town looking for a local gang of 6 scavengers hiding out in the City.

Resolve: {1-5?The gunfight has already broken out by the time you get there, blocking your path. The Lawman calls to the Players to join them. There’s a high bounty on the 6 lowlifes.|6-10?The Lawman and their deputy are about to go into the gang’s hideout and flush them out. They’ve blocked off the street with the help of the local cops and the Lawman offers the Players part of the bounty to go in and help bring the scavengers out dead or alive.}

(Lawman; use Outrider. Deputy; use Road Ganger. Scavengers; use Boosters.)

Low

46-49

Nomads

A group of Nomads equal to the Players plus 2 from the Wildman Pack are currently beating a Corporate couple bloody for looking at them wrong. The Nomads are sporting light tattoos, and leather pants, carrying fighting knives, clubs, and rifles.

As long as you stay clear of them and their bikes, they’ll ignore you and concentrate on beating the Corporates to mush.

(Nomads: Use Road Gangers; Add Light Tattoos, Replace Crossbows with Assault Rifles. Swap Archery Skill for Shoulder Arms Skill. Corporates: Use Boosters; Remove Rippers)

Low

50-58

Nomads

A group of Nomads equal to the Players plus 2 from the Wildman Pack are currently beating a Corporate couple bloody for looking at them wrong. The Nomads are sporting light tattoos, and leather pants, carrying fighting knives, clubs, and rifles.

As long as you stay clear of them and their bikes, they’ll ignore you and concentrate on beating the Corporates to mush.

(Nomads: Use Road Gangers; Add Light Tattoos, Replace Crossbows with Assault Rifles. Swap Archery Skill for Shoulder Arms Skill. Corporates: Use Boosters; Remove Rippers)

High

59-63

Culties

It’s Inquisition time! The Inquisitors are out in maximum force. A group of them equal to the Players, armed openly with nunchaku, handguns, and whips corner you.

Two more Inquisitors armed with Air Pistols with Acid Rounds stand back, ready to pepper the more heavily armored Players. "Only a servant of the Metal Demons would be awake at this hour. Any decent citizen would be at home, asleep. Hack, slay, and maim the heretics!"

(Inquisitors; use Boosters; Remove Leathers and Techhair; Replace Rippers with Medium Melee Weapons; Add Air Pistols with 20 Acid Paintballs to two of them.)

High

64-73

Street Punks

A group of lace addicts equal to the Players plus 2, looking for cash to feed their habit. Even if you’re wearing Corporate or gang colors, they try to rush you right on the street. They’re boosted up on Black Lace and armed with knives and clubs; no armor.

(Use Boosters; Replace Rippers with Light Melee Weapons and remove Very Heavy Pistol and Leather Armor. They’re all under the influence of Black Lace [see CRB page 227] and are unaffected by the Seriously Wounded Wound State.)

High

74

Major Criminal

You’ve walked into a major operation of the notorious Scagattalia Family. A group of cybered-up Solos equal to the Players 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 are a witness and ought to be totaled right now.}

(Use Security Officers; Add Wolvers, Interface Plugs, Smartgun Link, and a Targeting Scope Cybereye)

High

75-79

Turf War

Great. You just walked into an all-out turf war between the two of the largest gangs in the area.

It's JOIN(" versus ", Roll on "Turf War" (columns: 1) 2 times (unique rows only))

Each side has a number of members equal to the Players (Minimum 4) who have gear according to their affiliation.

Cyberweapons are everywhere. Pick a side or pick a target.

High

80-87

Arsonists

A small group of radical anarchists with a grudge against somebody local. One cybered-up ganger wielding a Flamethrower, an Axe, and a Heavy Pistol, and leading a group of Boosters equal to the Players minus 3 (Minimum 2) each armed with 1 Incendiary Grenade, Rippers, and a Poor Quality Very Heavy Handgun.

They aren’t looking for a fight but they’re burning down the block and they’ll kill anybody who gets in their way, or happens to be in the way. (Flamethrower Ganger; use Pyro. Gangers; use Boosters; Add 1 Incendiary Grenade)

High

88-92

Turf War

Great. You just walked into an all-out turf war between the two of the largest gangs in the area.

It's JOIN(" versus ", Roll on "Turf War" (columns: 2) 2 times (unique rows only))

Each side has a number of members equal to the Players (Minimum 4) who have gear according to their affiliation.

Cyberweapons are everywhere. Pick a side or pick a target.

High

93-99

Major Criminal

You’ve walked into a major operation of the notorious Scagattalia Family. Six 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 6 Security Officers; Add Wolvers, Interface Plugs, Smartgun Link, and a Targeting Scope Cybereye.)

High

100

Cyberpsycho Rage

A single cyberpsycho, gleaming with metal and taking their fury out on a pedestrian who pushed them a little too far. The cyberpsycho is cybered up to the teeth with four cyberlimbs, Jump Boosters, multiple Popguns, Wolvers, and more. They don’t look  like they’re going to calm down and it will be a little bit (Roll 1d6 + 1 rounds) before Psycho can get on the scene.

What’s worse, they just noticed you.

(Use Cyberpsycho.)

High