https://www.drivethrurpg.com/product/449079/Cities-Without-Number
{% firstTag = roll_chart cols:1 name:"Mission Tags" %}
{% secondTag = roll_chart cols:1 name:"Mission Tags" %}
{% missionType = roll_chart cols:1 name:"Mission Types" %}
JOIN("
", Roll on "Scheme Goal" 2 times (unique results only))
{$missionType} Roll on "Mission Types" (cols="2", filter="{$missionType}")
Roll on "Mission Tags" (cols="2", filter="{$firstTag}")
Roll on "Mission Tags" (cols="2", filter="{$secondTag}")
Roll on "Mission Tags" (cols="6", filter="{$firstTag}")
Roll on "Mission Tags" (cols="6", filter="{$secondTag}")
Roll on "What Needs To Be Defended?" (cols="2", filter="{$missionType}")
Roll on "Mission Tags" (cols="4", filter="{$firstTag}")
Roll on "Mission Tags" (cols="4", filter="{$secondTag}")
The Patron is a Roll on "What Kind of Patron Put Up the Job?" (cols="2", filter="{$missionType}") Roll on "Why Can’t They Do It Themselves" (cols="2", filter="{$missionType}") Roll on "How Afraid Is the Target?" (cols="2", filter="{$missionType}") because LOWER(Roll on "What Made Them Fearful?" (cols="2", filter="{$missionType}"))
Roll on "Mission Tags" (cols="3", filter="{$firstTag}")
Roll on "Mission Tags" (cols="3", filter="{$secondTag}")
Tend to Employ: JOIN(" AND/OR ", Roll on "Rival team prefers to employ" 2 times (unique results only))
Roll on "Mission Tags" (cols="5", filter="{$firstTag}")
Roll on "Mission Tags" (cols="5", filter="{$secondTag}")
Twist: Roll on "Twists to the Situation" (cols="2", filter="{$missionType}")
Roll on "Mission Tags" (cols="7", filter="{$firstTag}")
Roll on "Mission Tags" (cols="7", filter="{$secondTag}")
How Established: Roll on "Fixer How Established Are They?"
Background: Roll on "Fixer What’s Their Basic Background?"
Style / Manner: Roll on "Fixer Style and/or Manner of Presentation"
They Prefer: Roll on "Fixer What Kind of Clients Do They Prefer?"
Why Them: Roll on "Fixer Why Are They Used By Operators?"
Bad Rumors: Roll on "Fixer What Bad Rumors Exist About Them?"
| d20 | Result |
|---|---|
1 |
Adapt To A Problem: Adjust their situation, resources, or contacts so that a local problem is no longer a problem for them, and in fact may somehow make them stronger or more secure. |
2 |
Drive Out a Rival: Force a group that’s competing with them to leave the area, either by buyouts, force, external alliances, or treachery from suborned members. |
3 |
Avenge a Defeat: Get revenge on some person or group that caused them severe problems in the past. This may involve straight-up assassination or be an assault on their financial holdings, local influence, or public respect. |
4 |
Change the Rules: Alter the local laws or conventions so that something that would be very profitable for them is now accepted, whether as an overtly legal activity or a tacitly allowed one. |
5 |
Enrich the Membership: Make life substantially better for members of the group or followers of the schemer, through additional income, more public influence, or a generally more comfortable life. Many small local organizations might strive for this; few succeed. |
6 |
Discover a Secret: Pry some valuable secret out of a rival or extract it from an unwilling world. This secret might be blackmail, a vital product development element, secret marketing plans, a hidden but vulnerable relationship, or some other fact that would be very profitable or helpful for the schemer. |
7 |
Build Physical Force: Acquire or upgrade the physical force available to the organization in the area. A district-level plot by a gang might involve forcibly enlisting a lesser gang of violent thugs into their service, while a regional-level megacorp plot might result in a nation granting open license for the development of corp military assets in its territory. |
8 |
Change Their Image: Market or persuade the public into believing that the group or person behind the plot is what they say they are. This goal might involve moving the public sentiment in a particular direction, dissuading governmental authorities from interfering with such a popular group, or concealing widely-suspected crimes or atrocities. |
9 |
Subvert a Rival: Bend a local rival or competitor into somehow cooperating with the schemer’s own purposes. This may be a matter of bribing them to cooperate, tricking them into thinking their goals align, or subverting members inside the organization until they’re willing to betray their original superiors. |
10 |
Save a Person: Someone the organization cares about deeply is going to die unless this plot is successful, such as a lover, CEO, important political patron, or other person. They may be marked by irresistible forces of violence, prey to some exotic sickness or cancer, or condemned by their superiors to suffer death due to their failures or mistakes. This plot is designed to somehow save them from these consequences. |
11 |
Create a Product: The plot means to overcome the difficulties in creating a revolutionary new product, be it a high-tech drone, new street drug, irresistible new religious cult, or manufactured music group. Particular industrial secrets, marketing ties, or rival products might need to be sorted out to successfully launch the product. |
12 |
Clean Up a Mess: The schemer made a terrible mistake or had a dire failure. They’re containing the situation for now, but if this plot doesn’t come off correctly, it’s going to spill out and make a mess for them that might get them ruined or killed. If successful, this plot will resolve the disagreement, hide the evidence, or silence the witnesses. |
13 |
Enthrone a Leader: The schemer needs to put a particular person in charge of a group, corp branch, government office, or other organization of importance. The current leadership may not be interested in being replaced, so it may be necessary to make a few job openings and ensure rival candidates aren’t an issue. |
14 |
Make a Profit: This plot is simply about making a huge amount of money via a sale, agreement, alliance, or service rendered. If it’s carried off successfully the schemer can expect to be greatly enriched by the profits. |
15 |
Claim Territory: The plot is intended to take practical control of a particular area, making the plotter the de facto ruler of the place and neutralize the influence of other outside powers. The type of control is likely to depend on the nature of the plotter; a gang is probably interested in controlling the protection payments and use of violence in an area, while a megacorp might seek to systematically quash the retail outlets and government contracts of rivals in a zone. |
16 |
Make an Example: Some rival needs to be very obviously and brutally punished for a prior trespass. It must be extremely clear that the plotter is behind the chastisement, and the harm done must be very public. Open violence might be involved, or corporate ruin, public condemnation, or some other form of destruction. |
17 |
Form an Alliance: A pact of cooperation needs to be cemented between the plotter and some other power that can give them something they want. The plotter needs to bring something valuable to the partner, or else subvert its personnel with their own particular inducements. |
18 |
Break Free from Another: The plotter is somehow subordinated or strongly influenced by another group or person, and they want to cut these ties without ending up ruined. The superior may need to be bought off, fought off, or discouraged from trying to exert control over the schemer. The schemer might actually be part of the target organization, and seeking to break off to form a splinter group. |
19 |
Subvert the Government: Life would be much easier if the local government were more sympathetic to the plotter’s interests. They need to bend local functionaries, put their own people into government, or weaken the official control of the area enough to have their own way in matters. |
20 |
Increase their Membership: The plotter needs more people allied with their interests, so they need to recruit more people capable of helping them. This may involve absorbing rival groups, bribing competitors into submission, or forging an image so attractive that new blood wants to join. Their target may be a specific other organization to assimilate or it may be a broad appeal |
| d20 | Result |
|---|---|
1 |
Blackmail or extort someone. |
2 |
Break up someone's relationship. |
3 |
Bribe or corruptly induce someone to help. |
4 |
Force someone to cut ties with someone. |
5 |
Force someone to work for them. |
6 |
Frame someone for a crime. |
7 |
Get someone demoted or fired. |
8 |
Get someone killed. |
9 |
Get someone promoted. |
10 |
Grant someone their illegal but dear desire. |
11 |
Kidnap or imprison someone. |
12 |
Make someone famous or respected. |
13 |
Persuade someone to be an inside mole. |
14 |
Replace someone in their job. |
15 |
Rescue someone from a bad situation. |
16 |
Ruin someone's business. |
17 |
Ruin someone's reputation. |
18 |
Steal someone from an existing employer. |
19 |
Trick someone into a treacherous alliance. |
20 |
Worm a person into someone's confidence. |
| d20 | Result |
|---|---|
1 |
Redirect funds from a rival's business. |
2 |
Obtain a vital or valuable component. |
3 |
Seize a cache of materials needed for the plot. |
4 |
Destroy someone else's important resource. |
5 |
Take over a valuable income stream. |
6 |
Do a favor to erase some burdensome debt. |
7 |
Acquire a supply of something very illegal |
8 |
Erase incriminating data on some server. |
9 |
Sabotage a rival's gear or critical machinery |
10 |
Persuade a genius to fix a broken resource. |
11 |
Find a critical replacement part for a device |
12 |
Recover a hidden stockpile of valuables. |
13 |
Destroy a rival's vital supply cache. |
14 |
Ruin a rival's profitable income stream. |
15 |
Neutralize a creditor and the debt they hold. |
16 |
Convince someone to back the plot with cash. |
17 |
Acquire a lost prototype or beta device. |
18 |
Reclaim stolen resources or project plans. |
19 |
Market manipulation by violence and crime |
20 |
Retrieve lost goods before the owners can. |
| d20 | Result |
|---|---|
1 |
Work out the technical bugs in a product. |
2 |
Get a specific genius to solve a product issue. |
3 |
Destroy a rival's competing product research. |
4 |
Forcibly seize an innovative new business. |
5 |
Steal a corporate secret helpful to the product. |
6 |
Force the government to back off from the plot. |
7 |
Take over a gang that acts as a street retailer. |
8 |
Acquire critical hidden data for the product. |
9 |
Eliminate or subvert an internal critic. |
10 |
Sabotage a rival internal product program. |
11 |
Execute a test run of the beta product. |
12 |
Create a problem the product can then solve. |
13 |
Win a government contract for the product. |
14 |
Destroy evidence of flaws or product failure. |
15 |
Compel an exec to increase product funding. |
16 |
Accomplish a great feat with the product beta. |
17 |
Coerce or buy positive reporting on the product. |
18 |
Sabotage a rival Corp's competing product. |
19 |
Stop a team of rival saboteurs before they act. |
20 |
Frame a rival for a product accident or disaster. |
| d12 | Result |
|---|---|
1 |
Targeted assassinations and carefully setup hits on an unwitting victim |
2 |
Noxious gases, poisons, and pharmaceuticals, perhaps including illicit combat drugs |
3 |
Brute physical violence administered at very close range |
4 |
Blackmail and local connections to bring recalcitrant targets to heel |
5 |
Clockwork infiltrations with as little a chance of discovery as possible, and preferably no hint they’d ever been there |
6 |
Silver-tongued diplomacy to bring a peaceful resolution to matters |
7 |
Heavy drone and vehicle support for hard hits and fast retreats |
8 |
Deep hacking efforts to subvert the target site or plague targeted people |
9 |
Popular support from enthusiastic local fans willing to go to great risks for them |
10 |
Disposable bodies from temp hires, candidates for membership, or mercs |
11 |
Muscle and support from connections with a past corp, government, or gang they used to belong to |
12 |
Ambushes, traps, and surprise attacks meant to seize the desired target and get away quickly |
| d50 | Tags | Mission | Enemies | Friends | Complications | Things | Places |
|---|---|---|---|---|---|---|---|
1 |
Town Forgotten |
The mission involves an abandoned section of the city, one where only the most desperate would consider going. An industrial accident or natural disaster may have rendered the place uninhabitable, or it might be a no-man’s land between two warring powers that will kill anyone they find in it. Corporate disputes may have cordoned it off, or a corp may have purchased it and left it to rot, or it may even be a literal abandoned town left to decay in the outland beyond the city. |
Crazed gang boss in the ruins, Brutal scavenger chief, Monstrous spawn of the wreckage |
Desperate local who refuses to leave, Investigator seeking the truth of the downfall, Pioneer trying to revive the place |
The place is still in the process of abandonment, Scavengers are pillaging it actively, The cause of abandonment is still an active hazard |
Precious things lost in the downfall, Actionable proof of a Corp's culpability, Tech or resource that could revive the town |
Desolate public gathering place, Crumbled residence tower, Building smashed by the cause of the ruin |
2 |
Knowledge Unknown |
Somebody has learned something they absolutely should not know. It may be incriminating evidence, insider trading knowledge, data passcodes that can’t be conveniently changed, secret corporate product plans, proof of a gang alliance with a corp, or some other problematic knowledge. They probably want to do something with this knowledge, and the affected party might suspect that the information has leaked. |
Suspicious corporate investigator, Leaker desperate to plug their leak before it's discovered, Treacherous "partner" to the one with the information |
Recklessly ambitious underling who got the data, Innocent bystander threatened with ruin by the data, Clueless "lucky" data thief |
The data holder vastly underestimates their peril, The data's actually going to make an enemy of an unexpected entity, The data's value is extremely time-sensitive |
The key that unlocks the data's full value, The treasure that the knowledge can claim, The pay that was meant to pay for the data |
Grimy underworld meeting place, Secret facility the data revealed, Hidden cache marked by the data |
3 |
Demagogue |
A leader has drawn together a number of people with their fiery words and wrathful vision, promising justice and vengeance against their real or perceived enemies. They’ve played on old injuries and present troubles to stir up their followers, many of whom are convinced that only by violent action can justice be had and their tormentors punished. |
Ethnic or religious supremacist, Violent factional leader of an otherwise sympathetic cause, Returned hero thought killed by the group's enemies |
Hapless local grudged by the group, Peace-minded rival within the group, Disenchanted former group member |
The demagogue is working for a corp or gang, The demagogue needs to keep upping the stakes or they'll be replaced, The demagogue is about to badly overstep |
Object symbolic of the group's grievances, Proof of the justification or lack thereof of their cause, Payment made to buy them off or redirect them |
Known group hangout, Neighborhood dominated by the group, Place the group was driven out of or where they suffered wrongs |
4 |
Revolutionaries |
A group of armed insurgents or terrorists have somehow gotten mixed up in the situation, either because they’re targeting someone involved in the mission, they want something the mission offers, or they’ve been paid by someone involved in the situation. The group probably has a corporate patron if it hasn’t been stamped out yet, and most members are either hard-core zealots for the Cause or thugs in search of an outlet for their urges. |
Cynical group boss going through the motions, Figurehead leader who's a corp catspaw, Charismatic but insane zealot leader |
Misguided but sympathetic group member, Victim of the group's last action, Hard-bitten hunter of the group |
The group's fighting a splittist sub-group, A corp is egging them on for their own benefit, The group has a sympathetic greater goal |
Cache of weapons or drugs to fund the fight, Proof of corporate backing, A ticking bomb that the group set |
Hidden slum training site, Neighborhood full of civilian sympathizers, Site of a bloody or destructive action |
5 |
Cyber |
Malfunctioning cyberware somehow plays a role in the situation. It may be causing a dire illness, provoking irrational behavior, or have caused some critical background event. It may also be that the cyber is working properly, but it’s attached to someone who taking advantage of their newfound abilities in highly troublesome ways. |
“Used” cyberware vendor, Crazed street doc, Metalhead who pushed his ware too far |
Worried spouse or family, Fellow victim of a bad batch of hardware, Victim of the cyber’s misuse |
It’s better than usual but with dire drawbacks, They need to keep the cyber on for their job or survival, An enemy set them up with bad gear |
Critical component for repairing it, Dangerous batch of bad ware, Legally-admissible evidence of corporate fault |
Site of a cybernetic rampage, Hideout where the victim lairs, Trashed street doc clinic |
6 |
Local |
The local neighborhood’s natives are in a terrible situation that may or may not be related to the mission. Their leadership is struggling to cope with the consequences of their troubles, and some of the natives might have very different ideas about how to deal with the situation. Under such circumstances, it’s likely that greedy outsiders are moving in to take advantage of their troubles. |
Predatory gang boss moving in, Corp manager profiting from the situation, Ambitious native looking to push out “ineffective” local leaders |
Sympathetic stall owner, Crusading street journalist, Worried gang boss |
Some of the locals are richly profiting from the situation, The party’s employers are indirectly causing the issue, The local solution may be worse than the problem |
Collected money for dealing with the issue, Proof of the real culprit, Valuables left behind by dead or fled natives |
Now-abandoned civic meeting place, Building destroyed by the problems, Stronghold of the intruding or profiteering outsiders |
7 |
Big Hitter |
The mission has somehow entangled a big name in the district, some figure of major importance and substantial power. They may be the target of the mission, the patron, or simply affected by the outcome of the job in a way that isn’t obvious. If they’re exceptionally physically capable, they might be personally present at the mission site as a hazard the PCs have to avoid |
A scheming rival of the big hitter, A troublesome client or henchman of the major figure, The actual figure himself or herself |
A sympathetic soul out of revenge on the hitter, A desperate minion of the hitter trying to hide a mistake, A helpful rival of the hitter |
The big hitter doesn’t want to be involved but is getting dragged in by the situation, The big hitter fundamentally misunderstands the situation, The hitter is actually competing for the same goal |
A dangerous piece of blackmail about the hitter, Special gear they commissioned, Tribute intended for them |
Luxurious hangout of the elite, Devastated site that suffered the big hitter’s wrath, Business or location closely linked to the hitter |
8 |
Biological Weapon |
Some sort of biological weapon is involved in the mission. It may have been developed by the target, stolen by them, accidentally discovered by them in a lost cache, or used against them by an enemy. It’s probably not drastically contagious, and its effects might be keyed to particular cyber or types of victims. Other powers might be inclined to take drastic action to ensure the afflicted are “contained”. |
Suicidal bio-scientist craving revenge at all costs, Reckless gang boss using dangerous tools, Corporate scientist who doesn’t understand the dangers involved |
Worried local street doc, Sympathetic victim dying of the weapon, Insider whistleblower trying to get the truth out |
The disease’s harmful effects are triggered by a catalyst, It was a beneficial treatment gone bad, Anyone having anything to do with it is likely to be exterminated by the corps and city on principle |
Cure for the weapon, The secret data on reproducing the bioweapon, The details on how it’s going to be spread |
Nightmare laboratory full of victims, Wretched plague ward, Building full of diseased corpses |
9 |
Breakthrough Tech |
The mission involves a significant technical advance, though this innovation may be in some esoteric industrial process or chemical synthesis valuable only to a few producers. Everyone around it knows it’s important, however, and the first corporation to get its details can expect to profit richly from it. |
Ruthlessly amoral researcher, Cruel scientific headhunter, Traitor inside the research team |
Well-meaning research tech, Justly-deserving inventor, Sympathetic entrepreneur |
The tech is very dangerous to manufacture, The tech has a serious downside to it, The tech is fake bait to lure out traitors and spies |
Useful prototype gear involving the tech, Secret formula vital to the tech, Lost data files needed to implement the tech |
Hidden corporate laboratory, Restricted testing grounds, Ransacked remnants of the real inventor’s lab |
10 |
Bureaucratic Error |
A city or corporate bureaucrat has made a serious error related to this mission. The wrong resources may have been shipped, the wrong people assigned, or the wrong task given to the workers involved. The bureaucrat is likely eager to cover up their error, a process which may involve eliminating troublesome witnesses to it. |
Assassin who was hired to clean up the situation, Corporate rival taking advantage of the mistake, Outside hacker who caused the mistake in order to profit by it |
Sympathetic victim of the error, Local trying to take advantage of it, Deserving correct target of the resources or services |
The culprit is doubling down on the mistake, The “error” was intentional malfeasance, The blame is being foisted on someone else |
Proof that it was a mistake, Resources lost in transit, License or pass granting carte blanche to fix the problem |
Remote and completely wrong delivery site, The correct operations site, Secret drop location |
11 |
Celebrity |
A significant celebrity is involved in the mission, perhaps as a target, a client, or an innocent bystander in the wrong place at the wrong time. The celebrity likely has a crew of handlers and security, along with a mob of zealous fans close by. A rival in the industry may also be involved in activities likely to bring harm to the celeb’s reputation or endorsement deals. |
Viciously self-centered celebrity, Psychotic cybered fan stalker, Scheming rival celebrity |
Harried celeb handler, Sympathetic celeb, Industrious reporter |
The celeb is actually a dangerous operative, The celeb is accidentally in the most troublesome possible position, The celeb is actually competing with the PCs over the mission objective |
Blackmail on the celeb, Priceless gear or objects from their endorsement partners, Object of enormous sentimental value to the celeb |
Thunderously loud public appearance, Heavily guarded hotel, Dive bar or nightclub targeted for a surprise appearance |
12 |
City Beneath |
The mission involves the mazelike underway of the city, the sewers, utility passages, demolished megastructures, and other passages that lie beneath the streets. The desperate locals who inhabit them may not be friendly to strangers, while the black sites and secret gang lairs can prove more hazardous still to the uninvited. |
Savage cybered sewer-dweller, Gang boss extortionist of the desperate, Cult leader below the city |
Plucky subterranean survivor, Broker of below-street information, Local elder trying to protect their people |
The underways are nicer than the surface and the locals want to keep out trouble, There’s a gang war going on below the streets, There’s a recurring environmental hazard that sweeps through |
Map to a secret cache or facility, Plunder left here by a now-dead thief, Abandoned extremely illegal tech or forbidden science |
Lightless maze of tunnels, Hardscrabble settlement, Sinister portal to the ways below |
13 |
Controlled Opposition |
The mission involves a group that appears to be antagonistic to another involved party, but is actually being controlled by that group. The rank and file members may not realize it, but the leadership is entirely in the pocket of their supposed enemies, and the plans they undertake will all end up serving their paymaster’s purposes. |
Traitorous group leader, Secret kingmaker handling the contacts, Senior turncoat unsuspected by the other leaders |
Suspicious group member, Victim of a recent treachery, Somebody who knows too much but can’t yet prove it |
It’s actually controlled by a secret faction as a weapon against their rivals in the organization, The control is a recent turn of events, Only part of the org is controlled by its enemies |
List of compromised group members, Documents of a secret plot the group is meant to aid in, Payroll meant for the turncoats |
Secret meeting place in no-man’s land, Private base where borrowed resources are kept, Site of a recent action that ended up helping their supposed enemies |
14 |
Corporate Defector |
Someone involved in the mission wishes to become an ex-employee of their current corp patrons, but they’re too important to be allowed retirement. They may be secretly working with enemies of the corp, or their extraction might be a necessary step in the mission or a requisite payoff for their cooperation. |
Amoral corporate headhunter, The subject’s ‘bodyguard’-slash-handler, The corp investigator who suspects the turncoat’s intentions |
A family member used as a handle on the employee, A recruiter from another corp who wants them, A fixer who has a reason to want them back on the market |
The corporation is giving them something they need to live, They were ‘recruited’ forcibly in the first place, They need to accomplish something before they can flee |
The critical data only they can decode, Some priceless object given them as a sweetener, The tech that’s keeping them on a leash |
Luxuriantly comfortable prison dorm, Isolated area where they can be snatched, Black site lab where they’re working |
15 |
Corrupt Corper |
A corper involved in this mission is even more corrupt than normal, cutting deals that would certainly get them snuffed by headquarters if they ever came to light. They have some kind of backing that prevents that from being a real concern for them, and whatever they’re doing is profitable enough to keep that support. |
Corper with a horrible hunger, Petty king of an isolated corporate domain, Parasite on local city government with inordinate legal pull |
Rival corper who wants to clear them out, Innocent victim of their vile bargains, A former rival who was forced out of the corp by them |
Their superiors are using them as an eventually disposable tool to do what they cannot, A third party has a vested interest in protecting the corper, The corp has no intention of stopping them if their vile machinations are revealed |
Wealth garnered by their foul plots, Something they stole from one of their victims, Proof of their excessive wickedness |
Business dedicated to their awful schemes, Corp facility under their direct control, Hidden den where their dark work is done |
16 |
Crazed Ideology |
Some person or group involved in the mission has a lunatic ideology and is determined to make some grand gesture involving it. Their beliefs provide some sort of psychic benefit to them, however ridiculous they may be, but they tend to be extremely unhealthy for non-believers. This group is willing to do irrational things because its motivations are not rational to begin with. |
Wild-eyed demagogue dreaming of utopia, Coldly mad leader of a movement, Desperate cult leader driven to take refuge in impossibilities |
Would-be escapee from the movement, Victim of their most recent excess, Member of a group targeted by the ideology |
The ideology is very sympathetic in its public aspect, They have a major corporate backer, The ideology could be very useful to the PCs somehow |
Tribute offered by zealot members, Ridiculously dangerous device built or obtained by them, Security passcodes given by a secret believer |
“Re-education” site for any wavering members, Public-face office of the group, Mass meeting of the group |
17 |
Criminal Cop |
Police corruption is a given in cyberpunk settings, but this mission involves a cop of far greater criminality than the norm. They might be an actual gang boss, an assassin for their corporate or government masters, or a broker for some horrific service or business that operates under their personal protection. Their peers are unlikely to intervene unless their activities prove problematic for the city government. |
Criminal kingpin with a badge, City official who’s behind the cop’s excesses, Useful monster protected by the law |
Hapless idealist among the police, Bitter victim of the cop, Rival criminal who wants to take them out |
Their criminal plots are protecting a sympathetic group or person, They’re preferable to the alternative for a lot of locals, They’ve arranged for their wickedness to be entirely legal |
Restricted tech or weaponry, A massive blackmail file, Payoff they received |
Police precinct building, Palatial private home, Grimy crime den where they meet with their underlings |
18 |
Crooked Fixer |
Fixers who betray their clients or operators tend to die quickly, but this one has somehow evaded that consequence so far. They may be hopelessly venal, compromised by corp ties, or simply incompetent, but blind luck has kept their victims from realizing the situation. Whatever deal they give the PCs will not go as promised. |
Fixer with a secret addiction to be fed, Fixer with someone else’s fist around their throat, Fixer who’s actually working for someone else |
Survivor of a past “mission accident”, Former client who suspects something dark, Former employee of the fixer who knows too much |
The fixer wasn’t compromised until quite recently, They’ve had a lot of successes lately enabled by their real master, The fixer’s deals are so tempting that people don’t look hard at them |
Huge payment from the fixer’s owner, Loot that the fixer took off of a conveniently dead operator team, Proof of the fixer’s malfeasance |
Richly-appointed lair of the fixer, Site of an “unfortunate turn of luck”, Secret meeting place where the fixer meets their real boss |
19 |
Drug Dealer |
A dealer in illicit pharmaceuticals is somehow entangled in the mission. Given the ubiquity of drugs in most cyberpunk settings, they are likely unusual in some way, either vending massive amounts of street drugs or offering special chems that can’t be had elsewhere. A few might deal in the corp-specific cyber anti-rejection drugs that help keep corporate employees locked into their contracts. |
Mad genius with a new and attractive drug, Amoral vendor quicker to spend lives than money, Extortionist using drugs as a tool of control |
Addict trying to get free, Local leader with a grudge against the dealer, Victim of a bad batch |
They also sell vitally important medical pharms, They’re a pillar of the local community, The drugs are just a cover for a much worse trade |
Large stash of expensive chems, Formula for a popular new drug, Priceless object sold or given by a desperate junkie |
Wretched opium den full of torpid clients, High-end club with party favors, Lab with no interest in safety measures |
20 |
Feckless Idealist |
Someone involved in this situation has a noble ideal or a grand purpose that has no appreciable chance of working as intended. They’re too insulated from the world or too willfully blind to understand that their ideal is hopeless as constituted, and they’ve set in motion plans that can only lead to disaster for those dragged into the situation. |
Zealot willing to break eggs, Ruthless mercenary being paid well by the idealist, Roused enemy of the idealist who is bringing down disaster |
The sympathetic idealist, A fellow traveler who fears disaster, A luckless victim of their ideals |
The plans are so unexpected by others that they’re actually working for a brief time, The idealist has made a deal with the metaphorical devil, The idealist is impressing their vision on a deeply unenthusiastic group |
The secret weapon that will bring them victory, Cache of wealth donated by a supporter, Funding provided by the puppetmaster behind their plans |
Secret meeting of zealous believers, Monument to something the idealist wishes to destroy, Business or site dedicated to the ideal that is not working correctly |
21 |
Forbidden Tech |
Half of what’s in an operator’s pockets is likely illegal in the city, but this mission involves a piece of tech that is really illegal. It involves bioweapons, poison gases, large-scale military explosives, unspeakably vile VR chips, or something else that no cop or corp security can afford to ignore. Someone may want the tech, may have the tech, or may be trying to get rid of the tech without it being traced. |
Amoral scientist bent on building it, Deniable corp official on a black mission, Desperate zealot set on using the tech for their cause |
Victim of the tech’s use, Rival trying to destroy the tech, Associate who needs the tech to discreetly disappear |
The tech is disguised as something else, It was stolen from someone else who wasn’t supposed to have it, It’s seductively easy to sell on the black market |
A key needed to unlock the tech, Vital parts needed to enable the tech, A device that can defend against or neutralize the tech |
Grim lab where the tech is created, Site of the tech’s recent deployment, Heavily-guarded storage site for the tech |
22 |
Former Ganger |
Someone in the mission has walked away from a local gang. While such defections aren’t unknown, this person is unwise enough to remain within the gang’s reach, either because they can’t leave the area or their departure was so infuriating that the gang is reaching out after them. They may have left simply for the sake of a better offer, or the gang may have done something to drive them away. |
Relentless gang pursuer, Hired assassin or bounty hunter, Former victim of the gang out for revenge |
Sympathetic ex-ganger, Family member or lover trying to help them, Person somehow responsible for their change of heart |
It’s all a set-up and the “ex-ganger” is still working for their former gang, The renunciate has powerful new allies, The renunciate took a number of gangers with them |
A vital object they took with them, The payoff they took from their new boss, Blackmail material on their former employer |
Shadowy slum where they’ve gone to ground, Street full of searching gangers, Hidden safe house |
23 |
Genius Hacker |
There’s a true prodigy of hacking involved in the mission, someone with a remarkable talent for code or virtual mayhem. They may be a direct opponent of the PCs in the virtual world, or their code or hacking activities may have played a major role in the current situation. In the former case, the PCs may need to figure out some way to deal with them before the PC hackers have any real chance of success. |
Mercenary hacking prodigy, Only coder who can handle a corp project, Ruthless handler of a hopelessly dependent genius |
Sympathetic protege of the hacker, Hacker victim of their online prowess, Hunter looking for the hacker in meat space |
The hacker is extremely capable in combat, The hacker is exceedingly elusive in reality, The hacker recently brought down more heat than they planned to handle |
The hacker’s prized custom deck, A backdoor keycode into the hacker’s code, Precious pay-data the hacker swiped |
A dark and grimy NEET lair, Underground code vendor’s shop, Entertainment venue favored by the hacker |
24 |
Government Assistance |
The city government has their hands in this situation, either causing it, investigating it, or trying to stop it. The other parties involved are too powerful to directly contravene, or else the government hasn’t committed enough resources to simply disperse smaller opponents. In some cases, the PCs may have to operate carefully to avoid government agents or investigations that can’t simply be gunned down. |
Corrupt city agent looking for profit, Schemer who plans to turn the city’s attention on the PCs, Bloodless bureaucrat who cares only for his job and nothing for the cost of it to others |
Amiable city clerk, Cop with ties to the situation, City investigator into government corruption |
Their involvement is related to an otherwise-uninvolved third party, Someone double-crossed a corrupt official, This is all part of city office politics |
Large cache of city property, Extremely valuable license or permit, Stash of overlooked city funds |
Gray concrete office building, Mazelike city bureau, Grim city law enforcement office |
25 |
Hidden Databank |
There’s a lost or hidden databank in the situation that’s priceless to someone, either for its raw pay-data value or for a particular secret on it. One or more sides are searching for the databank, either in the online system where it’s kept or around the physical site where a hidden chip is located. Even finding its general hiding place may be a challenge. |
Powerful local who fears blackmail, The chip’s former owner trying to recover it, Hacker who needs that chip to avoid a dire consequence |
The luckless soul who lost it, A local who knows too much about it, Curious investigator who’s heard rumors of it |
The chip’s data is very time-sensitive, The chip requires a separate key to decrypt, The chip doesn’t exist and is bait for another plot |
A related chip with valuable pay-data, The map to where it’s hidden, The key to unlock the security around it |
Ransacked site where it might have been, Hidden data lab meant for cracking it, The high security site it was stolen from |
26 |
Hideous Hunger |
A person involved in the situation has an abhorrent craving or habit that they must feed, and their need is coloring their goals. A GM doesn’t need to make this appetite explicit; implications and suggestions tend to be most effective in provoking the worst of player imaginations. Whatever it is should be something horrible even by dystopian standards |
The dealer who supplies this craving, An aficionado who spreads it among the decadent, Brutal minion of the vice owner |
An escaped almost-victim of the vice, Horrified witness of events, Relative of a vanished participant in the appetite |
The hunger isn’t physically possible without sinister tech, They have protection from fellow decadents, Their appetite leaves a hole in their defenses |
Proof of their sins, The payment they need for their next fix, Precious loot left behind by a dead co-indulger |
Transport waystation for the vice, Hidden dump for the remnants, Salon of fellow degenerates |
27 |
Blackmail |
Someone involved in this situation has a piece of blackmail that can’t be safely put away. They may have a limited window of time before events render the material useless, the target is able to destroy it, or the target is no longer useful to them. They need to act quickly on the blackmail if they’re to get anything profitable out of it, and their move will somehow be involved in the adventure. |
Traitorous secretary, Machiavellian corporate middleman, Former associated turned enemy |
Survivor of an event that was supposed to be buried, Faithful minion of the target, Idealist trying to use the blackmail for good |
Using the blackmail will have consequences far beyond those expected, The target intentionally put the blackmail out to identify would-be manipulators, A third party wants the blackmail quashed at all costs |
Valuable goods involved in the blackmail, Datachip with the encryption key to it, Payoff to the blackmail’s supplier |
Corner booth in a shady nightclub, Site of the event that needed concealing, Tense meeting place for exchanging the material |
28 |
Human Property |
Commoditized human beings are involved in the mission somehow, whether as sex workers, slave laborers, organ “donors”, pit fighters, or some other sort of traffic. In the City, this may include indentured workers, though those people are valuable enough to merit using an actual legal contract to control them rather than the simpler expedients of a drug habit and brute violence. |
Savage gang slaver, Bloodless corporate HR manager, Psychotic organlegger boss |
Relative of one of the victims, Escaped victim with someone left behind, Competitor taking umbrage at their rival’s use of free labor |
The victims chose their fate as preferable to their former life, They’re treated very well due to their value to someone, The traffic involves extensive false pretenses |
Organs salvaged from victims, Precious item a victim hid, The valuable products the victims are working to produce |
Grimy human kennel, Immaculate facility with a hidden darkness, Dumping site for used-up labor |
29 |
Screwjob |
A person involved with the mission is intentionally tanking it. This probably shouldn’t be the client, as operators tend to half-expect that. Instead, it’s probably some minion of the client or a capable agent of the other side who’s learned about the incoming mission. While the resulting job shouldn’t necessarily be a death trap, it’s liable to go very bad, very quickly |
Traitorous minion of the client, Dangerously capable mission target, Counter-intelligence expert for hire |
Survivor of a premature move by the traitor, Agent of the client trying to make things right, Fellow victim of the inside job |
The malefactor needs the mission to fail in a very specific way, The client is being set up by their superior, The screwjob happens when a supposedly loyal PC ally turns on them |
Proof of the traitor’s identity, Precious object the target used as bait, Payment intended for the traitor |
Meeting site that turns hot, Target facility with interior that doesn’t match the briefing, Hidden location with the real mission target |
30 |
Prince |
Corpers love their children too, to a fiscally defensible extent, and so it’s not unknown for some slumming scion or careless princess to be collected by a rival or an entrepreneurial gang. If they’re lucky, their parents care enough to pay for a peaceful resolution. If they’re unlucky, their parents care enough to pay for a team of professional murderers to make a clarifying example. |
Corporate rival trying to apply pressure, Gang boss who saw their chance, Psychotic organlegger looking for a “special order” |
Faithful family combat butler, Young friend of the victim, Kidnapper who wants to get clear of the situation |
The scion actually set the situation up but may not be in control right now, The kidnappers aren’t interested in money, Somebody would prefer the scion to be dead |
Some vital object the prince was carrying, The ransom payment, The critical data or blackmail material they’re trading them for |
Dingy hideout in the slums, Loud street club favored by slumming corpers, Elegant corper tower where the parents live |
31 |
Lost Treasure |
Something precious is involved in this mission, an object once thought lost or some tech that is no longer easily produced in the City. If its presence were made public too many people would try to seize it, so everyone involved is trying to keep it quiet. It may be the mission’s target, the mission payoff, or a discovery made by one side’s blind luck during the mission’s actual execution. |
Ruthless salvage gang boss, Remorseless agent of its original owner, The object’s crazed guardian |
Local who twigged to its presence, Nearby neighbor trying to dodge the crossfire, Treasure hunter who’s been searching for it |
It’s physically dangerous or toxic to possess, Its supposed existence is bait in a trap, It’s too bulky to easily move by hand |
Priceless artifact of political significance, Prototype tech never duplicated, Rare substance now almost entirely used up or lost |
Collapsed facility where it was stored, Dangerous zone of radiation or toxins surrounding its hiding place, Maze of buildings in which it is hidden |
32 |
Mad Artist |
Art still exists in the chromed future, but not always of a kind that is pleasant to experience. Some lunatic artist is pursuing an aesthetic vision that is likely to cause large amounts of death or suffering, a situation that may be the entire point of the piece or is perhaps just an unfortunate necessity. Such large-scale works often involve numerous helpers, though they may not understand the full scope of their actions |
Art still exists in the chromed future, but not always of a kind that is pleasant to experience. Some lunatic artist is pursuing an aesthetic vision that is likely to cause large amounts of death or suffering, a situation that may be the entire point of the piece or is perhaps just an unfortunate necessity. Such large-scale works often involve numerous helpers, though they may not understand the full scope of their actions |
Hapless victim of a prior artwork, Terrified subject of the artist’s latest obsession, Disgusted helper who fled their vision |
They’re marketable enough for corp backing, Someone’s helping them as their vision is useful for their purposes, They are genuinely terrible at art and have profoundly inane ideas |
Encryption key for their timed explosives, Formula for the cure for their bioweapon, Exceedingly expensive art piece |
Uptown corper gallery, Inexplicable large-scale art installation, Filthy artist’s den |
33 |
Politician |
A politician of more than ordinary malice is involved in the situation, either as a target, a client, or an interested third party. They may not be able to admit to public ties with the parties involved, but they’re likely to “nudge” the government forces under their control in whatever directions are most profitable for them or their corporate backers. Their intentions are uniformly vile and inclined to make things worse. |
Reformer who only ever makes things worse, Benign figurehead with horrible appetites, Faceless bureau chief of a black department |
Underling with a grudge, Street reporter with inside information, Rival politician sensing an opening |
The politician has party thugs on call, The local government averts its eyes from their doings, Eliminating them would open the way for an even worse politician |
Blackmail that would end their career, Funds from a large bribe, Classified government files |
Tense political rally, Heavily-fortified party headquarters, Slum area under de facto party control |
34 |
Market Share |
This mission is complicated by two or more corps fighting over the market share for their products. The conflict might be drawing heat right on top of the mission zone, the mission may be related to advancing a corp’s interests. The client might even be a third corp trying to make sure everyone involved loses via sabotage of production lines and kidnapping or assassination of R&D staff. |
Desperate corp manager on his last chance, Gang boss on a corp’s payroll, Marketing exec who will let nothing stand in her way |
Local shop owner caught in the crossfire, Entrepreneur struggling to hold on, Victim of a corp’s popular but unsafe product line |
The products are terrible so they’re simply executing any competitors, One combatant is actually a third party who’s bootlegging another corp’s goods, The weaker corp has the better product |
Top-secret product formula, Store of precious components, Credchip with a large street marketing budget on it |
Smoking crater of a rival store, Violently loud street marketing rally, Rival fan riot scene |
35 |
Product Pipeline |
The mission involves a group of organleggers bent on kidnapping people and stripping them for used cyber and vital organs. Almost every gang needs a corp backer to clean the goods and get them into the product pipeline, but several layers of cutouts ensure that incriminating evidence is hard to acquire. Victims are often kept “fresh” for some time until the gang’s ripper can profitably disassemble them. |
Cyberclinic exec with a lot of hardware, Bitter revolutionary looting their class enemies, Psychopath who just enjoys vivisecting people |
Relative of a recent victim, Local who learned too much, Street doc with a grudge |
The gang is upscale and does tailored snatches for specific parts, They work the bulk trade with indiscriminate zeal, They have numerous gang allies they supply with cheap cyber |
Perfectly-extracted high end cyber, Case of ultra-compatible kidneys, Supply of extremely costly anti-rejection drugs |
Hidden cages for fresh stock, Blood-smeared “operating theater”, Club where strangers tend to get lost |
36 |
Reckless Gang |
A gang is going far beyond the customary subjects of violence in the area, hitting targets that are supposed to stay untouched. City cops, corp security, ruling gang personnel, or other protected figures are taking heat, either because the gang is suicidally overconfident or because they have backers that can plausibly protect them from the consequences. They may or may not be correct in their assumption. |
Megalomaniacal gang boss, Corp manager planning to sacrifice the gang, Gang strategist who’s actually in the pay of a rival group |
Local victim of the new uproar, Gang deserter who dreads the consequences, Local elder trying to calm things down before it’s too late |
The gang actually does have an effective secret weapon, The gang profoundly misunderstands the political situation, Somebody’s been paid off to incite this situation |
Contraband the gang stole in a surprise raid, Payoff made for their services, A priceless object they stole from someone very important |
Aggressively obvious new gang stronghold, Bombed-out police station, Site of the massacre of a supposedly untouchable group of people |
37 |
Religious Zealot |
A fanatic has whipped up the locals here and they’re complicating the mission. Whatever the original precepts of the faith, the zealot has turned them into effective tools of local control, and they’re goading the natives into acts of wild excess. Whether driven to violence, indulgence, or self-mortification, these enthusiasts are going to be a problem for the PCs. |
Populist cult leader preaching apocalypse, Heresiarch with a cadre of skilled fanatics, Corp evangelist with minions desperate to obey the company word and get promoted |
Former believer fallen away, Local religious leader, Victim of the zealot’s excesses |
The zealot is doing useful things as well, The zealot is the only restraint on his frothing minions, The zealot’s lieutenants are fighting a multisided factional war over delegated authority |
Sacred relic of the faith, Proof of the zealot’s very material motivations, Tithes collected from the faithful |
P Eerie mass rally in the district, Constantly-active temple or church, Burnt-out shell of a rival shrine |
38 |
Roaming Raider |
A nomadic group of raiders is involved in the mission. These might be urban biker gangs that quickly sweep through the territory of rivals to loot and terrorize, or badlander smugglers who do a little land piracy on the side. Such professional plunderers often lay their hands on valuable goods, especially if their advance scouts and agents can give them useful intel. |
Raider leader offering freedom to wretched minions, Desperate gang boss driven onto the road by past losses, Ruthless badlander chief |
Raider who wants to settle down, Local plundered by the group, Bitter avenger who’s been trailing them for some time |
The raiders deal in something they bring with them, They’re mercenaries as well as thieves, They’re fleeing a bigger problem |
Priceless loot they’re carrying to a better market, Precious object stolen from a powerful target, Prototype vehicle of superior qualities |
Makeshift camp or squat where they lair, Smashed-up street market, Pillaged remnants of a convoy |
39 |
Secret Base |
Someone involved in the mission has a base deep within hostile territory or a lair hidden amid an uninvolved populace. It might be a safehouse, a front company, a secretly-allied gang’s headquarters, a paid-off street doc’s clinic, or some other location from which they can perform their tasks. The base might be allied with the client, or it could be an outpost of the mission target. |
Seeming ally who’s actually running a hostile base, Local tyrant growing suspicious of an allied base, Base director who’s planning on burning the site for a traitorous payoff |
Local suffering because of the base’s activities, Urchin who’s learned too much, Neighbor being leaned on by the base’s operators |
The base is somehow mobile, Exposing the base would be disastrous to its neighbors, The base is known but thought to belong to someone else |
Keycard to get inside the secret area of the base, Roster listing secret agents of the base, Illicit high-value equipment kept in the base |
Aggressively inconspicuous office building, Secret tunnel beneath the streets, Hidden slum courtyard |
40 |
Smuggled Good |
The mission involves contraband in some way, probably goods too dangerous for the corps to want them in ordinary hands. Other goods may be mundane but taxed so heavily that the only way to make a profit on them is to dodge the tariffs. Some might be critical medicines or parts that a particular corp keeps a monopoly on, and only smuggled substitutes are affordable to street denizens. |
Amoral smuggler nomad chief, Corrupt city bureaucrat running a ring, Gang boss with an iron grip on a particular trade good |
Local desperately in need of the goods, Fixer with a contract they have to get filled, Local cop who makes money off smuggler’s bribes |
The smugglers don’t realize the dire nature of what they’re carrying, The goods are bait for a particular targeted buyer, The route’s being fought over by multiple smuggling rings |
A lost shipment of precious goods, List of bribes paid to particular officials, Ultra-tuned smuggling vehicle |
Desolate badlands route, Abandoned suburb meeting place, Discreet street stall selling smuggled goods |
41 |
Secret |
There’s a secret involved in the mission with potentially explosive consequences. Revealing it would have direly negative results for someone or some organization, though tangible proof would be required for a really effective drop. The PCs may or may not be seeking this secret as part of the mission; if not, they might stumble on it. |
Professional silencer hired to keep it quiet, Traitorous ally using the PCs to get at the secret, Important local boss threatened by its revealing |
Local suffering from the secret’s indirect consequences, Relative of someone who learned too much, Curious local investigator |
Revealing the secret could be fatal to the PCs too, The secret is something morally monstrous, Protecting the secret would be profitable to the PCs but not to their client |
Physical proof of the secret’s truth, Possessions of someone who learned too much, Payoff for a guardian of the secret |
Hidden site deep within the slums, Isolated facility in the badlands, Concealed facility inside a front business |
42 |
Turf War |
Two or more gangs, corps, neighborhood groups, religious sects, or other organizations are fighting over control of a piece of turf involved in the mission. Interlopers will be grilled on their loyalties and the wrong answer could be hazardous. One of the sides might be willing to cooperate with outsiders in exchange for some useful help. |
E Relentlessly expansionistic gang boss, Corper marketing manager on a mission, Local religious zealot who brooks no infidels |
Local just trying to survive the conflict, Hapless outside peacemaker, Member of the crushed former group that used to control the area |
One or more sides are being backed by third parties, The struggle is emotional and based on deep hatreds rather than profit, The locals aren’t affiliated with either group and suffer accordingly |
Cache of weapons sufficient to turn the tide, Funding “donated” by locals, Evidence of a traitor in one group’s ranks |
Burnt-down community center, Neighborhood purged of opponents, Street with numerous dueling snipers on it |
43 |
High Heat |
This mission is going to infuriate someone a lot more than might seem reasonable. Some part of the job touches a very tender spot for a corp, city government, or gang organization, and they will respond with seemingly outsized force. The sensitive spot might not even be the mission objective, but something somehow related to obtaining it. |
Corp exec with a top-secret project, Gang boss making an important secret move, City gov black project director |
Corp worker who’s noticed something strange, Victim of the secret activities going on, Last surviving operator of the last team to try this |
The heat is actually going to come from a third party’s activities, Avoiding the heat is possible but taking it is very profitable, The heat is going to turn former allies into provisional enemies |
Ultra-illegal contraband, Radioactive blackmail material, Critical corp data files that got here accidentally |
Ordinary-looking corp facility with heavy interior defenses, Hidden corp security dispatch, High-tech security facility hidden behind a front company |
44 |
Beast Unleashed |
There’s a monster running amok during the mission, one probably just as dangerous to the targets as the PCs. This may be a literal beast in the form of a haywire cyber-animal or it may be some uncontrollably deranged ganger or psychotic cyberkiller. The PCs may be able to avoid it if they can manage to keep from drawing its attention. |
Prototype cyber-enhanced guard animal, Ultrachromed killer off his meds, Corporate security chief sent to wreck things here by his superiors |
Survivor of an encounter with the beast, Relative of a recent victim, Past ally of the beast that regrets it |
The beast is actually doing the most damage to the mission target, There’s a limited window of time before the beast is released, Nobody knows the beast is there until it’s too late |
Some code or device that will kill the beast, Valuable stash left by victims of the beast, Precious trophies kept by the beast |
Horrific massacre site, Broken-open bunker that tried to hold out, Facility with everyone holed up in hiding |
45 |
Mystery Connection |
Two of the individuals or groups involved in this mission have an unexpected cooperative relationship. This may be due to blood ties, former service together, mutual friendship, or the current vagaries of the situation, but they’ll work together in a way that outsiders wouldn’t expect. |
Secret mastermind behind the pact, Brutal enforcer who’s compelling cooperation, Hired killer being mutually financed by them |
Survivor of a joint assault made by the groups, Investigator checking out reports of cooperation, Deserter who objected to the relationship |
The ties will unravel explosively if a particular person dies or loses power, The organizations actually both share a single secret controller, The ties are extremely temporary based on the current situation |
Precious loot given as a pledge of alliance, Cache hidden by deserters who objected, Plunder seized by a joint operation |
Shared base of operations, Stronghold of one side with the other group present in numbers, Fortified facility being reinforced by the other side |
46 |
Gift Not Refused |
Some person or group involved in the mission has been made an offer they cannot refuse. The consequences of denial may be obviously nonsurvivable, the pay might be irresistible, or the entity making the offer might be proffering something they want too badly to ever turn down |
E Expansion-minded gang boss, Corper exec on a mission, Kingmaker moving a piece on the board |
Group associate who resents the pressure, Local who suffers as a consequence of the deal, Broker who’s heard about the bargain |
Performing their end of the deal forces them into irrational actions, Their lieutenants or associates don’t want to take the deal, One side has no intention of coming through with the deal |
Up front payment for the deal, The precious object that is the focus of the deal, Proof that the deal is not going to be honored |
Tense club where meetings are made, Execution scene where a refuser was made an example, Facility being employed to carry out the deal |
47 |
Refugee |
A person or group involved in the mission is fleeing a bad situation and the other entities involved in the job are not happy with their presence. They’re either complicating the situation, an active threat to one of the parties involved, or whatever chased them out of their old lair is now pursuing them into their new location. |
Murderous avenger pursuing the escapee, Monstrous brute fleeing consequences, Gang boss forced out of their old turf |
Local displaced by the newcomer, Pursuing victim of theirs still seeking justice, Relative or associate of a sympathetic refugee |
The refugee remains tolerated precisely as long as they remain useful to someone, The refugee is biding their time until fellows or allies arrive in overwhelming force, The refugee is actually an infiltrator from a hostile group |
Valuables carried away by the refugee, Buried cache they left behind, The object they stole that forced them to flee in the first place |
Makeshift squat in the slums, Club for the refugees, New-built gang HQ or shop run by the refugees |
48 |
Gang |
A new gang has complicated the mission by getting between the PCs and their target, allying with an enemy, or threatening something the PCs needed to protect. They may be a splinter faction of an existing gang, newcomers to the district, or a band of locals with ambitions of controlling their own turf. Other gangs may not take kindly to the new competition. |
Charismatic but dangerously unstable leader, Grizzled former lieutenant striking out on their |
Survivor of a recent encounter with them, Local being extorted by them, Disillusioned ex-member |
The gang is being used as a catspaw by another group, They’re going to live only as long as the local rulers can’t be bothered to kill them, They’re providing a service or crime no one else in the area handles |
Payoffs from local shop owners, Plunder stolen on a recent raid, Hidden stash left behind by the former owners of their new HQ |
Gang HQ with newly-painted colors, Club taken over by the new gang, Site of a vicious clash with the current local gangs |
49 |
White Knight |
Someone or some group is determined to solve the problems of someone involved in this mission, whether or not it’s practical. They may be motivated by romantic feelings, old debts, gnawing guilt, or outside payment. The target of their help may be someone the PCs are targeting, an NPC tangled in the situation, or an underdog group under fire, but whoever it is will be problematic for the PCs. |
Hired gun with no concern over collateral damage, Zealously devoted follower who cares only for the target, Corper on a mission for their own purposes |
Former associate of the knight, Survivor of an attempt to stop the knight, Another person with the same target as the PCs |
The knight’s intentions for the rescuee are not good, The rescuee is terrified of the knight, The knight wants to inflict collateral damage almost as much as they want to rescue the target |
Valuables left behind by victims of the knight, Precious object near the target, Wealth used in a futile attempt at bribery to call them off |
Broken-open strongpoint in the knight’s way, Heavily-fortified facility holding the target, Decoy site with a trap instead of the target |
50 |
Wrathful Avenger |
A person or group seeks vengeance, and their pursuit will end up complicating the mission. Someone or some group involved in the job is their target, and their destructive impulses are going to be as inconvenient as possible for the successful accomplishment of the mission’s objectives. They may possibly mistake the PCs as being fellow participants in whatever group or target they have a grudge against. |
Lone assassin with a burning grudge, Corp manager with a score to settle, Heavily cybered survivor of an old betrayal |
Sympathetic member of the targeted group, Old associate who knows the truth, Luckless local who’s just in the way |
The avenger is determined to destroy their target in a very specific and meaningful way, The avenger has no just reason whatsoever for their grudge, The avenger has been manipulated into aiming at the wrong target |
Sentimental object of great value to the avenger, The loot that was the object of their falling-out, Key item that will assuage their wrath |
Secret lair they work out of, Smashed site of their initial attack, Hidden location their target hides out in |
| 1d3 | Result |
|---|---|
1 |
Roll on "NPC-Related Milestones" |
2 |
Roll on "Resource-Related Milestones" |
3 |
Roll on "Business-Related Milestones" |
| d9 | Type | Mission Types |
|---|---|---|
1 |
Defense |
The operators are charged with defending a person, place, or object against an impending threat. Things and Places can be taken from the Mission Tags that were rolled, while the Enemies give a good idea of the kind of opposition that the team might face in securing their charge. |
2 |
Espionage |
Rather than stealing objects, the team is asked to acquire guarded data. The Complications in the mission’s tags give some hints as to what kind of secrets or hidden truths someone might want to know about the situation, or you could always just make the McGuffin a good old piece of paydata that the client wants recovered. |
3 |
Murder |
Straight-up assassination is an old-fashioned favorite on the street, but most clients prefer to offload the risks of it on hired help. There are countless reasons why one local might want another dead, but the Enemies of the mission tags you rolled are probably fairly high up on somebody’s list |
4 |
Rescue |
Not everyone working for a local employer is actually voluntarily providing their services. Effective slave labor is common, control exerted through drug addiction, intimidation, and casual violence, but there are also those forced to serve through less direct means. Sometimes a client needs somebody pried out of a situation like that, and the PCs can serve as the extraction vector. |
5 |
Retrieval |
Theft is taking something its owner values, while retrieval is collecting things that no one presently owns. Lost datachips, crashed prototypes, missing experimental devices, mislaid drug shipments, and other valuables all await someone willing to dig out their current location and bring them back to a client. The Things of the rolled mission tags usually serve as these objects of desire. |
6 |
Sabotage |
Some clients just want to see the world burn, or at least an enemy’s part of it. The operators are charged with destroying an object, place, or facility, usually through physical violence or well-placed hacking efforts. A hostile Scheme might be the target of this sabotage, or a valuable Thing or object-related Complication rolled on the mission tags. |
7 |
Scouting |
Rather than the specific datum that Espionage would have the team collect, the client here wants them to perform recon on a particular site, area, or organization. Maps, membership lists, diagrams, lists of forces, and other practical information must be obtained. In a more social context, the PCs might need to identify the leadership of an organization, or figure out the cliques and political factions within a group. |
8 |
Smuggling |
Every city is going to want to have its share of the trade passing through, and taxes and tariffs on valuable goods can be crushingly high. Other polities want to keep certain things off the streets, such as vice products the local corps don’t produce, objects that might destabilize local control, or goods produced by a competitor to the local ruling corps. Even so, it’s not unknown for pharmaceutical corps to make their own recreational products illegal in a city simply so they can sponsor tax-free, high-margin drug cartels to retail their goods to the locals. |
9 |
Theft |
One of the oldest and most popular roles for a team of operators, simple theft is one of the most common jobs for hire. The team is charged with stealing something from one person or group and delivering it to another, preferably with the victim knowing as little of the matter as is possible. |
| 1d54 | INDEX | Result |
|---|---|---|
1 |
Defense |
They don’t have the raw muscle available to do the task themselves. |
2 |
Defense |
Their usual defenders are not available. |
3 |
Defense |
They’ve quarreled with their usual cover and are not able to do he task themselves. |
4 |
Defense |
They think this time the hit will be too strong and want backup. |
5 |
Defense |
Their usual defenders are compromised. |
6 |
Defense |
They don’t want to risk their resources or can't be bothered. |
7 |
Espionage |
They have no agents in place to do so |
8 |
Espionage |
They tried and failed, bringing heat down |
9 |
Espionage |
They’re being watched too closely to act |
10 |
Espionage |
Their best spy is currently not available |
11 |
Espionage |
They plan to use the PCs as decoys |
12 |
Espionage |
They’re afraid of alerting internal moles |
13 |
Murder |
Completely unsuspecting of the threat |
14 |
Murder |
They’re aware of the general risk |
15 |
Murder |
They think someone’s actively trying now |
16 |
Murder |
They track multiple known threats |
17 |
Murder |
They’re outright paranoid about the risk |
18 |
Murder |
They have inside information on the hit |
19 |
Rescue |
Collateral damage from another clash |
20 |
Rescue |
Targeted kidnapping from their home |
21 |
Rescue |
A smash-and-grab of opportunity |
22 |
Rescue |
Sold out by a supposed ally |
23 |
Rescue |
Traded away by their former employer |
24 |
Rescue |
Seized during a set-up meeting |
25 |
Retrieval |
It’s too valuable to abandon it |
26 |
Retrieval |
It’s evidence they need concealed |
27 |
Retrieval |
A rival must be kept from getting it |
28 |
Retrieval |
It’s key to one of their current schemes |
29 |
Retrieval |
It has great sentimental value to them |
30 |
Retrieval |
They need it for parts or data in it |
31 |
Sabotage |
Economic Motive; it’s profitable to ruin it |
32 |
Sabotage |
Spiteful Motive; it’s revenge for something done |
33 |
Sabotage |
Distraction Motive; it’ll draw attention to it |
34 |
Sabotage |
Tactical Motive; it’ll create an opening to exploit |
35 |
Sabotage |
Social Motive; it’ll humiliate or disgrace someone |
36 |
Sabotage |
Strategic Motive; it’ll foreclose some future threat |
37 |
Scouting |
The surrounding area is too dangerous |
38 |
Scouting |
A hostile group there is keeping them out |
39 |
Scouting |
They don’t have anyone with apposite skill |
40 |
Scouting |
They’re spread too thin to take care of it |
41 |
Scouting |
Somebody’s watching them too closely |
42 |
Scouting |
The PCs would blend better than them |
43 |
Smuggling |
It’s some form of illegal contraband |
44 |
Smuggling |
A local monopoly keeps out competition |
45 |
Smuggling |
Somebody dangerous is looking for it |
46 |
Smuggling |
The recipient can’t be known to have it |
47 |
Smuggling |
High tariffs make smuggling profitable |
48 |
Smuggling |
They’re stolen goods for transport |
49 |
Theft |
They tried, failed, and are now watched |
50 |
Theft |
Their usual spies are unavailable |
51 |
Theft |
Their superiors don’t want them to do it |
52 |
Theft |
They’re under too much suspicion right now |
53 |
Theft |
They don’t have anyone up to the job |
54 |
Theft |
They will, but the PCs will be decoys |
| 1d72 | INDEX | Result |
|---|---|---|
1 |
Defense |
fixer trying to clean up a messy job. |
2 |
Defense |
loved one who’s worried about things. |
3 |
Defense |
megacorp manager buying mercs. |
4 |
Defense |
minion who had the job foisted on them. |
5 |
Defense |
gang leader with numerous enemies. |
6 |
Defense |
harried community elder or leader. |
7 |
Defense |
target or caretaker. |
8 |
Defense |
business owner foreseeing trouble. |
9 |
Espionage |
corporate industrial spymaster. |
10 |
Espionage |
traitor looking to profit from the inside. |
11 |
Espionage |
City official needing inside knowledge. |
12 |
Espionage |
former employee trying to retrieve their data. |
13 |
Espionage |
local elder needs it to protect the district |
14 |
Espionage |
close rival of the data’s guardian |
15 |
Espionage |
broker with a commission |
16 |
Espionage |
conspiracy theorist with an obsession |
17 |
Murder |
scorned ex-lover or partner |
18 |
Murder |
close corporate rival or enemy |
19 |
Murder |
heir or other who stands to profit |
20 |
Murder |
rival corporation’s PR department |
21 |
Murder |
vengeful partner of someone they ruined |
22 |
Murder |
victim of their rise to power or success |
23 |
Murder |
treacherous underling or minion |
24 |
Murder |
parson who double-crossed someone else |
25 |
Rescue |
spouse, lover or family relation |
26 |
Rescue |
former employer wants them back |
27 |
Rescue |
friend from way back wants to dig them out |
28 |
Rescue |
different captors want them |
29 |
Rescue |
captive who managed to get a job placed |
30 |
Rescue |
rival corp has a use for them |
31 |
Rescue |
gang or community group wants them |
32 |
Rescue |
captor actually wants them gone |
33 |
Retrieval |
sole survivor who knows about its loss |
34 |
Retrieval |
corp property retrieval department |
35 |
Retrieval |
local scavenger with a lead on it |
36 |
Retrieval |
gang boss who wants it for their gang |
37 |
Retrieval |
local with an inside line on its location |
38 |
Retrieval |
former owner wants it back |
39 |
Retrieval |
collector wants it for their collection |
40 |
Retrieval |
tech needs it to finish a unique project |
41 |
Sabotage |
rival corp who wants to trouble them |
42 |
Sabotage |
colleague who wants them hurt |
43 |
Sabotage |
sells who repairs or is the target |
44 |
Sabotage |
traitor within the target’s group |
45 |
Sabotage |
close rival who wants a debacle |
46 |
Sabotage |
past victim of the target’s owner |
47 |
Sabotage |
blackmailer making good on threats |
48 |
Sabotage |
gang that needs an example made |
49 |
Scouting |
gang looking to expand their turf |
50 |
Scouting |
corp looking for profitable intel |
51 |
Scouting |
relative of someone who vanished there |
52 |
Scouting |
broker who has a curious client |
53 |
Scouting |
City government needs it checked out |
54 |
Scouting |
rival group wants more information |
55 |
Scouting |
former occupant wants recent info |
56 |
Scouting |
hacker needs on-the-ground data |
57 |
Smuggling |
human trafficker with stock to move |
58 |
Smuggling |
inter-city smuggling ring |
59 |
Smuggling |
local elite with exotic tastes |
60 |
Smuggling |
corp agent who needs a restricted item |
61 |
Smuggling |
gang leader or crime boss with a need |
62 |
Smuggling |
community leader in need of something |
63 |
Smuggling |
fixer who needs to move product |
64 |
Smuggling |
business owner trying to make money |
65 |
Theft |
corporate industrial spymaster |
66 |
Theft |
traitor looking to profit from the inside |
67 |
Theft |
rival org member seeking an advantage |
68 |
Theft |
gang leader needs it for their plans |
69 |
Theft |
former employee needs to retrieve it |
70 |
Theft |
fixer who needs it to finish setting up a job |
71 |
Theft |
City gov wants it taken without legal notice |
72 |
Theft |
community leader or local elder |
| 1d90 | INDEX | Result |
|---|---|---|
1 |
Defense |
of inside information from the enemy group |
2 |
Defense |
a prior, narrowly-failed attack |
3 |
Defense |
a prior, narrowly-failed attack |
4 |
Defense |
their vulnerability was recently made clear |
5 |
Defense |
their usual defender is dead or out of it |
6 |
Defense |
the target is critically important to them |
7 |
Defense |
they have a sense of impending doom |
8 |
Defense |
they know they’re due for a counterattack |
9 |
Defense |
they unearthed a recent failed scheme |
10 |
Defense |
they unearthed a recent failed scheme |
11 |
Espionage |
It’s worth a lot of money on the street |
12 |
Espionage |
It has directions to a cache of precious loot |
13 |
Espionage |
A city gov will do favors to get it |
14 |
Espionage |
A corp manager will pay a lot for it |
15 |
Espionage |
It can hamstring a particular scheme |
16 |
Espionage |
It has Access and info for a major network |
17 |
Espionage |
It reveals a treacherous fixer or employer |
18 |
Espionage |
It shows a great profit opportunity |
19 |
Espionage |
It grants access to an invite-only business |
20 |
Espionage |
It’s of great sentimental value to someone |
21 |
Murder |
They’re often with someone very important |
22 |
Murder |
They’re personally ferocious in a fight |
23 |
Murder |
They’re at a very distant location |
24 |
Murder |
They avoid public activities and exposure |
25 |
Murder |
They’re somehow sympathetic to the PCs |
26 |
Murder |
Killing them would cause dire blowback |
27 |
Murder |
They have multiple vengeful friends |
28 |
Murder |
They have a body double in common use |
29 |
Murder |
A recent hit attempt has made them wary |
30 |
Murder |
Escape afterwards would be very difficult |
31 |
Rescue |
Local gang needing fresh meat |
32 |
Rescue |
Corporate “labor recruiters” |
33 |
Rescue |
Local law enforcement had reasons |
34 |
Rescue |
A former ally turned enemy |
35 |
Rescue |
A selective corporate headhunter |
36 |
Rescue |
Local cult or ideological group |
37 |
Rescue |
Someone they wronged in the past |
38 |
Rescue |
A would-be “protector” took them |
39 |
Rescue |
A creditor seeking their payoff |
40 |
Rescue |
Organleggers or worse traffickers |
41 |
Retrieval |
In a gang-infested urban war zone |
42 |
Retrieval |
Somewhere beneath the city streets |
43 |
Retrieval |
In an abandoned zone of the city |
44 |
Retrieval |
In the nearby badlands somewhere |
45 |
Retrieval |
In a chic hotel or upscale business tower |
46 |
Retrieval |
In a dump or other garbage zone |
47 |
Retrieval |
In an abandoned corp building or factory |
48 |
Retrieval |
On a former battlefield or slaughter site |
49 |
Retrieval |
Natural disaster site that never got fixed |
50 |
Retrieval |
Quarantine zone or plagued area |
51 |
Sabotage |
Its operators or keepers are well-armed |
52 |
Sabotage |
It’s hard to reach, distant or perilous |
53 |
Sabotage |
It’s next to a major corp or LEO site |
54 |
Sabotage |
It’s in an area restricted to allies only |
55 |
Sabotage |
It’s moved around regularly |
56 |
Sabotage |
It’s in a well-fortified location |
57 |
Sabotage |
There is a decoy site or object |
58 |
Sabotage |
Its true location is well-hidden |
59 |
Sabotage |
There’s some dire guardian lairing there |
60 |
Sabotage |
Its destruction brings a grim consequence |
61 |
Scouting |
A safe route in and out of the area |
62 |
Scouting |
Locals willing to deal with the client |
63 |
Scouting |
Location of someone specific in there |
64 |
Scouting |
What the locals are really up to in the area |
65 |
Scouting |
Location of something lost in the area |
66 |
Scouting |
Whereabouts of a vanished local |
67 |
Scouting |
What the locals have that’s worth trading |
68 |
Scouting |
Details of the local power structure |
69 |
Scouting |
The facts about a recent event there |
70 |
Scouting |
What the locals want or need most |
71 |
Smuggling |
It satisfies an addiction or craving |
72 |
Smuggling |
Low-mass, high-value industrial product |
73 |
Smuggling |
Precious raw material like gold or platinum |
74 |
Smuggling |
It’s rare and loved by the cognoscenti |
75 |
Smuggling |
It’s a critical repair part or component |
76 |
Smuggling |
It’s can be repurposed for very illegal ends |
77 |
Smuggling |
It’s a symbol of status or fashionable rank |
78 |
Smuggling |
It’s highly immoral but very profitable |
79 |
Smuggling |
It has to do with medical needs |
80 |
Smuggling |
It’s precious to a specific group or culture |
81 |
Theft |
It’s physically hard to move around |
82 |
Theft |
It’s in a fortified and well-guarded locale |
83 |
Theft |
It’s far away and hard to get to |
84 |
Theft |
No one’s exactly sure where it’s located |
85 |
Theft |
It has numerous well-armed guards |
86 |
Theft |
It’s extremely easy to track |
87 |
Theft |
The theft’s consequences would be dire |
88 |
Theft |
It exists in several separate components |
89 |
Theft |
It’d be stolen from the thieves very quickly |
90 |
Theft |
The genuine item is mixed with fakes |
| 1d36 | INDEX | Result |
|---|---|---|
1 |
Defense |
They are excessively confident about the risks |
2 |
Defense |
They are concerned it might be a trick |
3 |
Defense |
They are expecting a very bad time ahead |
4 |
Defense |
They are worried to the point of irrational behavior |
5 |
Espionage |
Almost no one even knows the data exists |
6 |
Espionage |
It's known to a small circle in the group |
7 |
Espionage |
A few rivals know the data exists |
8 |
Espionage |
Everyone knows it’s a valuable secret |
9 |
Murder |
Under constant guard at a remote location |
10 |
Murder |
Is closely guarded whenever in public |
11 |
Murder |
Has guards nearby in sensitive situations |
12 |
Murder |
Is currently surprisingly ill-protected |
13 |
Rescue |
They were snatched just briefly before |
14 |
Rescue |
They’ve been taken for a week or two |
15 |
Rescue |
They’ve been gone for months |
16 |
Rescue |
They’ve been captive for years now |
17 |
Retrieval |
It could fit in a person’s pocket |
18 |
Retrieval |
It’s backpack-sized or smaller |
19 |
Retrieval |
It’s man-portable, if only barely |
20 |
Retrieval |
You’ll need a vehicle or porters for it |
21 |
Sabotage |
A specific vehicle or piece of machinery |
22 |
Sabotage |
A factory, production, or research site |
23 |
Sabotage |
A road or item of infrastructure |
24 |
Sabotage |
An important piece of equipment |
25 |
Scouting |
Right in the same neighborhood |
26 |
Scouting |
In the same district |
27 |
Scouting |
In the same city or general zone |
28 |
Scouting |
Somewhere in the badlands |
29 |
Smuggling |
Can fit it inside a pocket |
30 |
Smuggling |
Fits comfortably in a backpack |
31 |
Smuggling |
A vehicle trunk is needed to hold it |
32 |
Smuggling |
An actual cargo vehicle is required |
33 |
Theft |
Even its owner doesn’t realize its worth |
34 |
Theft |
The patron’s own people know about it |
35 |
Theft |
A rival group also knows about it |
36 |
Theft |
Everyone knows it’s precious |
| 1d108 | INDEX | Result |
|---|---|---|
1 |
Defense |
What Needs To Be Defended? |
2 |
Defense |
What Needs To Be Defended? |
3 |
Defense |
What Needs To Be Defended? |
4 |
Defense |
What Needs To Be Defended? |
5 |
Defense |
What Needs To Be Defended? |
6 |
Defense |
What Needs To Be Defended? |
7 |
Defense |
What Needs To Be Defended? |
8 |
Defense |
What Needs To Be Defended? |
9 |
Defense |
What Needs To Be Defended? |
10 |
Defense |
What Needs To Be Defended? |
11 |
Defense |
What Needs To Be Defended? |
12 |
Defense |
What Needs To Be Defended? |
13 |
Espionage |
Why Is It Guarded Information? |
14 |
Espionage |
Why Is It Guarded Information? |
15 |
Espionage |
Why Is It Guarded Information? |
16 |
Espionage |
Why Is It Guarded Information? |
17 |
Espionage |
Why Is It Guarded Information? |
18 |
Espionage |
Why Is It Guarded Information? |
19 |
Espionage |
Why Is It Guarded Information? |
20 |
Espionage |
Why Is It Guarded Information? |
21 |
Espionage |
Why Is It Guarded Information? |
22 |
Espionage |
Why Is It Guarded Information? |
23 |
Espionage |
Why Is It Guarded Information? |
24 |
Espionage |
Why Is It Guarded Information? |
25 |
Murder |
Why Must They Die? |
26 |
Murder |
Why Must They Die? |
27 |
Murder |
Why Must They Die? |
28 |
Murder |
Why Must They Die? |
29 |
Murder |
Why Must They Die? |
30 |
Murder |
Why Must They Die? |
31 |
Murder |
Why Must They Die? |
32 |
Murder |
Why Must They Die? |
33 |
Murder |
Why Must They Die? |
34 |
Murder |
Why Must They Die? |
35 |
Murder |
Why Must They Die? |
36 |
Murder |
Why Must They Die? |
37 |
Rescue |
What Use Are They To Their Captors? |
38 |
Rescue |
What Use Are They To Their Captors? |
39 |
Rescue |
What Use Are They To Their Captors? |
40 |
Rescue |
What Use Are They To Their Captors? |
41 |
Rescue |
What Use Are They To Their Captors? |
42 |
Rescue |
What Use Are They To Their Captors? |
43 |
Rescue |
What Use Are They To Their Captors? |
44 |
Rescue |
What Use Are They To Their Captors? |
45 |
Rescue |
What Use Are They To Their Captors? |
46 |
Rescue |
What Use Are They To Their Captors? |
47 |
Rescue |
What Use Are They To Their Captors? |
48 |
Rescue |
What Use Are They To Their Captors? |
49 |
Retrieval |
Why Can’t They Go Get It? |
50 |
Retrieval |
Why Can’t They Go Get It? |
51 |
Retrieval |
Why Can’t They Go Get It? |
52 |
Retrieval |
Why Can’t They Go Get It? |
53 |
Retrieval |
Why Can’t They Go Get It? |
54 |
Retrieval |
Why Can’t They Go Get It? |
55 |
Retrieval |
Why Can’t They Go Get It? |
56 |
Retrieval |
Why Can’t They Go Get It? |
57 |
Retrieval |
Why Can’t They Go Get It? |
58 |
Retrieval |
Why Can’t They Go Get It? |
59 |
Retrieval |
Why Can’t They Go Get It? |
60 |
Retrieval |
Why Can’t They Go Get It? |
61 |
Sabotage |
What Does Its Owner Need It For? |
62 |
Sabotage |
What Does Its Owner Need It For? |
63 |
Sabotage |
What Does Its Owner Need It For? |
64 |
Sabotage |
What Does Its Owner Need It For? |
65 |
Sabotage |
What Does Its Owner Need It For? |
66 |
Sabotage |
What Does Its Owner Need It For? |
67 |
Sabotage |
What Does Its Owner Need It For? |
68 |
Sabotage |
What Does Its Owner Need It For? |
69 |
Sabotage |
What Does Its Owner Need It For? |
70 |
Sabotage |
What Does Its Owner Need It For? |
71 |
Sabotage |
What Does Its Owner Need It For? |
72 |
Sabotage |
What Does Its Owner Need It For? |
73 |
Scouting |
What Complications Exist? |
74 |
Scouting |
What Complications Exist? |
75 |
Scouting |
What Complications Exist? |
76 |
Scouting |
What Complications Exist? |
77 |
Scouting |
What Complications Exist? |
78 |
Scouting |
What Complications Exist? |
79 |
Scouting |
What Complications Exist? |
80 |
Scouting |
What Complications Exist? |
81 |
Scouting |
What Complications Exist? |
82 |
Scouting |
What Complications Exist? |
83 |
Scouting |
What Complications Exist? |
84 |
Scouting |
What Complications Exist? |
85 |
Smuggling |
Complications To Transit |
86 |
Smuggling |
Complications To Transit |
87 |
Smuggling |
Complications To Transit |
88 |
Smuggling |
Complications To Transit |
89 |
Smuggling |
Complications To Transit |
90 |
Smuggling |
Complications To Transit |
91 |
Smuggling |
Complications To Transit |
92 |
Smuggling |
Complications To Transit |
93 |
Smuggling |
Complications To Transit |
94 |
Smuggling |
Complications To Transit |
95 |
Smuggling |
Complications To Transit |
96 |
Smuggling |
Complications To Transit |
97 |
Theft |
Why Is It Valuable to the Patron? |
98 |
Theft |
Why Is It Valuable to the Patron? |
99 |
Theft |
Why Is It Valuable to the Patron? |
100 |
Theft |
Why Is It Valuable to the Patron? |
101 |
Theft |
Why Is It Valuable to the Patron? |
102 |
Theft |
Why Is It Valuable to the Patron? |
103 |
Theft |
Why Is It Valuable to the Patron? |
104 |
Theft |
Why Is It Valuable to the Patron? |
105 |
Theft |
Why Is It Valuable to the Patron? |
106 |
Theft |
Why Is It Valuable to the Patron? |
107 |
Theft |
Why Is It Valuable to the Patron? |
108 |
Theft |
Why Is It Valuable to the Patron? |
| 1d180 | INDEX | Result |
|---|---|---|
1 |
Defense |
There’s a mole feeding info to the enemy |
2 |
Defense |
The target doesn’t believe there’s a threat |
3 |
Defense |
The enemy is actually a different group |
4 |
Defense |
Someone close by would prefer they failed |
5 |
Defense |
Target might self-destruct if unmanaged |
6 |
Defense |
Target has a secret defensive advantage |
7 |
Defense |
Enemy wants to frighten, not destroy |
8 |
Defense |
Current defense plans are badly flawed |
9 |
Defense |
Expected defenders aren’t there |
10 |
Defense |
The opposition has unanticipated gear |
11 |
Defense |
The PCs could profit greatly by betrayal |
12 |
Defense |
A false alarm will happen while guarding |
13 |
Defense |
The PCs are actually guarding a decoy |
14 |
Defense |
The target resents this and is uncooperative |
15 |
Defense |
An “ally” really wants the target gone |
16 |
Defense |
The current guardians are incompetent |
17 |
Defense |
The target is overconfident in their defenses |
18 |
Defense |
They’ve misunderstood the real target |
19 |
Defense |
The assailants are on a strict time limit |
20 |
Defense |
The attack is unorthodox in its nature |
21 |
Espionage |
False data was placed as a decoy |
22 |
Espionage |
The data will actually harm the client |
23 |
Espionage |
Someone else is stealing the data as well |
24 |
Espionage |
The data is worthless unless stolen quickly |
25 |
Espionage |
The data is only in a single person’s head |
26 |
Espionage |
Obtaining the data will hurt an innocent |
27 |
Espionage |
There’s unexpected info in the data |
28 |
Espionage |
The data is kept in a very remote location |
29 |
Espionage |
The data is attached to a precious object |
30 |
Espionage |
An important figure keeps the data near |
31 |
Espionage |
The data is only accessible at certain times |
32 |
Espionage |
There’s a key needed to decode the data |
33 |
Espionage |
A copy of the data has been mislaid |
34 |
Espionage |
Somebody in the org wants the data stolen |
35 |
Espionage |
The data was stolen and hid by someone |
36 |
Espionage |
The data is a unique physical object |
37 |
Espionage |
Stealing it will enrage a third party |
38 |
Espionage |
Its guardians are focused on a different file |
39 |
Espionage |
It’s really just a pointer to the real data |
40 |
Espionage |
The data’s in a dangerous ruin site |
41 |
Murder |
The client wants them scared, not dead |
42 |
Murder |
It’s very hard to get weapons near them |
43 |
Murder |
They’re surrounded by zealots of a kind |
44 |
Murder |
No one’s quite sure where they even are |
45 |
Murder |
The client’s confused about the target |
46 |
Murder |
The target is constantly on the move |
47 |
Murder |
The target is wanted captured and alive |
48 |
Murder |
Someone else is making a hit on them, too |
49 |
Murder |
Their guards are not particularly loyal |
50 |
Murder |
Their death must be hidden for a while |
51 |
Murder |
They have a Rasputin-like durability |
52 |
Murder |
They have a rapid-response guard team |
53 |
Murder |
They carry a key to some great prize |
54 |
Murder |
The client’s info about them is wrong |
55 |
Murder |
Their death would make their corp stronger |
56 |
Murder |
They must be killed in a certain way/place |
57 |
Murder |
Their assassins hunt the PCs as well |
58 |
Murder |
A combat monster guards them closely |
59 |
Murder |
It’s an elaborate suicide by the target |
60 |
Murder |
There’s going to be a gap in their guarding |
61 |
Rescue |
They set up their own kidnapping |
62 |
Rescue |
They thought this was just a normal job |
63 |
Rescue |
The patron wants them dead or alive |
64 |
Rescue |
They have a reason not to want to leave |
65 |
Rescue |
The captors genuinely need their help |
66 |
Rescue |
Their captors are ideological allies |
67 |
Rescue |
Someone else is trying to assassinate them |
68 |
Rescue |
Ransom was paid, but got stolen |
69 |
Rescue |
They’re kept constantly on the move |
70 |
Rescue |
They escaped but are now lost somewhere |
71 |
Rescue |
They’ll be killed if not rescued soon |
72 |
Rescue |
They’ll be killed once no longer needed |
73 |
Rescue |
Their captors are very solicitous to them |
74 |
Rescue |
They’ve hidden loot somewhere nearby |
75 |
Rescue |
They have a friend among their captors |
76 |
Rescue |
They must be extracted to a specific place |
77 |
Rescue |
Their location is dangerous to get to |
78 |
Rescue |
They’re injured and largely immobile |
79 |
Rescue |
They won’t leave without a friend there |
80 |
Rescue |
They’ve obtained a position of power there |
81 |
Retrieval |
It starts degrading when recovered |
82 |
Retrieval |
It’s extremely fragile in some way |
83 |
Retrieval |
It’s more valuable than the client thought |
84 |
Retrieval |
Somebody else already has claimed it |
85 |
Retrieval |
The locals where it is have no clue about it |
86 |
Retrieval |
It’s been collected as worthless scrap |
87 |
Retrieval |
Somebody’s using it in an unexpected way |
88 |
Retrieval |
It’s in multiple pieces that must be obtained |
89 |
Retrieval |
It’s tangled in some larger device or thing |
90 |
Retrieval |
It’s in a hazardous building or area |
91 |
Retrieval |
The client only needs one part from it |
92 |
Retrieval |
It’s got a dangerous secret embedded in it |
93 |
Retrieval |
A removable part is very valuable |
94 |
Retrieval |
It’s tremendously illegal to possess it |
95 |
Retrieval |
It’s government property of some kind |
96 |
Retrieval |
Its tracking device turns on when moved |
97 |
Retrieval |
It’s among many similar-looking objects |
98 |
Retrieval |
It’s hidden inside a living creature |
99 |
Retrieval |
It requires special gear to handle it |
100 |
Retrieval |
It’s going to be ruined soon if not retrieved |
101 |
Sabotage |
It’s currently held or used by a third party |
102 |
Sabotage |
It’s only accessible at particular times |
103 |
Sabotage |
Its destruction would spread a toxic mess |
104 |
Sabotage |
An innocent is reliant on its safety |
105 |
Sabotage |
There are hostages kept near by it |
106 |
Sabotage |
It’s a very tempting target for thieving PCs |
107 |
Sabotage |
It’s spread out over several locations |
108 |
Sabotage |
It’s abnormally resilient to damage |
109 |
Sabotage |
The client only wants it lightly damaged |
110 |
Sabotage |
Its repair staff must be taken out as well |
111 |
Sabotage |
It must be stolen but seemingly destroyed |
112 |
Sabotage |
The site is entangled with a different use |
113 |
Sabotage |
The site is keenly on alert for sabotage |
114 |
Sabotage |
The sabotage must look like mere bad luck |
115 |
Sabotage |
It’s already partially damaged or ailing |
116 |
Sabotage |
Guard reinforcements are coming soon |
117 |
Sabotage |
The PCs need inside help to get at it |
118 |
Sabotage |
The target is underground somewhere |
119 |
Sabotage |
Someone just stole or seized the target |
120 |
Sabotage |
It’s being used for an unexpected purpose |
121 |
Scouting |
A third party offers pay to deceive |
122 |
Scouting |
The place looks like what it isn’t |
123 |
Scouting |
The local politics are in turmoil of late |
124 |
Scouting |
Outsiders are being sought there as mercs |
125 |
Scouting |
Local groups are profoundly different |
126 |
Scouting |
Existing info about the place is wrong |
127 |
Scouting |
A third party is keeping people out |
128 |
Scouting |
A disease or toxin threatens intruders |
129 |
Scouting |
The locals are hiding something precious |
130 |
Scouting |
The only source of a critical fact is missing |
131 |
Scouting |
Local factions demand PC allegiance |
132 |
Scouting |
A third party is monitoring the place |
133 |
Scouting |
A mercenary group inside will hire out |
134 |
Scouting |
The locals are finding it necessary to move |
135 |
Scouting |
The current dwellers are newcomers |
136 |
Scouting |
A horrible beast dwells in the area |
137 |
Scouting |
The PCs need to find the last scout team |
138 |
Scouting |
The client’s real interest is hidden from PCs |
139 |
Scouting |
Locals have reason to fear outsiders |
140 |
Scouting |
A third party has moved in to take over |
141 |
Smuggling |
There’s another, richer buyer for the goods |
142 |
Smuggling |
A rival wants to bribe the PCs to go astray |
143 |
Smuggling |
The goods are decoys to draw attention |
144 |
Smuggling |
Some enemy has a tracker on the goods |
145 |
Smuggling |
The goods would be useful to the PCs too |
146 |
Smuggling |
It isn’t what the recipient expected to get |
147 |
Smuggling |
The transit route changes unexpectedly |
148 |
Smuggling |
Bribed officials have been replaced |
149 |
Smuggling |
Local law enforcement is active there |
150 |
Smuggling |
A government official is involved in things |
151 |
Smuggling |
A gang leader or crime boss wants in on it |
152 |
Smuggling |
Somebody wants the run to fail badly |
153 |
Smuggling |
A sympathetic group needs the goods |
154 |
Smuggling |
The goods have been cut or adulterated |
155 |
Smuggling |
New “taxes” are on the transit route |
156 |
Smuggling |
A local wants a cut of the goods |
157 |
Smuggling |
A corp has taken an interest in the run |
158 |
Smuggling |
Another smuggler wants the shipment |
159 |
Smuggling |
The price goes down the longer it takes |
160 |
Smuggling |
The trade must take place in a public area |
161 |
Theft |
There’s a decoy target in place |
162 |
Theft |
Someone’s seeking to buy it openly |
163 |
Theft |
Somebody’s inspecting it right now |
164 |
Theft |
It’s got a tracker on it that triggers if moved |
165 |
Theft |
Somebody dangerous carries it often |
166 |
Theft |
Taking it would hurt a sympathetic group |
167 |
Theft |
Another group of thieves are aiming at it |
168 |
Theft |
The owner has been tipped to the threat |
169 |
Theft |
A recent theft attempt failed badly |
170 |
Theft |
They’ve recently changed up security |
171 |
Theft |
1 Fighting near it is likely to damage it |
172 |
Theft |
It’s physically attached to something |
173 |
Theft |
Its owner would rather it wrecked than lost |
174 |
Theft |
It takes a specific skill to extract it |
175 |
Theft |
There’s a recent security breach about it |
176 |
Theft |
One of its guardians is amenable to bribes |
177 |
Theft |
A third party wants to ensure its safety |
178 |
Theft |
It needs to be delivered to a specific site |
179 |
Theft |
It’s surrounded by valuable objects |
180 |
Theft |
It’s rather carelessly guarded |
| d6 | Result |
|---|---|
1 |
A street dweller made good over time |
2 |
Gang member of a middleman crew |
3 |
A corporate Mr. Smith with outside ties |
4 |
Gang member of a middleman crew |
5 |
Hacker-associated info broker |
6 |
They had or have rebel or terrorist ties |
| d8 | Result |
|---|---|
1 |
Corporate clients working against rivals |
2 |
Gangs looking to get work done |
3 |
Locals with problems to solve |
4 |
Operators who need their own work done |
5 |
Co-ethnics or co-religionists with issues |
6 |
Members of their associated organization |
7 |
Foreign agents of outside powers |
8 |
Local gov agencies needing deniability |
| d10 | Result |
|---|---|
1 |
They pay noticeably better than most |
2 |
They give excellent mission info |
3 |
They vet their clients very carefully |
4 |
They can get plum jobs for favored ops |
5 |
They match jobs and ops very well |
6 |
Rival fixers in the area had “accidents” |
7 |
They find work for raw newbies |
8 |
They can get ops gear at discount rates |
9 |
They can find work for unemployable ops |
10 |
Their jobs are usually exactly as billed |
| d4 | Result |
|---|---|
1 |
They’re a new face with little history |
2 |
They’ve handled business for a year or two. |
3 |
They’ve been around for a long while. |
4 |
They’ve been a face here for ages. |
| d12 | Result |
|---|---|
1 |
They burnt a team for a former client |
2 |
They take bad clients on |
3 |
They’ll betray certain clients |
4 |
Some missions are total screwjobs |
5 |
They skim the mission payoffs |
6 |
Info they supply is dangerously wrong |
7 |
They burn teams that disappoint them |
8 |
They hate particular types of people |
9 |
The gear they supply is often faulty |
10 |
They don’t give the whole mission story |
11 |
They’re much too optimistic about things |
12 |
They tend to get important details wrong |
| d20 | Result |
|---|---|
1 |
Sleek fashion, polished, and urbane |
2 |
Vice den chic, debased and vulgar |
3 |
Shabby clothes, wheedling manner |
4 |
Dresses like the locals, affable and friendly |
5 |
Favors armor, paranoid and suspicious |
6 |
Gaudy chic, expansive and confident |
7 |
Academic tweeds, avuncular and benign |
8 |
Stale fashion, insinuating and implicative |
9 |
Corper chic, reluctant to even be here |
10 |
Camo and mil-style, take-it-or-leave-it |
11 |
Junkie shabbiness, deceptively sharp |
12 |
Avant-garde style, benignly superior |
13 |
Threadbare fashion, earnest pleading |
14 |
Defunct gang colors, casual and desultory |
15 |
Last year’s style, grasping and chiseling |
16 |
Visible religious tokens, calm and mild |
17 |
Clothes cut to suit scars, slow and labored |
18 |
Dresses too young, forcedly enthusiastic |
19 |
Bureaucrat gray, fussy and particular |
20 |
Roll again; the style or manner is inverted |