Monday, October 21, 2024

Cyberpunk Edgerunners Mission Kit Review and Solo Play Log (Plus Gig Generator!)

I’ve been on a little Cyberpunk kick ever since Gen Con.  As I mentioned in that post, Cyberpunk and I go back a long time, to the 2020 version in...err...1991.  I even reinstalled 2077 in the ol' braindance machine only to find out it's still version 1.6 because us poors can't afford the newest PC setup or console.

 

If you want more than just Keanu, you'll have to cough up more eddies, m8.  Also, you just read this in my voice.

Chalk it up to semi-diagnosed, attention-deficit disorder.  When I get one one of those “fevers,” the only prescription is more of that particular kind of “cowbell.”  I apologize if this is frustrating, but rest assured, all you have to do is circle back around till we sync on what I want to write versus what you want to read.  Deal?

So one of my purchases at Gen Con was the Cyberpunk Edgerunners Mission Kit (CEMK.)  I thought about reviewing it, but then I also bought Solo Dark at the con, a solo-play supplement for Shadowdark, and I thought: instead of doing some dry review, why not solo-play through the material in this starter set, then write it up as play log like in the days of RPG yore?  My inner voice, who never, ever steers me wrong, especially after a couple of drinks, said “yes!”

I have a sneaking suspicion my inner voice looks like this guy.

But, if what amounts to amateur, cringey, (but not creepy,) RPG-based fan fiction is not your thing, here is a TL/DR review:

  • Nice little set of rules and material: The box comes with quickstart rule book, a player’s guide to the 2077 era and Edgerunners Netflix series, and a fun, multi-session adventure related to the events of the miniseries, titled The Jacket.   The rule book also adds new rules from the 2077 game to Cyberpunk RED, such as quickhacking, weapons and cyberware, and additional rules for Humanity loss and recovery that remind me a little of Call of Cthulhu’s Sanity system.  Not complete, but a good a starter as any.
  • Cool goodies inside: a set of fancy, yellow and green dice (four d6-es and two d10s,) with the Edgerunners logo for the sixes and tens respectively, pregens that cover some of the major roles (fixer, netrunner, nomad, medtech, rockerboy, and solo,) cardboard standies, tokens, and a few battle maps for the adventure, plus one of Night City in 2077 (with street names!)
  • Minor quibbles: as with many starter sets, it comes no rules for creating your own PCs, or even advancing them a little, other than purchasing gear (you need the Cyberpunk RED rulebook for that.)  It does have condensed, character and "lifepath" tables to customize the pregens to the players’ tastes.  (However, using 2d6 for the cultural origin table instead of the single die in RED makes the city less culturally diverse in demographics than it should be.  Respect the bell curve, chooms!)  Also, the battle map squares are little smaller than the typical, one-inch standard for most RPG battlemaps; fits the standees and tokens ok, though.
  • Recommendation: if starting a campaign with this set, I recommend downloading and running the Karaoke Night DLC before The Jacket.  It makes for a shorter intro to the game before diving into the longer adventure, and gives the PCs a little street cred working for Regina Jones before being hired by the fixer, Dakota Smith.  As of this writing, there is a second DLC with cyberware mods.  You should get that too!
  • Verdict: whether you're a fan of the tabletop RPG, video game, or show, you really can't go wrong with this set.  4.5/5 cyber-hobos!


 

Solo Play Methodology

  • As mentioned above, I used the Solo Dark supplement to play through The Jacket.  Although this is not a Solo Dark review, I’ll mention that it’s an oracular system very similar to Mythic, (I’m going to assume you’re at least familiar with it,) but d20-based, and made specifically for Shadowdark, but easily portable to other games.  It uses the Advantage/Disadvantage mechanic from Fifth Edition to adjust the likelihood of a “yes” or “no” answer.  I had to use a little judgement with the event description table, replacing fantasy subjects like magic with tech or netrunning.
  • I established a certain set of rules for myself to avoid as many spoilers in the adventure as possible and keep things relatively fair.  I didn’t read ahead or stuff that was labeled GM’s info and the like unless it was absolutely necessary or a character succeeded at an information-type roll.  In the end, I had to come to terms with the fact that this would play more like Gloomhaven with some curveballs rather than an actual RPG.
  • I also established some general, common-sense rules for NPC “AI,” especially in regards to combat.  Such as: “they attack the nearest enemy with their best or most advantageous attack possible.”  However, I always consulted the oracle "GM" to confirm their actions and reactions.  I followed a similar set of rules for the PCs, but with a little more leeway.  I would decide a PC’s action, then consult the oracle to confirm.  The effect was like being a fly on the wall as events unfolded, often in surprising ways.  
  • Also, if a PC died, they died.  This is Cyberpunk!  Edgerunners don’t often get happy endings.  (Also, my sensibilities tend to fall in the old school sphere, if you hadn't noticed; let the dice fall where they may!)  You might want to keep a synthpulp tissue dispenser nearby (only two eddies per sheet) if you get attached to any of them while reading.  Consider yourself warned. 
  • As for the narrative, everything you will read is about 98% accurate based on game play and oracular rolls, albeit massaged for flow, especially during combat (no point in detailing every hit point loss; only the highlights and dramatic points matter.)  I also fleshed out the in-between, "downtime" encounters with oracular rolls, to add character interest and a little humor.
  • Finally, this log has MAJOR SPOILERS for The Jacket, so if you’re going to experience it as a player, do yourself a solid and read some other posts on this blog (or some other blog…sigh,) then come back after you play it to compare how your group did versus this one.

 

Our Edgerunners

I picked four of the pregens for my PC group semi-randomly to fill the major roles in the team: a solo and a nomad for combat, a tech for support, and a rockerboy for the "face."

As suggested in the rulebook, I made random rolls on the character and lifepath tables, so the characters ended up a little different than illustrated on their sheets, and therefore, uniquely mine (R. Talsorian copyright notwithstanding, see the disclaimer below.)  This made for some fun results that I was able to incorporate into the adventure where indicated, such as an enemy I had rolled up for Hardpoint, the solo.  I also reconciled seemingly weird results, such as Thorn the rockerboy being “stable and serious” in personality.  Maybe his stage and private personas are different?  It worked for Prince!  Regardless, their personalities took shape beyond what I rolled-up as the game progressed, and as I wrote up the log afterward.  (I also fed their descriptions into the robo-artist for some portraits; see below.) 

Without further ado, here they are:

Wrench


The self-proclaimed leader of this crew of novice edgerunners is a burly, chromed, and hot-headed nomad searching for fortune and glory in Night City.  He found his first break with the Badlands fixer Dakota Smith, who had a gig to assist a fellow nomad.

  

 

 

Hardpoint

To say Hardpoint is tough is an understatement.  The merc was born and bred in the fires of Northside’s combat zone, and her entropic, Street looks and quiet demeanor conceal a talented, cunning, and deadly warrior.  She's looking to one day become the top solo in Night City, one slice of her Mantis Blades at a time.
 

 

 

Maven

A young, colorful techie who is a little on the shy and naive side; only recently having traded dead-end, corpo tech work for the excitement of edgerunning.  She prefers the role of overwatch with her sniper rifle and custom optics while supporting her crew with tech expertise outside of danger.
 

  

 

Thorn

Although every bit the stereotypical, chromatic rockerboy when performing (complete with extendable tech hair, bare, muscle-grafted chest, and light tattoos,) his private and edgerunner persona tends to be different.  Thorn is (or tries to be) a serious professional; whether composing music, holding his own in a firefight, or acting as the “face” for his crew.
 

Insurance

A straight-laced, no-nonsense medtech with not-so-straight-laced secrets of her own.  Although she does not join our group of edgerunners until later in the adventure, they encounter her for the first time much earlier.

 

 

 

Now that you've met the crew...


Part 1: Gunfight at Honest Stan’s Self-Storage

Our story begins with an old, dusty Villefort Colombus freight van driving along a lonely road in the Southern Badlands at night.  Its driver was a dark man with formidable Gorilla Arms bulging from the ripped sleeves of a faded jacket.  The cyberarms were chrome-free, showing the inner workings of synthetic musculature and servomotors; no-frills, as is the case with most things nomads acquire.  A tattoo that read “Aldecaldos” was scrawled in a patch of RealSkin over his right bicep, marking him as an outsider to Night City.  On the Street, he went by the handle of Wrench.

A pretty-boy with a cigarette in his mouth sat on the passenger’s seat gazing out at the Badlands quietly as they drove past the tented greenhouses of the Biotechnica Flats; his head was in the game.  He wore an old armorjack under an even older leather jacket with a logo patch that read “Thorns on Roses” on the shoulder.  A similarly old, but serviceable shotgun with the Budget Arms logo rested near his legs, showing that this edgerunner was not just about looks.

A woman with the hard edge of the Street to her checked a sleek, Arasaka Masamune assault rifle methodically in the back of the van.  Across from her was a young girl – almost too young and Asia-pop kawaii to be an edgerunner, trying to make conversation in vain.  The girl smiled shyly at Wrench as they caught a glance of each other through the rearview mirror.  Her custom cybereye adjusted for focus behind faddish, multi-colored hair.

These were the only gonks that gave the nomad the time of day outside of the bar known far and wide as the Afterlife.  The nomad’s abrasive demeanor turned off most veterans at the edgerunner hangout as he sought to form a team for this gig.  He almost caused what would most certainly have been a fatal fight with the hustle (and everyone else in the joint) if these three hadn’t intervened.

The four edgerunners were as green as the paste oozing out of an All Foods Veggie Delight tube, but they were ready to prove themselves.  Besides, nomads are known for turning others’ discarded junk into treasures.

The van approached the meeting place Dakota, their fixer for this gig, had indicated in her brief: some old, self-storage joint near the border of Night City; the kind with automated containers, little security, and no questions asked.

The edgerunners arrived to experience their first, literal trial-by-gunfire.  Their client, a man who looked like some brown-vested cowboy straight out of an Old West film or  braindance was in the middle of a firefight against four gonks wearing jackets with the REO Meatwagon logo.  It was strange.  These city-funded, great value, but second-rate alternative to Trauma Team weren’t typically in the business of flatlining people (defeats the purpose of the whole life-saving thing,) but here they were, blasting away at their client.  No one else was around.  Another giveaway that something was not right with this scene.

Wrench swerved the van to a stop a short, but safe distance from the action and barked orders at his new crew: “Maven, get up on one of those containers over there and cover us.  Hardpoint, you come at them from the other side and help out the client.  Thorn, you’re with me.  Let’s go, choombas!  Time to do the thing and earn those eds!” 

Maven and Hardpoint rushed out of the back of the van to move into their respective positions   Wrench then approached the REO Meatwagon gonks brazenly with Thorn following cautiously to his right.  The nomad bellowed, holding his left arm out in an open gesture and a large, Kang Tao Zhuo smart shotgun casually held on his right: “Heard there was a party going on!  No need to get up, we invited ourselves!”  As he spoke, the nomad fired his shotgun from the hip, momentarily surprising the REO gonks.  Despite the lazy shot, the smart shells did the heavy lifting, and landed direct hits on their body armor, injuring the gonks and driving them behind cover.  Thorn followed up with a blast from his own Carnage before one of the gonks could get to safety, and that one crashed into a pile of discarded boxes.  Meanwhile, two others in the rear were held at bay by the "cowboy"/client, who was firing a Techtronika Burya tech pistol from behind the cover of an open storage container.

The gonk that was taking cover near his fallen choom barely had time to recover and turn his iron on the nomad and rockerboy before he found himself up close and personal with Hardpoint’s Mantis Blades.  The cyberarm weapons scythed with a whistling “snicker-snack,” and just like that, REO Meatwagon had a new job opening available.

The last two gonks in this rogue, REO team took the opportunity to advance while the client retreated behind cover to recharge his pistol.  The leading one blasted away haphazardly with a Unity semiautomatic as he ran.  Hardpoint scrambled back to cover while her Mantis Blades retracted, but a lucky shot hit Wrench on his side when the nomad had exposed himself to shoot.  His armorjack thankfully stopped most (but not all) of the ballistic force.  He half-ducked, half-collapsed back behind the cover of a strorage container, and grunted in pain.  His eyes flashed gold as he yelled into his holo through clenched teeth: “Maven!  Where the fuck are you?!  You were supposed to ice these gonks!”  The AI-assisted reconstruction of Maven’s face, framed by a box on the nomad’s Chyron HUD, was pink with exertion as she stuttered back: “S…sorry!  Having a hard time getting up this container.  You try it with a full kit on…hnggh!” 

“I’ll go.  Cover me,” Thorn said.  Wrench nodded and the rockerboy-turned-edgerunner sprinted between cargo containers to flank the REO gonks and assist Maven.

Once behind cover, Hardpoint brought her assault rifle to bear.  Both the solo and the client nodded to each other, and in unison, opened fire on the gonk who had shot Wrench when he popped back up from cover.  The gonk stood no chance.  High-velocity rounds followed by a fully-charged tech blast ripped through his body armor.  The gonk slumped against one of the storage containers, sliding down in a smear of blood; legs spread akimbo.

The last of the REO gonks, despite being outnumbered, was a true credit to her profession.  She popped a few rounds in the direction of the edgerunners and rushed to her nearest, fallen colleague near the pile of boxes to render aid, oblivious of the danger she was in.  The paramedic worked furiously, and only stopped when she realized that a) her colleague was a goner, and b) she was completely surrounded with weapons pointed at her.  She held her bloody, gloved hands up in surrender, with barely-contained anger behind stunning, hazel eyes; real ones, too.

“Delta, before we change our minds.”  Wrench was pointing his shotgun at the paramedic with one hand while holding his ribs with the other.  He was still riding high on adrenaline from the firefight, and felt unusually charitable.  The woman nodded and ran off.  Shortly after, the rickety ambulance the gonks had come in revved up and its sound faded into the night in a cloud of dust and discarded, paper trash.

The client emerged from cover with Hardpoint.  He addressed the edgerunners with a drawl befitting his cowboy image:  “Appreciate y’all savin’ my bacon!  The name’s Falco.”  He extended his hand towards Wrench, who shook it firmly.  

Wrench smiled and said:  “Don’t mention it, brother.  We’re the ‘runners Dakota sent.  I’m Wrench.  Hardpoint you already met,” he motioned to the solo, who nodded at the client, rifle at the low ready position.  “And here's Thorn and Maven.”  The rockerboy and tech walked over.  Thorn nodded to the client as he lit a post-battle cig to calm his nerves.  Maven had to repurpose her wave of greeting to ward off the smoke with a mousy cough.  Wrench continued: “So what can we do you for?”  

The client, Falco, leaned against a storage container as he put a cigarette of his own in his mouth, and lit it, living true to his stereotypical image, sans cowboy hat.  After a drag, he spoke after exhaling smoke: “Simple gig.  Search and recover,” he said, using terms familiar with edgerunners.  “My unit here got broken into, but these desperadoes showed up after I came to investigate.   You know the rest.” 

Wrench was a little confused: “So these gonks weren’t the ones trying to steal your stuff?  What was stolen?” 

“Naw, not exactly, but it looks like they were after my things too; just got late to the shindig”  Falco pointed with his cigarette at the fallen REO gonk in the pile of boxes, who had some sort of hand-held tracking device.  It ended up on the floor when he fell.  Maven went over and picked it up.

The client then delivered the detes on his stolen items: an old, Militech Lexington pistol, an Arasaka Masamune rifle similar to Hardpoint’s but with a pink-painted muzzle, a black, Arasaka Shingen submachine gun with pink skull art, and a yellow, paramedic’s jacket with a stylized, neon-green “E” and “R” design on the back.  Similar to the one these REO gonks wore.

The items held some sentimental value for the client, having belonged to some chooms of his.  The jacket itself had belonged to one David Martinez, who had inherited from his own mother, apparently an REO paramedic too.  In talking about these people, the cowboy's expression had a far off look towards the distance, then the sky and moon.  “They’re all gone now, though” he said.

Thorn thought himself pretty good at reading people.  The client wasn’t telling the whole story, but he seemed sincere.  There was a deep sadness to him that you couldn’t fake, even with an actor’s biosculpted face and on-command tear duct implants. There is a tragic, but hit song in this cowboy’s story, if Thorn could ever pry it out of him.

“What’s the pay?” Hardpoint asked what was already on the edgerunner's minds.

Falco came back to the present.  He answered:“A clean, 2,000 eds per item y’all find.  Should be worth any trouble y’all get into while looking for them.”

Maven had been lost in the device recovered from the fallen REO gonk, as well as his holophone.  Her optics reflected the scrolling data on the devices.  She addressed the group, partly thinking out loud: “Looks like someone was paying these gonks a lot of eddies for the jacket too.  They were able to find it because their jackets have has a biomon and GPS tracker that stores their info and location, but there’s a delay.  Look.”

The edgerunners and the client gathered around to see what Maven was trying to show on the device's display.  It was log showing the jacket's location over time.  The most recent one had the coordinates of the self storage facility, but the timestamp was several hours ago.

“Don’t worry, brother.  You’ve hired the best.  We’ll get your stuff; one nomad’s word to another,”  Wrench said with a grin, but he was trying to hide the pain he felt on his side.  Falco smiled to himself, which under his handlebar mustache, looked more like a smirk.  Where had he heard confidence like that before?  The memories were still too fresh; too painful.  A sudden ping on the tracking device dispelled his melancholy.

“It's popped up again!  Somewhere in Little China...Bradbury and Urmland Street!”  Maven exclaimed.

 “Y’all best be off,” Falco said.  “I’ll send you my detes, so y’all can keep me posted.  Good luck!”  The cowboy’s eyes turned blue as he made the data transfer.

The edgerunners got in their van, and Wrench fired it up.  They were off to find the source of the jacket’s signal.


To Be Continued…

Game Notes

  • Pretty smooth start.   The first combat encounter turned out to be pretty easy (as first combats in published adventures typically are,) but I still had some hiccups while I was getting used to the combat rules (which are somewhat different, but a little more lenient, than Cyberpunk 2020.)
  • Maven whiffed a couple of rolls trying to climb a storage container, and Wrench suffered a critical injury, partly because I don’t get the game’s rules for cover yet (it's abalative, rather than penalizing attack rolls.)  The flexible movement rules make it so cover is almost pointless at closer ranges, since the characters can just move around it, shoot, then move back into their own cover, only to be attacked the same way.  Like that scene in the Naked Gun sequel when Leslie Nielsen's character is exchanging fire with a bad guy behind cover, but they're both at ridiculously point-blank range.
  • Hardpoint’s the solo’s personality is supposed to be “sneaky,” so I decided to play that out in combat.  I think that getting the drop on enemies with those Mantis Blades is going to become a thing.  I'm a little confused as to whether the pregen has one, or two blades, but I like the iconic image of twin blades from the video game, so I'm writing it that way.


Bonus: Edgerunner Gig Generator

Hey!  You made it through some of my crap fan fiction.  Awesome!  As a reward, here are a few tables for rolling up gig ideas usable with CEMK games.  I based it on the gig quests from the video game.  The tables generate a few, general details that the GM can flesh out for an evening’s play or so.

Here’s an example: I rolled Mr. Hands for the fixer, so this gig will take place in Pacifica.  Then, I rolled the gig type, and got “Gun for Hire.”  I rolled twice for target and opposition affiliation and got “Media” for the target, and “Edgerunner mercs” for the opposition.  Finally, I roll up the Hotel Pistis Sophia for the gig’s main location.

Here is a gig that comes to mind from those details:  A media has obtained some detes that are harmful to the client (whether true or not; could easily be a smear, or blackmail.)  The media knows they might suffer from potential reprisals, so they holed themselves up in an abandoned hotel in Pacifica, and hired some hustle (the mercs) for security until they can finish the story and get it out.  It is up to the players to stop the media (they can decide how,) while avoiding or dealing with the mercs.  The payout would be based on how tough I think the opposition is, based on the guidelines in Cyberpunk RED.

Alternatively, they could be rescuing the media from a similar band of edgerunner mercs that is coming for them.  Similar to the gig Concrete Cage Trap in the video game.  You don't have to stick strictly to the rolled results if a good idea comes to mind.

To flesh out this gig, I would map out the pertinent parts of the hotel, find or generate stats for the mercs, devise their general strategy, and let the players have at it!

I. Fixer and District (1d10):

This generates the gig’s fixer, along with the district of Night City the gig will take place in.  As an option, you can add or subtract the character’s Reputation (see Cyberpunk RED.) This will allow experienced edgerunners to get gigs from top fixers, such as Rogue or the enigmatic Mr. Blue Eyes.

1-3. Regina Jones (Watson)
4-5. Wakako Okada (Westbrook)
6. Mr. Hands (Pacifica)
7. Muammar “El Capitan” Reyes (Santo Domingo)
8. Dakota Smith (Badlands)
9. Sebastian "Padre" Ibarra (Heywood)
10. Dino Dinovic (City Center)
11-14. Rogue Amendiares (Any, roll 1d10 again for district.)
15+. Mr. Blue Eyes (Any, including spaaace!)

II. Gig Type (d6)

This is what the edgerunners are expected to do, and is based on the gig categories from the video game.

1. Agent Saboteur: Compromise, damage, or destroy something.  For example: upload a virus to a server, destroy a facility, or place a tracking device on a target.
2. Gun for Hire: Take someone (or a group of someones) out of commission.  This could be via intimidation, kidnapping, or grim wetwork.  This category could also include NCPD bounty work for dangerous criminals, or cyberpsychos.
3. Search and Recover: Secure a stolen MacGuffin and return it to the client.    
4. SOS: Merc Needed: Rescue mission.  Don’t shoot the hostage(s)!
5.  Thievery: Like Search and Recover, but what they’re klepping doesn’t actually belong to the client.
6. Special Delivery: Transport something, or someone, to a place.  Sounds simple, right?  It usually isn’t.

III. Target and Opposition (1d10)

This table generates a general affiliation for the target of the gig.  You can roll twice to get an opposing faction or replace it with a suggested one form the subdistrict and location tables below.

1. Megacorp (choose one)
2. Boostergang (choose one, or by district)
3. Night City government (incl. NCPD)
4. Foreign government (incl. NUSA)
5. Celebrity
6. Night City civilian(s)
7. Nomads (Aldecaldos, Wraiths, others)
8. Media(s)
9. Edgerunner merc(s)
10. Netrunner(s)


IV. Sub-district and Location

Based on the fixer and district, roll the indicated dice for the sub-district, and/or specific location where the gig takes place.  Most of the locations are drawn from the Edgerunner’s Handbook in the CEMK, but the GM can replace these with a generic location of the same type, or roll on a different district table entirely.  For gigs like Special Delivery, you could roll twice for a starting location, and destination.  Each location may also include a suggested, opposing faction.

Watson (1d6 twice)

1-3:

1. The Afterlife bar (Edgerunner mercs)
2. All Foods Factory (Maelstrom)
3. Deravaja Dojo gym (Tyger Claws)
4. Ho-Oh casino (Tyger Claws)
5. Kabuki Roundabout (Tyger Claws)
6. Arasaka Waterfront/Konpeki Plaza (Arasaka security)

4-6:

1. Lizzie’s Bar (The Mox)
2. Night City Medical Center (Trauma Team security)
3. No-Tell Motel (none/any)
4. Riot nightclub (Animals/private security)
5. Totentanz nightclub (Maelstrom)
6. Urmland Street market (Tyger Claws)

Westbrook (1d6 plus variable)

1-2. Charter Hill (1d6)

1-2. Dynalar Complex (Dynalar security)
3-4 Kiroshi Campus (Kiroshi security)
5-6. Red Queen’s Race underground BD club (Animals)

3-4. Japantown (1d10)

1-2. Cherry Blossom Market (Tyger Claws)
3-4. Clouds adult BD nightclub (Tyger Claws)
5-6. Dark Matter nightclub (Animals/private security)
7-8. Fourth Wall Studios (NCPD or private security)
9-10. Jig-Jig Street (none/any)

4-6. North Oak (1d10)

1-2. Chram Denya Jinja shrine (Tyger Claws)
3-4. Columbarium (NCPD)
5-6. North Oak Casino and Country Club (private or corporate security)
7-8. Corporate Estate (automated or corporate security)
9-10. Private Estate (automated or private security)

Pacifica (1d6)

1-3. Coastview and West Wind (1d10)

1-2. Batty’s Hotel (Voodoo Boys)
3- 4. Eden Beach amusement park (Scavs)
5-6. Grand Imperial Mall (Animals or Scavs)
7-8. Hotel Pistis Sophia (none/any)
9-10. Serenity Bible Church (Voodoo Boys)

4-6. Dogtown (1d10)

1-2. Black Sapphire building (BARGHEST)
3-4. Eden Plaza (BARGHEST)
5-6 EBM Petrochem Stadium (BARGHEST, others)
7-8 Heavy Hearts nightclub (private security)
9-10 Terra Cognita exhibits (Scavs)

Santo Domingo (1d10, then 1d6)

1-8:

1. Coronado Dam (none)
2. Dewdrop Inn apartments (6th Street)
3. Night City Center for Psychiatric Health (private security)
4. Rancho Coronado Public High School (NCPD)
5. Red Dirt bar (none/any)
6. Tripple Extreme Epic Workout Center (Animals)

9-10:

1-3. Arasaka Industrial Park (Arasaka security)
5-6. Night City Prison (automated security and NCPD)

Badlands (1d6 plus variable)

1-3. East (1d10)

1. Aldecaldo Camp (Aldecaldos)
2. DaKota Garage (nomads)
3. Farm(s) (none/any)
4. Night City Municipal Landfill (none/any)
5. Rocky Ridge ghost town (Wraiths or none/any)
6. Sunset Motel (nomads)
7. Trailer Park (none/any)
8. Union Railroad switching station (none/any)
9. Wind Farms (none/any)
10. Wraith Camp (Wraiths)

4-6. South (1d6)

  1. Biotechnica Flats (Biotechnica and automated security)
  2. Border Checkpoint (Militech and automated security)
  3. Las Palpas Motel (Wraiths, or any)
  4. Autowerks garage (Wraiths) 
  5. Regional airport (none/any)
  6. Solar Power Station (automated security)

Heywood (1d6 plus variable)

1-2. The Glen (1d10)

1-2. City Hall (NCPD, or private security)    
3-4. El Coyote Cojo bar (Valentinos)
5-6. Embers nightclub (Animals/private security)
7-8. Reconciliation Park (Valentinos)
9-10. Time Machine music store (none/any)

3-4. Vista del Rey (1d6)

1-2. La Catrina funeral home (Valentinos)
2-3. Delamain HQ (automated security)
4-5. Dicky Twister bar (Valentinos)

5-6. Wellsprings (1d6)

1-2. Bulwark shopping mall (Valentinos)
3-4. Mercado Sonora market (Valentinos)
5-6. Wellsprings Water Treatment Facility (Animals)

City Center (1d6)

1-3. Corpo Plaza (1d6)

1. Arasaka Academy (Arasaka security)
2. Arasaka Memorial (Arasaka security)
3. Empathy nightclub (Animals)
4. Memorial Park (NCPD)
5. Megacorp HQ (corporate and automated security by megacorp)
6. The View shopping mall (private security)

4-6. Downtown (1d10)

1-2. 7th Hell nightclub (Animals)
3-4. Electric Orgasm bar (Edgerunner mercs)
5-6. Jinguji fashion store (none/any, or NCPD)
7-8. N54 HQ (corporate security)
9-10. Night Corp HQ (corporate security)



This material based on the Cyberpunk Edgerunners Mission Kit is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.

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Cyberpunk Edgerunners Mission Kit Solo Log – Part 5 (Plus Megabuilding Encounters)

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