TEXT: 31052
  31052
  BAND ON THE RUN
  BAND ON THE RUN
  KEVIN L. ANDERSON
  KEVIN L. ANDERSON
  
  BY KEVIN L. ANDERSON
  BY KEVIN L. ANDERSON
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: MARIUSZ GANDZEL
  ART: MARIUSZ GANDZEL
  CORPORATE LOGOS: JORDAN PEACOCK
  CORPORATE LOGOS: JORDAN PEACOCK
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, 
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, 
  SIMON SCOTT, MARTIN SKIGGS.
  SIMON SCOTT, MARTIN SKIGGS.
  DEDICATION: TO THE FRIENDS I HAVEN’T SEEN FOR FAR TOO LONG, 
  DEDICATION: TO THE FRIENDS I HAVEN’T SEEN FOR FAR TOO LONG, 
  YES THAT MEANS YOU KAREN!
  YES THAT MEANS YOU KAREN!
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2010 Triple Ace Games. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2010. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  BAND ON THE RUN
  BAND ON THE RUN
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  FROM THE BLUES BROTHERS.
  FROM THE BLUES BROTHERS.
  03
  03
  BY KEVIN L. ANDERSON
  BY KEVIN L. ANDERSON
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: MARIUSZ GANDZEL
  ART: MARIUSZ GANDZEL
  CORPORATE LOGOS: JORDAN PEACOCK
  CORPORATE LOGOS: JORDAN PEACOCK
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, 
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, 
  SIMON SCOTT, MARTIN SKIGGS.
  SIMON SCOTT, MARTIN SKIGGS.
  DEDICATION: TO THE FRIENDS I HAVEN’T SEEN FOR FAR TOO LONG, 
  DEDICATION: TO THE FRIENDS I HAVEN’T SEEN FOR FAR TOO LONG, 
  YES THAT MEANS YOU KAREN!
  YES THAT MEANS YOU KAREN!
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2010 Triple Ace Games. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2010. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  BAND ON THE RUN
  BAND ON THE RUN
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  FROM THE BLUES BROTHERS.
  FROM THE BLUES BROTHERS.
  03
  03
  
  FORWARD
  FORWARD
  This Savage Adventure contains a cyberpunk tale 
  based around the exploits of four pre-generated char-
  acters. The full character sheets are available for free at 
  www.tripleacegames.com.
  The heroes have all their leveling opportunities from 
  Seasoned (at which they begin) to Legendary, mapped 
  out in advance. Each published adventure in this line 
  earns the heroes a ﬁ xed 5 Experience Points, guarantee-
  ing them an advance every mission. All the players need 
  do is tick the appropriate box to start making use of the 
  new upgrade.
  Characters: 35 XP.
  The GM also needs the cyberpunk setting rules from 
  the TAG website.
  END OF AN ERA
  END OF AN ERA
  “Good night one and all, and GOOD BYE!” the 
  stadium responded to Mr. Charisma’s ﬁ nal words 
  with a wave of cheers and screams as Fragile 
  Memories left the stage for the last time.
  Alone in his dressing room, Steve Donahue 
  thought back over the last ten years. It had been 
  good, but lately the fans were just getting to be 
  too much, sure he liked the attention but not to 
  be pawed and touched by everyone who got close 
  to him. The almost vapid adulation had grown 
  wearisome. Running a hand though his wavy 
  hair, Steve gazed at his handsome reﬂ ection, how 
  was he going to be able to stay in the limelight but 
  avoid the claustrophobic attention?
  Hurriedly packing what little he wanted to take 
  with him, Jon Rosche grabbed the case contain-
  ing his “retirement fund”, from under his dressing 
  table. Pulling out an old and battered leather 
  jacket, Jon ran his ﬁ ngers over the faded and worn 
  image of a scorpion painted on its back. They said 
  you could never go back, but “they” didn’t have 
  his skills or his money. With one last look around 
  the dressing room (which had been much of his 
  life for the last ten years) Jon left, swapping his 
  drummers stool for the saddle of a motorbike.
  “Puerile, infantile, pointless lyrics!” Anthony 
  Campbell punctuated his rant by hurling his bass 
  guitar into the dressing table mirror. So a rock 
  band couldn’t make a difference to the way the 
  world worked, well he’d show them all he could. 
  With images of corporations bowing to his de-
  mands as he single handedly saved the world 
  from their greedy grasp, Anthony hit a speed dial 
  button on his mobile phone, “Warm the plane 
  up, I’m out of the band and we’ve got a world to 
  save.”
  With the band depending on him to stay sober 
  and in control, making sure they had all the hits 
  they needed, Mark Hirst had never had the time 
  to really experience life. Now, things were differ-
  ent. They called him “boring”; well they would 
  soon see just how wrong they were. Not even 
  bothering to change from their last gig, Mark 
  climbed straight into the waiting limo where a 
  pair of identical twins waited with enough al-
  cohol and drugs to party for a lifetime—let the 
  good times roll!
  Listening to “Life” by Fragile Memories, Louis Vasey 
  paused for a few moments and a thought, uncon-
  nected to the rebuilding of his company, came to 
  him. He really must get to see the band—after all 
  they had saved his life, but there was time for that 
  later. First, to business…
  BAND ON THE RUN
  BAND ON THE RUN
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  FROM THE BLUES BROTHERS.
  FROM THE BLUES BROTHERS.
  2
  FORWARD
  FORWARD
  This Savage Adventure contains a cyberpunk tale 
  based around the exploits of four pre-generated char-
  acters. The full character sheets are available for free at 
  www.tripleacegames.com.
  The heroes have all their leveling opportunities from 
  Seasoned (at which they begin) to Legendary, mapped 
  out in advance. Each published adventure in this line 
  earns the heroes a ﬁ xed 5 Experience Points, guarantee-
  ing them an advance every mission. All the players need 
  do is tick the appropriate box to start making use of the 
  new upgrade.
  Characters: 35 XP.
  The GM also needs the cyberpunk setting rules from 
  the TAG website.
  END OF AN ERA
  END OF AN ERA
  “Good night one and all, and GOOD BYE!” the 
  stadium responded to Mr. Charisma’s ﬁ nal words 
  with a wave of cheers and screams as Fragile 
  Memories left the stage for the last time.
  Alone in his dressing room, Steve Donahue 
  thought back over the last ten years. It had been 
  good, but lately the fans were just getting to be 
  too much, sure he liked the attention but not to 
  be pawed and touched by everyone who got close 
  to him. The almost vapid adulation had grown 
  wearisome. Running a hand though his wavy 
  hair, Steve gazed at his handsome reﬂ ection, how 
  was he going to be able to stay in the limelight but 
  avoid the claustrophobic attention?
  Hurriedly packing what little he wanted to take 
  with him, Jon Rosche grabbed the case contain-
  ing his “retirement fund”, from under his dressing 
  table. Pulling out an old and battered leather 
  jacket, Jon ran his ﬁ ngers over the faded and worn 
  image of a scorpion painted on its back. They said 
  you could never go back, but “they” didn’t have 
  his skills or his money. With one last look around 
  the dressing room (which had been much of his 
  life for the last ten years) Jon left, swapping his 
  drummers stool for the saddle of a motorbike.
  “Puerile, infantile, pointless lyrics!” Anthony 
  Campbell punctuated his rant by hurling his bass 
  guitar into the dressing table mirror. So a rock 
  band couldn’t make a difference to the way the 
  world worked, well he’d show them all he could. 
  With images of corporations bowing to his de-
  mands as he single handedly saved the world 
  from their greedy grasp, Anthony hit a speed dial 
  button on his mobile phone, “Warm the plane 
  up, I’m out of the band and we’ve got a world to 
  save.”
  With the band depending on him to stay sober 
  and in control, making sure they had all the hits 
  they needed, Mark Hirst had never had the time 
  to really experience life. Now, things were differ-
  ent. They called him “boring”; well they would 
  soon see just how wrong they were. Not even 
  bothering to change from their last gig, Mark 
  climbed straight into the waiting limo where a 
  pair of identical twins waited with enough al-
  cohol and drugs to party for a lifetime—let the 
  good times roll!
  Listening to “Life” by Fragile Memories, Louis Vasey 
  paused for a few moments and a thought, uncon-
  nected to the rebuilding of his company, came to 
  him. He really must get to see the band—after all 
  they had saved his life, but there was time for that 
  later. First, to business…
  BAND ON THE RUN
  BAND ON THE RUN
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  ORIGINALLY TITLED “WE’RE PUTTING THE BAND BACK TOGETHER” 
  FROM THE BLUES BROTHERS.
  FROM THE BLUES BROTHERS.
  2
  
  BAND ON THE RUN
  BAND ON THE RUN
  3
  INTRODUCTION
  INTRODUCTION
  Louis Vasey is the overall owner of the multi-national, 
  air transport corporation, Vasey Air.  He is also a billion-
  aire. Twelve years ago Vasey was diagnosed with a rare 
  degenerative disease and now, despite the best medical 
  care available, he only has a few months to live. 
  Vasey was born in the Deregulated Zone but dragged 
  himself out of poverty and into the corporate world by 
  his own hard work and focus—he was a natural entre-
  preneur.  
  Having never settled down or had children, Vasey has 
  no one to pass his fortune on to and no desire to just 
  hand it over to a charity or his own company, instead he 
  has decided to spend most of his fortune on one selﬁ sh 
  hour of his life.
  Ten years ago, Vasey sunk into a deep depression—he 
  was a self made man worth millions yet all his business 
  skills and money could not cure him of the degenerative 
  disease from which he suffered. For several months he 
  wallowed in self pity leaving the running of his company 
  to underlings. He nearly lost his fortune as those he em-
  ployed proved inadequate to the task of managing Vasey 
  Air. As Vasey sunk deeper into depression, so too did his 
  company.
  By complete chance Vasey heard a popular song, 
  “Life”, by the band Fragile Memories and something 
  about the lyrics struck a chord with him. Revitalized with 
  a renewed interest in life, Vasey dragged himself up out 
  of his depression, much as he had from the dregs in his 
  younger years, and began to rebuild his business.
  Now with death only a few short months away, Vasey 
  wants to hear Fragile Memories perform live. With his 
  fortune, such an event should have been easy to arrange, 
  however it was not so. Fragile Memories disbanded ﬁ ve 
  years ago, its four members each going his own separate 
  way.
  Unperturbed, Vasey is convinced he can get the band 
  to reform for his private gig if he throws enough money 
  at the problem. With time being of the essence, Vasey 
  could not rely on legal and proper channels to locate the 
  band members and recruit them; instead he has turned 
  to the world of deniable assets.
  Characters: 35 XP.
  INVESTIGATION
  INVESTIGATION
  To locate the four members of Fragile Memories, the 
  heroes are going to have to undertake a lot of investiga-
  tion whether it is working the bars or surﬁ ng the net. 
  Suitable skills for this are Hacking, Investigation, and 
  Streetwise as per the Cyberpunk Rules. 
  BRIBES
  BRIBES
  The heroes are given a sizeable advance for expenses 
  and one very good use for it is bribes. Any of the above 
  skills may be modiﬁ ed by +1 per $100 spent up to a 
  maximum of +4.
  COERCION
  COERCION
  More physical heroes may prefer to “lean on” their 
  sources of information. Such strong-arm tactics allow the 
  hero an Intimidation roll with a success and each raise 
  gaining them a +1 bonus on their investigative roll.
  Leaning on the wrong people can cause trouble for 
  the heroes and the GM should feel free to have a dis-
  gruntled source of information send a few of “the boys” 
  after the heroes.
  ACT 1: LEAD GUITAR / 
  ACT 1: LEAD GUITAR / 
  VOCALS—STEVE “MR. 
  VOCALS—STEVE “MR. 
  CHARISMA” DONAHUE
  CHARISMA” DONAHUE
  Louis Vasey has hired the broker known as Patron 
  to coordinate attempts to locate and reunite the four 
  members of Fragile Memories. Patron contacts each of 
  the heroes individually by phone.
  “Greetings, you may call me Patron. I have been 
  assigned a task with a sizeable budget which I be-
  lieve you may be able to help me with. The task is 
  to locate several individuals, deliver a message to 
  them and, depending upon their circumstances, 
  safely relocate them to the Conurbation. I am 
  authorized to offer a more than fair sum for the 
  location of each individual including expenses.” 
  Patron names an impressive sum before he con-
  tinues, “If you are agreeable to this task, please 
  let me know.”
  Once the heroes agree, Patron continues.
  “Excellent. At the end of this brieﬁ ng I will for-
  ward an advance payment for expenses to an 
  account of your choice or arrange for delivery 
  of equivalent cash by a courier. As stated there 
  is a sizeable budget for this task in addition 
  to your payment. Contact me at this number if 
  you need travel arrangements or experience any 
  problems.
  Now the details—my client wishes to contact the 
  following four people: Steve Donahue, Anthony 
  Campbell, Jon Rosche, and Mark Hirst who used 
  to be the rock group, Fragile Memories. I will send 
  you a data chip with the info I have on each of 
  them. Your task is to locate each person, person-
  ally deliver a second data chip to each and, if re-
  quired, extract them to the Conurbation. Although 
  we have no deadline I have been informed that 
  time is of the essence.”
  BAND ON THE RUN
  BAND ON THE RUN
  3
  INTRODUCTION
  INTRODUCTION
  Louis Vasey is the overall owner of the multi-national, 
  air transport corporation, Vasey Air.  He is also a billion-
  aire. Twelve years ago Vasey was diagnosed with a rare 
  degenerative disease and now, despite the best medical 
  care available, he only has a few months to live. 
  Vasey was born in the Deregulated Zone but dragged 
  himself out of poverty and into the corporate world by 
  his own hard work and focus—he was a natural entre-
  preneur.  
  Having never settled down or had children, Vasey has 
  no one to pass his fortune on to and no desire to just 
  hand it over to a charity or his own company, instead he 
  has decided to spend most of his fortune on one selﬁ sh 
  hour of his life.
  Ten years ago, Vasey sunk into a deep depression—he 
  was a self made man worth millions yet all his business 
  skills and money could not cure him of the degenerative 
  disease from which he suffered. For several months he 
  wallowed in self pity leaving the running of his company 
  to underlings. He nearly lost his fortune as those he em-
  ployed proved inadequate to the task of managing Vasey 
  Air. As Vasey sunk deeper into depression, so too did his 
  company.
  By complete chance Vasey heard a popular song, 
  “Life”, by the band Fragile Memories and something 
  about the lyrics struck a chord with him. Revitalized with 
  a renewed interest in life, Vasey dragged himself up out 
  of his depression, much as he had from the dregs in his 
  younger years, and began to rebuild his business.
  Now with death only a few short months away, Vasey 
  wants to hear Fragile Memories perform live. With his 
  fortune, such an event should have been easy to arrange, 
  however it was not so. Fragile Memories disbanded ﬁ ve 
  years ago, its four members each going his own separate 
  way.
  Unperturbed, Vasey is convinced he can get the band 
  to reform for his private gig if he throws enough money 
  at the problem. With time being of the essence, Vasey 
  could not rely on legal and proper channels to locate the 
  band members and recruit them; instead he has turned 
  to the world of deniable assets.
  Characters: 35 XP.
  INVESTIGATION
  INVESTIGATION
  To locate the four members of Fragile Memories, the 
  heroes are going to have to undertake a lot of investiga-
  tion whether it is working the bars or surﬁ ng the net. 
  Suitable skills for this are Hacking, Investigation, and 
  Streetwise as per the Cyberpunk Rules. 
  BRIBES
  BRIBES
  The heroes are given a sizeable advance for expenses 
  and one very good use for it is bribes. Any of the above 
  skills may be modiﬁ ed by +1 per $100 spent up to a 
  maximum of +4.
  COERCION
  COERCION
  More physical heroes may prefer to “lean on” their 
  sources of information. Such strong-arm tactics allow the 
  hero an Intimidation roll with a success and each raise 
  gaining them a +1 bonus on their investigative roll.
  Leaning on the wrong people can cause trouble for 
  the heroes and the GM should feel free to have a dis-
  gruntled source of information send a few of “the boys” 
  after the heroes.
  ACT 1: LEAD GUITAR / 
  ACT 1: LEAD GUITAR / 
  VOCALS—STEVE “MR. 
  VOCALS—STEVE “MR. 
  CHARISMA” DONAHUE
  CHARISMA” DONAHUE
  Louis Vasey has hired the broker known as Patron 
  to coordinate attempts to locate and reunite the four 
  members of Fragile Memories. Patron contacts each of 
  the heroes individually by phone.
  “Greetings, you may call me Patron. I have been 
  assigned a task with a sizeable budget which I be-
  lieve you may be able to help me with. The task is 
  to locate several individuals, deliver a message to 
  them and, depending upon their circumstances, 
  safely relocate them to the Conurbation. I am 
  authorized to offer a more than fair sum for the 
  location of each individual including expenses.” 
  Patron names an impressive sum before he con-
  tinues, “If you are agreeable to this task, please 
  let me know.”
  Once the heroes agree, Patron continues.
  “Excellent. At the end of this brieﬁ ng I will for-
  ward an advance payment for expenses to an 
  account of your choice or arrange for delivery 
  of equivalent cash by a courier. As stated there 
  is a sizeable budget for this task in addition 
  to your payment. Contact me at this number if 
  you need travel arrangements or experience any 
  problems.
  Now the details—my client wishes to contact the 
  following four people: Steve Donahue, Anthony 
  Campbell, Jon Rosche, and Mark Hirst who used 
  to be the rock group, Fragile Memories. I will send 
  you a data chip with the info I have on each of 
  them. Your task is to locate each person, person-
  ally deliver a second data chip to each and, if re-
  quired, extract them to the Conurbation. Although 
  we have no deadline I have been informed that 
  time is of the essence.”
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  4
  Patron advances the heroes $1,500 for expenses.
  Details of the band and each member are found in 
  Appendix A. Patron has no further information about any 
  of the individuals.
  Patron has many contacts with Hackers in the Con-
  urbation and can be used by the GM if his players fail to 
  gain some of the information they require to progress 
  the scenario.
  SCENE 1: FINDING MR. 
  SCENE 1: FINDING MR. 
  CHARISMA
  CHARISMA
  Still a “people person”, but tired of continual calls to 
  sing favorite songs, the lead singer of Fragile Memories 
  underwent plastic surgery shortly after the band broke 
  up. The man who emerged from the clinic still possessed 
  charisma and retained a voice which could captivate au-
  diences, but looked nothing like Steve Donahue—James 
  Castille was born.
  The same shadowy world which altered his appear-
  ance provided James with a fake background and history 
  which all but the most extreme investigations would 
  pass. Donahue soon became a household name again as 
  James Castille, anchorman for Channel 6 News.
  The sidebar contains details of what the heroes can 
  learn about Steve Donahue.
  SCENE 2: THE CLINIC
  SCENE 2: THE CLINIC
  The heroes have no problem locating the clinic where 
  Donahue had his work done. It is located in the pent-
  house of an apartment block in the downtown Core. Ask-
  ing routine questions reveals the clinic deals primarily 
  with cosmetic surgery rather than emergency care and, 
  as such, is only open for business between 07:00 and 
  19:00.
  Exiting the elevator on the penthouse level, the 
  heroes are confronted by two hulking ﬁ gures with obvi-
  ous muscle grafts and cyber enhancements. These two 
  guards are responsible for dealing with troublemakers 
  and ensuring that no one enters the clinic armed.
  The guards take any freely offered weapons and then 
  search the heroes with a successful Notice roll ﬁ nding 
  any weapon of knife-size or larger. A raise on the Notice 
  roll allows the guards to detect any smaller or implanted 
  weaponry—see the nearby side bar for how the latter is 
  dealt with.
  AVAILABLE INFORMATION
  AVAILABLE INFORMATION
  The clinic’s staff consists of the two guards, a recep-
  tionist, four nurses and two doctors. Despite being an 
  underground clinic (and therefore not bound by the 
  Hippocratic Oath), the staff are actually more secretive 
  about their clients than a legal practice.
  The only member of the staff now working at the clinic 
  who was also working when Donahue checked in, is one 
  of the nurses, Lynda Hethrow, who distinctly recalls the 
  singer arriving as she was once one of his many adoring 
  fans. Lynda does not know what he looked like after the 
  operation as Donahue left with his features still bandaged.
  Aside from Lynda, any other staff member quizzed 
  about previous clients refuses to speak about them claim-
  ing that revealing such information would be hazardous 
  to the clinic’s future.
  A successful Smarts roll while speaking with the 
  clinic’s staff, suggests for a shadow clinic to safeguard its 
  existence they almost certainly keep records of their cli-
  ents, probably on a web-independent computer system. 
  Asking a direct question along such lines yields a ﬁ rm 
  denial, but a successful Notice roll sees the person’s eyes 
  ﬂ ick tellingly towards the nearest computer terminal.
  CAUSING TROUBLE
  CAUSING TROUBLE
  If the heroes consider forcing the staff into giving up 
  the information they require, the staff (or, if necessary, 
  the GM) should suggest they might not want to go down 
  that path as the clinic has many contacts within the deni-
  able asset world.
   Guards (2): use Street Samurai, see page 21.
   Receptionist, Nurses, and Doctors (7): use Nor-
  mal People, see page 21.
  SCENE 3: AFTER HOURS
  SCENE 3: AFTER HOURS
  Breaking into the clinic after hours is a relatively 
  simple task, but the clinic does employee a night watch-
  man and a few surprises.
  THE ELEVATOR
  THE ELEVATOR
  Nighttime access to the penthouse is restricted to 
  those possessing the correct key. Bypassing the lock 
  requires a successful Lockpicking roll. A failed attempt 
  signals the guard in the Outer Ofﬁ ce.
  STEVE DONAHUE
  STEVE DONAHUE
  Default: See notes in Appendix A.
  Success: Towards the end, Donahue began to lose 
  his patience with the constant fan attention. He 
  couldn’t go anywhere without being mobbed and 
  more than once the band’s security had to pull him 
  away from a fracas which he started. When the band 
  split up, he disappeared.
  Raise: After the band broke up, Donahue checked 
  into a “shadow clinic” and underwent a lot of cos-
  metic surgery. Nobody knows what he looks like 
  now except perhaps the surgeon who worked on 
  him. The clinic is located in the penthouse of an 
  apartment block in the downtown Core—the he-
  roes get the address.
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  4
  Patron advances the heroes $1,500 for expenses.
  Details of the band and each member are found in 
  Appendix A. Patron has no further information about any 
  of the individuals.
  Patron has many contacts with Hackers in the Con-
  urbation and can be used by the GM if his players fail to 
  gain some of the information they require to progress 
  the scenario.
  SCENE 1: FINDING MR. 
  SCENE 1: FINDING MR. 
  CHARISMA
  CHARISMA
  Still a “people person”, but tired of continual calls to 
  sing favorite songs, the lead singer of Fragile Memories 
  underwent plastic surgery shortly after the band broke 
  up. The man who emerged from the clinic still possessed 
  charisma and retained a voice which could captivate au-
  diences, but looked nothing like Steve Donahue—James 
  Castille was born.
  The same shadowy world which altered his appear-
  ance provided James with a fake background and history 
  which all but the most extreme investigations would 
  pass. Donahue soon became a household name again as 
  James Castille, anchorman for Channel 6 News.
  The sidebar contains details of what the heroes can 
  learn about Steve Donahue.
  SCENE 2: THE CLINIC
  SCENE 2: THE CLINIC
  The heroes have no problem locating the clinic where 
  Donahue had his work done. It is located in the pent-
  house of an apartment block in the downtown Core. Ask-
  ing routine questions reveals the clinic deals primarily 
  with cosmetic surgery rather than emergency care and, 
  as such, is only open for business between 07:00 and 
  19:00.
  Exiting the elevator on the penthouse level, the 
  heroes are confronted by two hulking ﬁ gures with obvi-
  ous muscle grafts and cyber enhancements. These two 
  guards are responsible for dealing with troublemakers 
  and ensuring that no one enters the clinic armed.
  The guards take any freely offered weapons and then 
  search the heroes with a successful Notice roll ﬁ nding 
  any weapon of knife-size or larger. A raise on the Notice 
  roll allows the guards to detect any smaller or implanted 
  weaponry—see the nearby side bar for how the latter is 
  dealt with.
  AVAILABLE INFORMATION
  AVAILABLE INFORMATION
  The clinic’s staff consists of the two guards, a recep-
  tionist, four nurses and two doctors. Despite being an 
  underground clinic (and therefore not bound by the 
  Hippocratic Oath), the staff are actually more secretive 
  about their clients than a legal practice.
  The only member of the staff now working at the clinic 
  who was also working when Donahue checked in, is one 
  of the nurses, Lynda Hethrow, who distinctly recalls the 
  singer arriving as she was once one of his many adoring 
  fans. Lynda does not know what he looked like after the 
  operation as Donahue left with his features still bandaged.
  Aside from Lynda, any other staff member quizzed 
  about previous clients refuses to speak about them claim-
  ing that revealing such information would be hazardous 
  to the clinic’s future.
  A successful Smarts roll while speaking with the 
  clinic’s staff, suggests for a shadow clinic to safeguard its 
  existence they almost certainly keep records of their cli-
  ents, probably on a web-independent computer system. 
  Asking a direct question along such lines yields a ﬁ rm 
  denial, but a successful Notice roll sees the person’s eyes 
  ﬂ ick tellingly towards the nearest computer terminal.
  CAUSING TROUBLE
  CAUSING TROUBLE
  If the heroes consider forcing the staff into giving up 
  the information they require, the staff (or, if necessary, 
  the GM) should suggest they might not want to go down 
  that path as the clinic has many contacts within the deni-
  able asset world.
   Guards (2): use Street Samurai, see page 21.
   Receptionist, Nurses, and Doctors (7): use Nor-
  mal People, see page 21.
  SCENE 3: AFTER HOURS
  SCENE 3: AFTER HOURS
  Breaking into the clinic after hours is a relatively 
  simple task, but the clinic does employee a night watch-
  man and a few surprises.
  THE ELEVATOR
  THE ELEVATOR
  Nighttime access to the penthouse is restricted to 
  those possessing the correct key. Bypassing the lock 
  requires a successful Lockpicking roll. A failed attempt 
  signals the guard in the Outer Ofﬁ ce.
  STEVE DONAHUE
  STEVE DONAHUE
  Default: See notes in Appendix A.
  Success: Towards the end, Donahue began to lose 
  his patience with the constant fan attention. He 
  couldn’t go anywhere without being mobbed and 
  more than once the band’s security had to pull him 
  away from a fracas which he started. When the band 
  split up, he disappeared.
  Raise: After the band broke up, Donahue checked 
  into a “shadow clinic” and underwent a lot of cos-
  metic surgery. Nobody knows what he looks like 
  now except perhaps the surgeon who worked on 
  him. The clinic is located in the penthouse of an 
  apartment block in the downtown Core—the he-
  roes get the address.
  
  BAND ON THE RUN
  BAND ON THE RUN
  5
  THE OUTER OFFICE
  THE OUTER OFFICE
  The outer ofﬁ ce is manned by a single guard who chal-
  lenges any who try to enter before resorting to violence. 
  If combat breaks out, the guard hits a panic button which 
  alerts a back up squad consisting of a further 4 guards 
  who arrive in ﬁ ve minutes.
  If the guard has been alerted, he takes cover behind 
  the desk gaining the beneﬁ t of Light Cover and an ad-
  ditional +1 Armor. Additionally, two of the building’s 
  defense drones (see The Clinic below) are in the room 
  controlled by the clinic’s on-call driver.
   Guard (1): use Street Samurai, see page 21.
   Backup Guards (4): use Street Samurai, see page 
  22.
  RECEPTION
  RECEPTION
  The reception area is a small lounge with comfort-
  able couches, a beverage machine and the receptionist’s 
  desk. A single door leads further into the clinic.
  There is a terminal on the desk which is linked to the 
  clinic’s Red-6 computer system. 
  Once a character has successfully hacked into the 
  computer system, a successful Hacking roll allows him 
  to locate the clinic’s recordkeeping subsystem—unfortu-
  nately there is no record of Steve Donahue. A successful 
  Smarts roll reveals the computer system holds informa-
  tion which is no more than two years old. Another suc-
  cessful Hacking roll made while speciﬁ cally searching for 
  historical data ﬁ nds a database listing of previous years 
  has been transferred to removable media. The computer 
  system does not hold any further information as to the 
  location of this media—the heroes are going to have to 
  search for it.
  The information held on the computer system could 
  be worth something to the right people. To ﬁ nd a buyer 
  for the information requires a successful Streetwise roll 
  and gains the heroes $200 multiplied by the Streetwise 
  roll.
  THE CLINIC
  THE CLINIC
  Beyond reception, the clinic consists of two surgeries, 
  four recovery rooms, a staff lounge, bathroom facilities 
  and miscellaneous storage closets.
  When the clinic is closed, these areas are patrolled 
  by six defense drones. The drones are not usually con-
  trolled by a driver; instead they patrol the area under 
  their own volition. The internal doors of the clinic are 
  equipped with sensors which detect the drones and 
  open and close as required. The clinic has a driver on 
  standby at all times who can take control of the drones 
  within a few seconds of being contacted.
  Once a drone encounters the heroes, it sends an alert 
  to the on-call driver and its fellow drones. Two more 
  drones arrive at the original drone’s location in 1d4 
  rounds. The driver takes control of the remaining drones 
  after 2d6 rounds and uses them as he sees ﬁ t. The alert 
  also brings a further four security guards to the clinic in 
  ﬁ ve minutes; these are in addition to any summoned by 
  actions in the Outer Ofﬁ ce.
   Driver (1): There are no statistics given for the 
  driver as he is only encountered controlling the drones, 
  he has Driving d10, Shooting d8, and both the Ace and 
  Aim edges.
   Backup Guards (4): use Street Samurai, see page 
  22.
   Drone, Mobile Defense (6):  see page 20.
  LOCATING THE REMOVABLE MEDIA
  LOCATING THE REMOVABLE MEDIA
  Finding the removable media is going to take the 
  characters some time and the clinic’s many storage areas 
  are packed with equipment. 
  To emulate the search, allow the heroes to attempt 
  Notice rolls every ﬁ ve minutes of game time with each 
  Success and Raise garnering them a token. Once the 
  heroes have accrued 15 or more tokens they ﬁ nd the 
  removable media. For every ﬁ ve minutes of searching, 
  draw a card from the Action Deck. If it is a Club they 
  encounter one of the drones.
  THE REMOVABLE MEDIA
  THE REMOVABLE MEDIA
  Once the media is located, the heroes have no prob-
  lem linking it up to a computer. The data is encrypted and 
  a successful Hacking roll with a –2 penalty is required to 
  decrypt it. Once this is done, the ﬁ le for Steve Donahue 
  IMPLANTED WEAPONRY 
  IMPLANTED WEAPONRY 
  AND SECURITY
  AND SECURITY 
  Implanted weaponry is obviously a threat which, 
  unlike a carried weapon, cannot be removed to ren-
  der an individual “safe”. To overcome this problem, 
  a range of “neural inhibitors” have been developed. 
  These devices consist of collars, bracelets and simi-
  lar items which have technology within them that 
  interfere with the interface between the cyberware 
  and the user’s nervous system.
  To make use of any cyberware (while wearing a neu-
  ral inhibitor) requires a successful Spirit roll. If the 
  Spirit die roll is a 1 (irrespective of any Wild Die) 
  the hero takes a level of Fatigue which can only be 
  removed by resting for an hour. Each attempt to ac-
  tivate a piece of cyberware takes one round.
  If a hero successfully uses a piece of cyberware, they 
  can carry on using it for as long as the GM deems 
  suitable, certainly for the whole of a combat.
  For example, Duke has a level 2 Eye-Gun link, but 
  has been ﬁ tted with a neural inhibitor. Needing to 
  take down some security, Duke attempts to activate 
  his Eye-Gun link and rolls his d8 Spirit. If Duke suc-
  ceeds, he can then roll his Shooting d10 and his 
  augmented d10 Wild Die. If Duke fails, he has only 
  his Shooting d10 and the normal d6 Wild Die. 
  BAND ON THE RUN
  BAND ON THE RUN
  5
  THE OUTER OFFICE
  THE OUTER OFFICE
  The outer ofﬁ ce is manned by a single guard who chal-
  lenges any who try to enter before resorting to violence. 
  If combat breaks out, the guard hits a panic button which 
  alerts a back up squad consisting of a further 4 guards 
  who arrive in ﬁ ve minutes.
  If the guard has been alerted, he takes cover behind 
  the desk gaining the beneﬁ t of Light Cover and an ad-
  ditional +1 Armor. Additionally, two of the building’s 
  defense drones (see The Clinic below) are in the room 
  controlled by the clinic’s on-call driver.
   Guard (1): use Street Samurai, see page 21.
   Backup Guards (4): use Street Samurai, see page 
  22.
  RECEPTION
  RECEPTION
  The reception area is a small lounge with comfort-
  able couches, a beverage machine and the receptionist’s 
  desk. A single door leads further into the clinic.
  There is a terminal on the desk which is linked to the 
  clinic’s Red-6 computer system. 
  Once a character has successfully hacked into the 
  computer system, a successful Hacking roll allows him 
  to locate the clinic’s recordkeeping subsystem—unfortu-
  nately there is no record of Steve Donahue. A successful 
  Smarts roll reveals the computer system holds informa-
  tion which is no more than two years old. Another suc-
  cessful Hacking roll made while speciﬁ cally searching for 
  historical data ﬁ nds a database listing of previous years 
  has been transferred to removable media. The computer 
  system does not hold any further information as to the 
  location of this media—the heroes are going to have to 
  search for it.
  The information held on the computer system could 
  be worth something to the right people. To ﬁ nd a buyer 
  for the information requires a successful Streetwise roll 
  and gains the heroes $200 multiplied by the Streetwise 
  roll.
  THE CLINIC
  THE CLINIC
  Beyond reception, the clinic consists of two surgeries, 
  four recovery rooms, a staff lounge, bathroom facilities 
  and miscellaneous storage closets.
  When the clinic is closed, these areas are patrolled 
  by six defense drones. The drones are not usually con-
  trolled by a driver; instead they patrol the area under 
  their own volition. The internal doors of the clinic are 
  equipped with sensors which detect the drones and 
  open and close as required. The clinic has a driver on 
  standby at all times who can take control of the drones 
  within a few seconds of being contacted.
  Once a drone encounters the heroes, it sends an alert 
  to the on-call driver and its fellow drones. Two more 
  drones arrive at the original drone’s location in 1d4 
  rounds. The driver takes control of the remaining drones 
  after 2d6 rounds and uses them as he sees ﬁ t. The alert 
  also brings a further four security guards to the clinic in 
  ﬁ ve minutes; these are in addition to any summoned by 
  actions in the Outer Ofﬁ ce.
   Driver (1): There are no statistics given for the 
  driver as he is only encountered controlling the drones, 
  he has Driving d10, Shooting d8, and both the Ace and 
  Aim edges.
   Backup Guards (4): use Street Samurai, see page 
  22.
   Drone, Mobile Defense (6):  see page 20.
  LOCATING THE REMOVABLE MEDIA
  LOCATING THE REMOVABLE MEDIA
  Finding the removable media is going to take the 
  characters some time and the clinic’s many storage areas 
  are packed with equipment. 
  To emulate the search, allow the heroes to attempt 
  Notice rolls every ﬁ ve minutes of game time with each 
  Success and Raise garnering them a token. Once the 
  heroes have accrued 15 or more tokens they ﬁ nd the 
  removable media. For every ﬁ ve minutes of searching, 
  draw a card from the Action Deck. If it is a Club they 
  encounter one of the drones.
  THE REMOVABLE MEDIA
  THE REMOVABLE MEDIA
  Once the media is located, the heroes have no prob-
  lem linking it up to a computer. The data is encrypted and 
  a successful Hacking roll with a –2 penalty is required to 
  decrypt it. Once this is done, the ﬁ le for Steve Donahue 
  IMPLANTED WEAPONRY 
  IMPLANTED WEAPONRY 
  AND SECURITY
  AND SECURITY 
  Implanted weaponry is obviously a threat which, 
  unlike a carried weapon, cannot be removed to ren-
  der an individual “safe”. To overcome this problem, 
  a range of “neural inhibitors” have been developed. 
  These devices consist of collars, bracelets and simi-
  lar items which have technology within them that 
  interfere with the interface between the cyberware 
  and the user’s nervous system.
  To make use of any cyberware (while wearing a neu-
  ral inhibitor) requires a successful Spirit roll. If the 
  Spirit die roll is a 1 (irrespective of any Wild Die) 
  the hero takes a level of Fatigue which can only be 
  removed by resting for an hour. Each attempt to ac-
  tivate a piece of cyberware takes one round.
  If a hero successfully uses a piece of cyberware, they 
  can carry on using it for as long as the GM deems 
  suitable, certainly for the whole of a combat.
  For example, Duke has a level 2 Eye-Gun link, but 
  has been ﬁ tted with a neural inhibitor. Needing to 
  take down some security, Duke attempts to activate 
  his Eye-Gun link and rolls his d8 Spirit. If Duke suc-
  ceeds, he can then roll his Shooting d10 and his 
  augmented d10 Wild Die. If Duke fails, he has only 
  his Shooting d10 and the normal d6 Wild Die. 
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  6
  can easily be found. The ﬁ le contains very few details 
  but does have before and after images of the subject’s 
  face. The after image is recognizable with a successful 
  Common Knowledge roll as James Castille—anchorman 
  for Channel 6 News and housewife heartthrob.
  SCENE 4: ANCHORMAN
  SCENE 4: ANCHORMAN
  A successful Common Knowledge roll recalls Channel 
  6 News has been covering an ongoing hostage situation in 
  the Core of the Conurbation and James Castille is on site 
  to report events as they happen. A number of criminals 
  were attempting to rob one of the Conurbation’s major 
  banks when things went disastrously wrong resulting in 
  them taking the staff and customers hostage.
  Checking Channel 6 the heroes soon discover James 
  Castille is no longer covering the hostage situation—he 
  is part of it! Overnight the anchorman managed to se-
  cure an interview with the criminals who promptly took 
  him as an additional hostage. The current coverage by a 
  stand-in reporter is lackluster without James’ charisma.
  Any hero who succeeds in a Notice roll while watch-
  ing the news broadcast sees James Castille being pushed 
  into a Sentinel Incorporated armored van by two men 
  wearing dark trench coats with ski caps pulled low over 
  their heads. The men climb into the van and depart the 
  area.
  LOCATING THE VAN
  LOCATING THE VAN
  To locate the Sentinel Incorporated van the heroes 
  need to gather sightings of it and deduce where it is 
  heading. To simulate the search, the heroes must garner 
  a total of eight tokens. The heroes may gain these tokens 
  in several ways:
  Hacking the Trafﬁ c Cameras—once a hacker has 
  successfully gained access to the Conurbation’s Red-8 
  trafﬁ c computer system, a Hacking roll gives the heroes 
  access to the trafﬁ c camera feeds. The heroes gain a to-
  ken for a success and for each raise they achieve on a 
  Notice roll. Each hero may attempt the roll but only the 
  highest roll counts.
  Using Contacts—the heroes may ask their network 
  of contacts and acquaintances to watch out for the van.  
  Each success and raise on a Streetwise or Investigation 
  roll gains the heroes a token. Each hero may attempt one 
  roll.
  Using an “eye in the sky”—a driver may pilot a 
  drone over the Conurbation. The Conurbation covers a 
  huge area and the ﬂ ying time of a drone is limited so 
  the driver needs to be skilled to make the best use of 
  the ﬂ ight time. A successful Piloting roll allows the driver 
  to attempt a Notice roll (with a +2 bonus if the driver 
  achieved a raise on his Piloting roll). The driver gains a 
  token for a success and for each raise.
  If the heroes fail to accumulate sufﬁ cient tokens, Pa-
  tron can provide them with additional sightings via his 
  own network of contacts.
  THE VAN LOCATED
  THE VAN LOCATED
  The van is parked down a narrow alley alongside a 
  small warehouse. Access to the warehouse is via a large, 
  roll up door or a smaller door in the alley. Both doors 
  are locked and require a successful Lockpicking roll to 
  open. The doors have a Toughness of 10 but breaking 
  them down alerts the men inside. The building has no 
  windows but if the heroes check, it does have two sky 
  lights. A successful Climbing roll is required to reach the 
  roof.
  The warehouse is 20” by 10” and is empty except for 
  a few plastic crates scattered around the outside edge 
  which can provide Light cover but offer no armor value. 
  James Castille is seated on the ﬂ oor in the middle of 
  the warehouse while the leader of the criminals and one 
  of his men counts the money they stole atop a nearby 
  crate. Two more criminals are out of sight, from both the 
  warehouse ﬂ oor and the skylights, behind some crates 
  in one corner.
  If the criminals become aware of the heroes they 
  move to threaten Castille making the character’s task 
  more difﬁ cult.
  If the heroes succeed in Stealth rolls opposed by the 
  criminals’ Notice skill of d8 they get the Drop on the 
  criminals but only for ranged attacks. 
  An easier way to achieve the Drop is to literally drop 
  onto the men through the skylights; this requires a suc-
  cessful Agility roll with a failure indicating the hero lands 
  too far from the men to take advantage of the surprise.
   Criminal Leader (1): use Street Samurai, see 
  page 22, but make him a Wild Card.
   Criminals (3): use Thug, see page 22.
  STEVE DONAHUE / JAMES CAS-
  STEVE DONAHUE / JAMES CAS-
  TILLE RESCUED
  TILLE RESCUED
  James slots the data chip you give him into a 
  reader and studies the screen for a few moments. 
  After asking if it is some sort of joke he makes a 
  call during which his expression goes from suspi-
  cious, to intrigued and ﬁ nally amazed.
  “It seems you are correct—you’re putting the band 
  back together.”
  ACT 2: BASS GUITAR—
  ACT 2: BASS GUITAR—
  ANTHONY “BRAWLER” 
  CAMPBELL
  CAMPBELL
  Anthony Campbell was always the idealist in the 
  group. While the other members wanted to record 
  songs which would sell, Campbell wanted to use Fragile 
  Memories to highlight ecological issues such as the con-
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  6
  can easily be found. The ﬁ le contains very few details 
  but does have before and after images of the subject’s 
  face. The after image is recognizable with a successful 
  Common Knowledge roll as James Castille—anchorman 
  for Channel 6 News and housewife heartthrob.
  SCENE 4: ANCHORMAN
  SCENE 4: ANCHORMAN
  A successful Common Knowledge roll recalls Channel 
  6 News has been covering an ongoing hostage situation in 
  the Core of the Conurbation and James Castille is on site 
  to report events as they happen. A number of criminals 
  were attempting to rob one of the Conurbation’s major 
  banks when things went disastrously wrong resulting in 
  them taking the staff and customers hostage.
  Checking Channel 6 the heroes soon discover James 
  Castille is no longer covering the hostage situation—he 
  is part of it! Overnight the anchorman managed to se-
  cure an interview with the criminals who promptly took 
  him as an additional hostage. The current coverage by a 
  stand-in reporter is lackluster without James’ charisma.
  Any hero who succeeds in a Notice roll while watch-
  ing the news broadcast sees James Castille being pushed 
  into a Sentinel Incorporated armored van by two men 
  wearing dark trench coats with ski caps pulled low over 
  their heads. The men climb into the van and depart the 
  area.
  LOCATING THE VAN
  LOCATING THE VAN
  To locate the Sentinel Incorporated van the heroes 
  need to gather sightings of it and deduce where it is 
  heading. To simulate the search, the heroes must garner 
  a total of eight tokens. The heroes may gain these tokens 
  in several ways:
  Hacking the Trafﬁ c Cameras—once a hacker has 
  successfully gained access to the Conurbation’s Red-8 
  trafﬁ c computer system, a Hacking roll gives the heroes 
  access to the trafﬁ c camera feeds. The heroes gain a to-
  ken for a success and for each raise they achieve on a 
  Notice roll. Each hero may attempt the roll but only the 
  highest roll counts.
  Using Contacts—the heroes may ask their network 
  of contacts and acquaintances to watch out for the van.  
  Each success and raise on a Streetwise or Investigation 
  roll gains the heroes a token. Each hero may attempt one 
  roll.
  Using an “eye in the sky”—a driver may pilot a 
  drone over the Conurbation. The Conurbation covers a 
  huge area and the ﬂ ying time of a drone is limited so 
  the driver needs to be skilled to make the best use of 
  the ﬂ ight time. A successful Piloting roll allows the driver 
  to attempt a Notice roll (with a +2 bonus if the driver 
  achieved a raise on his Piloting roll). The driver gains a 
  token for a success and for each raise.
  If the heroes fail to accumulate sufﬁ cient tokens, Pa-
  tron can provide them with additional sightings via his 
  own network of contacts.
  THE VAN LOCATED
  THE VAN LOCATED
  The van is parked down a narrow alley alongside a 
  small warehouse. Access to the warehouse is via a large, 
  roll up door or a smaller door in the alley. Both doors 
  are locked and require a successful Lockpicking roll to 
  open. The doors have a Toughness of 10 but breaking 
  them down alerts the men inside. The building has no 
  windows but if the heroes check, it does have two sky 
  lights. A successful Climbing roll is required to reach the 
  roof.
  The warehouse is 20” by 10” and is empty except for 
  a few plastic crates scattered around the outside edge 
  which can provide Light cover but offer no armor value. 
  James Castille is seated on the ﬂ oor in the middle of 
  the warehouse while the leader of the criminals and one 
  of his men counts the money they stole atop a nearby 
  crate. Two more criminals are out of sight, from both the 
  warehouse ﬂ oor and the skylights, behind some crates 
  in one corner.
  If the criminals become aware of the heroes they 
  move to threaten Castille making the character’s task 
  more difﬁ cult.
  If the heroes succeed in Stealth rolls opposed by the 
  criminals’ Notice skill of d8 they get the Drop on the 
  criminals but only for ranged attacks. 
  An easier way to achieve the Drop is to literally drop 
  onto the men through the skylights; this requires a suc-
  cessful Agility roll with a failure indicating the hero lands 
  too far from the men to take advantage of the surprise.
   Criminal Leader (1): use Street Samurai, see 
  page 22, but make him a Wild Card.
   Criminals (3): use Thug, see page 22.
  STEVE DONAHUE / JAMES CAS-
  STEVE DONAHUE / JAMES CAS-
  TILLE RESCUED
  TILLE RESCUED
  James slots the data chip you give him into a 
  reader and studies the screen for a few moments. 
  After asking if it is some sort of joke he makes a 
  call during which his expression goes from suspi-
  cious, to intrigued and ﬁ nally amazed.
  “It seems you are correct—you’re putting the band 
  back together.”
  ACT 2: BASS GUITAR—
  ACT 2: BASS GUITAR—
  ANTHONY “BRAWLER” 
  CAMPBELL
  CAMPBELL
  Anthony Campbell was always the idealist in the 
  group. While the other members wanted to record 
  songs which would sell, Campbell wanted to use Fragile 
  Memories to highlight ecological issues such as the con-
  
  BAND ON THE RUN
  BAND ON THE RUN
  7
  tinued destruction of the rainforests and the plight of 
  endangered species.
  When Fragile Memories split, Campbell joined one 
  ecological group after another seeking purpose to his 
  life. 
  Six months ago Campbell teamed up with a group 
  of eco-terrorists, named the Warriors of Gaia, who were 
  attempting to stop deforestation in the Amazon basin.
  The sidebar contains details of what the heroes can 
  learn about Anthony Campbell.
  Once the heroes have discovered where Campbell is, 
  they must travel there to try and ﬁ nd him—all attempts to 
  locate the Warriors of Gaia without traveling to Manaus 
  are fruitless.
  SCENE 1: MANAUS
  SCENE 1: MANAUS
  A few hours after contacting him, Patron has or-
  ganized your travel arrangements to Brazil. You 
  are soon boarding a private jet belonging to Vasey 
  Air which ﬂ ies you directly to the city of Manaus. 
  Patron has provided you with passports and per-
  mits allowing you to carry your weapons.
  After an uneventful ﬂ ight, the jet touches down on 
  a secluded runway reserved for corporate planes. 
  As you exit the cabin, the warm, moist air washes 
  over you.
  CUSTOMS
  CUSTOMS
  A local customs agent is waiting for the characters as 
  they leave the plane and asks to examine their papers. 
  While looking over the documents, the man shakes his 
  head and mutters in Portuguese (the language spoken 
  in Brazil). Eventually he hands the papers back stating 
  there are some irregularities and requests the heroes 
  hand over any weaponry until the paperwork can be 
  sorted out.
  There is nothing actually wrong with the documents, 
  the customs agent is simply looking for a bribe. A suc-
  cessful Persuasion roll (or $100) makes the problem 
  go away. Alternatively the heroes may hand over their 
  weapons and buy new ones on the black market—this 
  requires a successful Streetwise roll to locate weapons 
  and they cost 150% of the cost listed in the Savage 
  Worlds rulebook.
  ASKING AROUND
  ASKING AROUND
  The heroes probably do not speak Portuguese, which 
  is the native language of Manaus. If any of the heroes has 
  a Knowledge Chip Slot they can buy a suitable language 
  chip. If not, they can hire an interpreter or try and get by 
  with English.
  A suitable interpreter can be found with a successful 
  Streetwise roll, but they charge $100 a day.
  Any social skill, Streetwise or Investigation use has a 
  penalty of –4 if the heroes do not speak Portuguese; this 
  is reduced to –2 with an interpreter.
  Warriors of Gaia members still in Manaus have not 
  heard from the last team they sent into the rainforest and 
  are suspicious of any one asking questions. A successful 
  Investigation roll locates someone willing to talk with 
  the heroes and a meeting is set up in a secluded bar.
  THE WARRIORS OF GAIA
  THE WARRIORS OF GAIA
  When the heroes arrive, the bar contains 20 people 
  scattered about in groups of 3 or 4—all of them are 
  members of the Warriors of Gaia. A raise on a Streetwise 
  roll allows a hero to notice something odd about the 
  people but no further details.
  The heroes are met as soon as they enter by a man who 
  introduces himself as Adolfo who leads them to a table. 
  Before Adolfo reveals anything to the heroes they 
  have to convince him they are not corporate lackeys 
  either by role playing or social skills rolls. Once he is 
  happy with their motives Adolfo tells the heroes what 
  he knows. Use the following information to answer the 
  heroes’ questions.
  • 
  New World Pharmaceuticals, an international com-
  pany, is involved in wholesale deforestation of the 
  rainforest in the region of Manaus.
  ANTHONY CAMPBELL
  ANTHONY CAMPBELL
  Default: See notes in Appendix A.
  Success: Campbell was an idealist with a short tem-
  per, and that is how he got his nickname—Brawler. 
  Anyone who dared question his beliefs was a target 
  for his temper. When the band broke up, Camp-
  bell made a living out of joining various ecological 
  groups, but his behavior always led to him being 
  asked to leave.
  Raise: A group calling themselves “Warriors of Gaia” 
  made a big deal about Campbell joining them a few 
  months back. They re-released the Fragile Memo-
  ries single “The Trees are Weeping”, to try and get 
  additional funding for a trip to the Amazon basin, 
  but it ﬂ opped.
  WARRIORS OF GAIA
  WARRIORS OF GAIA
  Default: Nothing
  Success: The Warriors portray themselves as an 
  ecological group keen to help the planet, but in re-
  ality most of them are nothing more than thugs and 
  bullies. The real ecological types point the more 
  violent members at a target and let them go. 
  Raise: A few weeks ago, the Warriors set out en 
  masse for the Brazilian Rainforest near the city of 
  Manaus—they’d got wind of a major corporate ac-
  tion there clearing trees. 
  BAND ON THE RUN
  BAND ON THE RUN
  7
  tinued destruction of the rainforests and the plight of 
  endangered species.
  When Fragile Memories split, Campbell joined one 
  ecological group after another seeking purpose to his 
  life. 
  Six months ago Campbell teamed up with a group 
  of eco-terrorists, named the Warriors of Gaia, who were 
  attempting to stop deforestation in the Amazon basin.
  The sidebar contains details of what the heroes can 
  learn about Anthony Campbell.
  Once the heroes have discovered where Campbell is, 
  they must travel there to try and ﬁ nd him—all attempts to 
  locate the Warriors of Gaia without traveling to Manaus 
  are fruitless.
  SCENE 1: MANAUS
  SCENE 1: MANAUS
  A few hours after contacting him, Patron has or-
  ganized your travel arrangements to Brazil. You 
  are soon boarding a private jet belonging to Vasey 
  Air which ﬂ ies you directly to the city of Manaus. 
  Patron has provided you with passports and per-
  mits allowing you to carry your weapons.
  After an uneventful ﬂ ight, the jet touches down on 
  a secluded runway reserved for corporate planes. 
  As you exit the cabin, the warm, moist air washes 
  over you.
  CUSTOMS
  CUSTOMS
  A local customs agent is waiting for the characters as 
  they leave the plane and asks to examine their papers. 
  While looking over the documents, the man shakes his 
  head and mutters in Portuguese (the language spoken 
  in Brazil). Eventually he hands the papers back stating 
  there are some irregularities and requests the heroes 
  hand over any weaponry until the paperwork can be 
  sorted out.
  There is nothing actually wrong with the documents, 
  the customs agent is simply looking for a bribe. A suc-
  cessful Persuasion roll (or $100) makes the problem 
  go away. Alternatively the heroes may hand over their 
  weapons and buy new ones on the black market—this 
  requires a successful Streetwise roll to locate weapons 
  and they cost 150% of the cost listed in the Savage 
  Worlds rulebook.
  ASKING AROUND
  ASKING AROUND
  The heroes probably do not speak Portuguese, which 
  is the native language of Manaus. If any of the heroes has 
  a Knowledge Chip Slot they can buy a suitable language 
  chip. If not, they can hire an interpreter or try and get by 
  with English.
  A suitable interpreter can be found with a successful 
  Streetwise roll, but they charge $100 a day.
  Any social skill, Streetwise or Investigation use has a 
  penalty of –4 if the heroes do not speak Portuguese; this 
  is reduced to –2 with an interpreter.
  Warriors of Gaia members still in Manaus have not 
  heard from the last team they sent into the rainforest and 
  are suspicious of any one asking questions. A successful 
  Investigation roll locates someone willing to talk with 
  the heroes and a meeting is set up in a secluded bar.
  THE WARRIORS OF GAIA
  THE WARRIORS OF GAIA
  When the heroes arrive, the bar contains 20 people 
  scattered about in groups of 3 or 4—all of them are 
  members of the Warriors of Gaia. A raise on a Streetwise 
  roll allows a hero to notice something odd about the 
  people but no further details.
  The heroes are met as soon as they enter by a man who 
  introduces himself as Adolfo who leads them to a table. 
  Before Adolfo reveals anything to the heroes they 
  have to convince him they are not corporate lackeys 
  either by role playing or social skills rolls. Once he is 
  happy with their motives Adolfo tells the heroes what 
  he knows. Use the following information to answer the 
  heroes’ questions.
  • 
  New World Pharmaceuticals, an international com-
  pany, is involved in wholesale deforestation of the 
  rainforest in the region of Manaus.
  ANTHONY CAMPBELL
  ANTHONY CAMPBELL
  Default: See notes in Appendix A.
  Success: Campbell was an idealist with a short tem-
  per, and that is how he got his nickname—Brawler. 
  Anyone who dared question his beliefs was a target 
  for his temper. When the band broke up, Camp-
  bell made a living out of joining various ecological 
  groups, but his behavior always led to him being 
  asked to leave.
  Raise: A group calling themselves “Warriors of Gaia” 
  made a big deal about Campbell joining them a few 
  months back. They re-released the Fragile Memo-
  ries single “The Trees are Weeping”, to try and get 
  additional funding for a trip to the Amazon basin, 
  but it ﬂ opped.
  WARRIORS OF GAIA
  WARRIORS OF GAIA
  Default: Nothing
  Success: The Warriors portray themselves as an 
  ecological group keen to help the planet, but in re-
  ality most of them are nothing more than thugs and 
  bullies. The real ecological types point the more 
  violent members at a target and let them go. 
  Raise: A few weeks ago, the Warriors set out en 
  masse for the Brazilian Rainforest near the city of 
  Manaus—they’d got wind of a major corporate ac-
  tion there clearing trees. 
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  8
  • 
  The Warriors of Gaia have sent teams into the rain-
  forest to disrupt the deforestation.
  • 
  The last team of ten Warriors has not returned and 
  they are a week overdue.
  • 
  Anthony Campbell was with the missing team.
  • 
  Adolfo is now putting together a team to try and ﬁ nd 
  those who are missing and the heroes are welcome 
  to accompany him. The Warriors have the GPS coor-
  dinates of the previous team’s base camp.
  ADOLFO’S TEAM
  ADOLFO’S TEAM
  The team consists of Adolfo and seven other Warriors 
  all of whom are familiar with the rainforest and the route 
  Campbell’s team should have taken. The team takes care 
  of the necessary supplies for the search and (if neces-
  sary) rescue mission.
   Adolfo (1): use Gang Member, page 20, he is a 
  henchman gaining 3 wounds.
   Warriors of Gaia (7): use Gang Member, see page 
  20.
  SCENE 2: RAINFOREST TREK
  SCENE 2: RAINFOREST TREK
  Travel through the rainforest is exhausting and 
  stressful. The decomposing plant life makes footing 
  treacherous and care must be taken to avoid slipping. 
  The (at best) dim lighting conditions (-1 penalty where 
  appropriate) and the almost constant background noise 
  often suggests movement around the group where there 
  is none.
  Each night the group pitches tents and eats a meal 
  hastily cooked over a meager ﬁ re. When darkness falls, 
  everyone retires to their tents except for those assigned 
  to keep watch. Make a point of asking if the heroes are 
  taking part in the watch rotation which is typically two 
  people for a two to three hour shift with three shifts per 
  night.
  Make a copy of the statistics for Adolfo and his men 
  and distribute them among the heroes.
  From the third day of their journey onwards, the 
  sounds of deforestation can be heard with the volume 
  rising the further the heroes travel. These sounds die out 
  each night.
  JAGUAR ATTACK
  JAGUAR ATTACK
  During the third day of their journey, a lone jaguar 
  attempts to pick off whoever is trailing at the rear of the 
  group. If the heroes do not make other arrangements, 
  this is one of the Warriors of Gaia.
  If a hero is at the rear of the party, allow them a Notice 
  roll opposed by the jaguar’s stealth. If the hero fails, the 
  cat gets the Drop. After the ﬁ rst round of combat deal the 
  other heroes and their allies an initiative card.
  If the rear guard is a Warrior of Gaia, assume the cat 
  gets the Drop and kills the hapless extra. The missing 
  man is not noticed for some time and by that time, the 
  jaguar and its catch is far off the path.
  The jaguar repeats its tactics for the following three 
  days or until it is caught.
   Jaguar (1): see page 21.
  CROCODILE ATTACK
  CROCODILE ATTACK
  During the night of the ﬁ fth day of their journey, a 
  mated pair of black caiman crocodiles (driven from their 
  normal hunting grounds by the deforestation) quietly 
  enter the camp and attack.
  The crocodiles sneak into the camp during the sec-
  ond watch. A successful Notice roll (with a -2 penalty due 
  to the lack of light) opposed by the crocodiles’ Stealth 
  allows any guards to avoid being surprised.
   Black Caimans (2): see page 20.
  AUGMENTED JAGUAR ATTACK
  AUGMENTED JAGUAR ATTACK
  As well as cutting down trees to provide raw materials 
  for their products, New World Pharmaceuticals is testing 
  the latest cyberware package for augmenting animals for 
  one of the big armament corporations. They have de-
  ployed several packs of augmented jaguars in a 10 mile 
  radius around their work camp.
  The jaguars are conditioned to hunt as a pack and 
  to take advantage of their camouﬂ age. Additionally, 
  each animal is constantly monitored by an embedded 
  computer which transmits information back to a central 
  computer. 
  The heroes enter the radius of the jaguars on the sixth 
  day of their journey, and the jaguars begin to stalk them. Any 
  hero who fails a Notice roll opposed by the jaguar’s Stealth 
  is surprised as the big cats pounce from the surrounding 
  trees in a remarkable show of coordinated attacks.
  Ten minutes after the jaguars’ attack, a squad of eight 
  New World Pharmaceutical security guards arrives in the 
  area. If the heroes attempt to hide from this force, the 
  guards gain a +2 bonus to their Notice rolls due to the 
  data they have received from the jaguars.
   Jaguars, Augmented (4): use Jaguar, see page 21, 
  but increase Toughness to 10 and Pace to 10”.
   Security Guards (8): see page 21.
  THE AMAZON RAINFOREST
  THE AMAZON RAINFOREST
  The Amazon Rainforest is a moist broadleaf forest in 
  the Amazon Basin of South America covering some 
  2.1 million square miles. Rainforests are very dense, 
  warm and wet forests with an annual rainfall of ap-
  proximately 100 inches. 
  The forest ﬂ oor is dark due to the trees above stop-
  ping the sunlight from entering, and is covered in 
  dead leaves, twigs and plants. 
  The rainforest is home to hundreds of animal spe-
  cies, the most dangerous of which are jaguars, black 
  caimans (a type of crocodile) and anacondas.
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  8
  • 
  The Warriors of Gaia have sent teams into the rain-
  forest to disrupt the deforestation.
  • 
  The last team of ten Warriors has not returned and 
  they are a week overdue.
  • 
  Anthony Campbell was with the missing team.
  • 
  Adolfo is now putting together a team to try and ﬁ nd 
  those who are missing and the heroes are welcome 
  to accompany him. The Warriors have the GPS coor-
  dinates of the previous team’s base camp.
  ADOLFO’S TEAM
  ADOLFO’S TEAM
  The team consists of Adolfo and seven other Warriors 
  all of whom are familiar with the rainforest and the route 
  Campbell’s team should have taken. The team takes care 
  of the necessary supplies for the search and (if neces-
  sary) rescue mission.
   Adolfo (1): use Gang Member, page 20, he is a 
  henchman gaining 3 wounds.
   Warriors of Gaia (7): use Gang Member, see page 
  20.
  SCENE 2: RAINFOREST TREK
  SCENE 2: RAINFOREST TREK
  Travel through the rainforest is exhausting and 
  stressful. The decomposing plant life makes footing 
  treacherous and care must be taken to avoid slipping. 
  The (at best) dim lighting conditions (-1 penalty where 
  appropriate) and the almost constant background noise 
  often suggests movement around the group where there 
  is none.
  Each night the group pitches tents and eats a meal 
  hastily cooked over a meager ﬁ re. When darkness falls, 
  everyone retires to their tents except for those assigned 
  to keep watch. Make a point of asking if the heroes are 
  taking part in the watch rotation which is typically two 
  people for a two to three hour shift with three shifts per 
  night.
  Make a copy of the statistics for Adolfo and his men 
  and distribute them among the heroes.
  From the third day of their journey onwards, the 
  sounds of deforestation can be heard with the volume 
  rising the further the heroes travel. These sounds die out 
  each night.
  JAGUAR ATTACK
  JAGUAR ATTACK
  During the third day of their journey, a lone jaguar 
  attempts to pick off whoever is trailing at the rear of the 
  group. If the heroes do not make other arrangements, 
  this is one of the Warriors of Gaia.
  If a hero is at the rear of the party, allow them a Notice 
  roll opposed by the jaguar’s stealth. If the hero fails, the 
  cat gets the Drop. After the ﬁ rst round of combat deal the 
  other heroes and their allies an initiative card.
  If the rear guard is a Warrior of Gaia, assume the cat 
  gets the Drop and kills the hapless extra. The missing 
  man is not noticed for some time and by that time, the 
  jaguar and its catch is far off the path.
  The jaguar repeats its tactics for the following three 
  days or until it is caught.
   Jaguar (1): see page 21.
  CROCODILE ATTACK
  CROCODILE ATTACK
  During the night of the ﬁ fth day of their journey, a 
  mated pair of black caiman crocodiles (driven from their 
  normal hunting grounds by the deforestation) quietly 
  enter the camp and attack.
  The crocodiles sneak into the camp during the sec-
  ond watch. A successful Notice roll (with a -2 penalty due 
  to the lack of light) opposed by the crocodiles’ Stealth 
  allows any guards to avoid being surprised.
   Black Caimans (2): see page 20.
  AUGMENTED JAGUAR ATTACK
  AUGMENTED JAGUAR ATTACK
  As well as cutting down trees to provide raw materials 
  for their products, New World Pharmaceuticals is testing 
  the latest cyberware package for augmenting animals for 
  one of the big armament corporations. They have de-
  ployed several packs of augmented jaguars in a 10 mile 
  radius around their work camp.
  The jaguars are conditioned to hunt as a pack and 
  to take advantage of their camouﬂ age. Additionally, 
  each animal is constantly monitored by an embedded 
  computer which transmits information back to a central 
  computer. 
  The heroes enter the radius of the jaguars on the sixth 
  day of their journey, and the jaguars begin to stalk them. Any 
  hero who fails a Notice roll opposed by the jaguar’s Stealth 
  is surprised as the big cats pounce from the surrounding 
  trees in a remarkable show of coordinated attacks.
  Ten minutes after the jaguars’ attack, a squad of eight 
  New World Pharmaceutical security guards arrives in the 
  area. If the heroes attempt to hide from this force, the 
  guards gain a +2 bonus to their Notice rolls due to the 
  data they have received from the jaguars.
   Jaguars, Augmented (4): use Jaguar, see page 21, 
  but increase Toughness to 10 and Pace to 10”.
   Security Guards (8): see page 21.
  THE AMAZON RAINFOREST
  THE AMAZON RAINFOREST
  The Amazon Rainforest is a moist broadleaf forest in 
  the Amazon Basin of South America covering some 
  2.1 million square miles. Rainforests are very dense, 
  warm and wet forests with an annual rainfall of ap-
  proximately 100 inches. 
  The forest ﬂ oor is dark due to the trees above stop-
  ping the sunlight from entering, and is covered in 
  dead leaves, twigs and plants. 
  The rainforest is home to hundreds of animal spe-
  cies, the most dangerous of which are jaguars, black 
  caimans (a type of crocodile) and anacondas.
  
  BAND ON THE RUN
  BAND ON THE RUN
  9
  SCENE 3: THE WARRIORS OF 
  SCENE 3: THE WARRIORS OF 
  GAIA CAMP
  GAIA CAMP
  Late afternoon on the sixth day, the heroes and their 
  companions arrive at the coordinates of the missing 
  team’s camp.
  The New World Pharmaceuticals’ security forces locat-
  ed and arrested the Warriors of Gaia team before letting 
  their augmented jaguars loose on the camp. Once the 
  camp was wrecked, the security guards planted several 
  pressure sensors beneath the soil to alert them when (if) 
  a follow-up team arrived.
  The camp is a mess with supplies and gear strewn 
  all about, and the six, two-man, camouﬂ aged tents are 
  ripped and torn. A search reveals the damage has been 
  caused by claws and teeth with many paw prints around 
  the camp. A successful Notice roll spots boot prints on 
  top of the paw prints and a raise ﬁ nds several patches of 
  disturbed soil.
  Digging around the disturbed 
  areas uncovers a number of active 
  pressure and vibration sensors which 
  Adolfo (or any of his fellow Warriors) 
  state do not belong to them. If the 
  characters do not think of it, a suc-
  cessful Smarts roll suggests New 
  World Pharmaceuticals will probably 
  investigate the site soon.
  THE ATTACK
  THE ATTACK
  If the heroes found the pressure 
  sensors, allow them some time to 
  set up an ambush or at least defen-
  sive positions before the security 
  guards approach.
  A successful Notice roll reveals 
  the sound of running men and 
  gains the heroes and their allies a 
  few seconds to prepare.
  New 
  World 
  Pharmaceuticals 
  send in a pack of augmented jag-
  uars to soften up the heroes before 
  their main force of 12 security 
  guards arrive. The guards are led 
  by a Wild Card commander who 
  has the Command Edge and directs 
  his men during the attack.
   Jaguars, Augmented (4): 
  use Jaguar, see page 21, but in-
  crease Toughness to 10 and Pace 
  to 10”.
   Security Commander: use 
  Security Guard, page 21, but he 
  is a Wild Card with the Command 
  Edge.
   Security Guards (12): see 
  page 21.
  SCENE 4: THE DEFORESTATION 
  SCENE 4: THE DEFORESTATION 
  CAMP
  CAMP
  Soon after the attack on the Warrior’s camp, night 
  falls and any character succeeding in a Notice roll spies 
  a glow from a few miles away—almost certainly the New 
  World Pharmaceuticals camp.
  To rescue Campbell, the heroes have to either break 
  him out of the camp or spirit him away from the work 
  site. Adolfo and his companions agree to help only if the 
  heroes promise to free all the captive Warriors of Gaia, 
  not just Campbell.
  SECURITY
  SECURITY
  All workers and guards have a special tracking chip 
  implanted in a shoulder muscle which allows New World 
  Pharmaceuticals to keep track of them via a satellite 
  BAND ON THE RUN
  BAND ON THE RUN
  9
  SCENE 3: THE WARRIORS OF 
  SCENE 3: THE WARRIORS OF 
  GAIA CAMP
  GAIA CAMP
  Late afternoon on the sixth day, the heroes and their 
  companions arrive at the coordinates of the missing 
  team’s camp.
  The New World Pharmaceuticals’ security forces locat-
  ed and arrested the Warriors of Gaia team before letting 
  their augmented jaguars loose on the camp. Once the 
  camp was wrecked, the security guards planted several 
  pressure sensors beneath the soil to alert them when (if) 
  a follow-up team arrived.
  The camp is a mess with supplies and gear strewn 
  all about, and the six, two-man, camouﬂ aged tents are 
  ripped and torn. A search reveals the damage has been 
  caused by claws and teeth with many paw prints around 
  the camp. A successful Notice roll spots boot prints on 
  top of the paw prints and a raise ﬁ nds several patches of 
  disturbed soil.
  Digging around the disturbed 
  areas uncovers a number of active 
  pressure and vibration sensors which 
  Adolfo (or any of his fellow Warriors) 
  state do not belong to them. If the 
  characters do not think of it, a suc-
  cessful Smarts roll suggests New 
  World Pharmaceuticals will probably 
  investigate the site soon.
  THE ATTACK
  THE ATTACK
  If the heroes found the pressure 
  sensors, allow them some time to 
  set up an ambush or at least defen-
  sive positions before the security 
  guards approach.
  A successful Notice roll reveals 
  the sound of running men and 
  gains the heroes and their allies a 
  few seconds to prepare.
  New 
  World 
  Pharmaceuticals 
  send in a pack of augmented jag-
  uars to soften up the heroes before 
  their main force of 12 security 
  guards arrive. The guards are led 
  by a Wild Card commander who 
  has the Command Edge and directs 
  his men during the attack.
   Jaguars, Augmented (4): 
  use Jaguar, see page 21, but in-
  crease Toughness to 10 and Pace 
  to 10”.
   Security Commander: use 
  Security Guard, page 21, but he 
  is a Wild Card with the Command 
  Edge.
   Security Guards (12): see 
  page 21.
  SCENE 4: THE DEFORESTATION 
  SCENE 4: THE DEFORESTATION 
  CAMP
  CAMP
  Soon after the attack on the Warrior’s camp, night 
  falls and any character succeeding in a Notice roll spies 
  a glow from a few miles away—almost certainly the New 
  World Pharmaceuticals camp.
  To rescue Campbell, the heroes have to either break 
  him out of the camp or spirit him away from the work 
  site. Adolfo and his companions agree to help only if the 
  heroes promise to free all the captive Warriors of Gaia, 
  not just Campbell.
  SECURITY
  SECURITY
  All workers and guards have a special tracking chip 
  implanted in a shoulder muscle which allows New World 
  Pharmaceuticals to keep track of them via a satellite 
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  10
  10
  GPS-style system. Removing a tracking chip requires a 
  successful Healing roll.
  Additionally the workers wear secure ankle brace-
  lets which receive signals transmitted from the security 
  guards. If a bracelet is removed more than 200 feet from 
  a guard it emits a high pitched squeal audible for about 
  a half mile and triggers an alert in the camp’s computer 
  system.
  A “squealer” can be removed with a successful Lock-
  picking roll or disabled with a successful Repair roll. Al-
  ternatively it may be broken by a sharp impact but doing 
  so requires a successful Agility roll or the wearer takes 
  damage equal to the Strength of the person attempting 
  to break the squealer.
  The camp has a total of 40 security guards (any guards 
  encountered in the surrounding rainforest do not count 
  towards this total). If half of their number is eliminated, 
  the remainder retreat to the camp and await back up 
  from New World Pharmaceuticals. Any back up takes at 
  least an hour to arrive via helicopter and likely plays no 
  part in this scenario.
  THE DEFORESTATION CAMP
  THE DEFORESTATION CAMP
  The camp consists of a 100” by 100” enclosure con-
  taining three prefabricated buildings surrounded by a 
  wire fence. Two of the buildings are identical and are 
  residential units consisting of living and sleeping areas; 
  one is used for the workers and the second for the New 
  World Pharmaceuticals staff. The third building is smaller 
  and is the administration block.
  The wire fence is not alarmed but is made of razor 
  wire strung between support poles. A large gate is 
  constructed in a similar fashion and is secured by an 
  electronic lock requiring a successful Lockpicking roll to 
  open. Anyone failing a Climbing roll while scaling the 
  fence or the gate is lacerated by the wire which causes 
  2d6 damage as though from an extra.
  Four security guards patrol the compound between 
  the buildings at all times, day and night. 
  The residential unit used by the workers is locked at 
  night.
  The administration building contains various ofﬁ ces 
  and the camp’s Green-8 computer system. A successful 
  Hacking attempt on the system allows a Hacker to dis-
  able the tracking devices and “squealers” implanted in 
  the workers.
  At night, Campbell is sleeping in the residential 
  block
  THE WORK SITE
  THE WORK SITE
  The work site consists of a circular swath approxi-
  mately one mile in diameter with the deforestation camp 
  at its center. As work progresses the circle expands.
  New World Pharmaceuticals are primarily using poorly 
  paid, unskilled laborers assisted by a few skilled loggers 
  overseen by squads of security guards. In an effort to 
  keep costs down, the corporation is not making use of 
  heavy machinery instead equipping their workers with 
  chainsaws and manual saws. There are, however, two 
  ﬂ atbed trucks with cranes mounted on them for moving 
  the felled trees.
  The workers are grouped into ten work gangs consist-
  ing of six men overseen by a pair of security guards. The 
  gangs are allocated work areas and are usually at least 
  150 feet apart.
  Campbell is in a work gang with three other members 
  of his Warriors of Gaia team and two Brazilian workers. If 
  the heroes try to free Campbell, the other workers raise 
  the alarm.
   Workers (up to six per work gang): use Normal 
  People, see page 21.
   Warriors of Gaia (3): as Gang Member see page 
  7, they have no gear.
   Security Guards (2 per work gang): see page 
  21.
  CAMPBELL RESCUED
  CAMPBELL RESCUED
  Surrounded by the rainforest, Anthony slots the 
  data chip you give him into a reader and stud-
  ies the screen. For a few moments you can almost 
  see him mentally weighing up the offer to rejoin 
  Fragile Memories against his life as an eco-war-
  rior—then reality sets in. Asking for the use of a 
  phone, Anthony dials, and a few seconds later 
  speaks just ﬁ ve words “It’s Anthony Campbell, I’m 
  in.”
  ACT 3: DRUMS—JON 
  “BONES” ROSCHE
  “BONES” ROSCHE
  Jon Rosche’s mother was a member of the Scorpions 
  biker gang; his father could have been any one of the 
  male members. His childhood was one of constant vio-
  lence and upheaval as the gang roamed from place to 
  place, settling for a while in one of the many deregulated 
  zones before moving on.
  Rosche was only eleven years old when the Scorpions 
  were involved in kidnapping and holding a corporate 
  child hostage. Instead of a ransom, the Scorpions were 
  hit by the full retribution of a corporate strike team which 
  left few of the gang members alive to be taken into cus-
  tody by the Conurbation police. Rosche was taken into 
  custodial care and his gang days were left behind.
  While in care, Rosche discovered an outlet for the pent 
  up violence which had been part of the biker life—drum-
  ming, and when he met aspiring singer Steve Donahue, 
  the band which was to become Fragile Memories began 
  to take shape. Driven by the independent lifestyle of 
  his youth, Rosche was not content for the band to be 
  managed by a third party and he insisted he should be 
  involved in all decisions.
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  10
  10
  GPS-style system. Removing a tracking chip requires a 
  successful Healing roll.
  Additionally the workers wear secure ankle brace-
  lets which receive signals transmitted from the security 
  guards. If a bracelet is removed more than 200 feet from 
  a guard it emits a high pitched squeal audible for about 
  a half mile and triggers an alert in the camp’s computer 
  system.
  A “squealer” can be removed with a successful Lock-
  picking roll or disabled with a successful Repair roll. Al-
  ternatively it may be broken by a sharp impact but doing 
  so requires a successful Agility roll or the wearer takes 
  damage equal to the Strength of the person attempting 
  to break the squealer.
  The camp has a total of 40 security guards (any guards 
  encountered in the surrounding rainforest do not count 
  towards this total). If half of their number is eliminated, 
  the remainder retreat to the camp and await back up 
  from New World Pharmaceuticals. Any back up takes at 
  least an hour to arrive via helicopter and likely plays no 
  part in this scenario.
  THE DEFORESTATION CAMP
  THE DEFORESTATION CAMP
  The camp consists of a 100” by 100” enclosure con-
  taining three prefabricated buildings surrounded by a 
  wire fence. Two of the buildings are identical and are 
  residential units consisting of living and sleeping areas; 
  one is used for the workers and the second for the New 
  World Pharmaceuticals staff. The third building is smaller 
  and is the administration block.
  The wire fence is not alarmed but is made of razor 
  wire strung between support poles. A large gate is 
  constructed in a similar fashion and is secured by an 
  electronic lock requiring a successful Lockpicking roll to 
  open. Anyone failing a Climbing roll while scaling the 
  fence or the gate is lacerated by the wire which causes 
  2d6 damage as though from an extra.
  Four security guards patrol the compound between 
  the buildings at all times, day and night. 
  The residential unit used by the workers is locked at 
  night.
  The administration building contains various ofﬁ ces 
  and the camp’s Green-8 computer system. A successful 
  Hacking attempt on the system allows a Hacker to dis-
  able the tracking devices and “squealers” implanted in 
  the workers.
  At night, Campbell is sleeping in the residential 
  block
  THE WORK SITE
  THE WORK SITE
  The work site consists of a circular swath approxi-
  mately one mile in diameter with the deforestation camp 
  at its center. As work progresses the circle expands.
  New World Pharmaceuticals are primarily using poorly 
  paid, unskilled laborers assisted by a few skilled loggers 
  overseen by squads of security guards. In an effort to 
  keep costs down, the corporation is not making use of 
  heavy machinery instead equipping their workers with 
  chainsaws and manual saws. There are, however, two 
  ﬂ atbed trucks with cranes mounted on them for moving 
  the felled trees.
  The workers are grouped into ten work gangs consist-
  ing of six men overseen by a pair of security guards. The 
  gangs are allocated work areas and are usually at least 
  150 feet apart.
  Campbell is in a work gang with three other members 
  of his Warriors of Gaia team and two Brazilian workers. If 
  the heroes try to free Campbell, the other workers raise 
  the alarm.
   Workers (up to six per work gang): use Normal 
  People, see page 21.
   Warriors of Gaia (3): as Gang Member see page 
  7, they have no gear.
   Security Guards (2 per work gang): see page 
  21.
  CAMPBELL RESCUED
  CAMPBELL RESCUED
  Surrounded by the rainforest, Anthony slots the 
  data chip you give him into a reader and stud-
  ies the screen. For a few moments you can almost 
  see him mentally weighing up the offer to rejoin 
  Fragile Memories against his life as an eco-war-
  rior—then reality sets in. Asking for the use of a 
  phone, Anthony dials, and a few seconds later 
  speaks just ﬁ ve words “It’s Anthony Campbell, I’m 
  in.”
  ACT 3: DRUMS—JON 
  “BONES” ROSCHE
  “BONES” ROSCHE
  Jon Rosche’s mother was a member of the Scorpions 
  biker gang; his father could have been any one of the 
  male members. His childhood was one of constant vio-
  lence and upheaval as the gang roamed from place to 
  place, settling for a while in one of the many deregulated 
  zones before moving on.
  Rosche was only eleven years old when the Scorpions 
  were involved in kidnapping and holding a corporate 
  child hostage. Instead of a ransom, the Scorpions were 
  hit by the full retribution of a corporate strike team which 
  left few of the gang members alive to be taken into cus-
  tody by the Conurbation police. Rosche was taken into 
  custodial care and his gang days were left behind.
  While in care, Rosche discovered an outlet for the pent 
  up violence which had been part of the biker life—drum-
  ming, and when he met aspiring singer Steve Donahue, 
  the band which was to become Fragile Memories began 
  to take shape. Driven by the independent lifestyle of 
  his youth, Rosche was not content for the band to be 
  managed by a third party and he insisted he should be 
  involved in all decisions.
  
  BAND ON THE RUN
  BAND ON THE RUN
  11
  11
  Rosche never forgot his roots and when Fragile 
  Memories disbanded he decided to drop out of life and 
  seek out the half remembered thrills of his youth. Armed 
  with the best gear his share of the band’s money could 
  buy, Jon cut a few deals and soon became a member of a 
  small gang—the Death Heralds. 
  The advantages his management skills and hidden 
  wealth gave him allowed Rosche to manipulate the gang 
  and mold them into what he remembered from the Scor-
  pions’ heydays. The small gang grew in number, gained 
  mechanical knowledge and adopted the nomadic life-
  style of a biker gang. When he was ready, Rosche made a 
  bid for leadership and got it.
  Renaming the gang to the Scorpions, Rosche contin-
  ued to invest time and money into them and soon made 
  moves to rival any corporate hostile takeover, gaining 
  control of two additional gangs. With his personal em-
  pire slowly building, Rosche is content with his life.
  The sidebar contains details of what the heroes can 
  ﬁ nd out about Rosche.
  SCENE 1: THE SOUTH DREGS
  SCENE 1: THE SOUTH DREGS
  The Scorpions, led by Rosche, have kept their posi-
  tion of power by careful “political” maneuvering which 
  has left them with a lot of friends in the Dregs and quite 
  a few enemies. Finding the Scorpions “turf” (their home 
  territory) can be achieved by asking around or looking 
  for signs of the gang.
  Unknown to the heroes, a rival gang has been ask-
  ing questions about the Scorpions and there is a general 
  feeling that trouble is brewing and the populace of the 
  deregulated zone are being carefully neutral.
  If the heroes choose to ask questions about the Scor-
  pions, they need to succeed in a Persuasion roll with 
  a -2 penalty before anyone speaks with them. Getting 
  the location of the Scorpions turf out of someone then 
  requires a successful Investigation, Streetwise or Persua-
  sion roll.
  Eventually the heroes get an address; a disused ser-
  vice station in the far south of the Dregs.
  THE SCORPIONS’ HOME TURF
  THE SCORPIONS’ HOME TURF
  As the characters near the Scorpions’ address, they 
  can hear the sound of motorcycle engines. 
  If a hero succeeds in a Notice roll they spot one of 
  six gang members who are following them. When it be-
  comes obvious the heroes have seen those trailing them, 
  one of the gang members, Deke, approaches backed up 
  by two of the others.
  Deke demands to know who the heroes are and what 
  they are doing on Scorpion turf. 
  Relating their mission to ﬁ nd Rosche (particularly if 
  they refer to him by his nickname “Bones”) convinces 
  Deke to lead the characters into the Scorpions’ head-
  quarters to speak with the man in charge. Alternatively, a 
  successful Persuade roll does the trick.
  THE SCORPIONS’ HQ
  THE SCORPIONS’ HQ
  The Scorpions are in the process of relocating outside 
  the bounds of the Conurbation as the gang has grown 
  too large and subsequently too obvious a target for rival 
  gangs—something both the Scorpions and heroes are 
  going to be aware of very soon. 
  Deke leads the characters into a large workshop 
  where there are ten of his fellow gang members work-
  ing on various bikes and trucks. Deke approaches and 
  talks quietly to a man who seems to be overseeing the 
  work. This is Buddy, one of the Scorpions’ lieutenants. 
  As Buddy begins to approach the heroes, there is a sud-
  den explosion from the main workshop doors followed 
  by bursts of gunﬁ re. The Scorpions drop their tools and 
  draw guns as they run for cover, Buddy points at the 
  heroes and yells, “It’s a trap, get ‘em!” 
  Convincing Buddy the characters are on the Scorpi-
  ons’ side requires a Persuasion roll at –2 as an action. 
  Pointing out the obvious (“They’re attacking us as well!” 
  is worth a +2 bonus. Once the biker sees the light, he 
  orders his men to shift targets solely to the rival gang. 
  Hand out Ally Sheets for Buddy, Deke and the bikers to 
  the players to control.
  The workshop is 30” by 18” with the main doors on 
  one of the shorter sides. There are two trucks and six 
  cycles (all non-functional) scattered about the room each 
  of which can provide Light cover but no armor. There are 
  two inspection pits sunk into the concrete ﬂ oor which 
  can provide Heavy cover to up to four characters (again 
  no armor). One of the pits is within 8” of the heroes.
  JON ROSCHE
  JON ROSCHE
  Default: See notes in Appendix A.
  Success: Rosche had two contrasting sides—he was 
  a management genius and was involved with every 
  decision about the band, but he also had a darker, 
  violent side likely from his time when he used to 
  run with the Scorpions.
  Raise: Rosche left the band with a lot of cash and 
  no plan for what to do with his life, though there 
  were rumors he was looking to go back to riding.
  THE SCORPIONS 
  THE SCORPIONS 
  Symbol: A stylized scorpion.
  Default: They’re one of those biker gangs which 
  hang around the Dregs.
  Success: The original Scorpions made a bad choice 
  and got wiped years back. There’s a new wannabe 
  gang that has adopted the name.
  Raise: Some guy with the nickname “Bones” came 
  along and dragged a small time gang, the Death Her-
  alds, into the big leagues a few years back. They’re 
  called the Scorpions now and they are one of the 
  major players in the South Dregs.
  BAND ON THE RUN
  BAND ON THE RUN
  11
  11
  Rosche never forgot his roots and when Fragile 
  Memories disbanded he decided to drop out of life and 
  seek out the half remembered thrills of his youth. Armed 
  with the best gear his share of the band’s money could 
  buy, Jon cut a few deals and soon became a member of a 
  small gang—the Death Heralds. 
  The advantages his management skills and hidden 
  wealth gave him allowed Rosche to manipulate the gang 
  and mold them into what he remembered from the Scor-
  pions’ heydays. The small gang grew in number, gained 
  mechanical knowledge and adopted the nomadic life-
  style of a biker gang. When he was ready, Rosche made a 
  bid for leadership and got it.
  Renaming the gang to the Scorpions, Rosche contin-
  ued to invest time and money into them and soon made 
  moves to rival any corporate hostile takeover, gaining 
  control of two additional gangs. With his personal em-
  pire slowly building, Rosche is content with his life.
  The sidebar contains details of what the heroes can 
  ﬁ nd out about Rosche.
  SCENE 1: THE SOUTH DREGS
  SCENE 1: THE SOUTH DREGS
  The Scorpions, led by Rosche, have kept their posi-
  tion of power by careful “political” maneuvering which 
  has left them with a lot of friends in the Dregs and quite 
  a few enemies. Finding the Scorpions “turf” (their home 
  territory) can be achieved by asking around or looking 
  for signs of the gang.
  Unknown to the heroes, a rival gang has been ask-
  ing questions about the Scorpions and there is a general 
  feeling that trouble is brewing and the populace of the 
  deregulated zone are being carefully neutral.
  If the heroes choose to ask questions about the Scor-
  pions, they need to succeed in a Persuasion roll with 
  a -2 penalty before anyone speaks with them. Getting 
  the location of the Scorpions turf out of someone then 
  requires a successful Investigation, Streetwise or Persua-
  sion roll.
  Eventually the heroes get an address; a disused ser-
  vice station in the far south of the Dregs.
  THE SCORPIONS’ HOME TURF
  THE SCORPIONS’ HOME TURF
  As the characters near the Scorpions’ address, they 
  can hear the sound of motorcycle engines. 
  If a hero succeeds in a Notice roll they spot one of 
  six gang members who are following them. When it be-
  comes obvious the heroes have seen those trailing them, 
  one of the gang members, Deke, approaches backed up 
  by two of the others.
  Deke demands to know who the heroes are and what 
  they are doing on Scorpion turf. 
  Relating their mission to ﬁ nd Rosche (particularly if 
  they refer to him by his nickname “Bones”) convinces 
  Deke to lead the characters into the Scorpions’ head-
  quarters to speak with the man in charge. Alternatively, a 
  successful Persuade roll does the trick.
  THE SCORPIONS’ HQ
  THE SCORPIONS’ HQ
  The Scorpions are in the process of relocating outside 
  the bounds of the Conurbation as the gang has grown 
  too large and subsequently too obvious a target for rival 
  gangs—something both the Scorpions and heroes are 
  going to be aware of very soon. 
  Deke leads the characters into a large workshop 
  where there are ten of his fellow gang members work-
  ing on various bikes and trucks. Deke approaches and 
  talks quietly to a man who seems to be overseeing the 
  work. This is Buddy, one of the Scorpions’ lieutenants. 
  As Buddy begins to approach the heroes, there is a sud-
  den explosion from the main workshop doors followed 
  by bursts of gunﬁ re. The Scorpions drop their tools and 
  draw guns as they run for cover, Buddy points at the 
  heroes and yells, “It’s a trap, get ‘em!” 
  Convincing Buddy the characters are on the Scorpi-
  ons’ side requires a Persuasion roll at –2 as an action. 
  Pointing out the obvious (“They’re attacking us as well!” 
  is worth a +2 bonus. Once the biker sees the light, he 
  orders his men to shift targets solely to the rival gang. 
  Hand out Ally Sheets for Buddy, Deke and the bikers to 
  the players to control.
  The workshop is 30” by 18” with the main doors on 
  one of the shorter sides. There are two trucks and six 
  cycles (all non-functional) scattered about the room each 
  of which can provide Light cover but no armor. There are 
  two inspection pits sunk into the concrete ﬂ oor which 
  can provide Heavy cover to up to four characters (again 
  no armor). One of the pits is within 8” of the heroes.
  JON ROSCHE
  JON ROSCHE
  Default: See notes in Appendix A.
  Success: Rosche had two contrasting sides—he was 
  a management genius and was involved with every 
  decision about the band, but he also had a darker, 
  violent side likely from his time when he used to 
  run with the Scorpions.
  Raise: Rosche left the band with a lot of cash and 
  no plan for what to do with his life, though there 
  were rumors he was looking to go back to riding.
  THE SCORPIONS 
  THE SCORPIONS 
  Symbol: A stylized scorpion.
  Default: They’re one of those biker gangs which 
  hang around the Dregs.
  Success: The original Scorpions made a bad choice 
  and got wiped years back. There’s a new wannabe 
  gang that has adopted the name.
  Raise: Some guy with the nickname “Bones” came 
  along and dragged a small time gang, the Death Her-
  alds, into the big leagues a few years back. They’re 
  called the Scorpions now and they are one of the 
  major players in the South Dregs.
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  12
  12
  To the left hand side of the main doors is a stack of full 
  fuel drums which can provide light cover, however any 
  shot which penetrates the drums Toughness of 8 causes 
  the fuel to explode for 3d10 damage over a Large Burst 
  Template area.
  The attackers consist of 30 members of the Diesel 
  Heads, a rival biker gang. They enter the workshop and 
  deploy as follows:
  Round 1: Ten Diesel Heads enter and go prone 
  with ﬁ ve on either side of the doors, four of them are 
  equipped with Hachiman Rapid Fire Medium machine 
  guns and use them to provide covering ﬁ re (use the Sup-
  pression rules) for those who follow them. Buddy and 
  half the Scorpions concentrate their ﬁ re on the heroes.
  Round 2: A further ten Diesel Heads enter, ﬁ ve head 
  for cover behind the fuel drums while the others advance 
  through the room using the vehicles as cover.
  Round 3: The last ten Diesel Heads enter, deploy 
  them as seems most appropriate.
   Scorpions (10): use Gang Member, see page xx.
  Deke (1): use Gang Member, see page xx, he is a 
  henchman gaining 3 wounds.
   Buddy (1): use Gang Member, see page xx, he is 
  a henchman gaining 3 wounds.
   Diesel Heads (30): use Gang Member, see page xx.
  SCENE 2: THE SCORPIONS’ 
  SCENE 2: THE SCORPIONS’ 
  NEW TURF
  NEW TURF
  Once the Diesel Heads have been dealt with, any sur-
  viving Scorpions are more than happy to speak with the 
  heroes. Buddy (or Deke or any other surviving Scorpion) 
  relates that since the original gang took over two other 
  gangs, it has grown to be too tempting a target for other 
  rival gangs in the Dregs, and their leader, Bones, has 
  decided to relocate the gang’s headquarters to an area 
  outside the Conurbation.
  The Scorpions in the workshop were the last of the gang 
  to ship out and had been tasked with getting the remain-
  ing vehicles roadworthy before leaving. Given the present 
  circumstances, they decide to cut their losses and move out 
  now. The heroes are welcome to accompany them.
  SCORPIONS’ NEW HEADQUARTERS
  SCORPIONS’ NEW HEADQUARTERS
  The Scorpions’ new headquarters is about ﬁ fty miles 
  outside the Conurbation and is based around an aban-
  doned truck stop. When the heroes and their escort get 
  near to the area they see several groups of two or three 
  bikers in makeshift camps watching the approach road. 
  These watchers do nothing to stop the heroes.
  The journey to the truck stop is uneventful unless you 
  want to throw an encounter with members of a rival gang at 
  your heroes (use the standard gang members’ statistics).
  The truck stop consists of a gas station, a small motel 
  and three small warehouse type structures. All of these 
  buildings are in varying states of repair with some obvi-
  ous recent patches.
  The Scorpions are in the process of rebuilding and 
  reﬁ tting one of the warehouses as a workshop since their 
  life style is dependent upon their bikes and other trans-
  portation. Most of the gang have settled into the motel 
  and made it their new “home.”
  JON “BONES” ROSCHE
  JON “BONES” ROSCHE
  When the heroes arrive, Rosche is supervising the reﬁ t 
  of the warehouse and can be found amidst a score of Scor-
  pions all working hard. When the characters present him 
  with the data chip, he inserts it into a reader and carefully 
  studies it—read the following aloud to the players.
  Rosche unplugs the chip and hands it back to 
  you, “You know I’ve spent a lot of time building 
  the Scorpions up. We’ve tripled our numbers in 
  the last nine months and that’s something I’m 
  proud of. Fragile Memories is just that to me—a 
  bunch of memories and not something I want 
  to revisit.” He waves a hand encompassing the 
  Scorpions working around you “This is my world 
  now; these are my people, not the corporate rat 
  race of the pop world. Sorry, but you’ve wasted 
  your time.”
  Nothing the heroes can say can change Roche’s mind 
  and eventually they are escorted out of the Scorpions’ 
  turf. A group of a dozen Scorpions escorts them until 
  they are ten miles from the truck stop.
  SCENE 3: NEW INSTRUCTIONS
  SCENE 3: NEW INSTRUCTIONS
  At some point after Rosche refuses to rejoin the band, the 
  heroes should contact their broker, Patron, to inform him of 
  the setback. Patron is quiet for a few seconds then speaks.
  “This is unfortunate, but not wholly unforeseen. 
  My client was very insistent that all four people 
  should be reunited and to that end you are to 
  forcibly extract Mr. Rosche from his current situa-
  tion and return him to the Conurbation. Use the 
  minimum force necessary as Mr. Rosche will 
  require all his faculties. Contact me again when 
  you have Rosche safely in the Conurbation.”
  SNEAKING IN
  SNEAKING IN
  If the heroes seem intent on a frontal assault, allow 
  them a Smarts rolls with a success estimating the Scor-
  pions number as approximately 150 individuals—far 
  too many to consider such an approach. Stealth is the 
  heroes’ best option.
  The Scorpion gang is now too large for all members 
  to recognize all others, so anyone wearing the Scorpions’ 
  symbol has a good chance of passing unchecked—apply 
  a +2 bonus to any rolls where gang membership could 
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  12
  12
  To the left hand side of the main doors is a stack of full 
  fuel drums which can provide light cover, however any 
  shot which penetrates the drums Toughness of 8 causes 
  the fuel to explode for 3d10 damage over a Large Burst 
  Template area.
  The attackers consist of 30 members of the Diesel 
  Heads, a rival biker gang. They enter the workshop and 
  deploy as follows:
  Round 1: Ten Diesel Heads enter and go prone 
  with ﬁ ve on either side of the doors, four of them are 
  equipped with Hachiman Rapid Fire Medium machine 
  guns and use them to provide covering ﬁ re (use the Sup-
  pression rules) for those who follow them. Buddy and 
  half the Scorpions concentrate their ﬁ re on the heroes.
  Round 2: A further ten Diesel Heads enter, ﬁ ve head 
  for cover behind the fuel drums while the others advance 
  through the room using the vehicles as cover.
  Round 3: The last ten Diesel Heads enter, deploy 
  them as seems most appropriate.
   Scorpions (10): use Gang Member, see page xx.
  Deke (1): use Gang Member, see page xx, he is a 
  henchman gaining 3 wounds.
   Buddy (1): use Gang Member, see page xx, he is 
  a henchman gaining 3 wounds.
   Diesel Heads (30): use Gang Member, see page xx.
  SCENE 2: THE SCORPIONS’ 
  SCENE 2: THE SCORPIONS’ 
  NEW TURF
  NEW TURF
  Once the Diesel Heads have been dealt with, any sur-
  viving Scorpions are more than happy to speak with the 
  heroes. Buddy (or Deke or any other surviving Scorpion) 
  relates that since the original gang took over two other 
  gangs, it has grown to be too tempting a target for other 
  rival gangs in the Dregs, and their leader, Bones, has 
  decided to relocate the gang’s headquarters to an area 
  outside the Conurbation.
  The Scorpions in the workshop were the last of the gang 
  to ship out and had been tasked with getting the remain-
  ing vehicles roadworthy before leaving. Given the present 
  circumstances, they decide to cut their losses and move out 
  now. The heroes are welcome to accompany them.
  SCORPIONS’ NEW HEADQUARTERS
  SCORPIONS’ NEW HEADQUARTERS
  The Scorpions’ new headquarters is about ﬁ fty miles 
  outside the Conurbation and is based around an aban-
  doned truck stop. When the heroes and their escort get 
  near to the area they see several groups of two or three 
  bikers in makeshift camps watching the approach road. 
  These watchers do nothing to stop the heroes.
  The journey to the truck stop is uneventful unless you 
  want to throw an encounter with members of a rival gang at 
  your heroes (use the standard gang members’ statistics).
  The truck stop consists of a gas station, a small motel 
  and three small warehouse type structures. All of these 
  buildings are in varying states of repair with some obvi-
  ous recent patches.
  The Scorpions are in the process of rebuilding and 
  reﬁ tting one of the warehouses as a workshop since their 
  life style is dependent upon their bikes and other trans-
  portation. Most of the gang have settled into the motel 
  and made it their new “home.”
  JON “BONES” ROSCHE
  JON “BONES” ROSCHE
  When the heroes arrive, Rosche is supervising the reﬁ t 
  of the warehouse and can be found amidst a score of Scor-
  pions all working hard. When the characters present him 
  with the data chip, he inserts it into a reader and carefully 
  studies it—read the following aloud to the players.
  Rosche unplugs the chip and hands it back to 
  you, “You know I’ve spent a lot of time building 
  the Scorpions up. We’ve tripled our numbers in 
  the last nine months and that’s something I’m 
  proud of. Fragile Memories is just that to me—a 
  bunch of memories and not something I want 
  to revisit.” He waves a hand encompassing the 
  Scorpions working around you “This is my world 
  now; these are my people, not the corporate rat 
  race of the pop world. Sorry, but you’ve wasted 
  your time.”
  Nothing the heroes can say can change Roche’s mind 
  and eventually they are escorted out of the Scorpions’ 
  turf. A group of a dozen Scorpions escorts them until 
  they are ten miles from the truck stop.
  SCENE 3: NEW INSTRUCTIONS
  SCENE 3: NEW INSTRUCTIONS
  At some point after Rosche refuses to rejoin the band, the 
  heroes should contact their broker, Patron, to inform him of 
  the setback. Patron is quiet for a few seconds then speaks.
  “This is unfortunate, but not wholly unforeseen. 
  My client was very insistent that all four people 
  should be reunited and to that end you are to 
  forcibly extract Mr. Rosche from his current situa-
  tion and return him to the Conurbation. Use the 
  minimum force necessary as Mr. Rosche will 
  require all his faculties. Contact me again when 
  you have Rosche safely in the Conurbation.”
  SNEAKING IN
  SNEAKING IN
  If the heroes seem intent on a frontal assault, allow 
  them a Smarts rolls with a success estimating the Scor-
  pions number as approximately 150 individuals—far 
  too many to consider such an approach. Stealth is the 
  heroes’ best option.
  The Scorpion gang is now too large for all members 
  to recognize all others, so anyone wearing the Scorpions’ 
  symbol has a good chance of passing unchecked—apply 
  a +2 bonus to any rolls where gang membership could 
  
  BAND ON THE RUN
  BAND ON THE RUN
  13
  13
  affect an outcome (for example Persuasion or Stealth 
  when attempting to pass into the truck stop).
  The following sections detail the placement of the 
  Scorpions when the heroes return to extract Rosche. 
  If the heroes are attempting this at night (which they 
  should do if they have any sense at all), remember to 
  apply suitable penalties to Notice rolls based upon the 
  lighting conditions.
  If any Scorpions become aware of the heroes, they 
  challenge them before acting. If the heroes cannot satisfy 
  the guards or silence them, they attempt to raise the 
  alarm either by using their radios or by shouting. See the 
  section entitled “The Alarm is Raised” if this occurs.
  THE WATCHERS
  THE WATCHERS
  There are 10 groups of watchers spaced around the 
  circumference of a circle with the truck stop at its center. 
  This places the watchers about two and a half miles apart 
  and four miles from the truck stop.
  Sneaking past the watchers is not possible with vehicles.
   Scorpions (4): use Gang Member, see page xx.
  THE TRUCK STOP
  THE TRUCK STOP
  There are regular patrols of the truck stop, day and 
  night, that challenge anyone they see who is not a mem-
  ber of the Scorpions. 
  Aside from the main buildings of the truck stop, there 
  is some cover in the form of a few wrecked cars, some 
  patches of low lying bushes and piles of refuse. To move 
  between one building and another using this cover re-
  quires a Stealth roll opposed by the guards’ Notice.
  The only buildings with signs of life are the motel and 
  the workshop.
   Scorpions (4): use Gang Member, see page xx.
  THE WORKSHOP
  THE WORKSHOP
  During the day Rosche is here with between ten and 
  twenty Scorpions (10 + 1d10) working on their vehicles 
  and the workshop itself. At night, the heroes only ﬁ nd 
  1d4 dedicated Scorpions working on their pride and 
  joys—their bikes.
  THE MOTEL
  THE MOTEL
  The motel is three stories tall with access to all ﬂ oors 
  via stairs from a central reception area. At all times there 
  are four Scorpions on guard in reception.
  Any Scorpion suitably questioned reveals that Rosche 
  uses room 317 on the top ﬂ oor.
  When the heroes get to Rosche’s room they ﬁ nd he 
  is still awake drinking and talking with some of the long 
  standing members of the Scorpions.
   Rosche (1): use Gang Member, see page 20, he is 
  a Wild Card.
   Scorpion Lieutenants (2): use Gang Member, 
  see page 20, they are Henchmen.
  (M) Scorpions (3): use Gang Member, see page 20.
  THE ALARM IS RAISED
  THE ALARM IS RAISED
  Once the alarm is raised, chaos reigns for several minutes 
  as the Scorpions are all roused from their sleep (or from their 
  day time duties) and seek to ﬁ nd out what is happening. 
  The heroes actually beneﬁ t from this chaotic period 
  as there are a lot of people running around, many of 
  them not wearing gang colors.
  Cut your players some slack and allow them to run 
  into Rosche and his immediate Scorpions (see The Mo-
  tel section) during this time. The heroes should have 
  enough time to subdue Rosche and his fellows and get 
  clear of the truck stop before the chaos subsides and 
  anybody notices they are gone.
  SCENE 4: CHASE!
  SCENE 4: CHASE!
  As the heroes are ﬂ eeing the truck stop with the kid-
  napped Rosche, they hear the sound of engines roaring 
  to life behind them. By the time they reach their trans-
  port, the Scorpions are in pursuit.
  This scene should be run as a standard Chase with a 
  Range Increment of 5”. 
  The heroes need to either escape from all pursuers 
  by getting at least 10 Range Increments ahead of them or 
  eliminate all pursuers.
  The chase is along the disused highways between 
  the truck stop and the Conurbation which are not main-
  tained and have many potholes and chunks of debris 
  along them. These Obstacles are counted as  Rough giv-
  ing a –2 penalty to Drive rolls when a Club card is dealt 
  for initiative.
  Varying numbers of pursuers join the chase at various 
  times. Each chaser is actually two Scorpions; one to drive 
  the bike and a second passenger who ﬁ res at the heroes. 
  The Scorpions make use of the Aim action ﬁ ring only 
  every other round as they target the heroes’ tires or any 
  hero who reveals themselves through a window or door. 
  The Scorpions do not want to risk hitting the vehicle or 
  causing it to crash for fear of hurting Rosche.
  Round 1: At the start of the chase there are six bikes 
  which begin at Far range (4 Range Increments).
  Round 4: Four more bikes join the chase from a side 
  road; they begin at Near range (2 Range Increments).
  Round 6: Four more bikes join the chase from a side 
  road; they begin at Medium range (3 Range Increments).
  Round 9: Four more bikes join the chase from a 
  side road; they begin at Close range (1 Range Incre-
  ment).
  JET’S VAN
  JET’S VAN
  Acc/Top Speed: 20/40; Toughness: 14 (3); Crew: 1+7
  Notes: Fitted with Cybernetic Link Up and Remote Con-
  trol allowing Jet to use his Driving cyberware package 
  and to drive it remotely.
  BAND ON THE RUN
  BAND ON THE RUN
  13
  13
  affect an outcome (for example Persuasion or Stealth 
  when attempting to pass into the truck stop).
  The following sections detail the placement of the 
  Scorpions when the heroes return to extract Rosche. 
  If the heroes are attempting this at night (which they 
  should do if they have any sense at all), remember to 
  apply suitable penalties to Notice rolls based upon the 
  lighting conditions.
  If any Scorpions become aware of the heroes, they 
  challenge them before acting. If the heroes cannot satisfy 
  the guards or silence them, they attempt to raise the 
  alarm either by using their radios or by shouting. See the 
  section entitled “The Alarm is Raised” if this occurs.
  THE WATCHERS
  THE WATCHERS
  There are 10 groups of watchers spaced around the 
  circumference of a circle with the truck stop at its center. 
  This places the watchers about two and a half miles apart 
  and four miles from the truck stop.
  Sneaking past the watchers is not possible with vehicles.
   Scorpions (4): use Gang Member, see page xx.
  THE TRUCK STOP
  THE TRUCK STOP
  There are regular patrols of the truck stop, day and 
  night, that challenge anyone they see who is not a mem-
  ber of the Scorpions. 
  Aside from the main buildings of the truck stop, there 
  is some cover in the form of a few wrecked cars, some 
  patches of low lying bushes and piles of refuse. To move 
  between one building and another using this cover re-
  quires a Stealth roll opposed by the guards’ Notice.
  The only buildings with signs of life are the motel and 
  the workshop.
   Scorpions (4): use Gang Member, see page xx.
  THE WORKSHOP
  THE WORKSHOP
  During the day Rosche is here with between ten and 
  twenty Scorpions (10 + 1d10) working on their vehicles 
  and the workshop itself. At night, the heroes only ﬁ nd 
  1d4 dedicated Scorpions working on their pride and 
  joys—their bikes.
  THE MOTEL
  THE MOTEL
  The motel is three stories tall with access to all ﬂ oors 
  via stairs from a central reception area. At all times there 
  are four Scorpions on guard in reception.
  Any Scorpion suitably questioned reveals that Rosche 
  uses room 317 on the top ﬂ oor.
  When the heroes get to Rosche’s room they ﬁ nd he 
  is still awake drinking and talking with some of the long 
  standing members of the Scorpions.
   Rosche (1): use Gang Member, see page 20, he is 
  a Wild Card.
   Scorpion Lieutenants (2): use Gang Member, 
  see page 20, they are Henchmen.
  (M) Scorpions (3): use Gang Member, see page 20.
  THE ALARM IS RAISED
  THE ALARM IS RAISED
  Once the alarm is raised, chaos reigns for several minutes 
  as the Scorpions are all roused from their sleep (or from their 
  day time duties) and seek to ﬁ nd out what is happening. 
  The heroes actually beneﬁ t from this chaotic period 
  as there are a lot of people running around, many of 
  them not wearing gang colors.
  Cut your players some slack and allow them to run 
  into Rosche and his immediate Scorpions (see The Mo-
  tel section) during this time. The heroes should have 
  enough time to subdue Rosche and his fellows and get 
  clear of the truck stop before the chaos subsides and 
  anybody notices they are gone.
  SCENE 4: CHASE!
  SCENE 4: CHASE!
  As the heroes are ﬂ eeing the truck stop with the kid-
  napped Rosche, they hear the sound of engines roaring 
  to life behind them. By the time they reach their trans-
  port, the Scorpions are in pursuit.
  This scene should be run as a standard Chase with a 
  Range Increment of 5”. 
  The heroes need to either escape from all pursuers 
  by getting at least 10 Range Increments ahead of them or 
  eliminate all pursuers.
  The chase is along the disused highways between 
  the truck stop and the Conurbation which are not main-
  tained and have many potholes and chunks of debris 
  along them. These Obstacles are counted as  Rough giv-
  ing a –2 penalty to Drive rolls when a Club card is dealt 
  for initiative.
  Varying numbers of pursuers join the chase at various 
  times. Each chaser is actually two Scorpions; one to drive 
  the bike and a second passenger who ﬁ res at the heroes. 
  The Scorpions make use of the Aim action ﬁ ring only 
  every other round as they target the heroes’ tires or any 
  hero who reveals themselves through a window or door. 
  The Scorpions do not want to risk hitting the vehicle or 
  causing it to crash for fear of hurting Rosche.
  Round 1: At the start of the chase there are six bikes 
  which begin at Far range (4 Range Increments).
  Round 4: Four more bikes join the chase from a side 
  road; they begin at Near range (2 Range Increments).
  Round 6: Four more bikes join the chase from a side 
  road; they begin at Medium range (3 Range Increments).
  Round 9: Four more bikes join the chase from a 
  side road; they begin at Close range (1 Range Incre-
  ment).
  JET’S VAN
  JET’S VAN
  Acc/Top Speed: 20/40; Toughness: 14 (3); Crew: 1+7
  Notes: Fitted with Cybernetic Link Up and Remote Con-
  trol allowing Jet to use his Driving cyberware package 
  and to drive it remotely.
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  14
  14
  MOTORCYCLES
  MOTORCYCLES
  Each is manned by two Scorpions
  Acc/Top Speed: 20/36; Toughness: 8 (2); Crew: 1+1
  BACK IN THE CONURBATION
  BACK IN THE CONURBATION
  When the heroes reach the Conurbation they should call 
  Patron as instructed. Patron sends a pair of samurai armed 
  with a potent sedative to take Rosche off their hands.
  ACT 4: KEYBOARDS—
  MARK HIRST
  MARK HIRST
  The Hirst family had been members of the military 
  as far back as their history goes, so when Mark Hirst 
  became a keyboard player for Fragile Memories, it was a 
  huge disappointment for them.
  After the band split, Hirst was relatively wealthy with a 
  reputation of being the “boring one”. In a bid to forever 
  remove the nickname, he fully embraced the party scene 
  of beautiful people, alcohol and drugs. It lasted a mere 
  six months after which Hirst was left penniless, homeless 
  and afﬂ icted by several expensive addictions.
  Hirst’s father, a retired Colonel, intervened pulling 
  his son out of the gutter, enrolling him in a succession 
  of clinics to purge him of his addictions and ﬁ nally 
  browbeating him into following the family tradition of 
  enlisting, albeit into the mercenary task force owned by 
  Morrigu Arms.
  Two weeks ago, Morrigu Arms and Hachiman had a 
  disagreement which escalated into a Corporate War—
  Hirst was part of the task force sent to resolve the issue.
  The sidebar contains details of what the heroes can 
  learn about Mark Hirst.
  Once the heroes are aware of Hirst’s current career 
  and the deployment of Morrigu Arms’ mercenaries to the 
  Gobi Desert, a successful Smarts roll (or a hint from their 
  broker, Patron) suggests they may be able to conﬁ rm 
  Hirst’s location by checking the newscasts which cover 
  the current war.
  There is ample footage of the war available for viewing 
  including the opposing forces arriving, interviews with 
  individual people and action shots of the actual battles. 
  The heroes may be able to spot Hirst in two different 
  sequences; a successful Notice roll is required for each.
  The ﬁ rst shot is as the Morrigu troops disembark 
  from their transport plane, Hirst is clearly visible as he 
  descends the plane’s steps.
  The second shot is an action sequence with a small 
  squad wearing Morrigu Arms’ logo, exchanging ﬁ re with 
  some unseen opponents. The camera pans across the 
  squad and Hirst can be seen spraying machinegun ﬁ re 
  off-screen. A hero who gains a raise on a second Notice 
  roll sees a tattoo on many of the troops—a stylized 
  raven’s head, Hirst has the tattoo but his has a circle 
  around it. 
  THE TATTOO
  THE TATTOO
  A successful Hacking, Investigation or Streetwise roll 
  reveals the raven’s head tattoo is worn by all members of 
  Morrigu Arms’ task force. The tattoo includes a hidden 
  barcode which identiﬁ es the wearer. 
  The signiﬁ cance of the circle around the symbol can-
  not be discovered at this time.
  GETTING THERE
  GETTING THERE
  As soon as the heroes have positively identiﬁ ed Mark Hirst 
  and his involvement in the Corporate War currently going on 
  in the Gobi Desert, pick up the action with Scene 1.
  SCENE 1: SKIRMISH
  SCENE 1: SKIRMISH
  Within a few hours of contacting him, Patron 
  MARK HIRST
  MARK HIRST
  Default: See notes in Appendix A.
  Success: When the band split, Hirst tried hard to 
  get rid of his nick name “the boring one”, he par-
  tied hard and was forever appearing in the gossip 
  columns. After about six months he was a mess, 
  addicted to all sorts of stuff and the party scene 
  dropped him.
  Raise: Hirst’s family are old school military, his dad 
  pulled him up out of the gutter, got him cleaned 
  up and enlisted him in Morrigu Arms’ mercenary 
  task force.
  MORRIGU ARMS
  MORRIGU ARMS
  Default: A relative newcomer to the arms scene, 
  Morrigu Arms somehow managed to negotiate a 
  major contract with the Government police forces.
  Success: Morrigu have their own private army 
  which deal with their disputes and in some cases 
  can be hired.
  Raise: Morrigu has recently had issues with Hachi-
  man over a gun design. The two corporations could 
  not come to an agreement and they declared a Cor-
  porate War. Morrigu shipped their task force out to 
  the Gobi Desert a couple weeks back.
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  14
  14
  MOTORCYCLES
  MOTORCYCLES
  Each is manned by two Scorpions
  Acc/Top Speed: 20/36; Toughness: 8 (2); Crew: 1+1
  BACK IN THE CONURBATION
  BACK IN THE CONURBATION
  When the heroes reach the Conurbation they should call 
  Patron as instructed. Patron sends a pair of samurai armed 
  with a potent sedative to take Rosche off their hands.
  ACT 4: KEYBOARDS—
  MARK HIRST
  MARK HIRST
  The Hirst family had been members of the military 
  as far back as their history goes, so when Mark Hirst 
  became a keyboard player for Fragile Memories, it was a 
  huge disappointment for them.
  After the band split, Hirst was relatively wealthy with a 
  reputation of being the “boring one”. In a bid to forever 
  remove the nickname, he fully embraced the party scene 
  of beautiful people, alcohol and drugs. It lasted a mere 
  six months after which Hirst was left penniless, homeless 
  and afﬂ icted by several expensive addictions.
  Hirst’s father, a retired Colonel, intervened pulling 
  his son out of the gutter, enrolling him in a succession 
  of clinics to purge him of his addictions and ﬁ nally 
  browbeating him into following the family tradition of 
  enlisting, albeit into the mercenary task force owned by 
  Morrigu Arms.
  Two weeks ago, Morrigu Arms and Hachiman had a 
  disagreement which escalated into a Corporate War—
  Hirst was part of the task force sent to resolve the issue.
  The sidebar contains details of what the heroes can 
  learn about Mark Hirst.
  Once the heroes are aware of Hirst’s current career 
  and the deployment of Morrigu Arms’ mercenaries to the 
  Gobi Desert, a successful Smarts roll (or a hint from their 
  broker, Patron) suggests they may be able to conﬁ rm 
  Hirst’s location by checking the newscasts which cover 
  the current war.
  There is ample footage of the war available for viewing 
  including the opposing forces arriving, interviews with 
  individual people and action shots of the actual battles. 
  The heroes may be able to spot Hirst in two different 
  sequences; a successful Notice roll is required for each.
  The ﬁ rst shot is as the Morrigu troops disembark 
  from their transport plane, Hirst is clearly visible as he 
  descends the plane’s steps.
  The second shot is an action sequence with a small 
  squad wearing Morrigu Arms’ logo, exchanging ﬁ re with 
  some unseen opponents. The camera pans across the 
  squad and Hirst can be seen spraying machinegun ﬁ re 
  off-screen. A hero who gains a raise on a second Notice 
  roll sees a tattoo on many of the troops—a stylized 
  raven’s head, Hirst has the tattoo but his has a circle 
  around it. 
  THE TATTOO
  THE TATTOO
  A successful Hacking, Investigation or Streetwise roll 
  reveals the raven’s head tattoo is worn by all members of 
  Morrigu Arms’ task force. The tattoo includes a hidden 
  barcode which identiﬁ es the wearer. 
  The signiﬁ cance of the circle around the symbol can-
  not be discovered at this time.
  GETTING THERE
  GETTING THERE
  As soon as the heroes have positively identiﬁ ed Mark Hirst 
  and his involvement in the Corporate War currently going on 
  in the Gobi Desert, pick up the action with Scene 1.
  SCENE 1: SKIRMISH
  SCENE 1: SKIRMISH
  Within a few hours of contacting him, Patron 
  MARK HIRST
  MARK HIRST
  Default: See notes in Appendix A.
  Success: When the band split, Hirst tried hard to 
  get rid of his nick name “the boring one”, he par-
  tied hard and was forever appearing in the gossip 
  columns. After about six months he was a mess, 
  addicted to all sorts of stuff and the party scene 
  dropped him.
  Raise: Hirst’s family are old school military, his dad 
  pulled him up out of the gutter, got him cleaned 
  up and enlisted him in Morrigu Arms’ mercenary 
  task force.
  MORRIGU ARMS
  MORRIGU ARMS
  Default: A relative newcomer to the arms scene, 
  Morrigu Arms somehow managed to negotiate a 
  major contract with the Government police forces.
  Success: Morrigu have their own private army 
  which deal with their disputes and in some cases 
  can be hired.
  Raise: Morrigu has recently had issues with Hachi-
  man over a gun design. The two corporations could 
  not come to an agreement and they declared a Cor-
  porate War. Morrigu shipped their task force out to 
  the Gobi Desert a couple weeks back.
  
  BAND ON THE RUN
  BAND ON THE RUN
  15
  15
  arranges your transport to the Gobi Desert. 
  While you sip drinks from the cold bar of the 
  private Vasey Air jet, Patron briefs you on the 
  rest of your journey.
  “The cover IDs and passports I have provided 
  identify you as a news team from a small, local 
  news station, ‘KLM.’ You are doing a human 
  interest piece on local boys in the war—spe-
  cifically Mark Hirst. Your presence has been 
  cleared with Morrigu Arms but not with Hachi-
  man, so try and stay away from their forces. 
  Once you land at the Morrigu Arms base camp 
  you should find a helicopter waiting to trans-
  port you nearer the front lines. Getting to Hirst 
  shouldn’t be too much of a problem but you’ll 
  need to come up with a reason for extracting 
  him.”
  Patron’s words prove to be true—you touch 
  down on a makeshift runway in the Gobi 
  Desert and within seconds you are bundled 
  aboard a helicopter bearing the raven’s head 
  logo of Morrigu Arms. The sergeant in charge of 
  the helicopter hands you each an armored vest 
  and helmet before welcoming you… to hell.
  The vests are flak jackets (+2/+4), while the hel-
  mets give +3 armor to the head.
  CRASH
  CRASH
  Give the heroes a few moments to recalculate 
  their Toughness before slamming your hands on the 
  table!
  The helicopter rocks violently as something 
  explodes nearby then its nose dips as it heads 
  towards the ground. The pilot’s cry of “May-
  day” is cut short as a large caliber machinegun 
  opens fire stitching a line of holes across the 
  fuselage. The deadly hail cuts down the ser-
  geant before abruptly ceasing.
  The heroes can see the co-pilot struggling with the 
  controls in the cockpit but there is no way for them 
  to help. It is obvious the helicopter is going to crash 
  and the best the heroes can do is brace for impact!
  At the last moment, the co-pilot manages to pull 
  the nose of the helicopter up and the inevitable crash, 
  although violent, is softer than it could have been.
  The co-pilot is thrown through the windshield and 
  killed in the crash while any hero who fails an Agility 
  roll takes 2d8 damage as though from an extra.
  The characters can loot a Morrigu Arms Marauder 
  (Range: 12/24/48, Damage: 2d6+1, Rate of Fire: 1, 
  Shots: 10, AP 1, Semi-Auto) and a Morrigu Arms Outlaw 
  5.56 (Range: 24/48/96, Damage: 2d8, Rate of Fire: 3, 
  Shots: 30, AP 2, Auto, 3RB) from the sergeant’s body.
  AMBUSH
  AMBUSH
  The Hachiman team that shot down the helicopter is 
  now moving in to mop up any survivors. There are two 
  Hachiman troops per hero who begin 24” away.
  The area around the helicopter is obscured by clouds 
  of sand thrown up by the impact, but Notice rolls spot 
  several shapes moving around some distance away. 
  There is a distinct smell of aviation fuel as the tanks have 
  been ruptured.
  The obscuring sand gives a -1 penalty to Shooting 
  and Notice rolls and does not settle until the ﬁ reﬁ ght is 
  over.
  HACHIMAN ARMAMENTS
  HACHIMAN ARMAMENTS
  Default: Named after the Shinto god of war, Hachi-
  man Armaments (often shortened to Arms) are the 
  premier arms manufacturer.
  Success: Originally a Japanese corporation Hachi-
  man is now a worldwide company providing weap-
  onry and armor to security forces.
  Raise: Hachiman are involved in a Corporate War 
  with Morrigu Arms over an alleged stolen gun de-
  sign.
  CORPORATE WARS
  CORPORATE WARS
  After a series of altercations between huge, multina-
  tional corporations threatened to escalate into ma-
  jor wars, it was decided that steps had to be taken 
  to prevent such an occurrence—the corporate war.
  Essentially all sides in an altercation deploy a set 
  number of military personnel in to a designated 
  area (normally some form of wasteland, often des-
  erts). The result of this small scale war determines 
  who wins the altercation. 
  In rare cases, such wars are a “last man standing” 
  event, but typically whichever side takes over their 
  opponent’s home base is deemed the winner.
  Always keen to make money, the corporations sell 
  the broadcast rights to the highest bidder.
  BAND ON THE RUN
  BAND ON THE RUN
  15
  15
  arranges your transport to the Gobi Desert. 
  While you sip drinks from the cold bar of the 
  private Vasey Air jet, Patron briefs you on the 
  rest of your journey.
  “The cover IDs and passports I have provided 
  identify you as a news team from a small, local 
  news station, ‘KLM.’ You are doing a human 
  interest piece on local boys in the war—spe-
  cifically Mark Hirst. Your presence has been 
  cleared with Morrigu Arms but not with Hachi-
  man, so try and stay away from their forces. 
  Once you land at the Morrigu Arms base camp 
  you should find a helicopter waiting to trans-
  port you nearer the front lines. Getting to Hirst 
  shouldn’t be too much of a problem but you’ll 
  need to come up with a reason for extracting 
  him.”
  Patron’s words prove to be true—you touch 
  down on a makeshift runway in the Gobi 
  Desert and within seconds you are bundled 
  aboard a helicopter bearing the raven’s head 
  logo of Morrigu Arms. The sergeant in charge of 
  the helicopter hands you each an armored vest 
  and helmet before welcoming you… to hell.
  The vests are flak jackets (+2/+4), while the hel-
  mets give +3 armor to the head.
  CRASH
  CRASH
  Give the heroes a few moments to recalculate 
  their Toughness before slamming your hands on the 
  table!
  The helicopter rocks violently as something 
  explodes nearby then its nose dips as it heads 
  towards the ground. The pilot’s cry of “May-
  day” is cut short as a large caliber machinegun 
  opens fire stitching a line of holes across the 
  fuselage. The deadly hail cuts down the ser-
  geant before abruptly ceasing.
  The heroes can see the co-pilot struggling with the 
  controls in the cockpit but there is no way for them 
  to help. It is obvious the helicopter is going to crash 
  and the best the heroes can do is brace for impact!
  At the last moment, the co-pilot manages to pull 
  the nose of the helicopter up and the inevitable crash, 
  although violent, is softer than it could have been.
  The co-pilot is thrown through the windshield and 
  killed in the crash while any hero who fails an Agility 
  roll takes 2d8 damage as though from an extra.
  The characters can loot a Morrigu Arms Marauder 
  (Range: 12/24/48, Damage: 2d6+1, Rate of Fire: 1, 
  Shots: 10, AP 1, Semi-Auto) and a Morrigu Arms Outlaw 
  5.56 (Range: 24/48/96, Damage: 2d8, Rate of Fire: 3, 
  Shots: 30, AP 2, Auto, 3RB) from the sergeant’s body.
  AMBUSH
  AMBUSH
  The Hachiman team that shot down the helicopter is 
  now moving in to mop up any survivors. There are two 
  Hachiman troops per hero who begin 24” away.
  The area around the helicopter is obscured by clouds 
  of sand thrown up by the impact, but Notice rolls spot 
  several shapes moving around some distance away. 
  There is a distinct smell of aviation fuel as the tanks have 
  been ruptured.
  The obscuring sand gives a -1 penalty to Shooting 
  and Notice rolls and does not settle until the ﬁ reﬁ ght is 
  over.
  HACHIMAN ARMAMENTS
  HACHIMAN ARMAMENTS
  Default: Named after the Shinto god of war, Hachi-
  man Armaments (often shortened to Arms) are the 
  premier arms manufacturer.
  Success: Originally a Japanese corporation Hachi-
  man is now a worldwide company providing weap-
  onry and armor to security forces.
  Raise: Hachiman are involved in a Corporate War 
  with Morrigu Arms over an alleged stolen gun de-
  sign.
  CORPORATE WARS
  CORPORATE WARS
  After a series of altercations between huge, multina-
  tional corporations threatened to escalate into ma-
  jor wars, it was decided that steps had to be taken 
  to prevent such an occurrence—the corporate war.
  Essentially all sides in an altercation deploy a set 
  number of military personnel in to a designated 
  area (normally some form of wasteland, often des-
  erts). The result of this small scale war determines 
  who wins the altercation. 
  In rare cases, such wars are a “last man standing” 
  event, but typically whichever side takes over their 
  opponent’s home base is deemed the winner.
  Always keen to make money, the corporations sell 
  the broadcast rights to the highest bidder.
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  16
  16
  The attacking troops go prone as soon as the char-
  acters return ﬁ re and use the Aim action to target the 
  heroes.
  Remember to mention each round the smell of avia-
  tion fuel getting stronger.
  The helicopter explodes either just after the combat 
  ﬁ nishes, or if a character gets a Club card for initiative 
  which has a value less than the number of combat rounds 
  since the crash. The damage inﬂ icted depends upon a 
  character’s distance from the helicopter:
  Less than 1”: 2d10
  1” to 6”: 2d8
  7” to 12”: 2d6
   Hachiman Troops (2 per hero): Use Soldier 
  page 22.
  HIRST’S SQUAD
  HIRST’S SQUAD
  The Hachiman troops who shot down the heroes’ 
  transport have left their heavy machine gun (Hachiman 
  Rapid Fire Heavy —Range: 50/100/200, Damage: 2d10, 
  Rate of Fire: 3, Shots: 200, AP 4, May not move, HW) 
  atop a nearby hill. From this vantage point a successful 
  Notice roll spots more troops a few miles away sporadi-
  cally exchanging ﬁ re.
  As the heroes draw nearer the combatants they can 
  see that a group of Hachiman troops in a jury rigged for-
  tiﬁ cation has pinned down a Morrigu Arms squad who 
  are hunkered down in a depression in the sand. The two 
  forces are at an impasse as their cover prevents an effec-
  tive attack from either side.
  The Hachiman troops are in a shallow hollow sur-
  rounded by sand bags which give them Heavy cover (–4 
  penalty to Shooting, +6 armor) from all sides.
  Once the Hachiman forces have been neutralized, the 
  heroes can approach the Morrigu Arms squad—continue 
  with Scene 2.
   Hachiman Troops (6): Use Soldier page 22.
  SCENE 2: BUNKER
  SCENE 2: BUNKER
  The Morrigu Arms squad of four men is sheltering 
  in a hollow which has been dug out of the surrounding 
  sand, immediately behind them and set at an angle to the 
  ground is a concrete wall with a sealed metal door in it.
  When the heroes arrive, the current squad leader (a 
  sergeant named Jones) identiﬁ es himself and thanks 
  them for their help. If the heroes inquire about Hirst, the 
  sergeant hesitates before speaking.
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  16
  16
  The attacking troops go prone as soon as the char-
  acters return ﬁ re and use the Aim action to target the 
  heroes.
  Remember to mention each round the smell of avia-
  tion fuel getting stronger.
  The helicopter explodes either just after the combat 
  ﬁ nishes, or if a character gets a Club card for initiative 
  which has a value less than the number of combat rounds 
  since the crash. The damage inﬂ icted depends upon a 
  character’s distance from the helicopter:
  Less than 1”: 2d10
  1” to 6”: 2d8
  7” to 12”: 2d6
   Hachiman Troops (2 per hero): Use Soldier 
  page 22.
  HIRST’S SQUAD
  HIRST’S SQUAD
  The Hachiman troops who shot down the heroes’ 
  transport have left their heavy machine gun (Hachiman 
  Rapid Fire Heavy —Range: 50/100/200, Damage: 2d10, 
  Rate of Fire: 3, Shots: 200, AP 4, May not move, HW) 
  atop a nearby hill. From this vantage point a successful 
  Notice roll spots more troops a few miles away sporadi-
  cally exchanging ﬁ re.
  As the heroes draw nearer the combatants they can 
  see that a group of Hachiman troops in a jury rigged for-
  tiﬁ cation has pinned down a Morrigu Arms squad who 
  are hunkered down in a depression in the sand. The two 
  forces are at an impasse as their cover prevents an effec-
  tive attack from either side.
  The Hachiman troops are in a shallow hollow sur-
  rounded by sand bags which give them Heavy cover (–4 
  penalty to Shooting, +6 armor) from all sides.
  Once the Hachiman forces have been neutralized, the 
  heroes can approach the Morrigu Arms squad—continue 
  with Scene 2.
   Hachiman Troops (6): Use Soldier page 22.
  SCENE 2: BUNKER
  SCENE 2: BUNKER
  The Morrigu Arms squad of four men is sheltering 
  in a hollow which has been dug out of the surrounding 
  sand, immediately behind them and set at an angle to the 
  ground is a concrete wall with a sealed metal door in it.
  When the heroes arrive, the current squad leader (a 
  sergeant named Jones) identiﬁ es himself and thanks 
  them for their help. If the heroes inquire about Hirst, the 
  sergeant hesitates before speaking.
  
  BAND ON THE RUN
  BAND ON THE RUN
  17
  17
  “You have to understand it was all Hirst’s idea 
  not mine. He’s been in charge since we got caught 
  by Hachiman a couple days back and it was all 
  his idea. We came across this buried bunker a few 
  hours ago and Hirst decided we oughta break in 
  and see what we could ‘liberate.’ I wasn’t too keen 
  on the idea but most of the other guys went along 
  with him. Anyway Hirst managed to pick the lock 
  and took three of the squad in with him. We heard 
  nothing for a while, then there was the sound of 
  automatic gunﬁ re and the door slammed closed. 
  It’s been quiet ever since and we’ve heard nothing 
  from Hirst or the others. None of us have any idea 
  how to open the lock so we can’t get inside to see 
  what’s happened.”
  The bunker is locked with a sophisticated electronic 
  lock and requires a successful Lockpicking roll to open.
  THE BUNKER
  THE BUNKER
  The bunker was once a research facility for a now 
  defunct weapons manufacturer, Kingstown Research 
  Corporation.
  The facility was top secret and involved in research 
  into new drone weapon technology. An unfortunate ac-
  cident activated one of the experimental weapons and 
  resulted in the base being abandoned. At about the same 
  time as the accident, Kingstown Research was involved in 
  a hostile takeover during which many of the company’s 
  records were lost including all references to this site.
  The automatic weapons systems became inactive until 
  Hirst and his squad triggered them. 
  THE BUNKER—OVERVIEW
  THE BUNKER—OVERVIEW
  The bunker consists of a single level structure buried 
  beneath the sands of the Gobi Desert. It has a simple 
  layout consisting of corridors in a T shape with the vari-
  ous rooms leading off of them. 
  The bunker’s structure blocks all transmissions except 
  those sent through its own communication gear.
  Living quarters: These consist of bunk rooms, a 
  lounge, a kitchen and bathroom facilities for ten people. 
  All show signs of being hurriedly abandoned with per-
  sonal belongings scattered all around.
  Research Lab 1 and 2: Both of these labs have been 
  gutted by ﬁ re. Whatever they once held is now a mess of 
  scorched and melted plastic and metal.
  Research Lab 3: See the separate entry below.
  BODIES
  BODIES
  Midway along the entry corridor is the body of one 
  of Hirst’s squad, the soldier died from multiple gunshot 
  wounds from one of the sentry guns.
  Just outside the door to laboratory 3 is a second sol-
  dier, this one has died from massive blood loss due to 
  many cuts over his lower body.
  SENTRY GUNS
  SENTRY GUNS
  Each corridor branch has two sets of sentry guns 
  linked to motion sensors with a Notice skill of d8. If a set 
  of guns detects movement in the corridor they pop out 
  from behind concealed panels and open ﬁ re. 
  When concealed, the guns gain an additional 4 points 
  of armor and a raise on a Notice roll is required to spot 
  them.
   Drone, Sentry Guns (two sets per corridor): 
  see page 20. 
  KILLER BITES
  KILLER BITES
  The laboratory’s last experimental weapon was code-
  named “Killer Bites” and consists of swarms of small, 
  autonomous, drones equipped with razor sharp cutting 
  implements. Killer Bites come in two varieties—ground 
  and ﬂ ying but are essentially the same weapon.
  When the heroes enter the bunker, the Killer Bite 
  system has ﬁ ve swarms in storage. When a sentry gun 
  activates, the bunker’s computer system automatically 
  deploys one or more swarms. The swarms could be of 
  use to the heroes later in the scenario so the GM should 
  not use more than two of them against the heroes.
  The drones are deployed through multiple, tiny, con-
  cealed openings in the walls scattered throughout the 
  corridors—there are far too many to block them all. The 
  Killer Bites have no access to any of the rooms in the 
  bunker unless the heroes leave a door open.
   Killer Bites (5): see page 21.
  RESEARCH LAB 3
  RESEARCH LAB 3
  After their disastrous encounters with the sentry guns, 
  followed by the Killer Bites, the survivors made it into 
  this lab and sealed the door. Hirst died soon after from 
  his wounds leaving a single soldier, Burgess, still alive.
  Burgess is almost pathetically grateful to see the char-
  acters and relates what happened to his squad. Basically 
  they lost a man to the ﬁ rst set of sentry guns and were 
  then ambushed by the Killer Bites. Only Hirst and Bur-
  gess made it into the relative safety of the lab. Despite 
  Burgess’ aid, Hirst bled to death from his injuries.
  Anyone who succeeds at a Notice roll while speaking 
  with Burgess notices he has the same tattoo as Hirst—in-
  cluding the circle around the raven’s head. When the 
  heroes ask about this proceed to Scene 3.
  The laboratory was used for the research and design 
  phase of the weapons built here and houses the bunker’s 
  computer system and communications equipment. 
  The computer is a Red-8 system which Burgess has 
  already failed to hack. This has left the system in an alert 
  state which gives it a +2 bonus to resist any Hacking at-
  tempts. Once a hacker has control of the computer, he 
  may shut down the automatic defenses with a success-
  ful Hacking roll. Additionally, a hacker may ﬁ nd out the 
  background information given under the section titled 
  “The Bunker” on page xx.
  BAND ON THE RUN
  BAND ON THE RUN
  17
  17
  “You have to understand it was all Hirst’s idea 
  not mine. He’s been in charge since we got caught 
  by Hachiman a couple days back and it was all 
  his idea. We came across this buried bunker a few 
  hours ago and Hirst decided we oughta break in 
  and see what we could ‘liberate.’ I wasn’t too keen 
  on the idea but most of the other guys went along 
  with him. Anyway Hirst managed to pick the lock 
  and took three of the squad in with him. We heard 
  nothing for a while, then there was the sound of 
  automatic gunﬁ re and the door slammed closed. 
  It’s been quiet ever since and we’ve heard nothing 
  from Hirst or the others. None of us have any idea 
  how to open the lock so we can’t get inside to see 
  what’s happened.”
  The bunker is locked with a sophisticated electronic 
  lock and requires a successful Lockpicking roll to open.
  THE BUNKER
  THE BUNKER
  The bunker was once a research facility for a now 
  defunct weapons manufacturer, Kingstown Research 
  Corporation.
  The facility was top secret and involved in research 
  into new drone weapon technology. An unfortunate ac-
  cident activated one of the experimental weapons and 
  resulted in the base being abandoned. At about the same 
  time as the accident, Kingstown Research was involved in 
  a hostile takeover during which many of the company’s 
  records were lost including all references to this site.
  The automatic weapons systems became inactive until 
  Hirst and his squad triggered them. 
  THE BUNKER—OVERVIEW
  THE BUNKER—OVERVIEW
  The bunker consists of a single level structure buried 
  beneath the sands of the Gobi Desert. It has a simple 
  layout consisting of corridors in a T shape with the vari-
  ous rooms leading off of them. 
  The bunker’s structure blocks all transmissions except 
  those sent through its own communication gear.
  Living quarters: These consist of bunk rooms, a 
  lounge, a kitchen and bathroom facilities for ten people. 
  All show signs of being hurriedly abandoned with per-
  sonal belongings scattered all around.
  Research Lab 1 and 2: Both of these labs have been 
  gutted by ﬁ re. Whatever they once held is now a mess of 
  scorched and melted plastic and metal.
  Research Lab 3: See the separate entry below.
  BODIES
  BODIES
  Midway along the entry corridor is the body of one 
  of Hirst’s squad, the soldier died from multiple gunshot 
  wounds from one of the sentry guns.
  Just outside the door to laboratory 3 is a second sol-
  dier, this one has died from massive blood loss due to 
  many cuts over his lower body.
  SENTRY GUNS
  SENTRY GUNS
  Each corridor branch has two sets of sentry guns 
  linked to motion sensors with a Notice skill of d8. If a set 
  of guns detects movement in the corridor they pop out 
  from behind concealed panels and open ﬁ re. 
  When concealed, the guns gain an additional 4 points 
  of armor and a raise on a Notice roll is required to spot 
  them.
   Drone, Sentry Guns (two sets per corridor): 
  see page 20. 
  KILLER BITES
  KILLER BITES
  The laboratory’s last experimental weapon was code-
  named “Killer Bites” and consists of swarms of small, 
  autonomous, drones equipped with razor sharp cutting 
  implements. Killer Bites come in two varieties—ground 
  and ﬂ ying but are essentially the same weapon.
  When the heroes enter the bunker, the Killer Bite 
  system has ﬁ ve swarms in storage. When a sentry gun 
  activates, the bunker’s computer system automatically 
  deploys one or more swarms. The swarms could be of 
  use to the heroes later in the scenario so the GM should 
  not use more than two of them against the heroes.
  The drones are deployed through multiple, tiny, con-
  cealed openings in the walls scattered throughout the 
  corridors—there are far too many to block them all. The 
  Killer Bites have no access to any of the rooms in the 
  bunker unless the heroes leave a door open.
   Killer Bites (5): see page 21.
  RESEARCH LAB 3
  RESEARCH LAB 3
  After their disastrous encounters with the sentry guns, 
  followed by the Killer Bites, the survivors made it into 
  this lab and sealed the door. Hirst died soon after from 
  his wounds leaving a single soldier, Burgess, still alive.
  Burgess is almost pathetically grateful to see the char-
  acters and relates what happened to his squad. Basically 
  they lost a man to the ﬁ rst set of sentry guns and were 
  then ambushed by the Killer Bites. Only Hirst and Bur-
  gess made it into the relative safety of the lab. Despite 
  Burgess’ aid, Hirst bled to death from his injuries.
  Anyone who succeeds at a Notice roll while speaking 
  with Burgess notices he has the same tattoo as Hirst—in-
  cluding the circle around the raven’s head. When the 
  heroes ask about this proceed to Scene 3.
  The laboratory was used for the research and design 
  phase of the weapons built here and houses the bunker’s 
  computer system and communications equipment. 
  The computer is a Red-8 system which Burgess has 
  already failed to hack. This has left the system in an alert 
  state which gives it a +2 bonus to resist any Hacking at-
  tempts. Once a hacker has control of the computer, he 
  may shut down the automatic defenses with a success-
  ful Hacking roll. Additionally, a hacker may ﬁ nd out the 
  background information given under the section titled 
  “The Bunker” on page xx.
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  18
  18
  The communications equipment is damaged but can 
  be made operational with a successful Repair roll. Us-
  ing this equipment, the characters can contact Morrigu 
  Arms, Patron or any other individual or company they 
  wish to call.
  SCENE 3: DEAD, OR IS HE?
  SCENE 3: DEAD, OR IS HE?
  A closer inspection of the Morrigu Arms’ tat-
  too shows the circle around the raven’s head is 
  composed of a series of dashes and dots vaguely 
  resembling a bar code. Burgess notices your inter-
  est and speaks up.
  “The circle shows that I took part in the Personal-
  ity Encoding program with Morrigu Arms. They 
  asked a bunch of us to volunteer for extra pay. 
  From what I understood they somehow read our 
  brain patterns and then recorded them on special 
  data chips. Somewhere in Morrigu there’s a com-
  puter which thinks it’s me.”
  CONTACTING PATRON
  CONTACTING PATRON
  With Hirst dead, the heroes should contact Patron 
  to inform him. If the heroes do not think of this, you 
  should gently suggest it. After stating that Hirst’s death is 
  unfortunate, Patron informs the heroes that they should 
  remain with the body in case his client wants proof and 
  he will get back to them soon.
  If the heroes mention the Personality Encoding ex-
  periment, Patron thanks them for the additional infor-
  mation.
  WAR STATUS
  WAR STATUS
  During the wait for Patron’s reply, the surviving Mor-
  rigu Arms soldiers use the bunkers’ communication gear 
  to get a situation report from their headquarters. It is not 
  good news. Hachiman forces are advancing on the Mor-
  rigu Arms’ home base and the casualty ratio is approxi-
  mately 3:5 in Hachiman’s favor. The consensus among 
  the soldiers with the heroes is the end is inevitable and 
  they would be safest waiting out the end of the war in the 
  relative safety of the bunker.
  PATRON’S RESPONSE
  PATRON’S RESPONSE
  After half an hour Patron contacts the characters. 
  If the heroes mentioned the Personality Encoding 
  program, read the ﬁ rst paragraph, followed by the third.
  If the heroes did not mention the Personality Encod-
  ing program, read the second paragraph, followed by the 
  third.
  “I have been in communication with both my cli-
  ent and Morrigu Arms. It seems your information 
  concerning the Personality Encoding experiment 
  is correct and Morrigu Arms does hold a copy of 
  Mark Hirst’s personality on a data chip. This in-
  formation may be of use and I shall be increasing 
  your payment by 5% to reﬂ ect this.”
  Or:
  “While you have been busy in the desert I have 
  followed up on one or two rumors around the 
  Conurbation. It seems Morrigu Arms had an 
  experimental program called Personality Encod-
  ing—recording people’s very personality onto 
  data chips. Fortunately for us Mark Hirst was one 
  of the volunteers for this program.”
  Followed by:
  “My technical contacts inform me the Hirst data 
  chip, interfaced to a suitable instrument, may be 
  capable of playing it as Hirst did when alive. As-
  suming this information is correct, we can still 
  fulﬁ ll my client’s wishes.” Patron pauses and you 
  can almost hear him take a deep breath, “Morrigu 
  Arms are reluctant to release the Hirst data chip 
  despite the substantial remuneration I offered, 
  however I have been able to broker a deal. As you 
  may be aware, Morrigu are currently losing the 
  war—if you can turn it around for them, they will 
  release the data chip. I believe you are the right 
  people for the task and I have arranged for all 
  data feeds from the Morrigu war reports to be fed 
  through to your current location.”
  Allow the heroes to negotiate with Patron who is quite 
  willing to add up to an additional 15% to their payment.
  Morrigu Arms have no one alive in the ﬁ eld with any 
  leadership skills (i.e. Knowledge (Battle) skill) so it is up 
  to the heroes to direct the war.
  SCENE 4: OH WHAT A LOVELY 
  SCENE 4: OH WHAT A LOVELY 
  WAR!
  WAR!
  This section of the scenario uses the Mass Battles 
  rules to conduct the Corporate War between Morrigu 
  Arms and Hachiman.
  Hachiman have 100 soldiers in the ﬁ eld, so give them 
  10 tokens.
  Morrigu Arms have 70 soldiers in the ﬁ eld, granting 
  them 7 tokens.
  The rest of the war is played out over a number of 
  “battle rounds” each of which may be several hours long.
  The heroes must nominate one character each battle 
  round to direct the Morrigu Arms forces using the Knowl-
  edge (Battle) skill. The information being transmitted to 
  the bunker gives the character a d4 in Knowledge (Battle) 
  if they do not possess the skill or allows a d4 cooperative 
  roll if they do.
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  18
  18
  The communications equipment is damaged but can 
  be made operational with a successful Repair roll. Us-
  ing this equipment, the characters can contact Morrigu 
  Arms, Patron or any other individual or company they 
  wish to call.
  SCENE 3: DEAD, OR IS HE?
  SCENE 3: DEAD, OR IS HE?
  A closer inspection of the Morrigu Arms’ tat-
  too shows the circle around the raven’s head is 
  composed of a series of dashes and dots vaguely 
  resembling a bar code. Burgess notices your inter-
  est and speaks up.
  “The circle shows that I took part in the Personal-
  ity Encoding program with Morrigu Arms. They 
  asked a bunch of us to volunteer for extra pay. 
  From what I understood they somehow read our 
  brain patterns and then recorded them on special 
  data chips. Somewhere in Morrigu there’s a com-
  puter which thinks it’s me.”
  CONTACTING PATRON
  CONTACTING PATRON
  With Hirst dead, the heroes should contact Patron 
  to inform him. If the heroes do not think of this, you 
  should gently suggest it. After stating that Hirst’s death is 
  unfortunate, Patron informs the heroes that they should 
  remain with the body in case his client wants proof and 
  he will get back to them soon.
  If the heroes mention the Personality Encoding ex-
  periment, Patron thanks them for the additional infor-
  mation.
  WAR STATUS
  WAR STATUS
  During the wait for Patron’s reply, the surviving Mor-
  rigu Arms soldiers use the bunkers’ communication gear 
  to get a situation report from their headquarters. It is not 
  good news. Hachiman forces are advancing on the Mor-
  rigu Arms’ home base and the casualty ratio is approxi-
  mately 3:5 in Hachiman’s favor. The consensus among 
  the soldiers with the heroes is the end is inevitable and 
  they would be safest waiting out the end of the war in the 
  relative safety of the bunker.
  PATRON’S RESPONSE
  PATRON’S RESPONSE
  After half an hour Patron contacts the characters. 
  If the heroes mentioned the Personality Encoding 
  program, read the ﬁ rst paragraph, followed by the third.
  If the heroes did not mention the Personality Encod-
  ing program, read the second paragraph, followed by the 
  third.
  “I have been in communication with both my cli-
  ent and Morrigu Arms. It seems your information 
  concerning the Personality Encoding experiment 
  is correct and Morrigu Arms does hold a copy of 
  Mark Hirst’s personality on a data chip. This in-
  formation may be of use and I shall be increasing 
  your payment by 5% to reﬂ ect this.”
  Or:
  “While you have been busy in the desert I have 
  followed up on one or two rumors around the 
  Conurbation. It seems Morrigu Arms had an 
  experimental program called Personality Encod-
  ing—recording people’s very personality onto 
  data chips. Fortunately for us Mark Hirst was one 
  of the volunteers for this program.”
  Followed by:
  “My technical contacts inform me the Hirst data 
  chip, interfaced to a suitable instrument, may be 
  capable of playing it as Hirst did when alive. As-
  suming this information is correct, we can still 
  fulﬁ ll my client’s wishes.” Patron pauses and you 
  can almost hear him take a deep breath, “Morrigu 
  Arms are reluctant to release the Hirst data chip 
  despite the substantial remuneration I offered, 
  however I have been able to broker a deal. As you 
  may be aware, Morrigu are currently losing the 
  war—if you can turn it around for them, they will 
  release the data chip. I believe you are the right 
  people for the task and I have arranged for all 
  data feeds from the Morrigu war reports to be fed 
  through to your current location.”
  Allow the heroes to negotiate with Patron who is quite 
  willing to add up to an additional 15% to their payment.
  Morrigu Arms have no one alive in the ﬁ eld with any 
  leadership skills (i.e. Knowledge (Battle) skill) so it is up 
  to the heroes to direct the war.
  SCENE 4: OH WHAT A LOVELY 
  SCENE 4: OH WHAT A LOVELY 
  WAR!
  WAR!
  This section of the scenario uses the Mass Battles 
  rules to conduct the Corporate War between Morrigu 
  Arms and Hachiman.
  Hachiman have 100 soldiers in the ﬁ eld, so give them 
  10 tokens.
  Morrigu Arms have 70 soldiers in the ﬁ eld, granting 
  them 7 tokens.
  The rest of the war is played out over a number of 
  “battle rounds” each of which may be several hours long.
  The heroes must nominate one character each battle 
  round to direct the Morrigu Arms forces using the Knowl-
  edge (Battle) skill. The information being transmitted to 
  the bunker gives the character a d4 in Knowledge (Battle) 
  if they do not possess the skill or allows a d4 cooperative 
  roll if they do.
  
  BAND ON THE RUN
  BAND ON THE RUN
  19
  19
  The Hachiman commander is a Wild Card with 
  Knowledge (Battle) d8. He is safely ensconced in Hachi-
  man territory too far away for the heroes to attempt to 
  neutralize him.
  Any hero not involved in other activities may help out 
  in the battle as per the Characters In Mass Battles section 
  in the Savage Worlds rule book.
  MAKING THE WAR EXCITING
  MAKING THE WAR EXCITING
  While calculating the total for the Hachiman forces, 
  make sure to roll a few extra dice for the Wild Card 
  members, but do not tell your players what results are 
  gathered. However, when it comes time to compare 
  totals—CHEAT! The heroes should win the war if at all 
  possible, but don’t let it be too easy on them.
  HACHIMAN ATTACK ON THE BUNKER
  HACHIMAN ATTACK ON THE BUNKER
  If it is all going too easy for the heroes, a Hachi-
  man squad manages to enter the bunker on a seek and 
  destroy mission. The heroes have to try and direct the 
  battle whilst eliminating the Hachiman squad. Any hero 
  who ﬁ ghts against this squad cannot take part in the 
  battle rounds.
   Hachiman Commander: use Street Samurai, see 
  page 22, but he is a Wild Card.
   Hachiman Experienced Soldiers (2): use Sol-
  dier, see page 22, but they are Henchmen.
   Hachiman Troops (7): use Soldier, see page 22.
  THE KILLER BITES
  THE KILLER BITES
  One way to even the odds in the war is to reprogram 
  the Killer Bites weapons. If the heroes do not think of 
  this, have Jones, Burgess or one of the other surviving 
  soldiers in the bunker suggest it.
  The bunker’s computer system contains the control-
  ling program for the Killer Bites weapon system and 
  given time a hacker can reprogram it to deploy outside 
  the bunker and to only attack Hachiman forces. The re-
  programming takes one battle round and any characters 
  involved cannot take part in the battle.
  Each swarm of Killer Bites deployed gives the Mor-
  rigu Arms forces a +2 bonus on their next Knowledge 
  (Battle) roll.
  The bunker initially has ﬁ ve swarms but one or two of 
  these may have been eliminated by the heroes.
  A successful Notice roll by anyone altering the Killer 
  Bites program (or a successful Smarts roll from a hero 
  who has surveyed the remains of labs 1 or 2) realizes 
  both labs contain partially complete swarms of Killer 
  Bites. The heroes and their allies may be able to activate 
  some of these swarms.
  Attempting to activate the partially built swarms takes 
  one battle round and any characters involved cannot 
  take part in the war. Activating a swarm requires a Re-
  pair skill roll and this can be a cooperative roll with the 
  McGyver edge giving an additional +2 bonus. A success 
  and each raise activate a swarm up to a maximum of four 
  additional swarms.
  MORRIGU ARMS WIN
  MORRIGU ARMS WIN
  Mere minutes after Hachiman transmit their surren-
  der, a Morrigu Arms helicopter touches down outside 
  the bunker. A team of soldiers usher the heroes out while 
  Morrigu scientists enter the bunker. 
  The heroes are ﬂ own to an airstrip where a Vasey Air 
  jet awaits them. As the last hero disembarks from the he-
  licopter, one of the escorting soldiers hands him a small, 
  armored case. The case contains a data chip holding the 
  Personality Encoding of Mark Hirst.
  If the heroes decide to examine the data chip, see the 
  nearby side bar.
  When the heroes return to the Conurbation, Patron 
  sends a courier to meet them and collect the data chip.
  HACHIMAN WIN
  HACHIMAN WIN
  If Hachiman win the war, Patron has to pull in a lot 
  of favors and spend a great deal of the Vasey fortune to 
  rectify matters. Morrigu Arms sends a helicopter to the 
  bunker to evacuate the heroes to an airstrip where a 
  Vasey Air jet awaits them.
  The heroes are not given the Personality Encoding of 
  Mark Hirst; Patron obtains a copy via other means.
  END CREDITS
  END CREDITS
  The heroes’ mission ends when they have success-
  fully contacted the four members of Fragile Memories. 
  Patron pays them in full and they hear nothing for sev-
  eral weeks.
  Each hero receives a hand-delivered, ornate invita-
  tion to a private concert featuring a “one night only” 
  HIRST’S PERSONALITY 
  HIRST’S PERSONALITY 
  ENCODING
  ENCODING
  The data chip needs to be slotted into a suitable com-
  puter, for example a hacking computer. Within sec-
  onds a voice comes from the computer’s speakers.
  The program on the chip “believes” it is Mark Hirst; 
  it has his full memories up to a year ago when the 
  recording was taken. If the chip is left active, it can 
  make use of the computer’s memory and storage to 
  save its own memories. If the chip is extracted and 
  then re-slotted, the personality has no recollection 
  of events from when it was last interfaced.
  The Hirst personality is confused as it cannot see, 
  hear, smell or experience any other sensory input. 
  Video cameras and microphones can overcome 
  some of these issues.
  BAND ON THE RUN
  BAND ON THE RUN
  19
  19
  The Hachiman commander is a Wild Card with 
  Knowledge (Battle) d8. He is safely ensconced in Hachi-
  man territory too far away for the heroes to attempt to 
  neutralize him.
  Any hero not involved in other activities may help out 
  in the battle as per the Characters In Mass Battles section 
  in the Savage Worlds rule book.
  MAKING THE WAR EXCITING
  MAKING THE WAR EXCITING
  While calculating the total for the Hachiman forces, 
  make sure to roll a few extra dice for the Wild Card 
  members, but do not tell your players what results are 
  gathered. However, when it comes time to compare 
  totals—CHEAT! The heroes should win the war if at all 
  possible, but don’t let it be too easy on them.
  HACHIMAN ATTACK ON THE BUNKER
  HACHIMAN ATTACK ON THE BUNKER
  If it is all going too easy for the heroes, a Hachi-
  man squad manages to enter the bunker on a seek and 
  destroy mission. The heroes have to try and direct the 
  battle whilst eliminating the Hachiman squad. Any hero 
  who ﬁ ghts against this squad cannot take part in the 
  battle rounds.
   Hachiman Commander: use Street Samurai, see 
  page 22, but he is a Wild Card.
   Hachiman Experienced Soldiers (2): use Sol-
  dier, see page 22, but they are Henchmen.
   Hachiman Troops (7): use Soldier, see page 22.
  THE KILLER BITES
  THE KILLER BITES
  One way to even the odds in the war is to reprogram 
  the Killer Bites weapons. If the heroes do not think of 
  this, have Jones, Burgess or one of the other surviving 
  soldiers in the bunker suggest it.
  The bunker’s computer system contains the control-
  ling program for the Killer Bites weapon system and 
  given time a hacker can reprogram it to deploy outside 
  the bunker and to only attack Hachiman forces. The re-
  programming takes one battle round and any characters 
  involved cannot take part in the battle.
  Each swarm of Killer Bites deployed gives the Mor-
  rigu Arms forces a +2 bonus on their next Knowledge 
  (Battle) roll.
  The bunker initially has ﬁ ve swarms but one or two of 
  these may have been eliminated by the heroes.
  A successful Notice roll by anyone altering the Killer 
  Bites program (or a successful Smarts roll from a hero 
  who has surveyed the remains of labs 1 or 2) realizes 
  both labs contain partially complete swarms of Killer 
  Bites. The heroes and their allies may be able to activate 
  some of these swarms.
  Attempting to activate the partially built swarms takes 
  one battle round and any characters involved cannot 
  take part in the war. Activating a swarm requires a Re-
  pair skill roll and this can be a cooperative roll with the 
  McGyver edge giving an additional +2 bonus. A success 
  and each raise activate a swarm up to a maximum of four 
  additional swarms.
  MORRIGU ARMS WIN
  MORRIGU ARMS WIN
  Mere minutes after Hachiman transmit their surren-
  der, a Morrigu Arms helicopter touches down outside 
  the bunker. A team of soldiers usher the heroes out while 
  Morrigu scientists enter the bunker. 
  The heroes are ﬂ own to an airstrip where a Vasey Air 
  jet awaits them. As the last hero disembarks from the he-
  licopter, one of the escorting soldiers hands him a small, 
  armored case. The case contains a data chip holding the 
  Personality Encoding of Mark Hirst.
  If the heroes decide to examine the data chip, see the 
  nearby side bar.
  When the heroes return to the Conurbation, Patron 
  sends a courier to meet them and collect the data chip.
  HACHIMAN WIN
  HACHIMAN WIN
  If Hachiman win the war, Patron has to pull in a lot 
  of favors and spend a great deal of the Vasey fortune to 
  rectify matters. Morrigu Arms sends a helicopter to the 
  bunker to evacuate the heroes to an airstrip where a 
  Vasey Air jet awaits them.
  The heroes are not given the Personality Encoding of 
  Mark Hirst; Patron obtains a copy via other means.
  END CREDITS
  END CREDITS
  The heroes’ mission ends when they have success-
  fully contacted the four members of Fragile Memories. 
  Patron pays them in full and they hear nothing for sev-
  eral weeks.
  Each hero receives a hand-delivered, ornate invita-
  tion to a private concert featuring a “one night only” 
  HIRST’S PERSONALITY 
  HIRST’S PERSONALITY 
  ENCODING
  ENCODING
  The data chip needs to be slotted into a suitable com-
  puter, for example a hacking computer. Within sec-
  onds a voice comes from the computer’s speakers.
  The program on the chip “believes” it is Mark Hirst; 
  it has his full memories up to a year ago when the 
  recording was taken. If the chip is left active, it can 
  make use of the computer’s memory and storage to 
  save its own memories. If the chip is extracted and 
  then re-slotted, the personality has no recollection 
  of events from when it was last interfaced.
  The Hirst personality is confused as it cannot see, 
  hear, smell or experience any other sensory input. 
  Video cameras and microphones can overcome 
  some of these issues.
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  20
  20
  performance by Fragile Memories. The concert is at a 
  prestigious nightclub at the heart of the Core.
  As the limo pulls up outside the nightclub, an ob-
  viously cybered bouncer opens the door for you. 
  The normally busy nightlife of the central core is 
  nowhere to be seen as you are ushered into the 
  club.
  The club is empty save for a hospital bed sur-
  rounded by beeping monitors, hissing machinery 
  and a trio of nervous-looking medical personnel. 
  A frail and sickly-looking man sits propped up in 
  the bed, a breathing mask covering his nose and 
  mouth.
  The lights dim save for a single spotlight which 
  lances through the darkness and highlights the 
  charismatic ﬁ gure of James Castille, the news 
  anchor. As he begins to play his guitar his stance 
  subtly alters and although the face is wrong, Steve 
  Donahue now stands in the glow.
  The lead guitar is joined by the deep rumble of a 
  bass accompanied by a drum beat as two more 
  spot lights lance down onto Anthony Campbell 
  and Jon Rosche.
  As the haunting voice of Mr. Charisma begins to 
  echo around the nightclub, a synth joins in with 
  a rising counterpoint while a somewhat dimmer 
  spotlight shows a ﬁ gure at the keyboards in sil-
  houette.
  For one night and one night only… Fragile Memo-
  ries returns. 
  As the dying chords fade and the house lights rise, 
  you notice two of the medical personnel ﬂ ipping 
  switches off on the machines while their colleague 
  gently shuts the eyes of the man on the bed.
  THE CAST
  THE CAST
  BLACK CAIMAN (CROCODILE)
  BLACK CAIMAN (CROCODILE)
  The black caiman is a crocodilian with a bony ridge 
  over red eyes, and black, scaly skin. The skin coloration 
  helps with camouﬂ age during its nocturnal hunts. The 
  black caiman is one of the largest reptiles averaging 10 
  to 14 feet in length with old males sometimes growing 
  larger than 16.5 feet
  Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength 
  d10, Vigor d10
  Skills: Fighting d8, Guts d6, Notice d6, Stealth d8, Swim 
  d8
  Pace: 3; Parry: 6; Toughness: 9 (2)
  Special Abilities:
  Armor +2: Thick skin
  Aquatic: Pace 5
  Bite: Str+d6
  Rollover: If the caiman hits with a raise it clasps its vic-
  tim in its jaws and rolls over causing an extra 2d4 dam-
  age in addition to its regular Strength damage.
  DRONE, MOBILE DEFENSE 
  DRONE, MOBILE DEFENSE 
  A small tank-like vehicle with treads (3 feet long).
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d8
  Pace: 8; Parry: 5; Toughness: 9 (2)
  Special Abilities:
  * Armor: +2
  * Construct: Drones add +2 to recover from Shaken, 
  no additional damage from called shots; do not suffer 
  wound modiﬁ ers, immune to disease and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  * Gear: Hachiman Rapid Fire Medium (Range: 24/48/96, 
  Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 
  3RB, Unstable Platform)
  DRONE, SENTRY GUN 
  DRONE, SENTRY GUN 
  A heavy machine gun set within an armored. 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Notice d6, Shooting d8
  Pace: –; Parry: 2; Toughness: 11 (4)
  Special Abilities:
  * Armor: +4
  * Construct: Drones add +2 to recover from Shaken, 
  no additional damage from called shots; do not suffer 
  wound modiﬁ ers, immune to disease and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  * Gear: Hachiman Rapid Fire Medium (Range: 24/48/96, 
  Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 
  3RB)
  GANG MEMBER
  GANG MEMBER
  They may belong to gangs with different names but 
  there’s not a lot of difference between individuals. Al-
  though they do not amount to much individually, gang 
  members can be a threat when acting together.  
  The Warriors of Gaia have Driving d6 but are also 
  equipped with Morrigu Arms Outlaw assault riﬂ es.
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  20
  20
  performance by Fragile Memories. The concert is at a 
  prestigious nightclub at the heart of the Core.
  As the limo pulls up outside the nightclub, an ob-
  viously cybered bouncer opens the door for you. 
  The normally busy nightlife of the central core is 
  nowhere to be seen as you are ushered into the 
  club.
  The club is empty save for a hospital bed sur-
  rounded by beeping monitors, hissing machinery 
  and a trio of nervous-looking medical personnel. 
  A frail and sickly-looking man sits propped up in 
  the bed, a breathing mask covering his nose and 
  mouth.
  The lights dim save for a single spotlight which 
  lances through the darkness and highlights the 
  charismatic ﬁ gure of James Castille, the news 
  anchor. As he begins to play his guitar his stance 
  subtly alters and although the face is wrong, Steve 
  Donahue now stands in the glow.
  The lead guitar is joined by the deep rumble of a 
  bass accompanied by a drum beat as two more 
  spot lights lance down onto Anthony Campbell 
  and Jon Rosche.
  As the haunting voice of Mr. Charisma begins to 
  echo around the nightclub, a synth joins in with 
  a rising counterpoint while a somewhat dimmer 
  spotlight shows a ﬁ gure at the keyboards in sil-
  houette.
  For one night and one night only… Fragile Memo-
  ries returns. 
  As the dying chords fade and the house lights rise, 
  you notice two of the medical personnel ﬂ ipping 
  switches off on the machines while their colleague 
  gently shuts the eyes of the man on the bed.
  THE CAST
  THE CAST
  BLACK CAIMAN (CROCODILE)
  BLACK CAIMAN (CROCODILE)
  The black caiman is a crocodilian with a bony ridge 
  over red eyes, and black, scaly skin. The skin coloration 
  helps with camouﬂ age during its nocturnal hunts. The 
  black caiman is one of the largest reptiles averaging 10 
  to 14 feet in length with old males sometimes growing 
  larger than 16.5 feet
  Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength 
  d10, Vigor d10
  Skills: Fighting d8, Guts d6, Notice d6, Stealth d8, Swim 
  d8
  Pace: 3; Parry: 6; Toughness: 9 (2)
  Special Abilities:
  Armor +2: Thick skin
  Aquatic: Pace 5
  Bite: Str+d6
  Rollover: If the caiman hits with a raise it clasps its vic-
  tim in its jaws and rolls over causing an extra 2d4 dam-
  age in addition to its regular Strength damage.
  DRONE, MOBILE DEFENSE 
  DRONE, MOBILE DEFENSE 
  A small tank-like vehicle with treads (3 feet long).
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d8
  Pace: 8; Parry: 5; Toughness: 9 (2)
  Special Abilities:
  * Armor: +2
  * Construct: Drones add +2 to recover from Shaken, 
  no additional damage from called shots; do not suffer 
  wound modiﬁ ers, immune to disease and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  * Gear: Hachiman Rapid Fire Medium (Range: 24/48/96, 
  Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 
  3RB, Unstable Platform)
  DRONE, SENTRY GUN 
  DRONE, SENTRY GUN 
  A heavy machine gun set within an armored. 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Notice d6, Shooting d8
  Pace: –; Parry: 2; Toughness: 11 (4)
  Special Abilities:
  * Armor: +4
  * Construct: Drones add +2 to recover from Shaken, 
  no additional damage from called shots; do not suffer 
  wound modiﬁ ers, immune to disease and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  * Gear: Hachiman Rapid Fire Medium (Range: 24/48/96, 
  Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 
  3RB)
  GANG MEMBER
  GANG MEMBER
  They may belong to gangs with different names but 
  there’s not a lot of difference between individuals. Al-
  though they do not amount to much individually, gang 
  members can be a threat when acting together.  
  The Warriors of Gaia have Driving d6 but are also 
  equipped with Morrigu Arms Outlaw assault riﬂ es.
  
  BAND ON THE RUN
  BAND ON THE RUN
  21
  21
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d8, Fighting d6, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Edges: —
  Gear: Leather jacket +1, Morrigu Arms Marauder .45 
  (Range: 12/24/48, Damage: 2d6+1, Rate of Fire: 1, Shots: 
  7, AP 1, Semi-Auto), knife (Str+d4)
  May be equipped with: Morrigu Arms Outlaw (Range: 
  24/48/96, Damage: 2d8, Rate of Fire: 3, Shots: 30, AP2, 
  Auto, 3RB),
  JAGUAR
  JAGUAR
  The jaguar is the only big cat species found in the 
  Americas and is the third-largest feline after the tiger 
  and the lion. The jaguar’s spotted pelt helps it to hide 
  amongst the rainforest vegetation which is ideal for its 
  stalk-and-ambush tactics. The jaguar has developed an 
  exceptionally powerful bite allowing it to pierce even 
  the shells of armored reptiles and to employ an unusual 
  killing method: it bites directly through the skull of prey 
  between the ears to deliver a fatal blow to the brain. 
  Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength 
  d12, Vigor d8
  Skills: Fighting d8, Guts d10, Notice d8, Stealth d10
  Pace: 8; Parry: 6; Toughness: 6
  Special Abilities:
  * Bite or Claw: Str+d6
  * Camouﬂ age: Jaguars spotted pelt give them a +2 bo-
  nus to Stealth in forest and jungle environments.
  * Go for the Head: Jaguars instinctively go for an op-
  ponent’s head. With a raise on its attack roll, it hits the 
  target’s head gaining +4 damage.
  * Improved Frenzy: Jaguars may make two Fighting 
  attacks each action at no penalty.
  * Pounce: Jaguars often pounce on their prey to best 
  bring their mass and claws to bear. It can leap 1d6” to 
  gain +4 to its attack and damage. Its Parry is reduced 
  by -2 until its next action when performing the ma-
  neuver however.
  * Size +2: Male jaguars can weigh over 300 pounds.
  KILLER BITES
  KILLER BITES
  Killer Bites are an experimental weapon and consist 
  of swarms of small, autonomous, drones equipped with 
  razor sharp cutting implements. Killer Bites come in 
  two varieties—ground and ﬂ ying, but are essentially the 
  same weapon.
  Inspired by similar weaponry in the console game 
  Time Crisis 4.
  Attributes: Agility d10, Smarts d4 (A), Spirit d12, 
  Strength d8, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7/6/5 (large/medium/
  small)
  Special Abilities
  * Bite or Sting: Killer Bite swarms inﬂ ict hundreds 
  of tiny bites every round to their victims, hitting au-
  tomatically and causing 2d4 damage to everyone in 
  the template. Damage is applied to the least armored 
  location (victims in completely sealed suits are im-
  mune).
  * Construct: Killer Bite swarms add +2 when attempt-
  ing to recover from being Shaken.
  * Resilient: Killer Bite swarms begin as Large Burst 
  Template size, each wound inﬂ icted reduces to 
  the next smaller template size. A Small Burst Tem-
  plate swarm taking a wound is destroyed. Area ef-
  fect attacks which inﬂ ict multiple wounds shrink 
  the template by one size per wound caused. 
  * 
  Swarm: Parry +2; because the swarm is com-
  posed of scores, hundreds, or thousands of drones, 
  cutting and piercing weapons do no real damage. 
  Area-effect weapons work normally, and a charac-
  ter can stomp to inﬂ ict his damage in Strength each 
  round.
  NORMAL PEOPLE
  NORMAL PEOPLE
  Run of the mill people, 90% of the population who 
  are always around when you don’t want them.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: suitable career skills at d6
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Paciﬁ st (Major)
  Edges: —
  Gear: suitable career equipment.
  SECURITY GUARD
  SECURITY GUARD
  No matter what uniform they are wearing the Security 
  Guard is essentially the same, a paid thug with the ben-
  eﬁ ts of better training and equipment than their rivals.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8, Throwing 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 7/8 (1/2)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Armored Jacket +1/+2, Armored helmet +2, 
  Hachiman Widow Maker .50 (Range: 15/30/60, Damage: 
  2d8, Rate of Fire: 1, Shots: 7, AP 2, Semi-Auto), baton 
  (Str+d4), grenade (Range: 5/10/20, Damage: 3d6, Me-
  dium Burst template)
  When encountered in groups of two or more, one is ad-
  ditionally armed with a Hachiman Rapid Fire Medium 
  (Range: 24/48/96, Damage 2d8, Rate of Fire: 3, Shots: 30, 
  AP 2, Auto, 3RB)
  BAND ON THE RUN
  BAND ON THE RUN
  21
  21
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d8, Fighting d6, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Edges: —
  Gear: Leather jacket +1, Morrigu Arms Marauder .45 
  (Range: 12/24/48, Damage: 2d6+1, Rate of Fire: 1, Shots: 
  7, AP 1, Semi-Auto), knife (Str+d4)
  May be equipped with: Morrigu Arms Outlaw (Range: 
  24/48/96, Damage: 2d8, Rate of Fire: 3, Shots: 30, AP2, 
  Auto, 3RB),
  JAGUAR
  JAGUAR
  The jaguar is the only big cat species found in the 
  Americas and is the third-largest feline after the tiger 
  and the lion. The jaguar’s spotted pelt helps it to hide 
  amongst the rainforest vegetation which is ideal for its 
  stalk-and-ambush tactics. The jaguar has developed an 
  exceptionally powerful bite allowing it to pierce even 
  the shells of armored reptiles and to employ an unusual 
  killing method: it bites directly through the skull of prey 
  between the ears to deliver a fatal blow to the brain. 
  Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength 
  d12, Vigor d8
  Skills: Fighting d8, Guts d10, Notice d8, Stealth d10
  Pace: 8; Parry: 6; Toughness: 6
  Special Abilities:
  * Bite or Claw: Str+d6
  * Camouﬂ age: Jaguars spotted pelt give them a +2 bo-
  nus to Stealth in forest and jungle environments.
  * Go for the Head: Jaguars instinctively go for an op-
  ponent’s head. With a raise on its attack roll, it hits the 
  target’s head gaining +4 damage.
  * Improved Frenzy: Jaguars may make two Fighting 
  attacks each action at no penalty.
  * Pounce: Jaguars often pounce on their prey to best 
  bring their mass and claws to bear. It can leap 1d6” to 
  gain +4 to its attack and damage. Its Parry is reduced 
  by -2 until its next action when performing the ma-
  neuver however.
  * Size +2: Male jaguars can weigh over 300 pounds.
  KILLER BITES
  KILLER BITES
  Killer Bites are an experimental weapon and consist 
  of swarms of small, autonomous, drones equipped with 
  razor sharp cutting implements. Killer Bites come in 
  two varieties—ground and ﬂ ying, but are essentially the 
  same weapon.
  Inspired by similar weaponry in the console game 
  Time Crisis 4.
  Attributes: Agility d10, Smarts d4 (A), Spirit d12, 
  Strength d8, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7/6/5 (large/medium/
  small)
  Special Abilities
  * Bite or Sting: Killer Bite swarms inﬂ ict hundreds 
  of tiny bites every round to their victims, hitting au-
  tomatically and causing 2d4 damage to everyone in 
  the template. Damage is applied to the least armored 
  location (victims in completely sealed suits are im-
  mune).
  * Construct: Killer Bite swarms add +2 when attempt-
  ing to recover from being Shaken.
  * Resilient: Killer Bite swarms begin as Large Burst 
  Template size, each wound inﬂ icted reduces to 
  the next smaller template size. A Small Burst Tem-
  plate swarm taking a wound is destroyed. Area ef-
  fect attacks which inﬂ ict multiple wounds shrink 
  the template by one size per wound caused. 
  * 
  Swarm: Parry +2; because the swarm is com-
  posed of scores, hundreds, or thousands of drones, 
  cutting and piercing weapons do no real damage. 
  Area-effect weapons work normally, and a charac-
  ter can stomp to inﬂ ict his damage in Strength each 
  round.
  NORMAL PEOPLE
  NORMAL PEOPLE
  Run of the mill people, 90% of the population who 
  are always around when you don’t want them.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: suitable career skills at d6
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Paciﬁ st (Major)
  Edges: —
  Gear: suitable career equipment.
  SECURITY GUARD
  SECURITY GUARD
  No matter what uniform they are wearing the Security 
  Guard is essentially the same, a paid thug with the ben-
  eﬁ ts of better training and equipment than their rivals.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8, Throwing 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 7/8 (1/2)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Armored Jacket +1/+2, Armored helmet +2, 
  Hachiman Widow Maker .50 (Range: 15/30/60, Damage: 
  2d8, Rate of Fire: 1, Shots: 7, AP 2, Semi-Auto), baton 
  (Str+d4), grenade (Range: 5/10/20, Damage: 3d6, Me-
  dium Burst template)
  When encountered in groups of two or more, one is ad-
  ditionally armed with a Hachiman Rapid Fire Medium 
  (Range: 24/48/96, Damage 2d8, Rate of Fire: 3, Shots: 30, 
  AP 2, Auto, 3RB)
  
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  22
  22
  SOLDIER
  SOLDIER
  The men ﬁ ghting for Morrigu arms and Hachiman are 
  professional soldiers with excellent training and equip-
  ment. Use the following statistics for both sides in the 
  conﬂ ict, but make sure they are equipped with weaponry 
  belonging to their parent corporation.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8, Throwing 
  d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 8/10 
  (2/4)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Flak jacket +2/+4, Helmet +3, combat knife 
  (Str+d4), grenade (Range: 5/10/20, Damage: 3d6, Me-
  dium Burst template)
  Either: Hachiman Rapid Fire Medium (Range: 24/48/96, 
  Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 3RB), 
  Hachiman Widow Maker (Range: 15/30/60, Damage: 
  2d8, Rate of Fire: 1, Shots: 7, AP2, Semi-Auto)
  Or: Morrigu Arms Outlaw (Range: 24/48/96, Damage: 
  2d8, Rate of Fire: 3, Shots: 30, AP2, Auto, 3RB), Morrigu 
  Arms Marauder (Range: 12/24/48, Damage: 2d6+1, Rate 
  of Fire: 1, Shots: 10, AP1, Semi-Auto)
  STREET SAMURAI
  STREET SAMURAI
  Originally samurai were mercenaries hired by feudal 
  lords to protect assets. Eventually they became wealthy 
  enough to become politically powerful, although it took 
  them a few hundred years to do so. Samurai tribes lived 
  by a strict code and were expected to act accordingly.
  Street samurai are hired mercenaries who follow their 
  own code making them a step above the average “thug”.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Notice d8, Shooting d10
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 9/11 
  (2/4)
  Edges: Fleet-Footed, Level Headed
  Cyberware: Eye-Gun Link (Shooting), Muscle Augmen-
  tation (Strength)
  Gear: Flak jacket +2/+4, Hachiman Widow Maker .50 
  (Range: 15/30/60, Damage: 2d8, Rate of Fire: 1, Shots: 7, 
  AP 2, Semi-Auto), Hachiman Rapid Fire Medium (Range: 
  24/48/96, Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, 
  Auto, 3RB), katana (Str+d6+2, AP 2)
  THUG
  THUG
  Hired muscle with more brawn than brains.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Loyal
  Edges: —
  Gear: Morrigu Arms Outlaw (Range: 24/48/96, Damage: 
  2d8, Rate of Fire: 3, Shots: 30, AP2, Auto, 3RB), knife 
  (Str+d4)
  APPENDIX A
  APPENDIX A
  FRAGILE MEMORIES
  FRAGILE MEMORIES
  FRAGILE MEMORIES
  FRAGILE MEMORIES
  Fragile Memories were an incredibly successful rock 
  band with 10 bestselling albums and 20 number one 
  singles between 2060 and 2070.
  STEVE DONAHUE
  STEVE DONAHUE
  Born: 2035 (age 40)
  Steve Donahue was the charismatic frontman of Frag-
  ile Memories whose extreme guitar skills were matched 
  equally by his vocal talents. When people think of Fragile 
  Memories, Donahue is the name they recall. Adored by 
  women and respected by men (as he was “one of the 
  lads”) the media dubbed him “Mr. Charisma”.
  ANTHONY CAMPBELL 
  ANTHONY CAMPBELL 
  Born: 2032 (age 43)
  As well as playing bass, Anthony Campbell penned 
  many of Fragile Memories songs particularly those with a 
  political or social comment within their lyrics. Campbell 
  often clashed with his fellow band members as he saw 
  the band as a platform to bring to the world’s attention 
  ecological issues such as the destruction of the rainfor-
  ests.
  JON ROSCHE
  JON ROSCHE
  Born: 2036 (age 39)
  Jon Rosche was raised in an orphanage where he was 
  taught how to bang on the skins by an old drummer 
  who used to play music for children. After the old man’s 
  death, Rosche adopted the man’s nickname “Bones,” as 
  a mark of respect.
  Rosche met Steve Donahue at an early age and their 
  shared interest in music kept them together. When Frag-
  ile Memories ﬁ rst formed, it was Donahue’s charisma 
  that opened doors for them, but Rosche’s business acu-
  men that kept them open and eventually made all the 
  band members rich.
  Once he became more conﬁ dent in his skills, Rosche 
  DARING TALES OF THE SPRAWL #03
  DARING TALES OF THE SPRAWL #03
  22
  22
  SOLDIER
  SOLDIER
  The men ﬁ ghting for Morrigu arms and Hachiman are 
  professional soldiers with excellent training and equip-
  ment. Use the following statistics for both sides in the 
  conﬂ ict, but make sure they are equipped with weaponry 
  belonging to their parent corporation.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8, Throwing 
  d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 8/10 
  (2/4)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Flak jacket +2/+4, Helmet +3, combat knife 
  (Str+d4), grenade (Range: 5/10/20, Damage: 3d6, Me-
  dium Burst template)
  Either: Hachiman Rapid Fire Medium (Range: 24/48/96, 
  Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 3RB), 
  Hachiman Widow Maker (Range: 15/30/60, Damage: 
  2d8, Rate of Fire: 1, Shots: 7, AP2, Semi-Auto)
  Or: Morrigu Arms Outlaw (Range: 24/48/96, Damage: 
  2d8, Rate of Fire: 3, Shots: 30, AP2, Auto, 3RB), Morrigu 
  Arms Marauder (Range: 12/24/48, Damage: 2d6+1, Rate 
  of Fire: 1, Shots: 10, AP1, Semi-Auto)
  STREET SAMURAI
  STREET SAMURAI
  Originally samurai were mercenaries hired by feudal 
  lords to protect assets. Eventually they became wealthy 
  enough to become politically powerful, although it took 
  them a few hundred years to do so. Samurai tribes lived 
  by a strict code and were expected to act accordingly.
  Street samurai are hired mercenaries who follow their 
  own code making them a step above the average “thug”.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Notice d8, Shooting d10
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 9/11 
  (2/4)
  Edges: Fleet-Footed, Level Headed
  Cyberware: Eye-Gun Link (Shooting), Muscle Augmen-
  tation (Strength)
  Gear: Flak jacket +2/+4, Hachiman Widow Maker .50 
  (Range: 15/30/60, Damage: 2d8, Rate of Fire: 1, Shots: 7, 
  AP 2, Semi-Auto), Hachiman Rapid Fire Medium (Range: 
  24/48/96, Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, 
  Auto, 3RB), katana (Str+d6+2, AP 2)
  THUG
  THUG
  Hired muscle with more brawn than brains.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Loyal
  Edges: —
  Gear: Morrigu Arms Outlaw (Range: 24/48/96, Damage: 
  2d8, Rate of Fire: 3, Shots: 30, AP2, Auto, 3RB), knife 
  (Str+d4)
  APPENDIX A
  APPENDIX A
  FRAGILE MEMORIES
  FRAGILE MEMORIES
  FRAGILE MEMORIES
  FRAGILE MEMORIES
  Fragile Memories were an incredibly successful rock 
  band with 10 bestselling albums and 20 number one 
  singles between 2060 and 2070.
  STEVE DONAHUE
  STEVE DONAHUE
  Born: 2035 (age 40)
  Steve Donahue was the charismatic frontman of Frag-
  ile Memories whose extreme guitar skills were matched 
  equally by his vocal talents. When people think of Fragile 
  Memories, Donahue is the name they recall. Adored by 
  women and respected by men (as he was “one of the 
  lads”) the media dubbed him “Mr. Charisma”.
  ANTHONY CAMPBELL 
  ANTHONY CAMPBELL 
  Born: 2032 (age 43)
  As well as playing bass, Anthony Campbell penned 
  many of Fragile Memories songs particularly those with a 
  political or social comment within their lyrics. Campbell 
  often clashed with his fellow band members as he saw 
  the band as a platform to bring to the world’s attention 
  ecological issues such as the destruction of the rainfor-
  ests.
  JON ROSCHE
  JON ROSCHE
  Born: 2036 (age 39)
  Jon Rosche was raised in an orphanage where he was 
  taught how to bang on the skins by an old drummer 
  who used to play music for children. After the old man’s 
  death, Rosche adopted the man’s nickname “Bones,” as 
  a mark of respect.
  Rosche met Steve Donahue at an early age and their 
  shared interest in music kept them together. When Frag-
  ile Memories ﬁ rst formed, it was Donahue’s charisma 
  that opened doors for them, but Rosche’s business acu-
  men that kept them open and eventually made all the 
  band members rich.
  Once he became more conﬁ dent in his skills, Rosche 
  
  BAND ON THE RUN
  BAND ON THE RUN
  23
  23
  convinced his fellows to dismiss their manager and let 
  him take sole charge of the business side of the band.
  MARK HIRST
  MARK HIRST
  Born: 2040 (age 35)
  Mark Hirst was an incredibly talented keyboard player 
  from an early age, and when he met with Anthony Camp-
  bell, discovered another talent for writing hit songs.
  Hirst penned most of Fragile Memories’ more popular 
  tracks but his tried and tested style, which avoided any 
  comment political or otherwise, led to him being labeled 
  “the boring one.” Despite this, it was Hirst’s songs that 
  were more popular leading to several heated arguments 
  between him and Anthony Campbell.
  BAND ON THE RUN
  BAND ON THE RUN
  23
  23
  convinced his fellows to dismiss their manager and let 
  him take sole charge of the business side of the band.
  MARK HIRST
  MARK HIRST
  Born: 2040 (age 35)
  Mark Hirst was an incredibly talented keyboard player 
  from an early age, and when he met with Anthony Camp-
  bell, discovered another talent for writing hit songs.
  Hirst penned most of Fragile Memories’ more popular 
  tracks but his tried and tested style, which avoided any 
  comment political or otherwise, led to him being labeled 
  “the boring one.” Despite this, it was Hirst’s songs that 
  were more popular leading to several heated arguments 
  between him and Anthony Campbell.
  
  31052
  $7.99
  Put on those shades, run a 
  self-diagnostic on your implanted 
  chrome and prepare to hit the 
  mean  streets!
  Someone wants to put an old rock band 
  back together, easy right?
  Wrong!
  What should be a simple investigative case has the characters 
  scouring the Conurbation, the deregulated zone, the Amazon 
  rainforest and the Gobi Desert.
  Daring Tales of the Sprawl: Band on the Run pits the heroes 
  against kidnappers, eco-terrorists and a biker gang, not to 
  mention pitching them into the midst of a corporate war!
  Daring Tales of the Sprawl is designed to be used with the 
  award winning Savage Worlds RPG. 
  © 2010 Triple Ace Games. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2010. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  
SOURCE: textdata/thevault/Triple Ace Games/Daring Tales of the Sprawl/Savage Worlds - Daring Tales of the Sprawl 03 - Band on the Run.pdf