TEXT: 31048
  31048
  TAIL CHASING
  TAIL CHASING
  KEVIN ANDERSON
  KEVIN ANDERSON
  
  BY KEVIN ANDERSON
  BY KEVIN 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: DAN TUNBRIDGE, DAVE BLEWER, MARTIN SKIGGS AND 
  PLAYTESTERS: DAN TUNBRIDGE, DAVE BLEWER, MARTIN SKIGGS AND 
  SIMON SCOTT
  SIMON SCOTT
  DEDICATION: TO CAROLINE, CONNOR, KIRA, KYLE AND CERYS FOR BEING 
  DEDICATION: TO CAROLINE, CONNOR, KIRA, KYLE AND CERYS FOR BEING 
  THE BEST FAMILY A MAN COULD WISH FOR. 
  THE BEST FAMILY A MAN COULD WISH FOR. 
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes 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. © 2009. 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.
  TAIL CHASING
  TAIL CHASING
  02
  02
  BY KEVIN ANDERSON
  BY KEVIN 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: DAN TUNBRIDGE, DAVE BLEWER, MARTIN SKIGGS AND 
  PLAYTESTERS: DAN TUNBRIDGE, DAVE BLEWER, MARTIN SKIGGS AND 
  SIMON SCOTT
  SIMON SCOTT
  DEDICATION: TO CAROLINE, CONNOR, KIRA, KYLE AND CERYS FOR BEING 
  DEDICATION: TO CAROLINE, CONNOR, KIRA, KYLE AND CERYS FOR BEING 
  THE BEST FAMILY A MAN COULD WISH FOR. 
  THE BEST FAMILY A MAN COULD WISH FOR. 
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes 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. © 2009. 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.
  TAIL CHASING
  TAIL CHASING
  02
  02
  
  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 characters have no deﬁ ned sex. Players can assign 
  gender as they wish.
  The characters have all their leveling opportunities from 
  Seasoned (at which they begin) into Legendary mapped 
  out in advance. Each published adventure in this line 
  earns the characters a ﬁ xed 5 Experience Points, guaran-
  teeing them an advance every mission till Legendary (then 
  every two). All the players need do is tick the appropriate 
  box and start making use of the new upgrade. This means 
  you can use the character sheets at conventions and run 
  adventures of any Rank without having to create your own 
  characters from scratch. It also means you can run these 
  tales as pick-up games without any preparation!
  Better yet, you’ll know that when you buy one of our 
  adventures, you can guarantee the adventurers will have 
  all the skills and abilities they need to win the day!
  Characters: 30 XP.
  In addition, you’ll ﬁ nd a free rules supplement at our 
  website, as well. These are tailored speciﬁ cally for Daring 
  Tales of the Sprawl.
  BY THE NUMBERS
  BY THE NUMBERS
  “This is air Krewe, we are cleared for takeoff. All 
  passengers prepare for departure.” Deuce threw 
  a quick smile at Rico’s attempt at humor before 
  turning his attention back to the Orpheus security 
  team sheltering in the emergency stair entrance. 
  Triggering a burst from his Lightﬁ re the team 
  leader gestured for the other samurai, Johnny X, 
  to run for the helicopter. 
  A warning ﬂ ashed into Deuce’s line of sight as his 
  machinegun’s magazine emptied, letting go of the 
  now useless hardware he drew his heavy pistol 
  and waited while his embedded eye-gun link 
  synced up with the new gun.
  A quick glance over his shoulder showed the bulky 
  shape of Johnny X smoothly climbing into the chop-
  per as his gravelly voice came to Deuce’s ears “All 
  aboard boss man. Time to bail.”  A bullet whined 
  as it ricocheted off the cooling vent Deuce was us-
  ing as cover as the security forces returned ﬁ re.
  Raising the Marauder, Deuce aimed the superim-
  posed crosshairs at the shoulder of a guard who 
  was not fully covered; the kick of the ﬁ ring pistol 
  was followed by a cry from the unfortunate tar-
  get who slid to the ﬂ oor, blood blossoming on his 
  corporate tunic. The single shot was echoed by the 
  staccato roar of an assault riﬂ e as Johnny X cut 
  loose providing covering ﬁ re.
  Staying low, Deuce ran towards the chopper ﬁ ght-
  ing against the downdraft of its already whirling 
  blades. As his hand grasped the overhead rail Rico 
  kicked the engines into drive and the helicopter be-
  gan to rise. Swinging himself into the chopper and 
  past his burly partner, Deuce slumped into a seat 
  and let out a relieved sigh, “By the numbers, eh?”
  Before the samurai could reply, Deuce’s attention 
  was taken by the other channel on his head radio. 
  “Krewe Leader this is Outside Cutter, do you copy. 
  Wha’s your situation?” Switching his microphone 
  to the new channel, Deuce allowed himself to re-
  lax as he replied, “Hey bro. We’re clear. We had to 
  borrow one of our host’s birds, but we’re out with 
  the payload. How do we look in the net?”
  “Orpheus sent out a dozen or so calls for Sentinel 
  TAIL CHASING
  TAIL CHASING
  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 characters have no deﬁ ned sex. Players can assign 
  gender as they wish.
  The characters have all their leveling opportunities from 
  Seasoned (at which they begin) into Legendary mapped 
  out in advance. Each published adventure in this line 
  earns the characters a ﬁ xed 5 Experience Points, guaran-
  teeing them an advance every mission till Legendary (then 
  every two). All the players need do is tick the appropriate 
  box and start making use of the new upgrade. This means 
  you can use the character sheets at conventions and run 
  adventures of any Rank without having to create your own 
  characters from scratch. It also means you can run these 
  tales as pick-up games without any preparation!
  Better yet, you’ll know that when you buy one of our 
  adventures, you can guarantee the adventurers will have 
  all the skills and abilities they need to win the day!
  Characters: 30 XP.
  In addition, you’ll ﬁ nd a free rules supplement at our 
  website, as well. These are tailored speciﬁ cally for Daring 
  Tales of the Sprawl.
  BY THE NUMBERS
  BY THE NUMBERS
  “This is air Krewe, we are cleared for takeoff. All 
  passengers prepare for departure.” Deuce threw 
  a quick smile at Rico’s attempt at humor before 
  turning his attention back to the Orpheus security 
  team sheltering in the emergency stair entrance. 
  Triggering a burst from his Lightﬁ re the team 
  leader gestured for the other samurai, Johnny X, 
  to run for the helicopter. 
  A warning ﬂ ashed into Deuce’s line of sight as his 
  machinegun’s magazine emptied, letting go of the 
  now useless hardware he drew his heavy pistol 
  and waited while his embedded eye-gun link 
  synced up with the new gun.
  A quick glance over his shoulder showed the bulky 
  shape of Johnny X smoothly climbing into the chop-
  per as his gravelly voice came to Deuce’s ears “All 
  aboard boss man. Time to bail.”  A bullet whined 
  as it ricocheted off the cooling vent Deuce was us-
  ing as cover as the security forces returned ﬁ re.
  Raising the Marauder, Deuce aimed the superim-
  posed crosshairs at the shoulder of a guard who 
  was not fully covered; the kick of the ﬁ ring pistol 
  was followed by a cry from the unfortunate tar-
  get who slid to the ﬂ oor, blood blossoming on his 
  corporate tunic. The single shot was echoed by the 
  staccato roar of an assault riﬂ e as Johnny X cut 
  loose providing covering ﬁ re.
  Staying low, Deuce ran towards the chopper ﬁ ght-
  ing against the downdraft of its already whirling 
  blades. As his hand grasped the overhead rail Rico 
  kicked the engines into drive and the helicopter be-
  gan to rise. Swinging himself into the chopper and 
  past his burly partner, Deuce slumped into a seat 
  and let out a relieved sigh, “By the numbers, eh?”
  Before the samurai could reply, Deuce’s attention 
  was taken by the other channel on his head radio. 
  “Krewe Leader this is Outside Cutter, do you copy. 
  Wha’s your situation?” Switching his microphone 
  to the new channel, Deuce allowed himself to re-
  lax as he replied, “Hey bro. We’re clear. We had to 
  borrow one of our host’s birds, but we’re out with 
  the payload. How do we look in the net?”
  “Orpheus sent out a dozen or so calls for Sentinel 
  TAIL CHASING
  TAIL CHASING
  2
  
  TAIL CHASING
  TAIL CHASING
  3
  and the local boys, but I got the lot of ‘em. I told 
  you I could cut it; it was just like a session of Net 
  Invaders.” The smile on the young hacker’s face 
  could almost be heard as he boasted about his 
  achievements.
  “Good job kid. Rico, how’re we doing?”
  “Smooth running so far. I have a few bruises on 
  my back and a touch of heartburn.  Probably 
  took a couple hits from the guards as we lifted,” 
  as usual the Cutting Krewe’s driver was interpret-
  ing warnings from his vehicle as actual bodily 
  ailments—Deuce mentally substituted ‘hull’ for 
  ‘back’ and ‘engine overheating’ for ‘heartburn’.
  “Do I need to worry about any of that?” Through 
  the still open door of the helicopter, Deuce gazed 
  down on the mostly dark terrain of the West 
  Deregulated Zone illuminated only by the occa-
  sional ﬁ re and one or two enclaves of electrical 
  lighting.
  “Negative boss. Give me a few seconds and I 
  should be able to ease the burn. Approx two min-
  utes to rendezvous point. You want me to circle 
  before going in?”
  “Yeah that’s a--” 
  The helicopter shook violently as a small explo-
  sion came from above Deuce’s head.
  “Engine’s blown! Hold tight it’s gonna’ get rough,” 
  came Rico’s frantic call.
  Before Deuce could respond, the crippled aircraft 
  tilted violently to one side and his grasping ﬁ n-
  gers missed a grab rail by inches sending him 
  plummeting towards the dregs below.
  The impact drove the breath from him and was 
  immediately followed by intense pain as his leg 
  snapped. Fighting back the blackness that sought 
  to engulf him, Deuce hauled himself to his knees 
  just in time to see the barely visible helicopter 
  crash to the ground with ﬂ ames still pouring from 
  its engine.
  “Rico? Johnny? Guys--” Deuce stumbled forward 
  and then collapsed in agony as his broken leg 
  gave out. Tumbling to the ground the pain over-
  came him and he passed out.
  INTRODUCTION
  INTRODUCTION
  The multinational Poseidon Corporation has a major 
  new contract with several governments which requires 
  them to construct a new research facility near to the 
  Conurbation. Their major problem is that the new site 
  requires a large area of land, and there is not a suitable 
  site unless they can develop in the deregulated zone 
  around the Conurbation.
  Developing within the deregulated zone is not with-
  out its problems though, as one must gain permission 
  from the government and then persuade those who live 
  there to move on, usually by paying for them to have a 
  better lifestyle.
  Poseidon Corporation decided to bypass the normal 
  route to acquire land for redevelopment—they would 
  arrange for the land they required to be contaminated 
  with a nerve gas and then benevolently take it upon 
  themselves to clean up the area for free. The nerve gas 
  would have the added side effect of purging the “human 
  element.”
  Naturally the corporation could not be seen to be 
  involved in any scheme to deploy lethal nerve gas near 
  a major population center and turned to the deniable 
  assets of the Conurbation and a small company named 
  Orpheus Design. 
  The small research ﬁ rm Orpheus Design is actually a 
  subsidiary of Poseidon Corporation but very few people 
  are aware of this fact. The link between the two com-
  panies is hidden by the vast array of child companies, 
  holding companies, controlling interests and other legal 
  entities which surround Poseidon Corporation.
  Via a chain of contacts, Poseidon Corp arranged for 
  the broker known as “The Italian” to hire a team of deni-
  able assets to steal a prototype computer from Orpheus 
  Design. The team was to take the prototype to a rendez-
  vous point within the West Deregulated Zone and then 
  contact the broker for further instructions.
  Unbeknownst to most of those involved, the proto-
  type was actually a nerve gas bomb. The phone call to 
  the broker would trigger the release of the gas killing the 
  thieves and then spreading over the deregulated zone.
  All went according to plan—up to a point. The Italian 
  hired a team known as the Cutting Krewe who made a 
  run on the Orpheus Design research center and escaped 
  with the prototype. Fleeing from the building in a stolen 
  helicopter the Cutting Krewe came under heavy ﬁ re. Un-
  fortunately for the Cutting Krewe, their helicopter was 
  damaged by gunﬁ re and its engine failed as they ﬂ ew 
  over the West Deregulated Zone towards the rendezvous 
  point. The leader of the Cutting Krewe, a street samurai 
  known as Deuce, was thrown out of the helicopter just 
  before it crashed seriously wounding or killing the rest 
  of the team.
  A pair of body brokers (people who collect corpses 
  and sell them on) found the wreck, killed the wounded 
  and made off with the bodies. A young inhabitant of the 
  deregulated zone witnessed this, but was too scared to 
  intervene.
  The lone survivor of the crash, Deuce, was badly 
  wounded but witnessed a scavenger gang strip the he-
  licopter of useful equipment, including the prototype. 
  TAIL CHASING
  TAIL CHASING
  3
  and the local boys, but I got the lot of ‘em. I told 
  you I could cut it; it was just like a session of Net 
  Invaders.” The smile on the young hacker’s face 
  could almost be heard as he boasted about his 
  achievements.
  “Good job kid. Rico, how’re we doing?”
  “Smooth running so far. I have a few bruises on 
  my back and a touch of heartburn.  Probably 
  took a couple hits from the guards as we lifted,” 
  as usual the Cutting Krewe’s driver was interpret-
  ing warnings from his vehicle as actual bodily 
  ailments—Deuce mentally substituted ‘hull’ for 
  ‘back’ and ‘engine overheating’ for ‘heartburn’.
  “Do I need to worry about any of that?” Through 
  the still open door of the helicopter, Deuce gazed 
  down on the mostly dark terrain of the West 
  Deregulated Zone illuminated only by the occa-
  sional ﬁ re and one or two enclaves of electrical 
  lighting.
  “Negative boss. Give me a few seconds and I 
  should be able to ease the burn. Approx two min-
  utes to rendezvous point. You want me to circle 
  before going in?”
  “Yeah that’s a--” 
  The helicopter shook violently as a small explo-
  sion came from above Deuce’s head.
  “Engine’s blown! Hold tight it’s gonna’ get rough,” 
  came Rico’s frantic call.
  Before Deuce could respond, the crippled aircraft 
  tilted violently to one side and his grasping ﬁ n-
  gers missed a grab rail by inches sending him 
  plummeting towards the dregs below.
  The impact drove the breath from him and was 
  immediately followed by intense pain as his leg 
  snapped. Fighting back the blackness that sought 
  to engulf him, Deuce hauled himself to his knees 
  just in time to see the barely visible helicopter 
  crash to the ground with ﬂ ames still pouring from 
  its engine.
  “Rico? Johnny? Guys--” Deuce stumbled forward 
  and then collapsed in agony as his broken leg 
  gave out. Tumbling to the ground the pain over-
  came him and he passed out.
  INTRODUCTION
  INTRODUCTION
  The multinational Poseidon Corporation has a major 
  new contract with several governments which requires 
  them to construct a new research facility near to the 
  Conurbation. Their major problem is that the new site 
  requires a large area of land, and there is not a suitable 
  site unless they can develop in the deregulated zone 
  around the Conurbation.
  Developing within the deregulated zone is not with-
  out its problems though, as one must gain permission 
  from the government and then persuade those who live 
  there to move on, usually by paying for them to have a 
  better lifestyle.
  Poseidon Corporation decided to bypass the normal 
  route to acquire land for redevelopment—they would 
  arrange for the land they required to be contaminated 
  with a nerve gas and then benevolently take it upon 
  themselves to clean up the area for free. The nerve gas 
  would have the added side effect of purging the “human 
  element.”
  Naturally the corporation could not be seen to be 
  involved in any scheme to deploy lethal nerve gas near 
  a major population center and turned to the deniable 
  assets of the Conurbation and a small company named 
  Orpheus Design. 
  The small research ﬁ rm Orpheus Design is actually a 
  subsidiary of Poseidon Corporation but very few people 
  are aware of this fact. The link between the two com-
  panies is hidden by the vast array of child companies, 
  holding companies, controlling interests and other legal 
  entities which surround Poseidon Corporation.
  Via a chain of contacts, Poseidon Corp arranged for 
  the broker known as “The Italian” to hire a team of deni-
  able assets to steal a prototype computer from Orpheus 
  Design. The team was to take the prototype to a rendez-
  vous point within the West Deregulated Zone and then 
  contact the broker for further instructions.
  Unbeknownst to most of those involved, the proto-
  type was actually a nerve gas bomb. The phone call to 
  the broker would trigger the release of the gas killing the 
  thieves and then spreading over the deregulated zone.
  All went according to plan—up to a point. The Italian 
  hired a team known as the Cutting Krewe who made a 
  run on the Orpheus Design research center and escaped 
  with the prototype. Fleeing from the building in a stolen 
  helicopter the Cutting Krewe came under heavy ﬁ re. Un-
  fortunately for the Cutting Krewe, their helicopter was 
  damaged by gunﬁ re and its engine failed as they ﬂ ew 
  over the West Deregulated Zone towards the rendezvous 
  point. The leader of the Cutting Krewe, a street samurai 
  known as Deuce, was thrown out of the helicopter just 
  before it crashed seriously wounding or killing the rest 
  of the team.
  A pair of body brokers (people who collect corpses 
  and sell them on) found the wreck, killed the wounded 
  and made off with the bodies. A young inhabitant of the 
  deregulated zone witnessed this, but was too scared to 
  intervene.
  The lone survivor of the crash, Deuce, was badly 
  wounded but witnessed a scavenger gang strip the he-
  licopter of useful equipment, including the prototype. 
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  4
  Fleeing from feral dogs Deuce fell into a pit and became 
  trapped.
  The gang traded much of the stolen gear, including 
  the prototype, to a small commune of people who live 
  outside the Conurbation and want little to do with the 
  sprawl lifestyle. So far the commune has not invested too 
  much time into trying to open the case containing the 
  prototype/nerve gas bomb.
  Poseidon Corporation now has a problem. The nerve 
  gas did not get released as planned and their contacts 
  cannot ﬁ nd the broker who hired the Cutting Krewe. 
  With a lost nerve gas bomb and a group of potential 
  witnesses running around, Poseidon Corporation have 
  decided to commission a new team of deniable assets to 
  sort the mess out for them.
  ACT 1: THE CHASE BEGINS
  The scenario begins with the heroes being hired 
  anonymously by a representative of the Poseidon Corpo-
  ration. The GM should give no indication to his players 
  about who their actual employer is.
  SCENE 1: INITIAL MEETING
  SCENE 1: INITIAL MEETING
  Each of the heroes is sent a message via email (or 
  their phones) to join a conference call where a “lucrative 
  job offer” will be made. Read the following aloud when 
  the heroes call in to the conference.
  There are a number of clicks accompanied by 
  background white noise as you connect to the 
  conference, a sure sign someone is using heavy 
  duty scrambling and other methods to make sure 
  the call is secure. After a few seconds the white 
  noise drops out and a cultured voice speaks.
  “Good day and thank you for contacting us. 
  The company I represent ﬁ nds themselves in a 
  somewhat delicate position. A local broker was 
  employed to arrange for the removal of a certain 
  item from a rival research company. Based upon 
  the ripples in corporate circles the item was re-
  moved but we have had no further contact with 
  our broker. The task we have for you is to track 
  down the stolen item, verify it is the correct item 
  and then return it to us. I am authorized to offer 
  the following payment with twenty-ﬁ ve percent 
  paid up front, the rest on delivery of the item 
  and any reasonable expenses reimbursed.” The 
  speaker names a substantial sum and waits for 
  you to agree.
  “Excellent! Now the details—our broker is an 
  individual calling himself ‘The Italian,’ and the 
  target company was Orpheus Design. You are to 
  avoid any contact with Orpheus Design, includ-
  ing any illicit attempts to access their corporate 
  databases; we do not want to risk further alert-
  ing them. The object that was to be removed is 
  a prototype computer deck with the designation 
  OD-0013. Judging by the rumors in corporate 
  circles, the theft took place four days ago.
  When you recover the prototype it may be sealed 
  in a locked storage case, if so, the combination is 
  178X67A15. Ensure you recover the correct item 
  as we suspect The Italian (or whoever he hired 
  for the mission), when discovered, will attempt 
  to pass off a fake prototype while fencing the 
  original on the black market. When you have the 
  prototype, contact me at the following number...”
  Due to the layers of deniability the corporation has 
  knowingly placed between them and the mission, the 
  corporation can give the characters no further informa-
  tion to help them in their search.
  Available details about The Italian are given in the 
  sidebar.
  SCENE 2: THE ITALIAN JOB
  SCENE 2: THE ITALIAN JOB
  The Italian’s main place of business is a warehouse, 
  in the Periphery, surrounded by a junk yard where the 
  piles of scrap metal and other waste have been carefully 
  arranged into a maze-like structure. 
  Scattered amidst the junk are a number of drones 
  all activated or deactivated by a speciﬁ c signal sent by a 
  computer system within the warehouse. These defenses 
  are essentially autonomous—the central computer can 
  only turn them on or off, there is no way to access the 
  central computer from the defenses.
  The perimeter of the yard is surrounded by a chain-
  link fence wired to pressure sensors which trigger an 
  alarm within the warehouse, even though there is no one 
  there to see it. A successful Notice roll spots the pressure 
  sensors and a successful Stealth roll deactivates them.
  A number of cameras are mounted on the fence and 
  also hidden amongst the piles of junk (a raise on a Notice 
  roll is required to spot the latter). These cameras are all 
  linked to an image storage device within the warehouse; 
  they are not linked to the computer system.
  THE ITALIAN
  THE ITALIAN
  Default: The Italian is a fairly well-known broker in 
  the Conurbation. He always dresses impeccably in an 
  expensive Italian suit and speaks with an Italian ac-
  cent. He has no obvious cyberware. The heroes obtain 
  a contact phone number for The Italian, however call-
  ing it gives only a number unavailable message.
  Success: The Italian operates out of a warehouse in a 
  junkyard in the Periphery, the heroes get the address.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  4
  Fleeing from feral dogs Deuce fell into a pit and became 
  trapped.
  The gang traded much of the stolen gear, including 
  the prototype, to a small commune of people who live 
  outside the Conurbation and want little to do with the 
  sprawl lifestyle. So far the commune has not invested too 
  much time into trying to open the case containing the 
  prototype/nerve gas bomb.
  Poseidon Corporation now has a problem. The nerve 
  gas did not get released as planned and their contacts 
  cannot ﬁ nd the broker who hired the Cutting Krewe. 
  With a lost nerve gas bomb and a group of potential 
  witnesses running around, Poseidon Corporation have 
  decided to commission a new team of deniable assets to 
  sort the mess out for them.
  ACT 1: THE CHASE BEGINS
  The scenario begins with the heroes being hired 
  anonymously by a representative of the Poseidon Corpo-
  ration. The GM should give no indication to his players 
  about who their actual employer is.
  SCENE 1: INITIAL MEETING
  SCENE 1: INITIAL MEETING
  Each of the heroes is sent a message via email (or 
  their phones) to join a conference call where a “lucrative 
  job offer” will be made. Read the following aloud when 
  the heroes call in to the conference.
  There are a number of clicks accompanied by 
  background white noise as you connect to the 
  conference, a sure sign someone is using heavy 
  duty scrambling and other methods to make sure 
  the call is secure. After a few seconds the white 
  noise drops out and a cultured voice speaks.
  “Good day and thank you for contacting us. 
  The company I represent ﬁ nds themselves in a 
  somewhat delicate position. A local broker was 
  employed to arrange for the removal of a certain 
  item from a rival research company. Based upon 
  the ripples in corporate circles the item was re-
  moved but we have had no further contact with 
  our broker. The task we have for you is to track 
  down the stolen item, verify it is the correct item 
  and then return it to us. I am authorized to offer 
  the following payment with twenty-ﬁ ve percent 
  paid up front, the rest on delivery of the item 
  and any reasonable expenses reimbursed.” The 
  speaker names a substantial sum and waits for 
  you to agree.
  “Excellent! Now the details—our broker is an 
  individual calling himself ‘The Italian,’ and the 
  target company was Orpheus Design. You are to 
  avoid any contact with Orpheus Design, includ-
  ing any illicit attempts to access their corporate 
  databases; we do not want to risk further alert-
  ing them. The object that was to be removed is 
  a prototype computer deck with the designation 
  OD-0013. Judging by the rumors in corporate 
  circles, the theft took place four days ago.
  When you recover the prototype it may be sealed 
  in a locked storage case, if so, the combination is 
  178X67A15. Ensure you recover the correct item 
  as we suspect The Italian (or whoever he hired 
  for the mission), when discovered, will attempt 
  to pass off a fake prototype while fencing the 
  original on the black market. When you have the 
  prototype, contact me at the following number...”
  Due to the layers of deniability the corporation has 
  knowingly placed between them and the mission, the 
  corporation can give the characters no further informa-
  tion to help them in their search.
  Available details about The Italian are given in the 
  sidebar.
  SCENE 2: THE ITALIAN JOB
  SCENE 2: THE ITALIAN JOB
  The Italian’s main place of business is a warehouse, 
  in the Periphery, surrounded by a junk yard where the 
  piles of scrap metal and other waste have been carefully 
  arranged into a maze-like structure. 
  Scattered amidst the junk are a number of drones 
  all activated or deactivated by a speciﬁ c signal sent by a 
  computer system within the warehouse. These defenses 
  are essentially autonomous—the central computer can 
  only turn them on or off, there is no way to access the 
  central computer from the defenses.
  The perimeter of the yard is surrounded by a chain-
  link fence wired to pressure sensors which trigger an 
  alarm within the warehouse, even though there is no one 
  there to see it. A successful Notice roll spots the pressure 
  sensors and a successful Stealth roll deactivates them.
  A number of cameras are mounted on the fence and 
  also hidden amongst the piles of junk (a raise on a Notice 
  roll is required to spot the latter). These cameras are all 
  linked to an image storage device within the warehouse; 
  they are not linked to the computer system.
  THE ITALIAN
  THE ITALIAN
  Default: The Italian is a fairly well-known broker in 
  the Conurbation. He always dresses impeccably in an 
  expensive Italian suit and speaks with an Italian ac-
  cent. He has no obvious cyberware. The heroes obtain 
  a contact phone number for The Italian, however call-
  ing it gives only a number unavailable message.
  Success: The Italian operates out of a warehouse in a 
  junkyard in the Periphery, the heroes get the address.
  
  TAIL CHASING
  TAIL CHASING
  5
  FINDING THE WAREHOUSE
  FINDING THE WAREHOUSE
  Traversing the maze to the warehouse is not too dif-
  ﬁ cult; its purpose is to delay intruders not to get them 
  lost. 
  This section uses a variant of the Chase rules. To reach 
  the warehouse the characters need to accumulate ten to-
  kens (continue with The Warehouse as soon as this oc-
  curs). The tokens represent the progress the characters 
  have made towards reaching the warehouse.
  Each “round” (approximately 2 minutes of explor-
  ing), the heroes get to make a Cooperative Smarts roll. 
  This equates to them trying different plans and making 
  group decisions. If individual characters want to make 
  their own Smarts rolls then the group must split up and 
  try different routes. A hero who comes up with a particu-
  larly clever scheme to ﬁ nd the required route gains a +2 
  bonus to their roll, an example would be Jet using his 
  helicopter drone to get an overhead view.
  Deal each separate group (not every individual in the 
  group) a single card each round. If a Joker is drawn it 
  gives its normal +2 bonus but only to the lead character’s 
  Smarts roll. A Club suit indicates an encounter. Check 
  the card value on the table below to see what the heroes 
  run into.
  2, 3, 4: Wheeled Surveillance Drone—a small, 
  wheeled surveillance drone emerges from the junk, 
  “sees” the heroes and accelerates rapidly away. The 
  heroes have a single round to disable the drone before 
  it manages to alert the warehouse to the intruders’ lo-
  cation. If the drone is not disabled treat the next card 
  drawn by the heroes as though it were a Jack of Clubs. 
  The drone is 1d10” away when ﬁ rst seen.
  5, 6, 7: Helicopter Surveillance Drone—a small, 
  helicopter surveillance drone sweeps overhead and 
  “sees” the heroes. Its ﬂ ight path takes it behind the junk 
  piles after the second round. The heroes have a single 
  round to disable the drone before it manages to alert 
  the warehouse to the intruders’ location. If the drone is 
  not disabled treat the next card drawn by the heroes as 
  though it were a Jack of Clubs. The drone is 2d10” away 
  when ﬁ rst seen. 
  8, 9, 10: Static Defense Drone—little more than an 
  automated gun turret. Any hero who fails a Notice roll 
  is Surprised and does not get to act in the ﬁ rst round of 
  combat. 
  J, Q, K, A: Mobile Defense Drone—a custom built, 
  heavily armored and armed drone looking like a minia-
  ture tank rumbles out of a concealed pod and attacks.
   Drone, Helicopter Surveillance (1): see page 21.
   Drone, Mobile Defense (1):  see page 21.
   Drone, Static Defense (1): see page 22.
   Drone, Wheeled Surveillance (1): see page 22.
  THE WAREHOUSE
  THE WAREHOUSE
  The warehouse is one storey tall and has only one 
  way in (a single door) and there are no windows. The 
  door has a sophisticated lock which requires a successful 
  Lockpicking roll with a –2 penalty to open; alternatively 
  the heroes may break it down (Toughness 12).
  The door leads to a small foyer with a single door 
  leading out of it. Four cameras, each with a concealed 
  gun (a successful Notice roll with a Raise is required to 
  spot them), cover the room from the four upper corners. 
  The guns open ﬁ re if anyone tampers with the door. The 
  guns have a d6 Shooting skill and a Toughness of 8, and 
  require a Called Shot at a -2 penalty to hit.
  The inner door is locked the same way as the outer 
  one.
  Aside from a small (1” square) area, where The Italian 
  has his desk and computer, the 24” by 12” warehouse is 
  a mess of crates, shelves and stuff. Everywhere one looks 
  there are boxes and crates strewn about containing com-
  puter components, elements of cyber technology and 
  other less easily identiﬁ ed mechanical and electronic 
  equipment.
  A thorough search of the warehouse takes a couple 
  hours and reveals nothing of note except for a single 
  framed picture hung above the desk. The picture de-
  picts a rose seemingly made of a silvery metal. There is 
  nothing unusual about the picture, it merely stands out 
  amidst the disorder of the rest of the warehouse. 
  A successful Smarts or Hacking roll while looking 
  around the ofﬁ ce area reveals a large data drive which 
  is not linked to the computer system. The drive is con-
  nected to a monitor and a few seconds playing with the 
  simple controls reveals it is a repository for the feeds 
  from the various cameras around the junkyard.
  If the heroes search through the camera feeds they 
  discover one which shows The Italian leaving the junk-
  yard three days ago at 21:30. He pauses outside the main 
  gates to take out a remote control, and taps a few buttons 
  (arming the automatic defenses), as he turns to leave, a 
  black van pulls up. The side door of the van slides open. 
  The Italian looks shocked and raises his hands before 
  approaching the van. A pair of hands emerge to pull him 
  in, the hands are obviously cybered and quite distinctive 
  having four digits arranged in a square around a central 
  gun muzzle.
  The Italian’s computer system is a custom built Red–6 
  WHAT’S WITH THE ROSE?
  WHAT’S WITH THE ROSE?
  The picture is entitled “Rose in Chrome” and is by 
  an artist called Lara Thessaly. There is nothing spe-
  cial about either the picture or the artist except its 
  relevance to The Italian.
  The Italian keeps all records of his deals in an en-
  crypted memory module embedded in his head. The 
  key to accessing this memory is the picture—when 
  The Italian sees the image the memory module is 
  unlocked allowing him access to the stored data.
  To safeguard his data The Italian arranged matters 
  such that he does not consciously know what un-
  locks his embedded memory.
  TAIL CHASING
  TAIL CHASING
  5
  FINDING THE WAREHOUSE
  FINDING THE WAREHOUSE
  Traversing the maze to the warehouse is not too dif-
  ﬁ cult; its purpose is to delay intruders not to get them 
  lost. 
  This section uses a variant of the Chase rules. To reach 
  the warehouse the characters need to accumulate ten to-
  kens (continue with The Warehouse as soon as this oc-
  curs). The tokens represent the progress the characters 
  have made towards reaching the warehouse.
  Each “round” (approximately 2 minutes of explor-
  ing), the heroes get to make a Cooperative Smarts roll. 
  This equates to them trying different plans and making 
  group decisions. If individual characters want to make 
  their own Smarts rolls then the group must split up and 
  try different routes. A hero who comes up with a particu-
  larly clever scheme to ﬁ nd the required route gains a +2 
  bonus to their roll, an example would be Jet using his 
  helicopter drone to get an overhead view.
  Deal each separate group (not every individual in the 
  group) a single card each round. If a Joker is drawn it 
  gives its normal +2 bonus but only to the lead character’s 
  Smarts roll. A Club suit indicates an encounter. Check 
  the card value on the table below to see what the heroes 
  run into.
  2, 3, 4: Wheeled Surveillance Drone—a small, 
  wheeled surveillance drone emerges from the junk, 
  “sees” the heroes and accelerates rapidly away. The 
  heroes have a single round to disable the drone before 
  it manages to alert the warehouse to the intruders’ lo-
  cation. If the drone is not disabled treat the next card 
  drawn by the heroes as though it were a Jack of Clubs. 
  The drone is 1d10” away when ﬁ rst seen.
  5, 6, 7: Helicopter Surveillance Drone—a small, 
  helicopter surveillance drone sweeps overhead and 
  “sees” the heroes. Its ﬂ ight path takes it behind the junk 
  piles after the second round. The heroes have a single 
  round to disable the drone before it manages to alert 
  the warehouse to the intruders’ location. If the drone is 
  not disabled treat the next card drawn by the heroes as 
  though it were a Jack of Clubs. The drone is 2d10” away 
  when ﬁ rst seen. 
  8, 9, 10: Static Defense Drone—little more than an 
  automated gun turret. Any hero who fails a Notice roll 
  is Surprised and does not get to act in the ﬁ rst round of 
  combat. 
  J, Q, K, A: Mobile Defense Drone—a custom built, 
  heavily armored and armed drone looking like a minia-
  ture tank rumbles out of a concealed pod and attacks.
   Drone, Helicopter Surveillance (1): see page 21.
   Drone, Mobile Defense (1):  see page 21.
   Drone, Static Defense (1): see page 22.
   Drone, Wheeled Surveillance (1): see page 22.
  THE WAREHOUSE
  THE WAREHOUSE
  The warehouse is one storey tall and has only one 
  way in (a single door) and there are no windows. The 
  door has a sophisticated lock which requires a successful 
  Lockpicking roll with a –2 penalty to open; alternatively 
  the heroes may break it down (Toughness 12).
  The door leads to a small foyer with a single door 
  leading out of it. Four cameras, each with a concealed 
  gun (a successful Notice roll with a Raise is required to 
  spot them), cover the room from the four upper corners. 
  The guns open ﬁ re if anyone tampers with the door. The 
  guns have a d6 Shooting skill and a Toughness of 8, and 
  require a Called Shot at a -2 penalty to hit.
  The inner door is locked the same way as the outer 
  one.
  Aside from a small (1” square) area, where The Italian 
  has his desk and computer, the 24” by 12” warehouse is 
  a mess of crates, shelves and stuff. Everywhere one looks 
  there are boxes and crates strewn about containing com-
  puter components, elements of cyber technology and 
  other less easily identiﬁ ed mechanical and electronic 
  equipment.
  A thorough search of the warehouse takes a couple 
  hours and reveals nothing of note except for a single 
  framed picture hung above the desk. The picture de-
  picts a rose seemingly made of a silvery metal. There is 
  nothing unusual about the picture, it merely stands out 
  amidst the disorder of the rest of the warehouse. 
  A successful Smarts or Hacking roll while looking 
  around the ofﬁ ce area reveals a large data drive which 
  is not linked to the computer system. The drive is con-
  nected to a monitor and a few seconds playing with the 
  simple controls reveals it is a repository for the feeds 
  from the various cameras around the junkyard.
  If the heroes search through the camera feeds they 
  discover one which shows The Italian leaving the junk-
  yard three days ago at 21:30. He pauses outside the main 
  gates to take out a remote control, and taps a few buttons 
  (arming the automatic defenses), as he turns to leave, a 
  black van pulls up. The side door of the van slides open. 
  The Italian looks shocked and raises his hands before 
  approaching the van. A pair of hands emerge to pull him 
  in, the hands are obviously cybered and quite distinctive 
  having four digits arranged in a square around a central 
  gun muzzle.
  The Italian’s computer system is a custom built Red–6 
  WHAT’S WITH THE ROSE?
  WHAT’S WITH THE ROSE?
  The picture is entitled “Rose in Chrome” and is by 
  an artist called Lara Thessaly. There is nothing spe-
  cial about either the picture or the artist except its 
  relevance to The Italian.
  The Italian keeps all records of his deals in an en-
  crypted memory module embedded in his head. The 
  key to accessing this memory is the picture—when 
  The Italian sees the image the memory module is 
  unlocked allowing him access to the stored data.
  To safeguard his data The Italian arranged matters 
  such that he does not consciously know what un-
  locks his embedded memory.
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  6
  system and contains no useful information for the heroes 
  as the Italian keeps all details of the deals he brokers in 
  his embedded computer. A successful Hacking attempt 
  deactivates the automated defense systems.
  LEAVING THE WAREHOUSE
  LEAVING THE WAREHOUSE
  If the heroes do not deactivate the automated defense 
  systems they may well encounter a few drones on their 
  way out. Having negotiated the maze of junk on the way 
  in, the journey out is a lot quicker. Deal out 4 cards and 
  if any are Clubs the heroes encounter the junk yards 
  defense drones as listed above.
  SCENE 3: THE ITALIAN’S FATE
  SCENE 3: THE ITALIAN’S FATE
  The heroes have not found The Italian but they have 
  a clue to his apparent kidnappers—the distinctive cyber 
  hands. Tracking down these speciﬁ c pieces of cyberware 
  requires a successful Streetwise or Investigation roll 
  which identiﬁ es the owner as “Claw” Morton, a thug 
  for hire currently working for a broker called Vince 
  who works from the back room of a bar known as “The 
  Gentlemen’s Club.”
  THE GENTLEMEN’S CLUB
  THE GENTLEMEN’S CLUB
  Being situated within the Periphery, the Gentlemen’s 
  Club has no rules on weaponry or armor and nothing as 
  civilized as a guard at the door. 
  A successful Intimidation or Persuasion roll while 
  speaking with the bartender gets the heroes into the 
  back room.
  The back room is a small ofﬁ ce with walls lined with 
  lockers and cabinets. A slim, baldheaded man sits be-
  hind a desk, his unusually long ﬁ ngers turning a blood 
  stained piece of technology. A much larger man, sport-
  ing a sleeveless armored jacket showing off his clawed, 
  cyberarms stands to one side of the desk.
  The man behind the desk is the broker, Vince and his 
  bodyguard is the cybered muscle known as Claw.
  Vince is quite happy to speak with the heroes and 
  to discuss anything they want. The only thing really of 
  relevance is the Italian.
  “The Italian. Yes. Well there we have a somewhat 
  delicate matter to discuss. You see he double-
  crossed me on quite an expensive deal and I had 
  to take steps to address the issue. Unfortunately 
  for the late Italian, he tried to avoid a meeting 
  with me, complications occurred and he… passed 
  on.” Vince is interrupted by the sound of Claw’s 
  metal hands clicking shut, a quick glance shows 
  a grin on his face which identiﬁ es Claw as the 
  complication!
  “Fortunately, for me at least, the Italian kept his 
  business records locked up inside his head, in an 
  embedded memory module which I now possess.” 
  Vince places the piece of bloodstained tech he has 
  been toying with on his desk. “Frustratingly the 
  module is encrypted and so far I have been un-
  able to ascertain the key to unlock it.”
  Vince sits quietly for a moment or two, “A thought 
  does occur to me. Perhaps you could ﬁ nd the key 
  to unlocking the module for me? In exchange I 
  will allow you access to the memory where you 
  may ﬁ nd what you are looking for.”
  Vince is not foolish enough to just hand over the Ital-
  ian’s memory module; he insists the heroes work on it in 
  his ofﬁ ce where he can keep an eye on his property.
  There is nothing to stop the heroes resorting to vio-
  lence to take the memory module, if they do so Claw 
  immediately makes a move for his gun. Before things can 
  escalate, Vince stops Claw and surrenders the module 
  with no further fuss. However Vince will send Claw and 
  a posse of thugs after the heroes at some point in the 
  scenario with instructions to terminate them and recover 
  the memory module.
  When the characters take a look at the memory mod-
  ule proceed to scene 4.
   Vince (1): use Dreg Resident, see page 21.
   Claw (1): Wild Card. see page 20.
   Thugs (2 per hero): see page 23.
  SCENE 4: HACKING THE 
  SCENE 4: HACKING THE 
  MEMORY MODULE
  MEMORY MODULE
  Anyone examining the memory module that succeeds 
  in a Repair roll can discern the following:
  * it is designed to interface directly with the brain, how-
  ever it could be linked up to a computer, 
  * it has been damaged—there is a crease along one side 
  of the casing probably caused by a bullet. If some-
  one speaks to Vince or Claw about this they relate 
  the damage probably occurred while The Italian was 
  trying to escape, 
  * it links to the brain and to the optic centers (natural 
  or cybered), 
  A successful Repair roll is required to link the memory 
  module to a computer. 
  Once linked up, the module can be accessed by a 
  successful Hacking roll, but the hero soon discovers it 
  is encrypted. A second successful Hacking roll reveals 
  the encryption is military grade, it could be broken by 
  a brute force approach but doing so would take weeks, 
  possibly months. The only additional information which 
  may be garnered is that the key is most likely a visual one 
  given the links to the optic centers.
  The key to the memory module is the picture “Rose in 
  Chrome” to be found in The Italian’s warehouse. 
  The heroes can link the computer to a camera which 
  can then be directed at the picture. Instantly the memory 
  module unlocks giving the heroes access to its data.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  6
  system and contains no useful information for the heroes 
  as the Italian keeps all details of the deals he brokers in 
  his embedded computer. A successful Hacking attempt 
  deactivates the automated defense systems.
  LEAVING THE WAREHOUSE
  LEAVING THE WAREHOUSE
  If the heroes do not deactivate the automated defense 
  systems they may well encounter a few drones on their 
  way out. Having negotiated the maze of junk on the way 
  in, the journey out is a lot quicker. Deal out 4 cards and 
  if any are Clubs the heroes encounter the junk yards 
  defense drones as listed above.
  SCENE 3: THE ITALIAN’S FATE
  SCENE 3: THE ITALIAN’S FATE
  The heroes have not found The Italian but they have 
  a clue to his apparent kidnappers—the distinctive cyber 
  hands. Tracking down these speciﬁ c pieces of cyberware 
  requires a successful Streetwise or Investigation roll 
  which identiﬁ es the owner as “Claw” Morton, a thug 
  for hire currently working for a broker called Vince 
  who works from the back room of a bar known as “The 
  Gentlemen’s Club.”
  THE GENTLEMEN’S CLUB
  THE GENTLEMEN’S CLUB
  Being situated within the Periphery, the Gentlemen’s 
  Club has no rules on weaponry or armor and nothing as 
  civilized as a guard at the door. 
  A successful Intimidation or Persuasion roll while 
  speaking with the bartender gets the heroes into the 
  back room.
  The back room is a small ofﬁ ce with walls lined with 
  lockers and cabinets. A slim, baldheaded man sits be-
  hind a desk, his unusually long ﬁ ngers turning a blood 
  stained piece of technology. A much larger man, sport-
  ing a sleeveless armored jacket showing off his clawed, 
  cyberarms stands to one side of the desk.
  The man behind the desk is the broker, Vince and his 
  bodyguard is the cybered muscle known as Claw.
  Vince is quite happy to speak with the heroes and 
  to discuss anything they want. The only thing really of 
  relevance is the Italian.
  “The Italian. Yes. Well there we have a somewhat 
  delicate matter to discuss. You see he double-
  crossed me on quite an expensive deal and I had 
  to take steps to address the issue. Unfortunately 
  for the late Italian, he tried to avoid a meeting 
  with me, complications occurred and he… passed 
  on.” Vince is interrupted by the sound of Claw’s 
  metal hands clicking shut, a quick glance shows 
  a grin on his face which identiﬁ es Claw as the 
  complication!
  “Fortunately, for me at least, the Italian kept his 
  business records locked up inside his head, in an 
  embedded memory module which I now possess.” 
  Vince places the piece of bloodstained tech he has 
  been toying with on his desk. “Frustratingly the 
  module is encrypted and so far I have been un-
  able to ascertain the key to unlock it.”
  Vince sits quietly for a moment or two, “A thought 
  does occur to me. Perhaps you could ﬁ nd the key 
  to unlocking the module for me? In exchange I 
  will allow you access to the memory where you 
  may ﬁ nd what you are looking for.”
  Vince is not foolish enough to just hand over the Ital-
  ian’s memory module; he insists the heroes work on it in 
  his ofﬁ ce where he can keep an eye on his property.
  There is nothing to stop the heroes resorting to vio-
  lence to take the memory module, if they do so Claw 
  immediately makes a move for his gun. Before things can 
  escalate, Vince stops Claw and surrenders the module 
  with no further fuss. However Vince will send Claw and 
  a posse of thugs after the heroes at some point in the 
  scenario with instructions to terminate them and recover 
  the memory module.
  When the characters take a look at the memory mod-
  ule proceed to scene 4.
   Vince (1): use Dreg Resident, see page 21.
   Claw (1): Wild Card. see page 20.
   Thugs (2 per hero): see page 23.
  SCENE 4: HACKING THE 
  SCENE 4: HACKING THE 
  MEMORY MODULE
  MEMORY MODULE
  Anyone examining the memory module that succeeds 
  in a Repair roll can discern the following:
  * it is designed to interface directly with the brain, how-
  ever it could be linked up to a computer, 
  * it has been damaged—there is a crease along one side 
  of the casing probably caused by a bullet. If some-
  one speaks to Vince or Claw about this they relate 
  the damage probably occurred while The Italian was 
  trying to escape, 
  * it links to the brain and to the optic centers (natural 
  or cybered), 
  A successful Repair roll is required to link the memory 
  module to a computer. 
  Once linked up, the module can be accessed by a 
  successful Hacking roll, but the hero soon discovers it 
  is encrypted. A second successful Hacking roll reveals 
  the encryption is military grade, it could be broken by 
  a brute force approach but doing so would take weeks, 
  possibly months. The only additional information which 
  may be garnered is that the key is most likely a visual one 
  given the links to the optic centers.
  The key to the memory module is the picture “Rose in 
  Chrome” to be found in The Italian’s warehouse. 
  The heroes can link the computer to a camera which 
  can then be directed at the picture. Instantly the memory 
  module unlocks giving the heroes access to its data.
  
  TAIL CHASING
  TAIL CHASING
  7
  Once unlocked, anyone with the Hacking skill can tell 
  much of the data has been corrupted due to the damage 
  the unit has taken. A successful Hacking roll while scan-
  ning the module ﬁ nds a reference to “Orpheus Design”. 
  The data is corrupted but enough fragments can be 
  recovered to reveal The Italian hired a team called the 
  “Cutting Krewe” who have a contact address given as a 
  bar called “The Good, the Bad and the Dead.”
  ACT 2: THE 
  ACT 2: THE 
  MERCENARY LINK
  A successful Streetwise or Investigation roll reveals 
  The Good, the Bad and the Dead is a bar on the edge of 
  the Periphery where it borders the South Deregulated 
  Zone. It is known to be a haunt for mercenaries—soldiers 
  of fortune who ﬁ ght for anyone if the money is right.
  SCENE 1: THE GOOD, THE BAD 
  SCENE 1: THE GOOD, THE BAD 
  AND THE DEAD
  AND THE DEAD
  The bar is open 24 hours a day and there are always at 
  least a dozen patrons present. The people who frequent 
  the bar are, without exception, veterans of vicious street 
  battles and corporate wars, with many of them sporting 
  cybernetic enhancements either by choice or necessity 
  when they have been on the losing side.
  Any hero who cannot be identiﬁ ed as a “ﬁ ghter” type 
  is virtually ignored—the bartender blanks them unless 
  they physically interact with him, the drinkers dismiss 
  them with at best a sarcastic comment to “run home to 
  mommy.” Any attempt to use a social skill (e.g. Intimida-
  tion, Persuasion) by characters who don’t ﬁ t in, suffers 
  a –4 penalty.
  Despite sometimes being pitted against one another, 
  mercenaries are a brotherhood of sorts—their work is 
  just that, a job. One week you may be drinking with a 
  buddy, the next you are being paid to eliminate him 
  as he stands between you and your goal, but there are 
  rarely hard feelings between the survivors—business is 
  business.
  Getting any information about the Cutting Krewe 
  from the tight knit bunch frequenting The Good, the 
  Bad and the Dead is not an easy task. Attempts at Persua-
  sion or similar skills suffer a –2 penalty (in addition to 
  any penalty for not “ﬁ tting in”). Spreading cash around 
  does nothing; the mercenaries ask if the money is for a 
  contract, and if not, they are not interested.
  A NEWCOMER
  A NEWCOMER
  The door opens and a man enters. He is distinc-
  tive due to his shock of white hair and a scar 
  running from his forehead through his left eye 
  and down to his cheek. The man approaches the 
  bar and orders, the bartender leans close and 
  whispers while indicating towards the heroes. The 
  newcomer takes something from the bar, writes 
  something on it then heads towards you.
  “I hear you’re looking for information about the 
  Krewe,” the man states, “well we don’t take kindly 
  to questions about our own, if you know what I 
  mean. I think you’d better move on before there’s 
  trouble.” 
  As he speaks the man slips a small piece of card into 
  one of the character’s hand. 
  THE CARD
  THE CARD
  The card is a torn off corner from a beer mat. Beneath 
  the advertising blurb, “Green Pale—it’ll make a man out 
  of you”, is a handwritten note, “Construction site, new 
  ﬂ yover, 23:00 tonight. I have intel for you.”
  A successful Common Knowledge (or ﬁ ve minutes 
  research) ﬁ nds the location of the only new ﬂ yover being 
  constructed within the Conurbation, just off the Core to 
  the east.
  SCENE 2: BUILDING BRIDGES
  SCENE 2: BUILDING BRIDGES
  The meeting at the construction site is an ambush. 
  The mercenary, Whitey, who gave the heroes the mes-
  sage about the meeting, is a good friend of the Cutting 
  Krewe’s leader and looks out for his younger brother—
  the hacker known as Fast Eddy. Whitey knows a little 
  about the Krewe’s mission but believes the heroes are 
  representatives of Orpheus Design seeking Eddy who 
  was not on the helicopter with them.
  The construction site measure 36” square and is to 
  one side of a major, six lane road. 
  Mounds of rubble, best presented by using a variety 
  of overlapping burst templates, litter the area. Treat 
  movement through these as difﬁ cult ground.
  The ﬂ yover has been partially constructed and consists 
  of a concrete ramp, rising from one edge of the building 
  site for a length of 18” to a height of 5”. Four large, con-
  crete pillars support the ramp and give Medium Cover 
  (+10 Armor).
  Additionally there are two pallets laden with bags of 
  cement powder (Light Cover, +4 Armor) and a stack 
  of concrete slabs (Medium Cover, +8 Armor). Place all 
  three of these within 8” of the heroes.
  Whitey is waiting for the heroes in the center of the 
  construction site; he is leaning against a small pile of 
  rubble, smoking a cigarette, under the highest end of 
  the ramp.
  Whitey has stationed two experienced mercenaries 
  on top of the ramp where they cannot be seen from 
  ground level. The mercenaries have abseiling gear on 
  and are already attached to ropes which are fastened to 
  the ramp. The rest of Whitey’s men are split into two 
  TAIL CHASING
  TAIL CHASING
  7
  Once unlocked, anyone with the Hacking skill can tell 
  much of the data has been corrupted due to the damage 
  the unit has taken. A successful Hacking roll while scan-
  ning the module ﬁ nds a reference to “Orpheus Design”. 
  The data is corrupted but enough fragments can be 
  recovered to reveal The Italian hired a team called the 
  “Cutting Krewe” who have a contact address given as a 
  bar called “The Good, the Bad and the Dead.”
  ACT 2: THE 
  ACT 2: THE 
  MERCENARY LINK
  A successful Streetwise or Investigation roll reveals 
  The Good, the Bad and the Dead is a bar on the edge of 
  the Periphery where it borders the South Deregulated 
  Zone. It is known to be a haunt for mercenaries—soldiers 
  of fortune who ﬁ ght for anyone if the money is right.
  SCENE 1: THE GOOD, THE BAD 
  SCENE 1: THE GOOD, THE BAD 
  AND THE DEAD
  AND THE DEAD
  The bar is open 24 hours a day and there are always at 
  least a dozen patrons present. The people who frequent 
  the bar are, without exception, veterans of vicious street 
  battles and corporate wars, with many of them sporting 
  cybernetic enhancements either by choice or necessity 
  when they have been on the losing side.
  Any hero who cannot be identiﬁ ed as a “ﬁ ghter” type 
  is virtually ignored—the bartender blanks them unless 
  they physically interact with him, the drinkers dismiss 
  them with at best a sarcastic comment to “run home to 
  mommy.” Any attempt to use a social skill (e.g. Intimida-
  tion, Persuasion) by characters who don’t ﬁ t in, suffers 
  a –4 penalty.
  Despite sometimes being pitted against one another, 
  mercenaries are a brotherhood of sorts—their work is 
  just that, a job. One week you may be drinking with a 
  buddy, the next you are being paid to eliminate him 
  as he stands between you and your goal, but there are 
  rarely hard feelings between the survivors—business is 
  business.
  Getting any information about the Cutting Krewe 
  from the tight knit bunch frequenting The Good, the 
  Bad and the Dead is not an easy task. Attempts at Persua-
  sion or similar skills suffer a –2 penalty (in addition to 
  any penalty for not “ﬁ tting in”). Spreading cash around 
  does nothing; the mercenaries ask if the money is for a 
  contract, and if not, they are not interested.
  A NEWCOMER
  A NEWCOMER
  The door opens and a man enters. He is distinc-
  tive due to his shock of white hair and a scar 
  running from his forehead through his left eye 
  and down to his cheek. The man approaches the 
  bar and orders, the bartender leans close and 
  whispers while indicating towards the heroes. The 
  newcomer takes something from the bar, writes 
  something on it then heads towards you.
  “I hear you’re looking for information about the 
  Krewe,” the man states, “well we don’t take kindly 
  to questions about our own, if you know what I 
  mean. I think you’d better move on before there’s 
  trouble.” 
  As he speaks the man slips a small piece of card into 
  one of the character’s hand. 
  THE CARD
  THE CARD
  The card is a torn off corner from a beer mat. Beneath 
  the advertising blurb, “Green Pale—it’ll make a man out 
  of you”, is a handwritten note, “Construction site, new 
  ﬂ yover, 23:00 tonight. I have intel for you.”
  A successful Common Knowledge (or ﬁ ve minutes 
  research) ﬁ nds the location of the only new ﬂ yover being 
  constructed within the Conurbation, just off the Core to 
  the east.
  SCENE 2: BUILDING BRIDGES
  SCENE 2: BUILDING BRIDGES
  The meeting at the construction site is an ambush. 
  The mercenary, Whitey, who gave the heroes the mes-
  sage about the meeting, is a good friend of the Cutting 
  Krewe’s leader and looks out for his younger brother—
  the hacker known as Fast Eddy. Whitey knows a little 
  about the Krewe’s mission but believes the heroes are 
  representatives of Orpheus Design seeking Eddy who 
  was not on the helicopter with them.
  The construction site measure 36” square and is to 
  one side of a major, six lane road. 
  Mounds of rubble, best presented by using a variety 
  of overlapping burst templates, litter the area. Treat 
  movement through these as difﬁ cult ground.
  The ﬂ yover has been partially constructed and consists 
  of a concrete ramp, rising from one edge of the building 
  site for a length of 18” to a height of 5”. Four large, con-
  crete pillars support the ramp and give Medium Cover 
  (+10 Armor).
  Additionally there are two pallets laden with bags of 
  cement powder (Light Cover, +4 Armor) and a stack 
  of concrete slabs (Medium Cover, +8 Armor). Place all 
  three of these within 8” of the heroes.
  Whitey is waiting for the heroes in the center of the 
  construction site; he is leaning against a small pile of 
  rubble, smoking a cigarette, under the highest end of 
  the ramp.
  Whitey has stationed two experienced mercenaries 
  on top of the ramp where they cannot be seen from 
  ground level. The mercenaries have abseiling gear on 
  and are already attached to ropes which are fastened to 
  the ramp. The rest of Whitey’s men are split into two 
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  8
  equally sized groups and are hiding behind mounds of 
  rubble 10” away from Whitey.
  All of Whitey’s men are wearing dark camouﬂ age and 
  spotting them (before they act) requires a raise on a 
  Notice roll.
  THE AMBUSH
  THE AMBUSH
  Whitey waits patiently for the heroes to draw close 
  before he speaks.
  “I hear you boys are looking into what happened 
  to the Krewe? Well we know Orpheus is looking for 
  Eddy and we look out for our own.”
  As Whitey says the word “own” he drops prone and 
  two of his mercenaries step out from behind the rubble 
  and spray the area with Suppressive Fire. The pile of 
  rubble protects Whitey from the hail of lead and he is 
  unharmed. On his next action Whitey runs for cover 
  while his mercenaries use burst ﬁ re to keep the heroes 
  away from him
  During the combat, deal separate initiative cards for 
  each group of mercenaries including Whitey, but don’t 
  include the experienced mercenaries until round 3.
  During round 3, deal in the experienced mercenaries.  
  As their action they abseil down while ﬁ ring (taking a –2 
  multi action penalty). They ﬁ re single shots and get the 
  Drop on any hero who fails a Notice roll.
  FINDING FAST EDDY 
  FINDING FAST EDDY 
  If the heroes fail to get details of Fast Eddy’s connec-
  tion to their mission from the mercenaries in Act 2 
  Scene 2, they are going to have to fall back on old-
  fashioned investigation. 
  The characters can go about learning more about the 
  Cutting Krewe in several ways, for instance, working 
  the streets (Streetwise), searching the net (Hacking) 
  or returning to The Good, The Bad and The Dead and 
  threatening the patrons (Intimidation).
  Whichever route they take, the heroes should eventu-
  ally discover the Cutting Krewe’s hacker is called Fast 
  Eddy and obtain a contact phone number for him.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  8
  equally sized groups and are hiding behind mounds of 
  rubble 10” away from Whitey.
  All of Whitey’s men are wearing dark camouﬂ age and 
  spotting them (before they act) requires a raise on a 
  Notice roll.
  THE AMBUSH
  THE AMBUSH
  Whitey waits patiently for the heroes to draw close 
  before he speaks.
  “I hear you boys are looking into what happened 
  to the Krewe? Well we know Orpheus is looking for 
  Eddy and we look out for our own.”
  As Whitey says the word “own” he drops prone and 
  two of his mercenaries step out from behind the rubble 
  and spray the area with Suppressive Fire. The pile of 
  rubble protects Whitey from the hail of lead and he is 
  unharmed. On his next action Whitey runs for cover 
  while his mercenaries use burst ﬁ re to keep the heroes 
  away from him
  During the combat, deal separate initiative cards for 
  each group of mercenaries including Whitey, but don’t 
  include the experienced mercenaries until round 3.
  During round 3, deal in the experienced mercenaries.  
  As their action they abseil down while ﬁ ring (taking a –2 
  multi action penalty). They ﬁ re single shots and get the 
  Drop on any hero who fails a Notice roll.
  FINDING FAST EDDY 
  FINDING FAST EDDY 
  If the heroes fail to get details of Fast Eddy’s connec-
  tion to their mission from the mercenaries in Act 2 
  Scene 2, they are going to have to fall back on old-
  fashioned investigation. 
  The characters can go about learning more about the 
  Cutting Krewe in several ways, for instance, working 
  the streets (Streetwise), searching the net (Hacking) 
  or returning to The Good, The Bad and The Dead and 
  threatening the patrons (Intimidation).
  Whichever route they take, the heroes should eventu-
  ally discover the Cutting Krewe’s hacker is called Fast 
  Eddy and obtain a contact phone number for him.
  
  TAIL CHASING
  TAIL CHASING
  9
  The surviving mercenaries attempt to ﬂ ee into the 
  surrounding darkness, splitting up and running in dif-
  ferent directions when half their number is downed or 
  Whitey is killed.
   Whitey (1): see page 23.
   Experienced Mercenaries (2): use Mercenary, 
  see page 23, but make them Henchmen.
   Mercenaries (2 per hero): see page 23.
  AFTERMATH
  AFTERMATH
  The heroes ﬁ nd at least one of the downed mercenar-
  ies is alive after the ﬁ ght, if Whitey was “killed,” this is 
  him.
  The survivor refuses to speak, accusing the heroes of 
  being “Orpheus’ lackeys” unless a successful Persuasion 
  or Intimidation roll is made. Questioning the survivor 
  reveals the link between Whitey, Fast Eddy and the Cut-
  ting Krewe, and provides a contact phone number for 
  Eddy.
  SCENE 3: HACKING 
  SCENE 3: HACKING 
  INFORMATION
  INFORMATION
  Fast Eddy, the Cutting Krewe’s hacker, did not enter 
  the Orpheus Design building with his colleagues—his 
  job was to watch over the company’s corporate system 
  from the outside and block any alerts which tried to 
  leave the system. During the mission Eddy was in com-
  munication with the Krewe and knows what occurred 
  and something of the Krewe’s fate.
  The heroes should have gained a contact number for 
  Fast Eddy from the mercenaries, if they failed see the side 
  bar “Finding Fast Eddy”.
  Fast Eddy is somewhat paranoid about meeting any-
  one since the disappearance of his teammates, and re-
  fuses to meet in person with the heroes. He will suggest 
  the heroes meet him in meeting room 007 of the online 
  facility known as Hackers’ Haven. Eddy selects Hackers’ 
  Haven as a virtual meeting place due to its security and 
  the fact that corporate inﬁ ltrators are dealt with harshly 
  by the hackers who police the system.
  HACKERS’ HAVEN
  HACKERS’ HAVEN
  Any character with a Hacking skill of d6 or higher is 
  aware of Hackers’ Haven.
  Hackers’ Haven, or just the Haven (as it is more com-
  monly known), is an illegal online community frequented 
  by hackers. The physical location of the servers on which 
  it exists is a closely guarded secret and the address of 
  The Haven within the net changes regularly. 
  Locating the Haven requires a successful Hacking skill 
  roll with one attempt allowed per day. 
  If any non-hackers want to accompany the teams’ 
  hacker, they can do so, see the nearby sidebar for de-
  tails.
  Although the meeting with Fast Eddy is conducted 
  completely within the net, you should run this scene as 
  though the heroes were meeting Eddy face to face. 
  FAST EDDY
  FAST EDDY
  Unknown to the heroes, Eddy is only 14 years old 
  (although he is a very accomplished hacker) and the GM 
  should play him as naïve and paranoid. Eddy had been 
  badgering his older brother, Deuce, to let him take part 
  in one of the Cutting Krewe’s missions for some time, 
  and the street samurai ﬁ nally gave in just in time for their 
  ill-fated last mission.
  Eddy feels responsible for what happened during the 
  mission although his job was purely to stay outside the 
  Orpheus Design system and prevent any alerts from leav-
  ing it—a job he did very well. With no contact from his 
  brother, Eddy fears the worst and is more than a little 
  scared.
  Eddy begins any conversation with demands to know 
  who the heroes are and why they are interested in the 
  Cutting Krewe. Even if the heroes answer truthfully, 
  Eddy is defensive and claims to know nothing. A success-
  ful Smarts roll, while speaking with Eddy, picks up that 
  he is scared. A successful Persuasion or Intimidation roll 
  gets him to talk.
  WHAT FAST EDDY KNOWS
  WHAT FAST EDDY KNOWS
  Eddy knows the basic details of the mission as out-
  lined in the nearby sidebar.
  Additionally, Eddy can provide some further details 
  as listed below. 
  If the heroes pick up on Eddy’s error regarding the 
  number of people in the Cutting Krewe, they may be 
  able to gain the information about Eddy given above as 
  well.
  * The Cutting Crew consists of “three, no four,” people 
  (make sure Eddy makes this statement as is, he ﬁ rst 
  forgets about himself and then corrects his error). 
  Deuce and Johnny X both samurai, Rico a driver and 
  Fast Eddy.
  NON-HACKERS
  NON-HACKERS
  Any character may access the net either via an old 
  fashioned keyboard and mouse or by “jacking in” 
  via a suitable implanted data port from their cyber-
  ware. A third way exits for characters to experience 
  the online world—an electrode net.
  An electrode net consists of a hairnet-type web with 
  adhesive electrodes scattered across it. The elec-
  trodes pick up electrical impulses from the wearer’s 
  brain and interpret them as though the wearer was 
  plugged directly into the net. Any trait rolls made to 
  affect the net have a –2 penalty applied when using 
  an electrode net.
  TAIL CHASING
  TAIL CHASING
  9
  The surviving mercenaries attempt to ﬂ ee into the 
  surrounding darkness, splitting up and running in dif-
  ferent directions when half their number is downed or 
  Whitey is killed.
   Whitey (1): see page 23.
   Experienced Mercenaries (2): use Mercenary, 
  see page 23, but make them Henchmen.
   Mercenaries (2 per hero): see page 23.
  AFTERMATH
  AFTERMATH
  The heroes ﬁ nd at least one of the downed mercenar-
  ies is alive after the ﬁ ght, if Whitey was “killed,” this is 
  him.
  The survivor refuses to speak, accusing the heroes of 
  being “Orpheus’ lackeys” unless a successful Persuasion 
  or Intimidation roll is made. Questioning the survivor 
  reveals the link between Whitey, Fast Eddy and the Cut-
  ting Krewe, and provides a contact phone number for 
  Eddy.
  SCENE 3: HACKING 
  SCENE 3: HACKING 
  INFORMATION
  INFORMATION
  Fast Eddy, the Cutting Krewe’s hacker, did not enter 
  the Orpheus Design building with his colleagues—his 
  job was to watch over the company’s corporate system 
  from the outside and block any alerts which tried to 
  leave the system. During the mission Eddy was in com-
  munication with the Krewe and knows what occurred 
  and something of the Krewe’s fate.
  The heroes should have gained a contact number for 
  Fast Eddy from the mercenaries, if they failed see the side 
  bar “Finding Fast Eddy”.
  Fast Eddy is somewhat paranoid about meeting any-
  one since the disappearance of his teammates, and re-
  fuses to meet in person with the heroes. He will suggest 
  the heroes meet him in meeting room 007 of the online 
  facility known as Hackers’ Haven. Eddy selects Hackers’ 
  Haven as a virtual meeting place due to its security and 
  the fact that corporate inﬁ ltrators are dealt with harshly 
  by the hackers who police the system.
  HACKERS’ HAVEN
  HACKERS’ HAVEN
  Any character with a Hacking skill of d6 or higher is 
  aware of Hackers’ Haven.
  Hackers’ Haven, or just the Haven (as it is more com-
  monly known), is an illegal online community frequented 
  by hackers. The physical location of the servers on which 
  it exists is a closely guarded secret and the address of 
  The Haven within the net changes regularly. 
  Locating the Haven requires a successful Hacking skill 
  roll with one attempt allowed per day. 
  If any non-hackers want to accompany the teams’ 
  hacker, they can do so, see the nearby sidebar for de-
  tails.
  Although the meeting with Fast Eddy is conducted 
  completely within the net, you should run this scene as 
  though the heroes were meeting Eddy face to face. 
  FAST EDDY
  FAST EDDY
  Unknown to the heroes, Eddy is only 14 years old 
  (although he is a very accomplished hacker) and the GM 
  should play him as naïve and paranoid. Eddy had been 
  badgering his older brother, Deuce, to let him take part 
  in one of the Cutting Krewe’s missions for some time, 
  and the street samurai ﬁ nally gave in just in time for their 
  ill-fated last mission.
  Eddy feels responsible for what happened during the 
  mission although his job was purely to stay outside the 
  Orpheus Design system and prevent any alerts from leav-
  ing it—a job he did very well. With no contact from his 
  brother, Eddy fears the worst and is more than a little 
  scared.
  Eddy begins any conversation with demands to know 
  who the heroes are and why they are interested in the 
  Cutting Krewe. Even if the heroes answer truthfully, 
  Eddy is defensive and claims to know nothing. A success-
  ful Smarts roll, while speaking with Eddy, picks up that 
  he is scared. A successful Persuasion or Intimidation roll 
  gets him to talk.
  WHAT FAST EDDY KNOWS
  WHAT FAST EDDY KNOWS
  Eddy knows the basic details of the mission as out-
  lined in the nearby sidebar.
  Additionally, Eddy can provide some further details 
  as listed below. 
  If the heroes pick up on Eddy’s error regarding the 
  number of people in the Cutting Krewe, they may be 
  able to gain the information about Eddy given above as 
  well.
  * The Cutting Crew consists of “three, no four,” people 
  (make sure Eddy makes this statement as is, he ﬁ rst 
  forgets about himself and then corrects his error). 
  Deuce and Johnny X both samurai, Rico a driver and 
  Fast Eddy.
  NON-HACKERS
  NON-HACKERS
  Any character may access the net either via an old 
  fashioned keyboard and mouse or by “jacking in” 
  via a suitable implanted data port from their cyber-
  ware. A third way exits for characters to experience 
  the online world—an electrode net.
  An electrode net consists of a hairnet-type web with 
  adhesive electrodes scattered across it. The elec-
  trodes pick up electrical impulses from the wearer’s 
  brain and interpret them as though the wearer was 
  plugged directly into the net. Any trait rolls made to 
  affect the net have a –2 penalty applied when using 
  an electrode net.
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  10
  10
  * The Krewe entered Orpheus Design by posing as a 
  maintenance crew while Eddy monitored the net 
  from outside the corporation’s system. Eddy was in 
  touch with the team via radio.
  * Either a guard got suspicious or the Krewe tripped an 
  alarm as suddenly the Orpheus computer system sent 
  out a dozen warnings to the Conurbation police and 
  Sentinel Incorporated (the corporation providing se-
  curity services to the police). Eddy blocked them all 
  while the rest of the Krewe grabbed the prototype.
  * Eddy was also monitoring TV channels and detected 
  Sentinel Inc. forces converging on the Orpheus build-
  ing—either he missed an alert or Orpheus got a call 
  out some other way. Eddy relayed this information to 
  the Krewe who decided to head for the rooftop heli-
  pad to steal a helicopter.
  * The Krewe reached the helipad and Rico had the 
  chopper airborne in a few seconds, Orpheus security 
  took a few shots but the Krewe got away unharmed.
  * En route to the rendezvous point, Rico called a warn-
  ing that the chopper’s engine was overheating, then 
  Eddy heard an explosion followed by a lot of crashing 
  noises and ﬁ nally static.
  * Eddy has heard nothing more from the Krewe and 
  suspects they are all dead.
  * Eddy can provide GPS coordinates for the helicopter 
  when he last had contact with it—they are in the West 
  Deregulated Zone.
  ACT 3: DEREGULATED
  The GPS coordinates provided by Fast Eddy lead to 
  an area of the West Deregulated Zone best described as 
  an ex-war zone. By the general road layout it was once 
  a residential area but most of the buildings have been 
  razed leaving partial shells and piles of rubble. There is 
  no sign of a helicopter.
  A successful Smarts roll guesses correctly that the 
  GPS coordinates the heroes have are those of the last 
  transmitted position at the time the helicopter was still 
  ﬂ ying.
  If the heroes clamber up to a higher vantage point, 
  for instance the upper ﬂ oor of a mostly ruined building, 
  then a successful Notice roll spots what appears to be a 
  wrecked vehicle about a mile away.
  Alternatively the characters may just venture out in 
  a westerly direction seeking the crash site. Allow a No-
  tice roll every ten minutes with a success spotting the 
  wrecked vehicle.
  SCENE 1: THE CRASH SITE
  SCENE 1: THE CRASH SITE
  The downed helicopter is certainly the vehicle 
  you have been searching for as a panel on the tail 
  bears the logo of Orpheus Design. However, there 
  is not much of the chopper left, scarcely more than 
  the fuselage framework. Someone has stripped the 
  helicopter of most of its ﬁ ttings including the body 
  panels, engine, rotors, seats and instrumentation. 
  The area around the wreck has been trodden by 
  many feet and has screws, bolts and scraps of 
  metal strewn about.
  The helicopter has been stripped of anything of value 
  (including the sealed case containing the prototype the 
  heroes are searching for) by one of the Dreg’s many scav-
  enger gangs. 
  A successful Repair roll notes that whoever stripped 
  the vehicle either did not really know what they were do-
  ing or they were in a hurry—ﬁ tting points show evidence 
  of the equipment they once secured being snapped or 
  pried off rather than unbolted. 
  If the heroes search the wreckage, a successful Notice 
  roll ﬁ nds a leather necklace bearing a small medallion 
  with a gold and silver yin-yang symbol. The ends of the 
  necklace are still knotted together but the leather has 
  been snapped.
  ONLOOKER
  ONLOOKER
  While the heroes are searching the wreckage, a suc-
  cessful Notice roll reveals the sound of rubble shifting 
  nearby. A second successful Notice roll against a target 
  number of 7 catches a glimpse of movement about 15” 
  away. 
  A search of the surrounding rubble, reveals a teenage 
  THE CUTTING 
  THE CUTTING 
  KREWE’S MISSION
  KREWE’S MISSION
  The Cutting Krewe was hired by the broker known 
  as the Italian. Their mission was to break into a 
  research building belonging to Orpheus Design, 
  locate a prototype computer designated OD-0013 
  and steal it. The Krewe were to take the prototype 
  to a designated location within the West Deregu-
  lated Zone and then contact the Italian on a given 
  phone number.
  THE CUTTING KREWE
  THE CUTTING KREWE
  The Cutting Krewe consists of four individuals:
  Deuce—the team leader and brother of Fast Eddy, 
  Caucasian, mid-twenties, no obvious cyberware.
  Johnny X—street samurai, black, early-thirties, ob-
  vious augmented muscles, cybereyes and claws.
  Rico—driver, Hispanic, mid-twenties, ﬁ tted with 
  driving and piloting cyberware.
  Fast Eddy—hacker and brother of Deuce, early 
  teens.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  10
  10
  * The Krewe entered Orpheus Design by posing as a 
  maintenance crew while Eddy monitored the net 
  from outside the corporation’s system. Eddy was in 
  touch with the team via radio.
  * Either a guard got suspicious or the Krewe tripped an 
  alarm as suddenly the Orpheus computer system sent 
  out a dozen warnings to the Conurbation police and 
  Sentinel Incorporated (the corporation providing se-
  curity services to the police). Eddy blocked them all 
  while the rest of the Krewe grabbed the prototype.
  * Eddy was also monitoring TV channels and detected 
  Sentinel Inc. forces converging on the Orpheus build-
  ing—either he missed an alert or Orpheus got a call 
  out some other way. Eddy relayed this information to 
  the Krewe who decided to head for the rooftop heli-
  pad to steal a helicopter.
  * The Krewe reached the helipad and Rico had the 
  chopper airborne in a few seconds, Orpheus security 
  took a few shots but the Krewe got away unharmed.
  * En route to the rendezvous point, Rico called a warn-
  ing that the chopper’s engine was overheating, then 
  Eddy heard an explosion followed by a lot of crashing 
  noises and ﬁ nally static.
  * Eddy has heard nothing more from the Krewe and 
  suspects they are all dead.
  * Eddy can provide GPS coordinates for the helicopter 
  when he last had contact with it—they are in the West 
  Deregulated Zone.
  ACT 3: DEREGULATED
  The GPS coordinates provided by Fast Eddy lead to 
  an area of the West Deregulated Zone best described as 
  an ex-war zone. By the general road layout it was once 
  a residential area but most of the buildings have been 
  razed leaving partial shells and piles of rubble. There is 
  no sign of a helicopter.
  A successful Smarts roll guesses correctly that the 
  GPS coordinates the heroes have are those of the last 
  transmitted position at the time the helicopter was still 
  ﬂ ying.
  If the heroes clamber up to a higher vantage point, 
  for instance the upper ﬂ oor of a mostly ruined building, 
  then a successful Notice roll spots what appears to be a 
  wrecked vehicle about a mile away.
  Alternatively the characters may just venture out in 
  a westerly direction seeking the crash site. Allow a No-
  tice roll every ten minutes with a success spotting the 
  wrecked vehicle.
  SCENE 1: THE CRASH SITE
  SCENE 1: THE CRASH SITE
  The downed helicopter is certainly the vehicle 
  you have been searching for as a panel on the tail 
  bears the logo of Orpheus Design. However, there 
  is not much of the chopper left, scarcely more than 
  the fuselage framework. Someone has stripped the 
  helicopter of most of its ﬁ ttings including the body 
  panels, engine, rotors, seats and instrumentation. 
  The area around the wreck has been trodden by 
  many feet and has screws, bolts and scraps of 
  metal strewn about.
  The helicopter has been stripped of anything of value 
  (including the sealed case containing the prototype the 
  heroes are searching for) by one of the Dreg’s many scav-
  enger gangs. 
  A successful Repair roll notes that whoever stripped 
  the vehicle either did not really know what they were do-
  ing or they were in a hurry—ﬁ tting points show evidence 
  of the equipment they once secured being snapped or 
  pried off rather than unbolted. 
  If the heroes search the wreckage, a successful Notice 
  roll ﬁ nds a leather necklace bearing a small medallion 
  with a gold and silver yin-yang symbol. The ends of the 
  necklace are still knotted together but the leather has 
  been snapped.
  ONLOOKER
  ONLOOKER
  While the heroes are searching the wreckage, a suc-
  cessful Notice roll reveals the sound of rubble shifting 
  nearby. A second successful Notice roll against a target 
  number of 7 catches a glimpse of movement about 15” 
  away. 
  A search of the surrounding rubble, reveals a teenage 
  THE CUTTING 
  THE CUTTING 
  KREWE’S MISSION
  KREWE’S MISSION
  The Cutting Krewe was hired by the broker known 
  as the Italian. Their mission was to break into a 
  research building belonging to Orpheus Design, 
  locate a prototype computer designated OD-0013 
  and steal it. The Krewe were to take the prototype 
  to a designated location within the West Deregu-
  lated Zone and then contact the Italian on a given 
  phone number.
  THE CUTTING KREWE
  THE CUTTING KREWE
  The Cutting Krewe consists of four individuals:
  Deuce—the team leader and brother of Fast Eddy, 
  Caucasian, mid-twenties, no obvious cyberware.
  Johnny X—street samurai, black, early-thirties, ob-
  vious augmented muscles, cybereyes and claws.
  Rico—driver, Hispanic, mid-twenties, ﬁ tted with 
  driving and piloting cyberware.
  Fast Eddy—hacker and brother of Deuce, early 
  teens.
  
  TAIL CHASING
  TAIL CHASING
  11
  11
  girl hiding among the rocks from where she has been 
  watching the heroes. 
  Alternatively the girl will show herself if the heroes 
  call out and succeed in an Intimidation or Persuasion 
  roll.
  The girl is called Andrea and she is dressed in scuffed 
  and torn leather jeans and a ﬁ lthy t-shirt; a backpack 
  hangs from her shoulder. 
  Andrea lives in the Dregs with her family but is evasive 
  as to exactly where she lives—waving vaguely and stat-
  ing “oh, someway over there.” Andrea does have some 
  potentially useful information about the crash site but 
  bargains hard before she reveals anything. What Andrea 
  knows is listed below.
  If the heroes decide to get rough, Andrea tries to run 
  away unless the heroes are restraining her or brandish-
  ing guns. Conduct this as a normal Chase over Rough 
  terrain but Andrea gains a +1 bonus as she is familiar 
  with the area. 
  WHAT ANDREA KNOWS
  WHAT ANDREA KNOWS
  * The helicopter crashed four days ago at about mid-
  night, Andrea did not see it but she heard the explo-
  sion and rushed over to take a look.
  * Andrea didn’t get close enough to the wreck to see 
  much immediately after the crash as a pair of local 
  thugs were already there picking over it.
  * The thugs are a nasty pair going by the names of Mr. 
  Burke and Mr. Hare. They operate out of a partially 
  ruined warehouse about three miles away. Andrea can 
  direct the heroes to the warehouse.
  * Andrea returned to the crash site two days ago and 
  found it picked clean. She did not see who did it.
   Andrea (1): Use Dreg Resident, see page 21.
  SCENE 2: BODY BROKERS
  SCENE 2: BODY BROKERS
  Mr. Burke and Mr. Hare are a particularly nasty pair 
  of thugs who operate a body broking business from the 
  Dregs. They have a deal with one of the major organized 
  crime syndicates in the Conurbation to provide them 
  with corpses; the fresher the better. Burke and Hare do 
  not know nor care what the syndicate uses the bodies 
  for, being happy to pocket the cash and go about their 
  business.
  The warehouse, out of which the body brokers 
  operate, looks ruined and derelict from a distance. A 
  closer inspection reveals the ruined walls are merely a 
  shell over a structure made from a patchwork of metal 
  sheets welded and riveted together. The dull noise of a 
  generator can be heard emanating from one end of the 
  warehouse.
  Burke and Hare have four cameras amidst the rubble 
  surrounding their warehouse (30” away) which require a 
  successful Notice roll to spot. The cameras pan back and 
  forth at a relatively slow pace and their line of sight can 
  be easily avoided once they are seen. Anyone examining 
  a camera can attempt a Smarts or Repair roll with success 
  discovering the camera broadcasts its video signal via a 
  narrow radio band, probably to the warehouse.
  If the heroes do not spot or consciously avoid the 
  cameras then Burke and Hare are ready and waiting for 
  them.
  THE WAREHOUSE
  THE WAREHOUSE
  The warehouse is 20” by 10” and the only point of 
  access is a sliding door in one of the shorter sides. The 
  door can be bolted from the inside and has a Toughness 
  of 10, opening the door sounds a loud buzzer for a few 
  seconds.
  Inside, the warehouse is divided into a large room 
  (15” by 10”) and a smaller refrigerated area (5” by 10”) 
  separated by an insulated door. The main room is used 
  by Burke and Hare as a combined living, sleeping, work-
  ing and trash area—there are various pieces of furniture 
  (all mismatched and scavenged) which provide Light 
  Cover (+1 Armor) if required.
  Any shots which miss their target in the warehouse 
  have a straight 50% chance of hitting something… in-
  teresting—pull a card and use the results on the table 
  below to see what happens. Any damage is treated as 
  though from an Extra and cannot Ace.
  2, 3, 4: Ricochet—the shot hits something solid at 
  an angle and ricochets off towards the character with the 
  highest initiative card, roll a d6 Shooting against them. 
  Damage is as per the original gun.
  5, 6, 7: Explosion—the shot hits something which 
  explodes. Center a Small Burst Template on the charac-
  ter with the lowest Club card for initiative (if no one has 
  a Club the explosion affects no one). Anyone caught in 
  the explosion takes 2d8 damage.
  8, 9, 10: Collateral Damage—the shot disturbs the 
  balance of some precariously stacked stuff and they fall 
  towards the character with the lowest initiative card. If 
  the character succeeds in an Agility roll they dive out of 
  the way and are considered Prone. If they fail, they are 
  hit for 2d6 damage.
  J, Q, K: Light Fixtures—there are a total of three 
  lights, the ﬁ rst one hit makes the room Dim (–1 penalty), 
  the second makes the room Dark (–2 penalty) and the 
  third plunges the room into Total Darkness. Once the 
  room is in total darkness, ignore further Light Fixtures.
  Ace: High-Pitched Shriek– the shot hits something 
  electronic which emits an ear-piercing shriek! Any hero 
  without cyberware that augments hearing (Notice) must 
  make a Vigor roll at a –2 penalty or be Shaken.
  Joker: Ouch!—the shot hits a light ﬁ xture, which 
  malfunctions and emits a high pitched shriek! Apply all 
  the results of Jack, Queen, King and Ace.
  BURKE AND HARE’S ACTIONS
  BURKE AND HARE’S ACTIONS
  If alerted to the heroes approach by their cameras, 
  the pair bolt the outside door shut and grab their heavier 
  weapons.
  TAIL CHASING
  TAIL CHASING
  11
  11
  girl hiding among the rocks from where she has been 
  watching the heroes. 
  Alternatively the girl will show herself if the heroes 
  call out and succeed in an Intimidation or Persuasion 
  roll.
  The girl is called Andrea and she is dressed in scuffed 
  and torn leather jeans and a ﬁ lthy t-shirt; a backpack 
  hangs from her shoulder. 
  Andrea lives in the Dregs with her family but is evasive 
  as to exactly where she lives—waving vaguely and stat-
  ing “oh, someway over there.” Andrea does have some 
  potentially useful information about the crash site but 
  bargains hard before she reveals anything. What Andrea 
  knows is listed below.
  If the heroes decide to get rough, Andrea tries to run 
  away unless the heroes are restraining her or brandish-
  ing guns. Conduct this as a normal Chase over Rough 
  terrain but Andrea gains a +1 bonus as she is familiar 
  with the area. 
  WHAT ANDREA KNOWS
  WHAT ANDREA KNOWS
  * The helicopter crashed four days ago at about mid-
  night, Andrea did not see it but she heard the explo-
  sion and rushed over to take a look.
  * Andrea didn’t get close enough to the wreck to see 
  much immediately after the crash as a pair of local 
  thugs were already there picking over it.
  * The thugs are a nasty pair going by the names of Mr. 
  Burke and Mr. Hare. They operate out of a partially 
  ruined warehouse about three miles away. Andrea can 
  direct the heroes to the warehouse.
  * Andrea returned to the crash site two days ago and 
  found it picked clean. She did not see who did it.
   Andrea (1): Use Dreg Resident, see page 21.
  SCENE 2: BODY BROKERS
  SCENE 2: BODY BROKERS
  Mr. Burke and Mr. Hare are a particularly nasty pair 
  of thugs who operate a body broking business from the 
  Dregs. They have a deal with one of the major organized 
  crime syndicates in the Conurbation to provide them 
  with corpses; the fresher the better. Burke and Hare do 
  not know nor care what the syndicate uses the bodies 
  for, being happy to pocket the cash and go about their 
  business.
  The warehouse, out of which the body brokers 
  operate, looks ruined and derelict from a distance. A 
  closer inspection reveals the ruined walls are merely a 
  shell over a structure made from a patchwork of metal 
  sheets welded and riveted together. The dull noise of a 
  generator can be heard emanating from one end of the 
  warehouse.
  Burke and Hare have four cameras amidst the rubble 
  surrounding their warehouse (30” away) which require a 
  successful Notice roll to spot. The cameras pan back and 
  forth at a relatively slow pace and their line of sight can 
  be easily avoided once they are seen. Anyone examining 
  a camera can attempt a Smarts or Repair roll with success 
  discovering the camera broadcasts its video signal via a 
  narrow radio band, probably to the warehouse.
  If the heroes do not spot or consciously avoid the 
  cameras then Burke and Hare are ready and waiting for 
  them.
  THE WAREHOUSE
  THE WAREHOUSE
  The warehouse is 20” by 10” and the only point of 
  access is a sliding door in one of the shorter sides. The 
  door can be bolted from the inside and has a Toughness 
  of 10, opening the door sounds a loud buzzer for a few 
  seconds.
  Inside, the warehouse is divided into a large room 
  (15” by 10”) and a smaller refrigerated area (5” by 10”) 
  separated by an insulated door. The main room is used 
  by Burke and Hare as a combined living, sleeping, work-
  ing and trash area—there are various pieces of furniture 
  (all mismatched and scavenged) which provide Light 
  Cover (+1 Armor) if required.
  Any shots which miss their target in the warehouse 
  have a straight 50% chance of hitting something… in-
  teresting—pull a card and use the results on the table 
  below to see what happens. Any damage is treated as 
  though from an Extra and cannot Ace.
  2, 3, 4: Ricochet—the shot hits something solid at 
  an angle and ricochets off towards the character with the 
  highest initiative card, roll a d6 Shooting against them. 
  Damage is as per the original gun.
  5, 6, 7: Explosion—the shot hits something which 
  explodes. Center a Small Burst Template on the charac-
  ter with the lowest Club card for initiative (if no one has 
  a Club the explosion affects no one). Anyone caught in 
  the explosion takes 2d8 damage.
  8, 9, 10: Collateral Damage—the shot disturbs the 
  balance of some precariously stacked stuff and they fall 
  towards the character with the lowest initiative card. If 
  the character succeeds in an Agility roll they dive out of 
  the way and are considered Prone. If they fail, they are 
  hit for 2d6 damage.
  J, Q, K: Light Fixtures—there are a total of three 
  lights, the ﬁ rst one hit makes the room Dim (–1 penalty), 
  the second makes the room Dark (–2 penalty) and the 
  third plunges the room into Total Darkness. Once the 
  room is in total darkness, ignore further Light Fixtures.
  Ace: High-Pitched Shriek– the shot hits something 
  electronic which emits an ear-piercing shriek! Any hero 
  without cyberware that augments hearing (Notice) must 
  make a Vigor roll at a –2 penalty or be Shaken.
  Joker: Ouch!—the shot hits a light ﬁ xture, which 
  malfunctions and emits a high pitched shriek! Apply all 
  the results of Jack, Queen, King and Ace.
  BURKE AND HARE’S ACTIONS
  BURKE AND HARE’S ACTIONS
  If alerted to the heroes approach by their cameras, 
  the pair bolt the outside door shut and grab their heavier 
  weapons.
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  12
  12
  If the heroes bypassed the cameras, then the body 
  brokers will be alerted by the door buzzer in which case 
  they will only have time to draw their handguns before 
  the heroes enter. Burke and Hare may try to get to their 
  heavier weapons but it will take them two combat rounds 
  during which they cannot attack. If possible, one of the 
  pair will go for the heavier weapons while the other gives 
  covering ﬁ re.
  Burke and Hare regard anyone who approaches their 
  warehouse without invitation as potential sources of 
  bodies for their customers! Basically, they shoot ﬁ rst and 
  hope to not have to answer questions later.
  Note, both body brokers have the Marksman edge and 
  make use of it during any ﬁ reﬁ ght targeting unarmored 
  locations, if possible.
  THE REFRIGERATED ROOM
  THE REFRIGERATED ROOM
  The back room is refrigerated to keep the corpses 
  that Burke and Hare “collect,” fresh. The room contains 
  six metal tables with naked bodies on three of them. An 
  open-topped crate contains any non-valuable belongings 
  from the corpses.
  The four bodies are:
  1. Male, black, early-thirties, heavily muscled with obvi-
  ous augmentation. His eyes are covered by silvered 
  lenses and cyber claws are projecting from both fore-
  arms. This is the body of Johnny X, a street samurai 
  of the Cutting Krewe. An examination of his body 
  reveals his throat has been cut; he also has multiple 
  contusions around his forehead and a broken arm. 
  Johnny X was knocked unconscious by the crash and 
  was then killed by Burke and Hare.
  2. Female, white, mid-twenties. No obvious cyberware. 
  An “innocent” who was caught in a ﬁ reﬁ ght in the 
  Dregs. She died from a gunshot wound to her chest.
  3. Male, Hispanic, mid-twenties. The body has enhance-
  ments for piloting and driving. This is the body of 
  Rico, the Cutting Krewe’s driver. There is a gaping 
  hole in his chest inﬂ icted by the broken frame of the 
  helicopter when it crashed.
  The crate contains various items of clothing and 
  bits and pieces of gear such as wrist watches and mu-
  sic players—all relatively mundane and non-valuable. 
  A successful Notice roll (or a thorough search of the 
  contents) ﬁ nds a battered and blood-stained radio 
  headset.
  BREAKING RADIO SILENCE
  BREAKING RADIO SILENCE
  While the heroes examine the bodies, the last missing 
  member of the Cutting Krewe attempts to contact his 
  team mates. During the crash, Deuce’s radio was dam-
  aged and it can now only broadcast on the short-range 
  encrypted channel he used with his teammates within 
  the Orpheus building—it does not have the range re-
  quired to reach farther than ﬁ ve miles.
  If the heroes have not yet found the radio headset, 
  allow them a Notice roll to hear the tinny voice.
  “Johnny? Rico? Do you copy? This is Deuce. Leg’s 
  broken, fallen down a pit, I’m out of water and 
  really thirsty. I can hear growling. Do you copy? 
  Guys? Please?”
  FINDING DEUCE
  FINDING DEUCE
  The heroes can speak with Deuce over the radio. He 
  is badly injured and drifts in and out of consciousness 
  as the GM needs. Deuce knows his situation is quite 
  desperate and tries to persuade the heroes to ﬁ nd and 
  rescue him. 
  If Deuce discovers the heroes need to know more of 
  his team’s mission, he states he will tell them more when 
  they rescue him.
  If the heroes refuse to help without Deuce ﬁ rst telling 
  them what they want to know, have him pass out.
  By speaking with Deuce the heroes can identify a 
  number of landmarks around the area of the crash site 
  which eventually leads them to the pit in which Deuce is 
  trapped. Alternatively a hero with the McGyver edge may 
  turn the radio headset into a short range tracking device 
  to home in on Deuce’s signal.
   Mr. Burke (1): See page 22.
   Mr. Hare (1): see page 22.
  SCENE 3: SURVIVOR
  SCENE 3: SURVIVOR
  Eventually the heroes near the trapped Deuce. The 
  growling he heard is a pack of feral dogs which have been 
  following the wounded man. The dogs are half-starved 
  and they are not going to give up their prey without a 
  ﬁ ght.
  The dogs, and the pit Deuce is in, are in a shallow 
  hollow in the surrounding rubble and cannot be seen 
  (although they can be heard) until the heroes reach the 
  lip of the hollow. When ﬁ rst seen, the dogs are 12” away 
  from the heroes.
  The pack of dogs do not retreat when they see the 
  heroes, the pack splits into two halves and rushes them! 
  Deal each half of the pack an Initiative card; the dogs 
  take a run action and then attack (with a –2 multi action 
  penalty) during the ﬁ rst round of combat.
  Once half of the pack are killed the remainder attempt 
  to run away.
   Feral Dogs (3 per hero): see page 22.
  RESCUING DEUCE
  RESCUING DEUCE
  Deuce is trapped at the bottom of a 2” deep and ½” 
  wide pit. The pit has rough walls and may be climbed 
  with a successful Climbing roll. Deuce is incapable of 
  climbing as he has 3 Wounds, one of which is a broken 
  leg. The heroes have to fashion some sort of sling and 
  pull Deuce out. If they lack the required equipment, they 
  may ﬁ nd a suitable length of rope by searching the sur-
  rounding ruins.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  12
  12
  If the heroes bypassed the cameras, then the body 
  brokers will be alerted by the door buzzer in which case 
  they will only have time to draw their handguns before 
  the heroes enter. Burke and Hare may try to get to their 
  heavier weapons but it will take them two combat rounds 
  during which they cannot attack. If possible, one of the 
  pair will go for the heavier weapons while the other gives 
  covering ﬁ re.
  Burke and Hare regard anyone who approaches their 
  warehouse without invitation as potential sources of 
  bodies for their customers! Basically, they shoot ﬁ rst and 
  hope to not have to answer questions later.
  Note, both body brokers have the Marksman edge and 
  make use of it during any ﬁ reﬁ ght targeting unarmored 
  locations, if possible.
  THE REFRIGERATED ROOM
  THE REFRIGERATED ROOM
  The back room is refrigerated to keep the corpses 
  that Burke and Hare “collect,” fresh. The room contains 
  six metal tables with naked bodies on three of them. An 
  open-topped crate contains any non-valuable belongings 
  from the corpses.
  The four bodies are:
  1. Male, black, early-thirties, heavily muscled with obvi-
  ous augmentation. His eyes are covered by silvered 
  lenses and cyber claws are projecting from both fore-
  arms. This is the body of Johnny X, a street samurai 
  of the Cutting Krewe. An examination of his body 
  reveals his throat has been cut; he also has multiple 
  contusions around his forehead and a broken arm. 
  Johnny X was knocked unconscious by the crash and 
  was then killed by Burke and Hare.
  2. Female, white, mid-twenties. No obvious cyberware. 
  An “innocent” who was caught in a ﬁ reﬁ ght in the 
  Dregs. She died from a gunshot wound to her chest.
  3. Male, Hispanic, mid-twenties. The body has enhance-
  ments for piloting and driving. This is the body of 
  Rico, the Cutting Krewe’s driver. There is a gaping 
  hole in his chest inﬂ icted by the broken frame of the 
  helicopter when it crashed.
  The crate contains various items of clothing and 
  bits and pieces of gear such as wrist watches and mu-
  sic players—all relatively mundane and non-valuable. 
  A successful Notice roll (or a thorough search of the 
  contents) ﬁ nds a battered and blood-stained radio 
  headset.
  BREAKING RADIO SILENCE
  BREAKING RADIO SILENCE
  While the heroes examine the bodies, the last missing 
  member of the Cutting Krewe attempts to contact his 
  team mates. During the crash, Deuce’s radio was dam-
  aged and it can now only broadcast on the short-range 
  encrypted channel he used with his teammates within 
  the Orpheus building—it does not have the range re-
  quired to reach farther than ﬁ ve miles.
  If the heroes have not yet found the radio headset, 
  allow them a Notice roll to hear the tinny voice.
  “Johnny? Rico? Do you copy? This is Deuce. Leg’s 
  broken, fallen down a pit, I’m out of water and 
  really thirsty. I can hear growling. Do you copy? 
  Guys? Please?”
  FINDING DEUCE
  FINDING DEUCE
  The heroes can speak with Deuce over the radio. He 
  is badly injured and drifts in and out of consciousness 
  as the GM needs. Deuce knows his situation is quite 
  desperate and tries to persuade the heroes to ﬁ nd and 
  rescue him. 
  If Deuce discovers the heroes need to know more of 
  his team’s mission, he states he will tell them more when 
  they rescue him.
  If the heroes refuse to help without Deuce ﬁ rst telling 
  them what they want to know, have him pass out.
  By speaking with Deuce the heroes can identify a 
  number of landmarks around the area of the crash site 
  which eventually leads them to the pit in which Deuce is 
  trapped. Alternatively a hero with the McGyver edge may 
  turn the radio headset into a short range tracking device 
  to home in on Deuce’s signal.
   Mr. Burke (1): See page 22.
   Mr. Hare (1): see page 22.
  SCENE 3: SURVIVOR
  SCENE 3: SURVIVOR
  Eventually the heroes near the trapped Deuce. The 
  growling he heard is a pack of feral dogs which have been 
  following the wounded man. The dogs are half-starved 
  and they are not going to give up their prey without a 
  ﬁ ght.
  The dogs, and the pit Deuce is in, are in a shallow 
  hollow in the surrounding rubble and cannot be seen 
  (although they can be heard) until the heroes reach the 
  lip of the hollow. When ﬁ rst seen, the dogs are 12” away 
  from the heroes.
  The pack of dogs do not retreat when they see the 
  heroes, the pack splits into two halves and rushes them! 
  Deal each half of the pack an Initiative card; the dogs 
  take a run action and then attack (with a –2 multi action 
  penalty) during the ﬁ rst round of combat.
  Once half of the pack are killed the remainder attempt 
  to run away.
   Feral Dogs (3 per hero): see page 22.
  RESCUING DEUCE
  RESCUING DEUCE
  Deuce is trapped at the bottom of a 2” deep and ½” 
  wide pit. The pit has rough walls and may be climbed 
  with a successful Climbing roll. Deuce is incapable of 
  climbing as he has 3 Wounds, one of which is a broken 
  leg. The heroes have to fashion some sort of sling and 
  pull Deuce out. If they lack the required equipment, they 
  may ﬁ nd a suitable length of rope by searching the sur-
  rounding ruins.
  
  TAIL CHASING
  TAIL CHASING
  13
  13
  DEUCE’S STORY
  DEUCE’S STORY
  Once rescued from the pit Deuce tries to hold out for 
  some medical aid before relating anything, but eventu-
  ally tells his story.
  “We were hired out of the Good, the Bad and the 
  Dead by this broker who goes by the name of ‘The 
  Italian.’ He had a job for us, a simple breaking 
  and entering with theft. We stealthed our way 
  into Orpheus Design and snatched the prototype. 
  That’s when the security goons picked us up. We 
  made it to the roof where Rico wired himself into 
  a chopper belonging to Orpheus. Security reached 
  the roof as we lifted off and we thought we’d got 
  clean away.
  Somewhere over the Dregs, Rico called in some-
  thing about the engine overheating. Seemed like 
  we got hit by a round or two back at Orpheus’ 
  base. I was riding shotgun by the open side door 
  when suddenly something exploded above me. 
  The chopper tilted at a crazy angle and I was 
  thrown out.
  I hit the ground hard and felt something snap in 
  my leg. Somehow I managed to get to my feet for 
  a few seconds, just long enough to see the chop-
  per crash. The next thing I know its light. I ﬁ ddled 
  with the radio but got no answer so I tried to get 
  up and found my leg was busted.  I had to crawl. 
  Getting to the top of a pile of rubble I scoped out 
  the dregs, the chopper was down about a mile or 
  so away and I could see a crowd of guys around 
  it. I’ve got magniﬁ cation built into my eyes so I 
  could see they were all wearing some sort of sym-
  bol—a black silhouette of a rat with a wrench 
  underneath it—and they were stripping the chop-
  per.
  I must have passed out again as I was awoken 
  by a dog gnawing on my broken leg. I fought that 
  one off but a whole pack had my scent and was 
  closing in. I crawled away as fast as I could to 
  look for a weapon or somewhere to hide. Instead 
  TAIL CHASING
  TAIL CHASING
  13
  13
  DEUCE’S STORY
  DEUCE’S STORY
  Once rescued from the pit Deuce tries to hold out for 
  some medical aid before relating anything, but eventu-
  ally tells his story.
  “We were hired out of the Good, the Bad and the 
  Dead by this broker who goes by the name of ‘The 
  Italian.’ He had a job for us, a simple breaking 
  and entering with theft. We stealthed our way 
  into Orpheus Design and snatched the prototype. 
  That’s when the security goons picked us up. We 
  made it to the roof where Rico wired himself into 
  a chopper belonging to Orpheus. Security reached 
  the roof as we lifted off and we thought we’d got 
  clean away.
  Somewhere over the Dregs, Rico called in some-
  thing about the engine overheating. Seemed like 
  we got hit by a round or two back at Orpheus’ 
  base. I was riding shotgun by the open side door 
  when suddenly something exploded above me. 
  The chopper tilted at a crazy angle and I was 
  thrown out.
  I hit the ground hard and felt something snap in 
  my leg. Somehow I managed to get to my feet for 
  a few seconds, just long enough to see the chop-
  per crash. The next thing I know its light. I ﬁ ddled 
  with the radio but got no answer so I tried to get 
  up and found my leg was busted.  I had to crawl. 
  Getting to the top of a pile of rubble I scoped out 
  the dregs, the chopper was down about a mile or 
  so away and I could see a crowd of guys around 
  it. I’ve got magniﬁ cation built into my eyes so I 
  could see they were all wearing some sort of sym-
  bol—a black silhouette of a rat with a wrench 
  underneath it—and they were stripping the chop-
  per.
  I must have passed out again as I was awoken 
  by a dog gnawing on my broken leg. I fought that 
  one off but a whole pack had my scent and was 
  closing in. I crawled away as fast as I could to 
  look for a weapon or somewhere to hide. Instead 
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  14
  14
  I fell into the pit where you found me. I’ve been 
  calling for help for the last three days, but got no 
  reply till you answered.”
  The heroes can speak further with Deuce, but he does 
  not know much more. If informed of the fate of his col-
  leagues he is visibly shaken.
  Deuce offers the heroes a substantial amount of cash 
  if they transport him back to The Good, the Bad and the 
  Dead.
   Deuce (1): see page 21.
  SCENE 4: THE PACK RATS
  SCENE 4: THE PACK RATS
  Identifying the people who stripped the helicopter 
  from Deuce’s description requires a successful Streetwise 
  or Investigation roll and takes several hours of asking 
  questions around the dregs. The people in question are 
  a scavenger gang going by the name of “The Pack Rats” 
  and are described in the sidebar.
  APPROACHING THE PACK RATS
  APPROACHING THE PACK RATS
  Although generally friendly to all, the Pack Rats are 
  wary of strangers and have lookouts on watch day and 
  night. The heroes are spotted long before they reach the 
  outer wall of the stadium and a reception committee is 
  waiting for them.
  The reception consists of one of the Rats’ leaders, 
  Ralph, and a number of lightly armed men and women 
  equal in number to twice the number of heroes.
  Ralph is wary of the heroes and quite obstructive until 
  they can convince him of their good intentions. A suc-
  cessful Persuasion roll is required to get Ralph to discuss 
  anything with the heroes. 
  A successful Notice roll while speaking with the Pack 
  Rats allows the characters to observe that Ralph is wear-
  ing a leather band around his wrist with a gold and silver 
  yin-yang symbol on it. If the heroes found the matching 
  necklace at the helicopter crash site and they mention it 
  to Ralph, he will tells them his partner lost her necklace 
  recently. If the heroes return the necklace they require 
  no roll to persuade Ralph to help them.
  When the heroes persuade Ralph to help them he 
  explains a group of Rats did come across a helicopter 
  recently and stripped it of anything of use. Ralph does 
  not know what exactly was taken, but his partner was 
  leading the group and should be able to help. 
  Ralph leads the heroes into the sports arena, read the 
  following aloud to your players:
  The area inside the arena walls bears no resem-
  blance to its original purpose. The ﬁ eld area 
  is covered by a sea of junk with small islands 
  where the Pack Rats have erected tents and built 
  makeshift huts and sheds. Everywhere you look 
  there are people scurrying about like their name 
  sakes with their arms laden with machine parts 
  or tools. The air rings with the sound of hammers 
  striking metal surfaces along with the low rumble 
  of generators and the sharp crackle of welding 
  torches.
  Your guide leads you unerringly through the 
  chaos even though you can see no sense to his 
  route and no indication of where he is taking 
  you. Eventually, you arrive at a large tent with 
  a number of metal panels laid out around it. The 
  panels are irregularly shaped and many bear the 
  Orpheus Design logo. Ralph calls out his partner’s 
  name—Suzy Q—and a woman emerges from the 
  tent. 
  Suzy Q greets the heroes and offers a ﬁ lthy hand for 
  any who wish to shake it. Once the heroes explain their 
  mission, Suzy Q conﬁ rms she was the group leader of 
  the Pack Rats who came across the Orpheus Design he-
  licopter. When the heroes ask about the case they are 
  seeking, Suzy says that if they can ﬁ nd it they can have 
  it—it should be somewhere around her tent as that is 
  where they dumped their haul for sorting.
  SEARCHING THE HAUL
  SEARCHING THE HAUL
  There is an incredible amount of stuff heaped around 
  Suzy Q’s tent and it is going to take the heroes an hour 
  or so to sort through it all. During their search, each 
  hero may make a Notice roll with a success allowing 
  them to draw a card and check on the list below to see 
  what they ﬁ nd of potential value. Suzy Q and Ralph part 
  with anything the heroes ﬁ nd in exchange for cash or an 
  item which they can make use of.
  After an hour of searching, the heroes will be con-
  vinced the case they seek is not in the junk heaped 
  around Suzy Q’s tent!
  THE PACK RATS
  THE PACK RATS
  Symbol: A silhouette of a rat with a wrench be-
  neath it.
  The Pack Rats are a gang which has chosen to live 
  in the dregs rather than the conurbation, scaveng-
  ing what they require from the ruins around them. 
  Most of the Pack Rats are technically able and they 
  spend much of their time collecting items regarded 
  as junk by most people and repairing them. Items 
  the Pack Rats do not want or need are sold or trad-
  ed with other gangs in the dregs.
  The Pack Rats are considered a neutral and beneﬁ -
  cial group by the various factions who live within 
  the dregs and as such are generally left alone.
  The Pack Rats number about 100, most of whom 
  wander the dregs, seemingly at random, collecting 
  junk. Their home patch is a football stadium which 
  more resembles a junk yard than a sports arena.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  14
  14
  I fell into the pit where you found me. I’ve been 
  calling for help for the last three days, but got no 
  reply till you answered.”
  The heroes can speak further with Deuce, but he does 
  not know much more. If informed of the fate of his col-
  leagues he is visibly shaken.
  Deuce offers the heroes a substantial amount of cash 
  if they transport him back to The Good, the Bad and the 
  Dead.
   Deuce (1): see page 21.
  SCENE 4: THE PACK RATS
  SCENE 4: THE PACK RATS
  Identifying the people who stripped the helicopter 
  from Deuce’s description requires a successful Streetwise 
  or Investigation roll and takes several hours of asking 
  questions around the dregs. The people in question are 
  a scavenger gang going by the name of “The Pack Rats” 
  and are described in the sidebar.
  APPROACHING THE PACK RATS
  APPROACHING THE PACK RATS
  Although generally friendly to all, the Pack Rats are 
  wary of strangers and have lookouts on watch day and 
  night. The heroes are spotted long before they reach the 
  outer wall of the stadium and a reception committee is 
  waiting for them.
  The reception consists of one of the Rats’ leaders, 
  Ralph, and a number of lightly armed men and women 
  equal in number to twice the number of heroes.
  Ralph is wary of the heroes and quite obstructive until 
  they can convince him of their good intentions. A suc-
  cessful Persuasion roll is required to get Ralph to discuss 
  anything with the heroes. 
  A successful Notice roll while speaking with the Pack 
  Rats allows the characters to observe that Ralph is wear-
  ing a leather band around his wrist with a gold and silver 
  yin-yang symbol on it. If the heroes found the matching 
  necklace at the helicopter crash site and they mention it 
  to Ralph, he will tells them his partner lost her necklace 
  recently. If the heroes return the necklace they require 
  no roll to persuade Ralph to help them.
  When the heroes persuade Ralph to help them he 
  explains a group of Rats did come across a helicopter 
  recently and stripped it of anything of use. Ralph does 
  not know what exactly was taken, but his partner was 
  leading the group and should be able to help. 
  Ralph leads the heroes into the sports arena, read the 
  following aloud to your players:
  The area inside the arena walls bears no resem-
  blance to its original purpose. The ﬁ eld area 
  is covered by a sea of junk with small islands 
  where the Pack Rats have erected tents and built 
  makeshift huts and sheds. Everywhere you look 
  there are people scurrying about like their name 
  sakes with their arms laden with machine parts 
  or tools. The air rings with the sound of hammers 
  striking metal surfaces along with the low rumble 
  of generators and the sharp crackle of welding 
  torches.
  Your guide leads you unerringly through the 
  chaos even though you can see no sense to his 
  route and no indication of where he is taking 
  you. Eventually, you arrive at a large tent with 
  a number of metal panels laid out around it. The 
  panels are irregularly shaped and many bear the 
  Orpheus Design logo. Ralph calls out his partner’s 
  name—Suzy Q—and a woman emerges from the 
  tent. 
  Suzy Q greets the heroes and offers a ﬁ lthy hand for 
  any who wish to shake it. Once the heroes explain their 
  mission, Suzy Q conﬁ rms she was the group leader of 
  the Pack Rats who came across the Orpheus Design he-
  licopter. When the heroes ask about the case they are 
  seeking, Suzy says that if they can ﬁ nd it they can have 
  it—it should be somewhere around her tent as that is 
  where they dumped their haul for sorting.
  SEARCHING THE HAUL
  SEARCHING THE HAUL
  There is an incredible amount of stuff heaped around 
  Suzy Q’s tent and it is going to take the heroes an hour 
  or so to sort through it all. During their search, each 
  hero may make a Notice roll with a success allowing 
  them to draw a card and check on the list below to see 
  what they ﬁ nd of potential value. Suzy Q and Ralph part 
  with anything the heroes ﬁ nd in exchange for cash or an 
  item which they can make use of.
  After an hour of searching, the heroes will be con-
  vinced the case they seek is not in the junk heaped 
  around Suzy Q’s tent!
  THE PACK RATS
  THE PACK RATS
  Symbol: A silhouette of a rat with a wrench be-
  neath it.
  The Pack Rats are a gang which has chosen to live 
  in the dregs rather than the conurbation, scaveng-
  ing what they require from the ruins around them. 
  Most of the Pack Rats are technically able and they 
  spend much of their time collecting items regarded 
  as junk by most people and repairing them. Items 
  the Pack Rats do not want or need are sold or trad-
  ed with other gangs in the dregs.
  The Pack Rats are considered a neutral and beneﬁ -
  cial group by the various factions who live within 
  the dregs and as such are generally left alone.
  The Pack Rats number about 100, most of whom 
  wander the dregs, seemingly at random, collecting 
  junk. Their home patch is a football stadium which 
  more resembles a junk yard than a sports arena.
  
  TAIL CHASING
  TAIL CHASING
  15
  15
  When the heroes confront Suzy Q about the missing 
  case she snaps her ﬁ ngers as she suddenly remembers 
  something.
  “I just remembered! As we came back from the 
  crash site we ran into a trading party from the 
  Woodgrove Free Community. We traded them 
  some of the stuff we’d found for the vegetables 
  they were selling. If your case isn’t here, odds are 
  they have it.”
  Suzy Q and Ralph can give some details about the 
  Woodgrove Free Community, as detailed in the sidebar. 
  They can also provide the heroes with the GPS coordi-
  nates of the settlement.
  INTERESTING AND POTENTIALLY USEFUL 
  INTERESTING AND POTENTIALLY USEFUL 
  FINDS
  FINDS
  Prior to their last mission, the Cutting Krewe had a 
  successful career and garnered a few “toys” along the 
  way:
  2, 3, 4: Orpheus Design Hacking Algorithm—sto-
  len by the Cutting Krewe as a “fringe beneﬁ t” of their 
  mission. The algorithm gives a hacker an advantage for a 
  short while (eventually the corporate defenses adapt to 
  counter the new algorithm). A hacker who implements 
  this algorithm on his hacking computer gains a +2 bo-
  nus on Hacking rolls for the next scenario. 
  5, 6, 7: Morrigu Arms Experimental Armor Pierc-
  ing Bullets—designed to more easily penetrate armor, 
  there are a total of 20 rounds for a .44 caliber gun, each 
  has AP 4 and is branded with the crows head logo of 
  Morrigu Arms.
  8, 9, 10: “Glop” Grenades—treat as normal gre-
  nades but they explode and hurl sticky “glop” over 
  a Medium Burst Template. Anyone in the area must 
  succeed in an Agility roll or be entangled. Entangled 
  individuals suffer a –2 penalty to Pace and skills linked 
  to Agility and Strength. Each round an entangled char-
  acter may make a Strength or Agility roll to break free. 
  Other characters may also attempt to free the ensnared 
  person by making a Strength roll at –2. The heroes ﬁ nd 
  1d4 grenades.
  J, Q, K: Flash Grenades—treat as normal grenades 
  but they explode with an intense light, anyone facing the 
  ﬂ ash must make a successful Agility roll (with a penalty 
  of –2) to look away or be blinded (as per the Hindrance) 
  for 2–12 rounds. The heroes ﬁ nd 1d4 grenades.
  Ace: Bladetech Knife—a combat knife treated with 
  an experimental process by Bladetech, the knife gains a 
  +2 bonus to damage and is AP 1.
  Joker: Neural Interface Overload—a highly experi-
  mental piece of hardware resembling a handheld mp3 
  player. When triggered, the unit sends out a localized 
  electromagnetic pulse which affects everyone in a 20” 
  radius. The pulse is designed to interfere with cyberware 
  and renders all packages inert for ten minutes. The unit 
  cannot be recharged and has one use only.
   Ralph (1): use Pack Rats Member, page 23, but 
  make him a Henchman.
  Suzy Q (1): use Pack Rats Member, page 23, but 
  make her a Henchman.
  ) Pack Rats (2 per hero): see page 23.
  ACT 4: FREE LIVING
  ACT 4: FREE LIVING
  It seems strange to be traveling outside the Con-
  urbation and heading out into the lands around 
  it—to many people the conurbations are the world 
  and they have no need to ever leave them. The 
  road you are following is ill repaired with major 
  holes and cracks across its surface while the sur-
  rounding ‘countryside’ is a bleak landscape with 
  very little vegetation.
  As you crest a hill, an amazing sight comes into 
  view. The land ahead of you breaks from the 
  bleakness you have traveled through into miles of 
  ﬁ elds with vibrant green crops growing in them. 
  Wooden fences, without razor wire and other such 
  security features, surround paddocks with cows 
  and sheep. Several small woods and homesteads 
  break up the regular pattern of ﬁ elds while in 
  the distance a small collection of buildings form 
  some sort of central settlement.
  SCENE 1: COUNTDOWN TO 
  SCENE 1: COUNTDOWN TO 
  DEATH!
  DEATH!
  The central settlement consists of a dozen homes, a 
  WOODGROVE 
  WOODGROVE 
  FREE COMMUNITY
  FREE COMMUNITY
  The Woodgrove Free Community is a small settle-
  ment about 100 miles west of the Conurbation. It 
  was founded by a group of people who had had 
  enough of living in the claustrophobic city and 
  wanted to “get back to nature”. The community 
  settled on some land away from the Conurbation 
  and soon a small village existed.
  The founders of the community used cloned plants 
  and trees along with growth hormones and chemi-
  cals to turn the land around their home into an oa-
  sis of life in the surrounding wilderness. 
  The community is not composed of technophobes—
  they do not deny technology in any way—but they 
  only use it to make their lives easier.
  The Woodgrove Free Community grow their own 
  foodstuffs and have some livestock, they trade their 
  excess foodstuffs with the people of the dregs in 
  exchange for technology.
  TAIL CHASING
  TAIL CHASING
  15
  15
  When the heroes confront Suzy Q about the missing 
  case she snaps her ﬁ ngers as she suddenly remembers 
  something.
  “I just remembered! As we came back from the 
  crash site we ran into a trading party from the 
  Woodgrove Free Community. We traded them 
  some of the stuff we’d found for the vegetables 
  they were selling. If your case isn’t here, odds are 
  they have it.”
  Suzy Q and Ralph can give some details about the 
  Woodgrove Free Community, as detailed in the sidebar. 
  They can also provide the heroes with the GPS coordi-
  nates of the settlement.
  INTERESTING AND POTENTIALLY USEFUL 
  INTERESTING AND POTENTIALLY USEFUL 
  FINDS
  FINDS
  Prior to their last mission, the Cutting Krewe had a 
  successful career and garnered a few “toys” along the 
  way:
  2, 3, 4: Orpheus Design Hacking Algorithm—sto-
  len by the Cutting Krewe as a “fringe beneﬁ t” of their 
  mission. The algorithm gives a hacker an advantage for a 
  short while (eventually the corporate defenses adapt to 
  counter the new algorithm). A hacker who implements 
  this algorithm on his hacking computer gains a +2 bo-
  nus on Hacking rolls for the next scenario. 
  5, 6, 7: Morrigu Arms Experimental Armor Pierc-
  ing Bullets—designed to more easily penetrate armor, 
  there are a total of 20 rounds for a .44 caliber gun, each 
  has AP 4 and is branded with the crows head logo of 
  Morrigu Arms.
  8, 9, 10: “Glop” Grenades—treat as normal gre-
  nades but they explode and hurl sticky “glop” over 
  a Medium Burst Template. Anyone in the area must 
  succeed in an Agility roll or be entangled. Entangled 
  individuals suffer a –2 penalty to Pace and skills linked 
  to Agility and Strength. Each round an entangled char-
  acter may make a Strength or Agility roll to break free. 
  Other characters may also attempt to free the ensnared 
  person by making a Strength roll at –2. The heroes ﬁ nd 
  1d4 grenades.
  J, Q, K: Flash Grenades—treat as normal grenades 
  but they explode with an intense light, anyone facing the 
  ﬂ ash must make a successful Agility roll (with a penalty 
  of –2) to look away or be blinded (as per the Hindrance) 
  for 2–12 rounds. The heroes ﬁ nd 1d4 grenades.
  Ace: Bladetech Knife—a combat knife treated with 
  an experimental process by Bladetech, the knife gains a 
  +2 bonus to damage and is AP 1.
  Joker: Neural Interface Overload—a highly experi-
  mental piece of hardware resembling a handheld mp3 
  player. When triggered, the unit sends out a localized 
  electromagnetic pulse which affects everyone in a 20” 
  radius. The pulse is designed to interfere with cyberware 
  and renders all packages inert for ten minutes. The unit 
  cannot be recharged and has one use only.
   Ralph (1): use Pack Rats Member, page 23, but 
  make him a Henchman.
  Suzy Q (1): use Pack Rats Member, page 23, but 
  make her a Henchman.
  ) Pack Rats (2 per hero): see page 23.
  ACT 4: FREE LIVING
  ACT 4: FREE LIVING
  It seems strange to be traveling outside the Con-
  urbation and heading out into the lands around 
  it—to many people the conurbations are the world 
  and they have no need to ever leave them. The 
  road you are following is ill repaired with major 
  holes and cracks across its surface while the sur-
  rounding ‘countryside’ is a bleak landscape with 
  very little vegetation.
  As you crest a hill, an amazing sight comes into 
  view. The land ahead of you breaks from the 
  bleakness you have traveled through into miles of 
  ﬁ elds with vibrant green crops growing in them. 
  Wooden fences, without razor wire and other such 
  security features, surround paddocks with cows 
  and sheep. Several small woods and homesteads 
  break up the regular pattern of ﬁ elds while in 
  the distance a small collection of buildings form 
  some sort of central settlement.
  SCENE 1: COUNTDOWN TO 
  SCENE 1: COUNTDOWN TO 
  DEATH!
  DEATH!
  The central settlement consists of a dozen homes, a 
  WOODGROVE 
  WOODGROVE 
  FREE COMMUNITY
  FREE COMMUNITY
  The Woodgrove Free Community is a small settle-
  ment about 100 miles west of the Conurbation. It 
  was founded by a group of people who had had 
  enough of living in the claustrophobic city and 
  wanted to “get back to nature”. The community 
  settled on some land away from the Conurbation 
  and soon a small village existed.
  The founders of the community used cloned plants 
  and trees along with growth hormones and chemi-
  cals to turn the land around their home into an oa-
  sis of life in the surrounding wilderness. 
  The community is not composed of technophobes—
  they do not deny technology in any way—but they 
  only use it to make their lives easier.
  The Woodgrove Free Community grow their own 
  foodstuffs and have some livestock, they trade their 
  excess foodstuffs with the people of the dregs in 
  exchange for technology.
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  16
  16
  medical center, a machine shop and a meeting hall which 
  also doubles as a bar (which brews its own beer).
  Shortly after the heroes arrive at the settlement center, 
  a member of the village council approaches and enquires 
  as to their business. “Sturdy” Ben got his nickname from 
  his steadfast attitude towards the community.
  Ben conﬁ rms some members of the community re-
  cently traded with the Pack Rats for some hi-tech equip-
  ment they could make use of. As part of the deal they 
  took a sealed storage case with the identiﬁ cation “OD-
  0013” stenciled upon it. The case has a multi-character 
  lock which, so far, has defeated all attempts to open it.
  Ben is willing to part with the case if the heroes make 
  a sizeable donation to the community’s central cash 
  fund. This should not be a problem for the heroes as 
  their broker agreed to pay any expenses.
  When the payment is made, Ben leads the heroes into 
  a laboratory inside the medical center where the locked 
  case is resting on a bench. Having failed to open the 
  case, the residents of Woodgrove decided to X-ray it to 
  see what was inside. If the heroes ask about this, make 
  sure the bomb is primed by using the notes given in the 
  sidebar detailing what happens if the heroes don’t open 
  the case.
  THE CASE AT LAST!
  THE CASE AT LAST!
  The case is about two feet square and a foot wide. It 
  is armored and securely sealed. A keypad allows entry 
  of a combination to unlock the case. In theory, the case 
  could be opened by force but doing so would probably 
  destroy the contents—fortunately the heroes have the 
  combination.
  When the heroes enter the last character of the code 
  there is a metallic click from the case as the lock opens. 
  Proceed to the section entitled “The Bomb” below.
  THE BOMB
  THE BOMB
  Any hero looking inside the case can easily see that it 
  does not contain the promised prototype; it does, how-
  ever, contain a sophisticated electronic device linked to 
  a large canister. A successful Smarts roll identiﬁ es it as a 
  bomb! A raise on the Smarts roll correctly identiﬁ es it as 
  a nerve gas deployment device.
  A small digital display illuminates with the number 
  “100” and begins ticking down as the heroes watch—it is 
  counting in seconds.
  The heroes do not have a lot of time before the 
  bomb detonates; make it clear to them that if the bomb 
  activates, the gas will spread over the Free Community 
  within a matter of seconds killing all life in the area. 
  Someone needs to defuse the bomb and quickly!
  Three rounds after the heroes begin to defuse the 
  bomb, a man clad in a white lab coat bursts into the 
  laboratory waving a developed X-ray of the case.
  “Don’t touch the case—it’s a bomb!”
  DEFUSING THE BOMB
  DEFUSING THE BOMB
  A quick examination of the bomb reveals it cannot be 
  safely disconnected from the nerve gas canister in time. 
  The only way to defuse it is to disconnect the trigger 
  device.
  Due to the small size of the mechanism, only one 
  character may work on a task at a time. Defusing the 
  bomb involves a number of steps as listed below. The 
  countdown is on 80 seconds by the time the heroes 
  begin.
  1. A cover plate partially under the countdown display 
  must be unbolted; to achieve this, four screws must 
  be removed. Two of the screws are in awkward posi-
  tions and require a successful Repair roll to unscrew. 
  Each attempt to remove a screw takes one round (6 
  seconds). 
  2. The trigger mechanism must be identiﬁ ed. This re-
  quires a successful Repair roll and takes one round. A 
  successful Notice roll whilst performing this task also 
  spots a booby trap.
  3. The booby trap must be bypassed. This task is option-
  al but if it is not performed, the heroes have only one 
  chance to perform step 4 as the counter resets to 10 
  seconds. Bypassing the booby trap requires a success-
  ful Smarts roll and takes 2 rounds.
  4. The trigger mechanism must be disabled. This re-
  quires a successful Repair roll and takes 1 round.
  If all goes well, the steps above should take a total of 
  8 rounds or 48 seconds leaving the heroes plenty of time 
  (well, 32 seconds to be precise) in case things go awry!
  SCENE 2: AFTER THE BOMB
  SCENE 2: AFTER THE BOMB
  Once the immediate threat from the nerve gas bomb 
  is over, Sturdy Ben (or his replacement) assigns some of 
  his technical people to examine the bomb while others 
  with hacking skills “nose around the net.”
  After several hours, Ben calls a meeting with the 
  heroes to try and ascertain what was going on. Encour-
  age your players to take part in the discussion, but we 
  have paraphrased Ben’s peoples’ ﬁ ndings in his speech 
  below.
  WHAT IF THE HEROES 
  WHAT IF THE HEROES 
  DON’T OPEN THE CASE?
  DON’T OPEN THE CASE?
  If the heroes do not open the case, Sturdy Ben’s 
  mobile phone makes a strangled ringing noise. Ben 
  pulls his phone out and shakes it commenting on 
  how the medical center’s equipment interferes with 
  phone signals. The phone rings again and there is a 
  metallic click from the case as its lock opens.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  16
  16
  medical center, a machine shop and a meeting hall which 
  also doubles as a bar (which brews its own beer).
  Shortly after the heroes arrive at the settlement center, 
  a member of the village council approaches and enquires 
  as to their business. “Sturdy” Ben got his nickname from 
  his steadfast attitude towards the community.
  Ben conﬁ rms some members of the community re-
  cently traded with the Pack Rats for some hi-tech equip-
  ment they could make use of. As part of the deal they 
  took a sealed storage case with the identiﬁ cation “OD-
  0013” stenciled upon it. The case has a multi-character 
  lock which, so far, has defeated all attempts to open it.
  Ben is willing to part with the case if the heroes make 
  a sizeable donation to the community’s central cash 
  fund. This should not be a problem for the heroes as 
  their broker agreed to pay any expenses.
  When the payment is made, Ben leads the heroes into 
  a laboratory inside the medical center where the locked 
  case is resting on a bench. Having failed to open the 
  case, the residents of Woodgrove decided to X-ray it to 
  see what was inside. If the heroes ask about this, make 
  sure the bomb is primed by using the notes given in the 
  sidebar detailing what happens if the heroes don’t open 
  the case.
  THE CASE AT LAST!
  THE CASE AT LAST!
  The case is about two feet square and a foot wide. It 
  is armored and securely sealed. A keypad allows entry 
  of a combination to unlock the case. In theory, the case 
  could be opened by force but doing so would probably 
  destroy the contents—fortunately the heroes have the 
  combination.
  When the heroes enter the last character of the code 
  there is a metallic click from the case as the lock opens. 
  Proceed to the section entitled “The Bomb” below.
  THE BOMB
  THE BOMB
  Any hero looking inside the case can easily see that it 
  does not contain the promised prototype; it does, how-
  ever, contain a sophisticated electronic device linked to 
  a large canister. A successful Smarts roll identiﬁ es it as a 
  bomb! A raise on the Smarts roll correctly identiﬁ es it as 
  a nerve gas deployment device.
  A small digital display illuminates with the number 
  “100” and begins ticking down as the heroes watch—it is 
  counting in seconds.
  The heroes do not have a lot of time before the 
  bomb detonates; make it clear to them that if the bomb 
  activates, the gas will spread over the Free Community 
  within a matter of seconds killing all life in the area. 
  Someone needs to defuse the bomb and quickly!
  Three rounds after the heroes begin to defuse the 
  bomb, a man clad in a white lab coat bursts into the 
  laboratory waving a developed X-ray of the case.
  “Don’t touch the case—it’s a bomb!”
  DEFUSING THE BOMB
  DEFUSING THE BOMB
  A quick examination of the bomb reveals it cannot be 
  safely disconnected from the nerve gas canister in time. 
  The only way to defuse it is to disconnect the trigger 
  device.
  Due to the small size of the mechanism, only one 
  character may work on a task at a time. Defusing the 
  bomb involves a number of steps as listed below. The 
  countdown is on 80 seconds by the time the heroes 
  begin.
  1. A cover plate partially under the countdown display 
  must be unbolted; to achieve this, four screws must 
  be removed. Two of the screws are in awkward posi-
  tions and require a successful Repair roll to unscrew. 
  Each attempt to remove a screw takes one round (6 
  seconds). 
  2. The trigger mechanism must be identiﬁ ed. This re-
  quires a successful Repair roll and takes one round. A 
  successful Notice roll whilst performing this task also 
  spots a booby trap.
  3. The booby trap must be bypassed. This task is option-
  al but if it is not performed, the heroes have only one 
  chance to perform step 4 as the counter resets to 10 
  seconds. Bypassing the booby trap requires a success-
  ful Smarts roll and takes 2 rounds.
  4. The trigger mechanism must be disabled. This re-
  quires a successful Repair roll and takes 1 round.
  If all goes well, the steps above should take a total of 
  8 rounds or 48 seconds leaving the heroes plenty of time 
  (well, 32 seconds to be precise) in case things go awry!
  SCENE 2: AFTER THE BOMB
  SCENE 2: AFTER THE BOMB
  Once the immediate threat from the nerve gas bomb 
  is over, Sturdy Ben (or his replacement) assigns some of 
  his technical people to examine the bomb while others 
  with hacking skills “nose around the net.”
  After several hours, Ben calls a meeting with the 
  heroes to try and ascertain what was going on. Encour-
  age your players to take part in the discussion, but we 
  have paraphrased Ben’s peoples’ ﬁ ndings in his speech 
  below.
  WHAT IF THE HEROES 
  WHAT IF THE HEROES 
  DON’T OPEN THE CASE?
  DON’T OPEN THE CASE?
  If the heroes do not open the case, Sturdy Ben’s 
  mobile phone makes a strangled ringing noise. Ben 
  pulls his phone out and shakes it commenting on 
  how the medical center’s equipment interferes with 
  phone signals. The phone rings again and there is a 
  metallic click from the case as its lock opens.
  
  TAIL CHASING
  TAIL CHASING
  17
  17
  “OK, let’s get a few things straight. Both your 
  team and the Cutting Krewe were hired to steal a 
  prototype computer which in reality was a nerve 
  gas bomb. My techs have had a good look, and 
  the bomb was set to detonate when the case was 
  opened or when it received a coded radio signal. 
  The nerve gas is a derivative of a particularly 
  nasty military agent; it would have spread over 
  an area of about a ten mile radius and been fatal 
  to all life for approximately 12 hours.
  Now we have to assume either Orpheus Design 
  knew someone was going to steal something from 
  them and switched the bomb for the prototype, or 
  the bomb was always the intended object. I can’t 
  believe Orpheus would pull such a stunt, releas-
  ing a nerve gas as retaliation for theft is kind of 
  like operating with a chainsaw—there’d be far 
  too much collateral damage.
  So we have to go with the whole deal being a setup. 
  Whoever hired the Krewe was somehow connected 
  with Orpheus and they wanted the nerve gas re-
  leased, probably at the location in the dregs they 
  were given. The whole deal went awry so they sent 
  a back up team—you—to try and ﬁ nd the missing 
  prototype. 
  It looks like the case was rigged to set off the bomb 
  when it was opened, so I’d guess your employer 
  had decided to cut their losses and dispose of 
  both you and the nerve gas at the same time. I 
  would place a fairly large bet on you being set 
  up as some kind of terrorist group as fall guys for 
  the bomb.
  I’ve got a couple of my people snooping around 
  the net to see what they can ﬁ nd about Orpheus 
  and the location the Krewe had in the dregs. If 
  you want to help out, grab a terminal and pitch 
  in.
  INVESTIGATION
  INVESTIGATION
  The heroes can help with the investigation either by 
  searching the net or asking questions of any contacts 
  they may have. 
  Ben suggests the heroes should not return to the 
  Conurbation until they have found out what they can, so 
  any deals with contacts have to be via phone or the net 
  which imposes a –2 penalty on Streetwise and Investiga-
  tion rolls.
  Try to ensure the heroes come up with the required 
  information rather than Ben’s people, after all it is their
  adventure!
  Once the links between the deregulated zone, Or-
  pheus Design and Poseidon Corporation have been 
  uncovered Ben speaks with the heroes again.
  THE PLAN 
  THE PLAN 
  “So it looks like Poseidon Corporation was trying 
  for some forced urban clearance to secure the 
  land it wants in the West Deregulated Zone. Now 
  I may have opted out of the Conurbation and life 
  there but this corporate plot almost hit too close 
  to home.
  Seems to me we need a little payback on Posei-
  don, a gentle reminder they can’t just throw their 
  muscle around and eliminate the little people. 
  Before I dropped out, I had contacts in the Con-
  urbation and I’ve been speaking to some of them. 
  I’ve managed to arrange a face to face meeting 
  between myself and one of the Chief Executive 
  Ofﬁ cers of Poseidon, along with a camera crew. 
  The CEO thinks our settlement wants to cut a deal 
  with Poseidon to provide us with some of their en-
  gineered ﬁ sh stocks for our lakes. I’m thinking we 
  confront him with the nerve gas and broadcast it 
  for all to see. Are you in?”
  If the heroes aren’t interested, Ben is disappointed 
  but lets them leave—the scenario is over for your play-
  ers.
  SCENE 3: VIP MEETING 
  SCENE 3: VIP MEETING 
  Sturdy Ben travels with the heroes back to the Con-
  urbation and directs them to the headquarters of News 
  Network 24—“the big news all the time”. 
  The news network provides the heroes with suits and 
  suitable identities to accompany Ben and a cameraman 
  to the meeting with Poseidon Corporations CEO. The 
  cameraman, Stu Havers, has cybereyes and ears linked to 
  internal media storage so he does not require any actual 
  recording gear—the equipment is all fake and hollow, 
  WHAT IF THE HEROES 
  WHAT IF THE HEROES 
  FAIL TO DEFUSE THE BOMB? 
  FAIL TO DEFUSE THE BOMB? 
  If the heroes are struggling to defuse the bomb, 
  Sturdy Ben grabs the case when the countdown 
  reaches 5 and rushes with it into an isolation cham-
  ber within the medical center. He seals the door as 
  he enters and seconds later collapses in agony as 
  the nerve gas kills him. The inhabitants of Grove-
  wood are able to keep the isolation lab sealed until 
  the nerve gas becomes inert.
  The remainder of the scenario can progress as writ-
  ten, but the GM will have to introduce another 
  member of the Grovewood Community to replace 
  Ben. Just pick a name and run with it.
  TAIL CHASING
  TAIL CHASING
  17
  17
  “OK, let’s get a few things straight. Both your 
  team and the Cutting Krewe were hired to steal a 
  prototype computer which in reality was a nerve 
  gas bomb. My techs have had a good look, and 
  the bomb was set to detonate when the case was 
  opened or when it received a coded radio signal. 
  The nerve gas is a derivative of a particularly 
  nasty military agent; it would have spread over 
  an area of about a ten mile radius and been fatal 
  to all life for approximately 12 hours.
  Now we have to assume either Orpheus Design 
  knew someone was going to steal something from 
  them and switched the bomb for the prototype, or 
  the bomb was always the intended object. I can’t 
  believe Orpheus would pull such a stunt, releas-
  ing a nerve gas as retaliation for theft is kind of 
  like operating with a chainsaw—there’d be far 
  too much collateral damage.
  So we have to go with the whole deal being a setup. 
  Whoever hired the Krewe was somehow connected 
  with Orpheus and they wanted the nerve gas re-
  leased, probably at the location in the dregs they 
  were given. The whole deal went awry so they sent 
  a back up team—you—to try and ﬁ nd the missing 
  prototype. 
  It looks like the case was rigged to set off the bomb 
  when it was opened, so I’d guess your employer 
  had decided to cut their losses and dispose of 
  both you and the nerve gas at the same time. I 
  would place a fairly large bet on you being set 
  up as some kind of terrorist group as fall guys for 
  the bomb.
  I’ve got a couple of my people snooping around 
  the net to see what they can ﬁ nd about Orpheus 
  and the location the Krewe had in the dregs. If 
  you want to help out, grab a terminal and pitch 
  in.
  INVESTIGATION
  INVESTIGATION
  The heroes can help with the investigation either by 
  searching the net or asking questions of any contacts 
  they may have. 
  Ben suggests the heroes should not return to the 
  Conurbation until they have found out what they can, so 
  any deals with contacts have to be via phone or the net 
  which imposes a –2 penalty on Streetwise and Investiga-
  tion rolls.
  Try to ensure the heroes come up with the required 
  information rather than Ben’s people, after all it is their
  adventure!
  Once the links between the deregulated zone, Or-
  pheus Design and Poseidon Corporation have been 
  uncovered Ben speaks with the heroes again.
  THE PLAN 
  THE PLAN 
  “So it looks like Poseidon Corporation was trying 
  for some forced urban clearance to secure the 
  land it wants in the West Deregulated Zone. Now 
  I may have opted out of the Conurbation and life 
  there but this corporate plot almost hit too close 
  to home.
  Seems to me we need a little payback on Posei-
  don, a gentle reminder they can’t just throw their 
  muscle around and eliminate the little people. 
  Before I dropped out, I had contacts in the Con-
  urbation and I’ve been speaking to some of them. 
  I’ve managed to arrange a face to face meeting 
  between myself and one of the Chief Executive 
  Ofﬁ cers of Poseidon, along with a camera crew. 
  The CEO thinks our settlement wants to cut a deal 
  with Poseidon to provide us with some of their en-
  gineered ﬁ sh stocks for our lakes. I’m thinking we 
  confront him with the nerve gas and broadcast it 
  for all to see. Are you in?”
  If the heroes aren’t interested, Ben is disappointed 
  but lets them leave—the scenario is over for your play-
  ers.
  SCENE 3: VIP MEETING 
  SCENE 3: VIP MEETING 
  Sturdy Ben travels with the heroes back to the Con-
  urbation and directs them to the headquarters of News 
  Network 24—“the big news all the time”. 
  The news network provides the heroes with suits and 
  suitable identities to accompany Ben and a cameraman 
  to the meeting with Poseidon Corporations CEO. The 
  cameraman, Stu Havers, has cybereyes and ears linked to 
  internal media storage so he does not require any actual 
  recording gear—the equipment is all fake and hollow, 
  WHAT IF THE HEROES 
  WHAT IF THE HEROES 
  FAIL TO DEFUSE THE BOMB? 
  FAIL TO DEFUSE THE BOMB? 
  If the heroes are struggling to defuse the bomb, 
  Sturdy Ben grabs the case when the countdown 
  reaches 5 and rushes with it into an isolation cham-
  ber within the medical center. He seals the door as 
  he enters and seconds later collapses in agony as 
  the nerve gas kills him. The inhabitants of Grove-
  wood are able to keep the isolation lab sealed until 
  the nerve gas becomes inert.
  The remainder of the scenario can progress as writ-
  ten, but the GM will have to introduce another 
  member of the Grovewood Community to replace 
  Ben. Just pick a name and run with it.
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  18
  18
  perfect to hide the heroes’ hand guns. Unfortunately 
  there is no way to get any weapon larger than a pistol in 
  to the meeting. 
  Ben has the nerve gas bomb with him but the actual 
  nerve gas cylinder has been replaced with a mockup.
  When everyone is ready, a News Network 24 limo 
  transports them to Poseidon Corporation.
  POSEIDON CORPORATION
  POSEIDON CORPORATION
  The limo drops the heroes, Ben and the cameraman 
  outside the main entrance to the Poseidon Corporation 
  building.
  Four heavily armed and armored guards at the main 
  door give the group an almost cursory scan, all the while 
  nervously eyeing the camera equipment, and they are 
  soon ushered into the foyer.
  A beautiful woman (almost too perfect in appearance) 
  with a winning smile immediately approaches the group 
  with prepared visitor badges.
  “Good morning and welcome to Poseidon Corpo-
  ration. I trust your journey here was pleasant?” 
  while the woman speaks she guides you towards 
  an elevator. “This is something of a landmark 
  event for us here at Poseidon, a contract with one 
  of the Free Communities, and I am sure you can 
  see the mutual beneﬁ t.” The spiel doesn’t cease 
  as the elevator smoothly ascends to the 15th ﬂ oor 
  and the receptionist leads you past many ofﬁ ces 
  to an ornate pair of real wood doors. Pushing the 
  doors open, the woman waves you into a large 
  conference room where seven men are already 
  settled around a meeting table. 
  The man at the head of the table rises, “Ah, at last, 
  our honored guests. GUARDS!”
  The meeting is a trap. 
  The meeting room is 4” by 2” with the table and 
  seats which provide Light Cover but no Armor. There 
  is another set of doors opposite those the heroes enter 
  through. Six of the men around the table are corporate 
  security guards in plain clothes; the seventh is the ac-
  tual CEO. 
  The corridor behind the heroes is 10” long and 1” 
  wide with 5 doors on each side leading to similar meet-
  ing rooms. A corporate security guard emerges from 
  each door on round two.
  All the doors have Toughness 10 and can be locked 
  from inside the meeting room. If the heroes lock the 
  doors it takes the guards in the corridor four rounds to 
  override the lock and gain access to the meeting room
  The CEO is on Hold when combat starts and as his 
  ﬁ rst action he ﬂ ees through the doors behind him, clos-
  ing and locking them. If necessary, use the Recurring Vil-
  lains rule to ensure the CEO escapes.
  The situation could get extremely nasty, the heroes 
  are outnumbered and in a bad position. Ben and the 
  cameraman take cover as soon as they can and do not 
  take part in any ﬁ ghting.
  The receptionist is an expendable asset as far as the 
  security guards are concerned, if the heroes attempt to 
  use her as a hostage the guards simply shoot her!
  The guards have no knowledge of the nerve gas plot. 
  Any attempt to bluff them with the fake bomb at best 
  acts as a Trick; the guards do not believe the heroes are 
  carrying nerve gas.
   Sturdy Ben (1): use Dreg Resident, see page 21, 
  but make him a Henchman.
  ORPHEUS DESIGN
  ORPHEUS DESIGN
  Logo: An eye superimposed over a printed circuit board.
  Default: Orpheus Design is a small, independent 
  company specializing in high technology electron-
  ics, particularly computers.
  Success: Orpheus Design is not an independent 
  company although its true parent company is lost 
  amidst a confusing mass of corporate red tape.
  Raise: Orpheus Design’s true parent company is 
  Poseidon Corporation.
  POSEIDON CORPORATION
  POSEIDON CORPORATION
  Logo: A trident
  Default: Poseidon Corporation is a multinational 
  company with holdings in most large countries. 
  They specialize in marine technology, particularly 
  cloned ﬁ sh stocks.
  Success: Poseidon Corporation has recently won a 
  big contract with multiple governments.
  Raise: To fulﬁ ll the new contract, Poseidon needs 
  to build a new research and development site 
  somewhere close to the Conurbation. They have 
  had problems ﬁ nding a suitable site.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  18
  18
  perfect to hide the heroes’ hand guns. Unfortunately 
  there is no way to get any weapon larger than a pistol in 
  to the meeting. 
  Ben has the nerve gas bomb with him but the actual 
  nerve gas cylinder has been replaced with a mockup.
  When everyone is ready, a News Network 24 limo 
  transports them to Poseidon Corporation.
  POSEIDON CORPORATION
  POSEIDON CORPORATION
  The limo drops the heroes, Ben and the cameraman 
  outside the main entrance to the Poseidon Corporation 
  building.
  Four heavily armed and armored guards at the main 
  door give the group an almost cursory scan, all the while 
  nervously eyeing the camera equipment, and they are 
  soon ushered into the foyer.
  A beautiful woman (almost too perfect in appearance) 
  with a winning smile immediately approaches the group 
  with prepared visitor badges.
  “Good morning and welcome to Poseidon Corpo-
  ration. I trust your journey here was pleasant?” 
  while the woman speaks she guides you towards 
  an elevator. “This is something of a landmark 
  event for us here at Poseidon, a contract with one 
  of the Free Communities, and I am sure you can 
  see the mutual beneﬁ t.” The spiel doesn’t cease 
  as the elevator smoothly ascends to the 15th ﬂ oor 
  and the receptionist leads you past many ofﬁ ces 
  to an ornate pair of real wood doors. Pushing the 
  doors open, the woman waves you into a large 
  conference room where seven men are already 
  settled around a meeting table. 
  The man at the head of the table rises, “Ah, at last, 
  our honored guests. GUARDS!”
  The meeting is a trap. 
  The meeting room is 4” by 2” with the table and 
  seats which provide Light Cover but no Armor. There 
  is another set of doors opposite those the heroes enter 
  through. Six of the men around the table are corporate 
  security guards in plain clothes; the seventh is the ac-
  tual CEO. 
  The corridor behind the heroes is 10” long and 1” 
  wide with 5 doors on each side leading to similar meet-
  ing rooms. A corporate security guard emerges from 
  each door on round two.
  All the doors have Toughness 10 and can be locked 
  from inside the meeting room. If the heroes lock the 
  doors it takes the guards in the corridor four rounds to 
  override the lock and gain access to the meeting room
  The CEO is on Hold when combat starts and as his 
  ﬁ rst action he ﬂ ees through the doors behind him, clos-
  ing and locking them. If necessary, use the Recurring Vil-
  lains rule to ensure the CEO escapes.
  The situation could get extremely nasty, the heroes 
  are outnumbered and in a bad position. Ben and the 
  cameraman take cover as soon as they can and do not 
  take part in any ﬁ ghting.
  The receptionist is an expendable asset as far as the 
  security guards are concerned, if the heroes attempt to 
  use her as a hostage the guards simply shoot her!
  The guards have no knowledge of the nerve gas plot. 
  Any attempt to bluff them with the fake bomb at best 
  acts as a Trick; the guards do not believe the heroes are 
  carrying nerve gas.
   Sturdy Ben (1): use Dreg Resident, see page 21, 
  but make him a Henchman.
  ORPHEUS DESIGN
  ORPHEUS DESIGN
  Logo: An eye superimposed over a printed circuit board.
  Default: Orpheus Design is a small, independent 
  company specializing in high technology electron-
  ics, particularly computers.
  Success: Orpheus Design is not an independent 
  company although its true parent company is lost 
  amidst a confusing mass of corporate red tape.
  Raise: Orpheus Design’s true parent company is 
  Poseidon Corporation.
  POSEIDON CORPORATION
  POSEIDON CORPORATION
  Logo: A trident
  Default: Poseidon Corporation is a multinational 
  company with holdings in most large countries. 
  They specialize in marine technology, particularly 
  cloned ﬁ sh stocks.
  Success: Poseidon Corporation has recently won a 
  big contract with multiple governments.
  Raise: To fulﬁ ll the new contract, Poseidon needs 
  to build a new research and development site 
  somewhere close to the Conurbation. They have 
  had problems ﬁ nding a suitable site.
  
  TAIL CHASING
  TAIL CHASING
  19
  19
         Stu Havers (1): use Dreg Resident, see page 21, 
  but make him a Henchman.
   Receptionist (1): use Dreg Resident, see page 
  21.
   Security Guards (16): see page 21.
  SCENE 4: PLAUSIBLE 
  SCENE 4: PLAUSIBLE 
  DENIABILITY
  DENIABILITY
  Soon after the security guards are dealt with, an alarm 
  is heard—more guards are on the way and the heroes are 
  stuck on ﬂ oor 100 of a major corporate building!
  If the heroes do not think of it, Ben insists they push 
  on with the plan to confront the CEO. If they can get to 
  him, they may be able to use him as a hostage and get 
  the recording to prove Poseidon Corporation’s nerve gas 
  plot.
  The doors through which the CEO exited are locked 
  and have Toughness 10 and lead to larger conference 
  room.
  THE MAJOR CONFERENCE ROOM
  THE MAJOR CONFERENCE ROOM
  This large chamber measures 3” wide and 24” long 
  with doors at either end and a conference table which can 
  seat over 50 individuals taking up most of the room. 
  A large sentry gun drone has been set up at the far 
  end of the table blocking access to the doors opposite 
  the ones the heroes came through. Four security guards, 
  wearing Kevlar vests, stand on either side of the sentry 
  gun.
  The huge table and chairs are made of solid oak 
  several inches thick and provide Medium Cover (+4 
  Armor). Several smaller tables and desks (complete with 
  computer terminals) are around the edge of the room 
  and these provide Light Cover but no Armor. 
  The sentry gun is being controlled by a Poseidon-
  employed hacker from a remote location. Any hero who 
  gets a Raise on a Common Knowledge roll has heard of 
  such units and knows they are often remotely controlled. 
  If a hero has a history with Poseidon Corporation (for 
  example is Wanted by them) he needs only a success on 
  the Common Knowledge roll.
  If none of the heroes think of it, the cameraman (or 
  Ben) suggests a hacker might be able to wrest control of 
  the defense unit from its controller. This task requires 
  several steps:
  1. Successfully hack the Red–8 system.
  2. Beat the Poseidon hacker in an opposed Hacking roll. 
  The Wild Card Poseidon hacker has an Alpha–6 com-
  puter (used for a Cooperative roll) and a Hacking skill 
  of d8. Each attempt takes 1 round.
  3. Make a successful Hacking roll to take control of the 
  defense unit.
   Security Guards (4): see page 21, they are wear-
  ing Kevlar vests with inserts giving them Toughness 8/10, 
  +2/+4 Armor and ignore 4 points of AP.
   Drone, Sentry Gun (1): see page 21.
  THE CEO
  THE CEO
  The doors behind the armored suit are locked and 
  armored with a Toughness of 12. The heroes may well 
  have access to the sentry gun so these should not pres-
  ent any real problem.
  The chamber beyond the doors is a small foyer with a 
  bank of elevators. The CEO the heroes have been chasing 
  is sprawled upon the ﬂ oor, dead, from a single gunshot 
  to the back of the head. Two heavily cybered men in ex-
  pensive suits ﬂ ank a third man who is standing with his 
  hands behind his back.
  “Ah, our visitors arrive,” the man speaks with 
  a low tone that somehow exudes authority, “I 
  regret you have become embroiled in the politi-
  cal machinations of my predecessor,” he pauses 
  to nudge the corpse with the toe of his expensive 
  shoe. “However, your part in events has now come 
  to an end and you have two choices—walk away 
  now with your lives and a sizeable compensation 
  payment for your troubles, or almost certainly 
  perish trying to escape from this fully alert corpo-
  rate building. The choice, as they say, is yours. Oh, 
  and just on the off-chance you are considering us-
  ing me as a hostage for your freedom, you should 
  consider that I am as expendable to Poseidon as 
  my predecessor.”
  The CEO is offering the heroes, and Ben, the best deal 
  they are going to get. Poseidon Corporation has already 
  begun to remove all evidence of the nerve gas plot be-
  ginning with the “retirement” of the CEO involved. With 
  a resigned air, Ben recommends the heroes accept the 
  offer, saying some battles simply cannot be won. 
  The News Network 24 cameraman receives a call from 
  his station ordering him to erase all record of happen-
  ings within the Poseidon building; he relates this to the 
  heroes as he follows his orders.
   CEO (1): use normal person but make him a Wild 
  Card.
  THE WEST 
  THE WEST 
  DEREGULATED ZONE
  DEREGULATED ZONE
  Default: The deregulated zone has nothing of in-
  terest in it for corporations, except as a site for the 
  odd corporate war—controlled conﬂ icts between 
  small groups representing rival corporations.
  Success: A corporate body has shown a lot of in-
  terest in the West Deregulated Zone speciﬁ cally 
  the area around the coordinates the Cutting Krewe 
  was given. Questions have been asked about how 
  a company could claim land in the dregs—only by 
  paying for all who live there to be relocated.
  Raise: The company showing all the interest is 
  Poseidon Corporation.
  TAIL CHASING
  TAIL CHASING
  19
  19
         Stu Havers (1): use Dreg Resident, see page 21, 
  but make him a Henchman.
   Receptionist (1): use Dreg Resident, see page 
  21.
   Security Guards (16): see page 21.
  SCENE 4: PLAUSIBLE 
  SCENE 4: PLAUSIBLE 
  DENIABILITY
  DENIABILITY
  Soon after the security guards are dealt with, an alarm 
  is heard—more guards are on the way and the heroes are 
  stuck on ﬂ oor 100 of a major corporate building!
  If the heroes do not think of it, Ben insists they push 
  on with the plan to confront the CEO. If they can get to 
  him, they may be able to use him as a hostage and get 
  the recording to prove Poseidon Corporation’s nerve gas 
  plot.
  The doors through which the CEO exited are locked 
  and have Toughness 10 and lead to larger conference 
  room.
  THE MAJOR CONFERENCE ROOM
  THE MAJOR CONFERENCE ROOM
  This large chamber measures 3” wide and 24” long 
  with doors at either end and a conference table which can 
  seat over 50 individuals taking up most of the room. 
  A large sentry gun drone has been set up at the far 
  end of the table blocking access to the doors opposite 
  the ones the heroes came through. Four security guards, 
  wearing Kevlar vests, stand on either side of the sentry 
  gun.
  The huge table and chairs are made of solid oak 
  several inches thick and provide Medium Cover (+4 
  Armor). Several smaller tables and desks (complete with 
  computer terminals) are around the edge of the room 
  and these provide Light Cover but no Armor. 
  The sentry gun is being controlled by a Poseidon-
  employed hacker from a remote location. Any hero who 
  gets a Raise on a Common Knowledge roll has heard of 
  such units and knows they are often remotely controlled. 
  If a hero has a history with Poseidon Corporation (for 
  example is Wanted by them) he needs only a success on 
  the Common Knowledge roll.
  If none of the heroes think of it, the cameraman (or 
  Ben) suggests a hacker might be able to wrest control of 
  the defense unit from its controller. This task requires 
  several steps:
  1. Successfully hack the Red–8 system.
  2. Beat the Poseidon hacker in an opposed Hacking roll. 
  The Wild Card Poseidon hacker has an Alpha–6 com-
  puter (used for a Cooperative roll) and a Hacking skill 
  of d8. Each attempt takes 1 round.
  3. Make a successful Hacking roll to take control of the 
  defense unit.
   Security Guards (4): see page 21, they are wear-
  ing Kevlar vests with inserts giving them Toughness 8/10, 
  +2/+4 Armor and ignore 4 points of AP.
   Drone, Sentry Gun (1): see page 21.
  THE CEO
  THE CEO
  The doors behind the armored suit are locked and 
  armored with a Toughness of 12. The heroes may well 
  have access to the sentry gun so these should not pres-
  ent any real problem.
  The chamber beyond the doors is a small foyer with a 
  bank of elevators. The CEO the heroes have been chasing 
  is sprawled upon the ﬂ oor, dead, from a single gunshot 
  to the back of the head. Two heavily cybered men in ex-
  pensive suits ﬂ ank a third man who is standing with his 
  hands behind his back.
  “Ah, our visitors arrive,” the man speaks with 
  a low tone that somehow exudes authority, “I 
  regret you have become embroiled in the politi-
  cal machinations of my predecessor,” he pauses 
  to nudge the corpse with the toe of his expensive 
  shoe. “However, your part in events has now come 
  to an end and you have two choices—walk away 
  now with your lives and a sizeable compensation 
  payment for your troubles, or almost certainly 
  perish trying to escape from this fully alert corpo-
  rate building. The choice, as they say, is yours. Oh, 
  and just on the off-chance you are considering us-
  ing me as a hostage for your freedom, you should 
  consider that I am as expendable to Poseidon as 
  my predecessor.”
  The CEO is offering the heroes, and Ben, the best deal 
  they are going to get. Poseidon Corporation has already 
  begun to remove all evidence of the nerve gas plot be-
  ginning with the “retirement” of the CEO involved. With 
  a resigned air, Ben recommends the heroes accept the 
  offer, saying some battles simply cannot be won. 
  The News Network 24 cameraman receives a call from 
  his station ordering him to erase all record of happen-
  ings within the Poseidon building; he relates this to the 
  heroes as he follows his orders.
   CEO (1): use normal person but make him a Wild 
  Card.
  THE WEST 
  THE WEST 
  DEREGULATED ZONE
  DEREGULATED ZONE
  Default: The deregulated zone has nothing of in-
  terest in it for corporations, except as a site for the 
  odd corporate war—controlled conﬂ icts between 
  small groups representing rival corporations.
  Success: A corporate body has shown a lot of in-
  terest in the West Deregulated Zone speciﬁ cally 
  the area around the coordinates the Cutting Krewe 
  was given. Questions have been asked about how 
  a company could claim land in the dregs—only by 
  paying for all who live there to be relocated.
  Raise: The company showing all the interest is 
  Poseidon Corporation.
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  20
  20
       Bodyguards (2): use Street Samurai, see page 
  23.
  THE HEROES’ CHOICE
  THE HEROES’ CHOICE
  The heroes are free to make either choice but the 
  cameraman and Ben will not join them if they decide to 
  ﬁ ght their way out. As noted by the new CEO, taking him 
  hostage does not help the heroes as Poseidon Corpora-
  tion simply regard him as expendable.
  If the heroes opt to try and ﬁ ght their way out of the 
  building, the GM should use the nearby Overview as a 
  guide to the Poseidon Building and throw increasing 
  numbers of security guards at his players.
  If the heroes decide to walk away, the CEO is true to 
  his word—they get to walk away unscathed and with a 
  substantial payment from Poseidon Corporation.
  END CREDITS
  END CREDITS
  The heroes have escaped from Poseidon Corpora-
  tion either barely with their lives or with the company’s 
  “blood” money in their pockets.
  The characters may not like what they had to do, but 
  such is the way of the corporate world and at least they 
  live to ﬁ ght another day.
  If the heroes nose around, they ﬁ nd no one with 
  any authority who has anything to say about the whole 
  affair—a conspiracy of silence paid for by Poseidon 
  Corporation covers everything up. Even those deniable 
  assets who were involved, and survived the debacle, are 
  keeping quiet. 
  Just another day in the sprawl.
  THE CAST
  THE CAST
  CLAW 
  CLAW 
  Six feet, two inches of mean! That’s the best descrip-
  tion of this street trash who imaginatively calls himself 
  “Claw.” His name comes from the twin cyberarms he 
  sports, each ending in four mechanical claws, which are 
  his favorite weapons in a ﬁ ght.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12 
  [d10], Vigor d12
  Skills: Fighting d10 [d10], Notice d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 10 (2)
  Hindrances: Arrogant, Mean
  Edges: Improved Frenzy, Two Fisted
  Cyberware: Dermal Plates (Level 2, +2 Armor), Cyber 
  Arms (Strength Level 2), Embedded Combat Processor 
  (Fighting Level 2)
  Gear: Cyberarms (Str+d4+3) both arms have built-in guns 
  equivalent to Hachiman Widow Maker .50 (Range: 15/30/60, 
  Damage: 2d8, Rate of Fire: 1, Shots: 7, AP 2, Semi-Auto) 
  OVERVIEW OF THE POSEIDON 
  OVERVIEW OF THE POSEIDON 
  CORPORATION BUILDING
  CORPORATION BUILDING
  The Poseidon Corporation building within the 
  Conurbation is an administration building not a 
  research center, as such the employees who work 
  there reside elsewhere. 
  GENERAL LAYOUT
  GENERAL LAYOUT
  The building is situated in the central Core of the 
  Conurbation and is only 20 stories tall—dwarfed by 
  some of the nearby towers of Poseidon’s rivals. The 
  building has a secure underground garage where the 
  more important members of the company park their 
  vehicles —the general employees are expected to use 
  public transport to get to work and hence do not re-
  quire parking.
  Ground Floor: mainly taken up by the foyer which 
  is lined with ﬁ sh tanks containing rare species of ﬁ sh. 
  Hidden away from public sight is the security center 
  which monitors cameras on all ﬂ oors and coordinates 
  any response to criminal activity.
  Floors 1 to 5: have luxurious lounges and meeting 
  rooms, again lined with tanks of exotic ﬁ sh. These 
  ﬂ oors are used for publicity and meetings where the 
  aim is to impress.
  Floors 6 to 12: are open plan “cube farms” composed 
  of hundreds of cubicles each with just enough room 
  for an employee and their computer. 
  Floors 13 to 15: corporate meeting rooms. These are 
  the rooms used for serious meetings where the real 
  business of the corporation is discussed and decided.
  Floors 16 to 20: senior employee ofﬁ ces, with half a 
  dozen ofﬁ ces per ﬂ oor, each having more space than 
  most people’s living quarters. 
  SECURITY
  SECURITY
  The Poseidon Corporation building does not usually 
  have a large complement of security as it relies on the 
  Conurbation police and personnel from Sentinel In-
  corporated. In addition to the security already noted in 
  this scenario there are a further 20 security guards in the 
  building, these are scattered between ﬂ oors 1 to 15.
  Once Poseidon raises an alarm (which will only oc-
  cur if the heroes do not take the CEO’s offer to walk 
  away), outside security arrives within 10 minutes 
  and in large enough numbers to make any escape 
  without a cunning plan a moot point.
  COMPUTER SECURITY
  COMPUTER SECURITY
  The work undertaken in the building is not particular-
  ly sensitive mainly dealing with the day-to-day running 
  of a multinational company and as such, the comput-
  er system is only a Red-6. 
  The computer system can be used to control the door 
  locks on all rooms, the elevators, the ﬁ re alarms and 
  sprinklers, the heating, air conditioning and lighting.
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  20
  20
       Bodyguards (2): use Street Samurai, see page 
  23.
  THE HEROES’ CHOICE
  THE HEROES’ CHOICE
  The heroes are free to make either choice but the 
  cameraman and Ben will not join them if they decide to 
  ﬁ ght their way out. As noted by the new CEO, taking him 
  hostage does not help the heroes as Poseidon Corpora-
  tion simply regard him as expendable.
  If the heroes opt to try and ﬁ ght their way out of the 
  building, the GM should use the nearby Overview as a 
  guide to the Poseidon Building and throw increasing 
  numbers of security guards at his players.
  If the heroes decide to walk away, the CEO is true to 
  his word—they get to walk away unscathed and with a 
  substantial payment from Poseidon Corporation.
  END CREDITS
  END CREDITS
  The heroes have escaped from Poseidon Corpora-
  tion either barely with their lives or with the company’s 
  “blood” money in their pockets.
  The characters may not like what they had to do, but 
  such is the way of the corporate world and at least they 
  live to ﬁ ght another day.
  If the heroes nose around, they ﬁ nd no one with 
  any authority who has anything to say about the whole 
  affair—a conspiracy of silence paid for by Poseidon 
  Corporation covers everything up. Even those deniable 
  assets who were involved, and survived the debacle, are 
  keeping quiet. 
  Just another day in the sprawl.
  THE CAST
  THE CAST
  CLAW 
  CLAW 
  Six feet, two inches of mean! That’s the best descrip-
  tion of this street trash who imaginatively calls himself 
  “Claw.” His name comes from the twin cyberarms he 
  sports, each ending in four mechanical claws, which are 
  his favorite weapons in a ﬁ ght.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12 
  [d10], Vigor d12
  Skills: Fighting d10 [d10], Notice d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 10 (2)
  Hindrances: Arrogant, Mean
  Edges: Improved Frenzy, Two Fisted
  Cyberware: Dermal Plates (Level 2, +2 Armor), Cyber 
  Arms (Strength Level 2), Embedded Combat Processor 
  (Fighting Level 2)
  Gear: Cyberarms (Str+d4+3) both arms have built-in guns 
  equivalent to Hachiman Widow Maker .50 (Range: 15/30/60, 
  Damage: 2d8, Rate of Fire: 1, Shots: 7, AP 2, Semi-Auto) 
  OVERVIEW OF THE POSEIDON 
  OVERVIEW OF THE POSEIDON 
  CORPORATION BUILDING
  CORPORATION BUILDING
  The Poseidon Corporation building within the 
  Conurbation is an administration building not a 
  research center, as such the employees who work 
  there reside elsewhere. 
  GENERAL LAYOUT
  GENERAL LAYOUT
  The building is situated in the central Core of the 
  Conurbation and is only 20 stories tall—dwarfed by 
  some of the nearby towers of Poseidon’s rivals. The 
  building has a secure underground garage where the 
  more important members of the company park their 
  vehicles —the general employees are expected to use 
  public transport to get to work and hence do not re-
  quire parking.
  Ground Floor: mainly taken up by the foyer which 
  is lined with ﬁ sh tanks containing rare species of ﬁ sh. 
  Hidden away from public sight is the security center 
  which monitors cameras on all ﬂ oors and coordinates 
  any response to criminal activity.
  Floors 1 to 5: have luxurious lounges and meeting 
  rooms, again lined with tanks of exotic ﬁ sh. These 
  ﬂ oors are used for publicity and meetings where the 
  aim is to impress.
  Floors 6 to 12: are open plan “cube farms” composed 
  of hundreds of cubicles each with just enough room 
  for an employee and their computer. 
  Floors 13 to 15: corporate meeting rooms. These are 
  the rooms used for serious meetings where the real 
  business of the corporation is discussed and decided.
  Floors 16 to 20: senior employee ofﬁ ces, with half a 
  dozen ofﬁ ces per ﬂ oor, each having more space than 
  most people’s living quarters. 
  SECURITY
  SECURITY
  The Poseidon Corporation building does not usually 
  have a large complement of security as it relies on the 
  Conurbation police and personnel from Sentinel In-
  corporated. In addition to the security already noted in 
  this scenario there are a further 20 security guards in the 
  building, these are scattered between ﬂ oors 1 to 15.
  Once Poseidon raises an alarm (which will only oc-
  cur if the heroes do not take the CEO’s offer to walk 
  away), outside security arrives within 10 minutes 
  and in large enough numbers to make any escape 
  without a cunning plan a moot point.
  COMPUTER SECURITY
  COMPUTER SECURITY
  The work undertaken in the building is not particular-
  ly sensitive mainly dealing with the day-to-day running 
  of a multinational company and as such, the comput-
  er system is only a Red-6. 
  The computer system can be used to control the door 
  locks on all rooms, the elevators, the ﬁ re alarms and 
  sprinklers, the heating, air conditioning and lighting.
  
  TAIL CHASING
  TAIL CHASING
  21
  21
  CORPORATE SECURITY GUARDS
  CORPORATE SECURITY GUARDS
  No matter what uniform they are wearing, the Corpo-
  rate Security Guard is essentially the same; a paid thug 
  with the beneﬁ 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
  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)
  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)
  DEUCE
  DEUCE
  A street samurai with excellent leadership skills which 
  led him to become the head of the deniable asset team 
  known as the “Cutting Krewe.” Deuce prefers ﬁ nesse to 
  brute force and this is reﬂ ected in his appearance: He is 
  of average height and build with non-descript features—
  basically there is nothing that makes him stand out in a 
  crowd. Deuce has no obvious cyberware except for the 
  slight silver sheen to his cybereyes. 
  Deuce has been resisting his younger brother Eddy’s 
  attempts to become one of the Cutting Krewe, fearing 
  he is too young to be exposed to the darker side of the 
  corporate world. He caved just before the Krewe’s lat-
  est run and blames his distraction through worry about 
  Eddy’s safety for the failure of the mission.
  When ﬁ rst found, Deuce is suffering from 3 Wounds.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Notice d8 [d8], Shooting d10 [d10]
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6/7 (1/2)
  Hindrances: Loyal
  Edges: Level Headed, Natural Leader, Strong Willed
  Cyberware: Eye-Gun Link (Shooting, Level 2), Eye re-
  placements with infrared (Notice, Level 1)
  Gear: Armored Jacket +1/+2, Armored helmet +2
  DREG RESIDENT 
  DREG RESIDENT 
  The people who live in the deregulated zones have to 
  be a bit tougher than the average citizens of the Conur-
  bation and be prepared to defend themselves if the need 
  arises. The majority of people are still just normal people 
  trying to eke out a living.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Notice d6, Repair d6, Shooting d6, 
  any suitable skills at d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 6
  Edges: —
  Gear: Varies but generally Morrigu Arms Hold Out .44 
  (Range: 5/10/20, Damage: 2d6+1, Rate of Fire: 1, Shots: 
  7, AP 1)
  DRONE, HELICOPTER 
  DRONE, HELICOPTER 
  SURVEILLANCE 
  SURVEILLANCE 
  A small helicopter (3 feet long) equipped with cam-
  eras and a sophisticated pattern matching program that 
  allows it to spot intruders.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d8, Piloting d6, Shooting d6
  Pace: –; Parry: 5; Toughness: 5
  Special Abilities:
  * 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.
  * Flight: Flight 18”, Climb 3”
  * Hardy: A second Shaken result does not cause a 
  wound.
  * Gear: None
  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: (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 emplace-
  ment which can be controlled by its own computer or re-
  motely by a hacker. The statistics below have the drone’s 
  skills with the Poseidon hacker’s skills in parentheses.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d12+2
  TAIL CHASING
  TAIL CHASING
  21
  21
  CORPORATE SECURITY GUARDS
  CORPORATE SECURITY GUARDS
  No matter what uniform they are wearing, the Corpo-
  rate Security Guard is essentially the same; a paid thug 
  with the beneﬁ 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
  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)
  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)
  DEUCE
  DEUCE
  A street samurai with excellent leadership skills which 
  led him to become the head of the deniable asset team 
  known as the “Cutting Krewe.” Deuce prefers ﬁ nesse to 
  brute force and this is reﬂ ected in his appearance: He is 
  of average height and build with non-descript features—
  basically there is nothing that makes him stand out in a 
  crowd. Deuce has no obvious cyberware except for the 
  slight silver sheen to his cybereyes. 
  Deuce has been resisting his younger brother Eddy’s 
  attempts to become one of the Cutting Krewe, fearing 
  he is too young to be exposed to the darker side of the 
  corporate world. He caved just before the Krewe’s lat-
  est run and blames his distraction through worry about 
  Eddy’s safety for the failure of the mission.
  When ﬁ rst found, Deuce is suffering from 3 Wounds.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Notice d8 [d8], Shooting d10 [d10]
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6/7 (1/2)
  Hindrances: Loyal
  Edges: Level Headed, Natural Leader, Strong Willed
  Cyberware: Eye-Gun Link (Shooting, Level 2), Eye re-
  placements with infrared (Notice, Level 1)
  Gear: Armored Jacket +1/+2, Armored helmet +2
  DREG RESIDENT 
  DREG RESIDENT 
  The people who live in the deregulated zones have to 
  be a bit tougher than the average citizens of the Conur-
  bation and be prepared to defend themselves if the need 
  arises. The majority of people are still just normal people 
  trying to eke out a living.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Notice d6, Repair d6, Shooting d6, 
  any suitable skills at d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 6
  Edges: —
  Gear: Varies but generally Morrigu Arms Hold Out .44 
  (Range: 5/10/20, Damage: 2d6+1, Rate of Fire: 1, Shots: 
  7, AP 1)
  DRONE, HELICOPTER 
  DRONE, HELICOPTER 
  SURVEILLANCE 
  SURVEILLANCE 
  A small helicopter (3 feet long) equipped with cam-
  eras and a sophisticated pattern matching program that 
  allows it to spot intruders.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d8, Piloting d6, Shooting d6
  Pace: –; Parry: 5; Toughness: 5
  Special Abilities:
  * 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.
  * Flight: Flight 18”, Climb 3”
  * Hardy: A second Shaken result does not cause a 
  wound.
  * Gear: None
  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: (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 emplace-
  ment which can be controlled by its own computer or re-
  motely by a hacker. The statistics below have the drone’s 
  skills with the Poseidon hacker’s skills in parentheses.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d12+2
  
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  22
  22
  Skills: Notice d6 (d8), Shooting d8 (d10)
  Pace: –; Parry: 2; Toughness: 12 (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)
  DRONE, STATIC DEFENSE
  DRONE, STATIC DEFENSE
  Little more than a heavy machine gun linked to a 
  computer behind armor plating.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d12
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d8
  Pace: –; Parry: 5; Toughness: 10 (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 Heavy .50 (Range: 
  50/100/200, Damage 2d10, Rate of Fire: 3, Shots: 200, 
  AP 4, Auto, HW)
  DRONE, WHEELED 
  DRONE, WHEELED 
  SURVEILLANCE
  SURVEILLANCE
  A small car (2 feet long) equipped with cameras and 
  a sophisticated pattern matching program that allows it 
  to spot intruders.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Driving d6, Fighting d6, Notice d8, Shooting d6
  Pace: 12; Parry: 5; Toughness: 7
  Special Abilities:
  * 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: None
  FERAL DOGS
  FERAL DOGS
  Over the years, many pet dogs have been abandoned 
  by their owners and those vicious enough manage to sur-
  vive in the deregulated zones. As the veneer of domes-
  tication has fallen away, the erstwhile pets have formed 
  into predatory, feral packs.
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d10
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: Dogs roll a d10 when running instead 
  of a d6.
  * Go for the Throat: Dogs instinctively go for an op-
  ponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: Dogs are relatively small.
  MR. BURKE
  MR. BURKE
  Mr. Burke is tall and thin with a bald head, appearing like 
  an ungainly stick insect. His partner in crime is Mr. Hare.
  Despite a vicious streak both Mr. Burke and Mr. Hare 
  are basically cowards who prefer the life of collecting 
  corpses and selling them to whoever will buy them. 
  However they are not adverse to violence if they have 
  the upper hand or are threatened.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d10 [d8], Stealth d10
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 7/8 (1/2)
  Hindrances: Anemic, Bloodthirsty, Mean
  Edges: Combat Reﬂ exes, Danger Sense, Dead Shot, Im-
  proved Dodge, Marksman 
  Cyberware: Eye-Gun Link (Shooting Level 1)
  Gear: Armored long coat +1/+2, Hachiman Widow Mak-
  er .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)
  MR. HARE
  MR. HARE
  Mr. Hare is almost comically squat and overweight 
  with a shaggy mop of hair. His partner is Mr. Burke.
  Despite a vicious streak both Mr. Burke and Mr. Hare 
  are basically cowards who prefer the life of collecting 
  corpses and selling them to whoever will buy them. 
  However they are not adverse to violence if they have 
  the upper hand or are threatened.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Fighting d10 [d8], Notice d8, Shooting d10 [d8], 
  Stealth d8
  Charisma: +0; Pace: 5; Parry: 6; Toughness: 9/10 (1/2)
  Hindrances: Bloodthirsty, Mean, Obese
  Edges: Combat Reﬂ exes, Dodge, Improved Nerves of 
  Steel, Marksman
  Cyberware: Eye-Gun Link (Shooting Level 1)
  Gear: Armored long coat +2/+4, Hachiman Widow Mak-
  DARING TALES OF THE SPRAWL #02
  DARING TALES OF THE SPRAWL #02
  22
  22
  Skills: Notice d6 (d8), Shooting d8 (d10)
  Pace: –; Parry: 2; Toughness: 12 (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)
  DRONE, STATIC DEFENSE
  DRONE, STATIC DEFENSE
  Little more than a heavy machine gun linked to a 
  computer behind armor plating.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d12
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d8
  Pace: –; Parry: 5; Toughness: 10 (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 Heavy .50 (Range: 
  50/100/200, Damage 2d10, Rate of Fire: 3, Shots: 200, 
  AP 4, Auto, HW)
  DRONE, WHEELED 
  DRONE, WHEELED 
  SURVEILLANCE
  SURVEILLANCE
  A small car (2 feet long) equipped with cameras and 
  a sophisticated pattern matching program that allows it 
  to spot intruders.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Driving d6, Fighting d6, Notice d8, Shooting d6
  Pace: 12; Parry: 5; Toughness: 7
  Special Abilities:
  * 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: None
  FERAL DOGS
  FERAL DOGS
  Over the years, many pet dogs have been abandoned 
  by their owners and those vicious enough manage to sur-
  vive in the deregulated zones. As the veneer of domes-
  tication has fallen away, the erstwhile pets have formed 
  into predatory, feral packs.
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d10
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: Dogs roll a d10 when running instead 
  of a d6.
  * Go for the Throat: Dogs instinctively go for an op-
  ponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: Dogs are relatively small.
  MR. BURKE
  MR. BURKE
  Mr. Burke is tall and thin with a bald head, appearing like 
  an ungainly stick insect. His partner in crime is Mr. Hare.
  Despite a vicious streak both Mr. Burke and Mr. Hare 
  are basically cowards who prefer the life of collecting 
  corpses and selling them to whoever will buy them. 
  However they are not adverse to violence if they have 
  the upper hand or are threatened.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d10 [d8], Stealth d10
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 7/8 (1/2)
  Hindrances: Anemic, Bloodthirsty, Mean
  Edges: Combat Reﬂ exes, Danger Sense, Dead Shot, Im-
  proved Dodge, Marksman 
  Cyberware: Eye-Gun Link (Shooting Level 1)
  Gear: Armored long coat +1/+2, Hachiman Widow Mak-
  er .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)
  MR. HARE
  MR. HARE
  Mr. Hare is almost comically squat and overweight 
  with a shaggy mop of hair. His partner is Mr. Burke.
  Despite a vicious streak both Mr. Burke and Mr. Hare 
  are basically cowards who prefer the life of collecting 
  corpses and selling them to whoever will buy them. 
  However they are not adverse to violence if they have 
  the upper hand or are threatened.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Fighting d10 [d8], Notice d8, Shooting d10 [d8], 
  Stealth d8
  Charisma: +0; Pace: 5; Parry: 6; Toughness: 9/10 (1/2)
  Hindrances: Bloodthirsty, Mean, Obese
  Edges: Combat Reﬂ exes, Dodge, Improved Nerves of 
  Steel, Marksman
  Cyberware: Eye-Gun Link (Shooting Level 1)
  Gear: Armored long coat +2/+4, Hachiman Widow Mak-
  
  TAIL CHASING
  TAIL CHASING
  23
  23
  er .50 (Range: 15/30/60, Damage: 2d8, Rate of Fire: 1, 
  Shots: 7, AP 2, Semi-Auto), Sawed-Off Shotgun (Range: 
  5/10/20, Damage: 1–3d6, Rate of Fire: 1–2, Shots: 2)
  MERCENARIES
  MERCENARIES
  Mercenaries are warriors for hire—they sell their ser-
  vices to anyone who can pay their high cost and medical 
  bills. Owing no allegiance to any government or com-
  pany, the sides the mercenaries ﬁ ght for change from 
  week to week. Between individual mercenaries there is 
  a code of conduct, you may well be trying to kill each 
  other one week as you are on opposite sides of a conﬂ ict, 
  but you still watch out for each other when you meet 
  outside the warzone.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 7 (1)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Armored Vest+1, Armored helmet +2, Morrigu 
  Arms Marauder .45 (Range: 12/24/48, Damage: 2d6+1, 
  Rate of Fire: 1, Shots: 7, AP 1, Semi-Auto), knife (Str+d4), 
  Hachiman Rapid Fire Medium (Range: 24/48/96, Damage 
  2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 3RB)
  PACK RATS
  PACK RATS
  You could mistake the Pack Rats as just another gang 
  in the deregulated zone, but you would be wrong. Living 
  in a partially ruined sports arena the Pack Rats are really 
  more a community than a gang. They scour the dregs 
  looking for broken and discarded technology which they 
  gather up and repair. This refurbished technology is then 
  sold or traded with other gangs for the more mundane 
  essentials such as food.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d6, Fighting d6, Notice d6, Repair d8, 
  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), 
  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)
  THUGS
  THUGS
  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: Glock 9mm (Range: 12/24/48, Damage: 2d6, Rate 
  of Fire: 3, Shots: 32, AP 1, Semi-Auto), baton (Str+d4)
  WHITEY
  WHITEY
  Whitey is an experienced mercenary and veteran of 
  many corporate wars and is also an expert at small unit 
  tactics.
  A few years back, Whitey was badly wounded in a cor-
  porate skirmish, the leader of the Cutting Krewe, Deuce, 
  risked his life to aid the wounded mercenary and got 
  him to safety. Since that time, Whitey and Deuce have 
  become close friends and the older man often looks out 
  for Deuce’s younger brother while Deuce is away on mis-
  sions.
  Whitey gets his nickname from his shock of white 
  hair, this and a scar running from his forehead through 
  his left eye and down to his cheek were received in the 
  same skirmish that Deuce saved him from.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Notice d8, Shooting d10 [d8]
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 7/8 (1/2)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting, Level 1), Eye re-
  placements with infrared (Notice, Level 1)
  Gear: Armored Vest+1, Armored helmet +2, Morrigu 
  Arms Marauder .45 (Range: 12/24/48, Damage: 2d6+1, 
  Rate of Fire: 1, Shots: 7, AP 1, Semi-Auto), knife (Str+d4), 
  Hachiman Rapid Fire Medium (Range: 24/48/96, Damage 
  2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 3RB)
  TAIL CHASING
  TAIL CHASING
  23
  23
  er .50 (Range: 15/30/60, Damage: 2d8, Rate of Fire: 1, 
  Shots: 7, AP 2, Semi-Auto), Sawed-Off Shotgun (Range: 
  5/10/20, Damage: 1–3d6, Rate of Fire: 1–2, Shots: 2)
  MERCENARIES
  MERCENARIES
  Mercenaries are warriors for hire—they sell their ser-
  vices to anyone who can pay their high cost and medical 
  bills. Owing no allegiance to any government or com-
  pany, the sides the mercenaries ﬁ ght for change from 
  week to week. Between individual mercenaries there is 
  a code of conduct, you may well be trying to kill each 
  other one week as you are on opposite sides of a conﬂ ict, 
  but you still watch out for each other when you meet 
  outside the warzone.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 7 (1)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Armored Vest+1, Armored helmet +2, Morrigu 
  Arms Marauder .45 (Range: 12/24/48, Damage: 2d6+1, 
  Rate of Fire: 1, Shots: 7, AP 1, Semi-Auto), knife (Str+d4), 
  Hachiman Rapid Fire Medium (Range: 24/48/96, Damage 
  2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 3RB)
  PACK RATS
  PACK RATS
  You could mistake the Pack Rats as just another gang 
  in the deregulated zone, but you would be wrong. Living 
  in a partially ruined sports arena the Pack Rats are really 
  more a community than a gang. They scour the dregs 
  looking for broken and discarded technology which they 
  gather up and repair. This refurbished technology is then 
  sold or traded with other gangs for the more mundane 
  essentials such as food.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d6, Fighting d6, Notice d6, Repair d8, 
  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), 
  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)
  THUGS
  THUGS
  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: Glock 9mm (Range: 12/24/48, Damage: 2d6, Rate 
  of Fire: 3, Shots: 32, AP 1, Semi-Auto), baton (Str+d4)
  WHITEY
  WHITEY
  Whitey is an experienced mercenary and veteran of 
  many corporate wars and is also an expert at small unit 
  tactics.
  A few years back, Whitey was badly wounded in a cor-
  porate skirmish, the leader of the Cutting Krewe, Deuce, 
  risked his life to aid the wounded mercenary and got 
  him to safety. Since that time, Whitey and Deuce have 
  become close friends and the older man often looks out 
  for Deuce’s younger brother while Deuce is away on mis-
  sions.
  Whitey gets his nickname from his shock of white 
  hair, this and a scar running from his forehead through 
  his left eye and down to his cheek were received in the 
  same skirmish that Deuce saved him from.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Notice d8, Shooting d10 [d8]
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 7/8 (1/2)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting, Level 1), Eye re-
  placements with infrared (Notice, Level 1)
  Gear: Armored Vest+1, Armored helmet +2, Morrigu 
  Arms Marauder .45 (Range: 12/24/48, Damage: 2d6+1, 
  Rate of Fire: 1, Shots: 7, AP 1, Semi-Auto), knife (Str+d4), 
  Hachiman Rapid Fire Medium (Range: 24/48/96, Damage 
  2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto, 3RB)
  
  31048
  $7.50
  Put on those shades, run a 
  self-diagnostic on your implanted 
  chrome and prepare to hit the 
  mean  streets!
  A straightforward mission to discover what happened to a 
  stolen prototype and a prior team sent to ﬁ nd it leads to the 
  heroes being given the runaround!
  From a missing broker’s junkyard, to a mercenary haunt, to 
  the ruins of the deregulated zone and a commune that has 
  opted out of the sprawl, the heroes must follow a twisted trail 
  to ﬁ nd the prototype they seek. 
  When they ﬁ nd it—is it what they expected?
  Daring Tales of the Sprawl #02 sets the characters on a search 
  across the Conurbation and into the wilds of the deregulated 
  zones as they try to piece together what happened to a prior 
  team of Deniable Assets. 
  No job is ever simple.
  Can you ﬁ nd the missing prototype?
  Daring Tales of the Sprawl is designed to be used with the 
  award winning Savage Worlds RPG. 
  © 2009 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.  © 2009. 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 02 - Tail Chasing.pdf