TEXT: Ride the Divine Wind 
   
  This adventure is designed for the Cyberpunk 2020 game and is based on material found in 
  R. Talsorian Games’ Pac Rim sourcebook. While this supplement can provide detailed 
  background material on Japan (the country in which this adventure is set) in the year 2020, it is 
  not necessary to have the book to play Ride the Divine Wind. 
  Ride the Divine Wind sees the player characters used as unwitting pawns in a get-rich-quick 
  scheme. It all starts innocently enough, with a search for a runaway teenager who has joined a 
  gang of bosozoku (“reckless-driving tribes”). But there’s more at stake here than just a missing 
  kid. Millions of yen and a radical new technology that could change the face of the transportation 
  industry may also hang in the balance. 
  This adventure can accommodate a number of character types. As written, the characters are 
  a team of detectives (solos and freelancing cops) who are hired by a wealthy J apanese executive 
  who wants to find his ru naway daughter. This team could also include techies and netrunners. 
  Alternatively, the characters might be friends of the runaway, young rockers or school chums 
  who want to find their friend before the father’s “hired goons” do. Street types that the daughter 
  has dealt with in the past (fixers, techies, rockers and netrunners) might also be motivated to help 
  out an old friend. The gamemaster should set this friendship p in advance by briefly introducing 
  the daughter to the characters before this adventure begins. Since she’s from a wealthy family, 
  maybe she helps one of the characters out with a “pay me back when you can” credit loan. 
  Finally, a media team might want to find the girl so that they can get an exclusive scoop. 
  Since the daughter ran from the lap of luxury to the uncertain existence of a bike gang, it’s the 
  perfect “riches to rags” story. 
  The alternative set-ups listed above require the gamemaster to create the team of non-player 
  characters that is hired by the father, and to work the actions of this team into the events 
  described below. 
   
  STORY BACKGROUND 
  Kinuko Sekiguchi was always too individualistic foi- her own good. First, it was the brightly-
  colored pockets and extra buttons on her school uniform. Then came the light tattoos and spiked 
  hair. In no time she was neglecting her studies and hanging out at the ge-sen (game center) with 
  the bad youths. 
  Her father, a middle-management executive with Yamaha International Cybercycle Systems 
  (YICS), tried to talk sense into her. “If you continue on this course,” said Naotomo Sekiguchi, 
  “you will surely fail the university entrance exams and shame this family. We have enough of a 
  burden to bear already.”  
  This was a veiled reference to his wife’s suicide, which took place three years ago. The cause 
  was Naotomo’s infidelity a fact Kinuko only recently learned. Her father throwing her, mothees 
  death in her face was too much for Kinuko. She lashed out at him, calling him an adulterer. The 
  result was a stony silence, as Naotomo buried himself in his work. Unable to cope with her 
  father’s sudden indifference toward her, Kinuko ran away from home. 
  She found the love she was looking for in the arms of Shiro Toyomura, a member of the 
  Musha Bashiri (“Running Soldiers” motorcycle gang. Shiro at first saw Kinuko only as a pretty 
  plaything. But when he learned that Kinuko’s father oversaw a research lab at YICS where 
  cybernetic motorcycles were designed and built, he decided to use her to impress the ganis 
  
  president. He pressured Kinuko into stealing her fathees mag-key and entering the lab. The plan 
  was for her to steal high-tech motorcycle accessories. 
  Security was tight, but Kinuko had made infrequent visits to the lab before and was 
  recognized by the workers. She was able to sweet-talk her way past the guards. Inside the lab, 
  she found a completed “concept bike” – a secret motorcycle prototype that would be the basis for 
  next year’s models. 
  Kinuko had been fitted with a vehicle link two years ago, when her father gave her a Yamaha 
  CuteScoot to ride to school. She now used this interface to access the concept bike’s control 
  systems. Ar she revved the nearly-silent engine, the thrill of being one with such a powerful 
  street bike overwhelmed her. Kinuko decided then and there that she would keep the bike, rather 
  than give it to her boyfriend. Stealing it would allow her to enter the gang on her own terms. 
  \Vhen Kinuko wheeled the sleek-looking concept bike into a parking stall outside the ge-sm 
  where Musha Bashiri hung out, the gang members were suitably impressed. Shiro tried to claim 
  credit for the theft, but Kinuko refused to let him. Speaking her mind led to their first fight. Shiro 
  broke up with her then and there, but Kinuko was allowed to join the gang. 
  Eventually, Shiro realized that he really did love Kinuko. But it was too late; she had already 
  become the girlfriend of his chief rival, fellow gang member Hitoshi Yamada. Yet Kinuko still 
  has a soft spot for Shiro. Her indecision as to which of the two young men she likes,6est is sure 
  to cause some friction in the gang. 
   
  THE YAMAHA KAMIKAZE 
  The motorcycle Kinuko stole is known as the Yamaha Kamikaze. Although it is a concept 
  bike, the only significant technological improvement it offers is an improved muffler design that 
  allows it to run almost silently. Otherwise it is a normal motorcycle albeit one with a sleek look, 
  designed for speed. 
  A “dual engine” design provides the Yamaha Kamikaze with the power of the typhoon or 
  “divine wind’ for which it is named. Operated primarily on electrical power (8 hours of travel 
  per one-hour fastcharge), it also features a secondary CHOOH2 engine that can accelerate it to a 
  top speed of 250 kmh at a mere thought from its rider (an acceleration of 50 kmh/phase). The 
  bike’s small CHOOH2 tank is good only for about two hours’travel at moderate speeds. 
  The name Kamikaze was chosen because of its association with the suicide pilots of World 
  War II. This is a marketing ploy designed to attract Japan’s rebellious youth; glamorizing the 
  tragic deaths of these 20th century airmen has become a popular fad. 
  The motorcycle is highly maneuverable (maximum maneuver speed of 150 kmh). It is only 
  lightly armored (SP10) and relatively delicate (SDP20). It’s not a bike you’d want to dump too 
  many times. 
   
  NAOTOMO’S PLAN 
  Naotomo Sekiguchi was understandably furious to learn that his own daughter was behind 
  the theft of the Yamaha Kamikaze concept bike. Anger and shame were quickly followed by a 
  well founded fear that he would lose his job. Such is his standing at Yamaha International 
  Cybercycle Systems, however, that he has convinced his superiors to let him personally handle 
  the recovery of the bike. He hires a team (the player characters) at his own expense to track it 
  down and to bring his daughter home. 
  Although he pretends to be concerned for his daughter’s welfare, Naotomo is so outraged by 
  his daughter’s actions that he no longer cares what happens to her. Ultimately, it becomes clear 
  
  that his instructions to “go softly and use caution” come more out of a concern for recovering the 
  bike intact than out of any fear of what might happen to his daughter. Naotomo knows that, even 
  if he recovers the bike, his corporation will be forced to fire him as a result of his daughters 
  transgression. He will be blacklisted, unable to get a decent job anywhere else. 
  Out of desperation, he has hatched a scheme. The first step involved planting information in 
  the YICS lab’s computer files that suggests that the Yamaha Kamikaze contained a unique 
  design feature that would revolutionize the automotive industry: a micro-battery that never needs 
  replacing and is capable of holding enormous power in a lightweight package. (Conventional 
  automotive batteries are bulky and must be replaced every three to five years.) 
  The next step was to call an impromptu press conference that hinted at radical new 
  developments in the YICS lab without mentioning any specifics. Naotomo knew that his 
  competitors would try to hack their way into the lab’s computer files, where they would find the 
  false information he had planted. 
  The final step was hiring the characters then telling others in the industry “in strict 
  confidence’ about the bike’s theft and YICS’ hush-hush efforts to recover it. He knows this will 
  confirm the micro-battery’s value in the minds of his competitors. 
  As soon as word “leaks out’ about the amazing new micro-battety, Yamaha International 
  Cybercycle stock will go through the roof. (It’s already doing this when Naotomo hires the 
  characters.) Naotomo, like all loyal managers who believe in the company they work for, owns 
  large amounts of this stock. He plans to dump it and realize a healthy profit long before the 
  motorcycle is recovered and his ruse is revealed. The rival corporations (and stock purchasers) 
  will realize that they have been had but not by whom. Playing the role of the innocent, aggrieved 
  father, Naotomo can pocket the rewards and will never need to seek employment again. 
    
  MUSHA BAHIRI GANG MEMBERS 
  Int 6     Ref 6     Cool 8     Tech 6 
  Luck 4     Attr 5 
       MA 6     Emp 4 
   
  Skills: Special Ability: Gang Rank +2 to +6 (heitai); +7 (fukucho); +8 (socho). 
  Athletics +4; Awareness/Notice +3; Basic Tech +2; Brawling or Martial Art +3; Dodge & 
  Escape +3; Education & General Knowledge +2; Expert: Battle Fan +4; Expert: Motorcycle 
  Repair +4; Hide/Evade +3i Intimidation +5; Leadership +1 to +2 (heitai); +5 to +6 (fukucho and 
  socho); Melee +4; Motorcycle +4; Personal Grooming +3; Streetwise +4; Wardrobe & Style +4. 
   
  Cyber: Basic processor; interface plugs; vehicle link; various fashionwear (e.g. skinwatch, 
  light tattoo, shift-tacts, techhair); nasal filters (versus smog). 
   
  Equipment: Motorcycle (Kundalini Shiva Cyberbike, Yamaha Scorpion, Honda Microjet) 
  with customized paint job and accessories; knife or battle fan; motorcycle repair kit; video/audio 
  tape player; sleeping bag. Some gang members have stolen cell phones, while others (those still 
  on speaking terms with their families) have Trauma Team International cards. 
   
  Musha Bashiri are a gang of approximately fifty high-school and university drop-outs from 
  middle and upper-class homes. They roam the city of Tokyo and its suburbs on motorcycles that 
  were originally gifts from their indulgent parents (although many of the parts are 
  hot). Some of 
  the gangs members have broken off all ties with their families, and a handful were tossed out on 
  
  their ear for causing shame 
   to their families by preferring to hang out with their friends, rather 
  than cramming for university entrance exams. Others are on better terms and make regular visits 
  home to beg for money or a home-cooked meal. 
  The Musha Bashiri are a typical example of a bosozuoku gang. They ride an assortment of 
  different motorcycles, but all are painted in brilliant colors and are decorated with the gang’s 
  slogans, painted in kanji characters. The gangers themselves are a mixture of Japanese tradition 
  and rebellion. They wear baggy, Western-style pants and T-shirts, but when riding strap on thick 
  plastic masks that cover their nose, cheeks and jaw. These colorful, grimacing masks are replicas 
  of the lacquered iron masks worn by samurai warriors in battle. 
  Those few gangers who do wear helmets burn incense in them before wearing them, just as 
  ancient soldiers burned incense in their helmets so that their heads, if decapitated, would smell 
  sweet. 
  The average Musha Bashiri gang member is lightly armored, at best (leather paiits and 
  jacket; SP 4). A few carry knives, and the leader and his two lieutenants are armed with 
  somewhat unreliable, home-made zip guns. Their Handgun skill is +2. (Zip Guns: Type P; WA -
  1; Con P; Avail P; Dmg 1d6+1; #Shots 6; ROF 1; Rel UR; Range 50 m). 
  Among the other members, the weapon of choice is a seemingly innocent sensu (fan) whose 
  ribs end in razor-sharp points. To use this specialized melee weapon properly, extensive training 
  is required. (Warrior’s Fan: WA + 1; Con P; Avail R; Damage 2d3; Rel VR; Range l m.) 
  Toshizo Koyanagi, a university drop-out, is the socbo (president) of the gang. Competing for 
  the spot of second in command, orfu6cbo, are Shiro Toyomura and Hitoshi Yamada. Each is 
  constantly trying to outdo the other in daredevil riding feats on his motorcycle, either to impress 
  the club president or to impress Kinuko, whose affections they are both vying for. These stunts 
  usually include striking a mei (a dramatic Ka6kistyle pose) while the motorcycle zooms over 
  rough, dangerous terrain. 
  As yet, no females have made it into the upper echelons of the gang. But a number are 
  included in the ranks of the gang’s betai (soldiers). 
  At night, Toshizo and his vice-presidents lead the Musha Bashiri on their noisy excursions. 
  Sometimes the gang roars through a quiet suburban neighborhood in pairs, one member 
  concentrating on driving the bike while another, sitting behind waves a red flag that bears the 
  gang’s colors: a white fan with Musba Basbiri written in 6nji across its opened face. At other 
  times the gang becomes more violent, riding their motorcycles into shops to commit armed 
  robbery. The gang also likes to crash house parties in suburban Tokyo, especially if the partiers 
  have access to Smash or other soft drugs. 
  By day, the gang hangs out at Otaka Ge-sen, one of Tokyo$ many gaming arcades. Doffing 
  their masks, they blend in with the other teens who frequent the place; only the bikes parked 
  outside reveal that the Musba Basbiri are within. Often 
  members will sleep in these 
  relatively safe environments, rolling out their sleeping bags in an empty virtual booth. 
   
  Suitable first names for male gang members: Jun, Keishi, lssei, Takaki, Taro, Tomoyuki. 
  Suitable first names for female gang members: Miyuki, Mika, Ayako, Reiko, Shinobu, 
  Kyoko, Marina, Ikuko. 
   
   
  STARTING THE ADVENTURE 
  Unless the game master is running a campaign that is already set in Japan, the first challenge 
  will be to get the players to that country. One of the easiest ways to transplant the characters is 
  with the lure of easy money. Japan has a thriving film industry that is always on the lookout for 
  
  non-Asian actors particularly beefy characters who can play the “tough guys” or perform stunts 
  in action films. The industry is also looking for netrunners and techies for its computer graphics 
  and special effects departments. 
  The players are lured to Japan by a lucrative employment offer from the Three Lions Film 
  Company. Their flight to Japan is paid upf ront, but 
  once they arrive in the country the film offer 
  falls through. Three Lions has gone into receivership and the picture has been canceled. 
  Embarrassed that the deal has gone sour, the characters’contact offers 
  alternative 
  employment. A personal friend (Naotomo Sekiguchi) is looking for skilled operatives to perform 
  a job that must be handled discreetly. The money is just as good as the film deal, and the client is 
  willing to pick up the tab for the expensive Tokyo hotel that the characters are booked into. He is 
  also willing to pay for Japanese-language chips for 
  characters who have neural processors. 
  Since the characters have three weeks to kill before their return flight, they might as well make a 
  little pocket money. 
  Naotomo Sekiguchi meets the characters in a noodle bar in downtown Tokyo. He introduces 
  himself as an executive with Yamaha International Cybercycle Systems, but does not tell the 
  characters that he is the manager of YICS’ research and development lab. He offers them 3,000 
  Eurodollars each, plus expenses, if they can bring his daughter back home and recover a 
  motorcycle that she stole. 
  Naotomo gives the characters a school picture of his daughter that is two years out of date. It 
  shows a rather plain-looking girl in a school uniform. He tells the characters that his daughter ran 
  away from home three months ago, and that she has been hanging out with a bosozoku gang. He 
  doesn’t know the gang name, but can describe its “colors” its members wear red jackets that 
  have a white fan painted across the back. A few weeks ago, Naotomo saw his daughter climbing 
  onto one of these gang members’ motorcycles outside a ge-sen. The motorcycle sped away 
  before Naotomo could cross the street to talk to Kinuko. He doesn’t remember the name of the 
  arcade, but knows it was located near the Harajuku train station. He explains that the Harajuku is 
  an area of fast-food outlets, fashion stores catering to teens, and arcades. Nearby Yoyogi Park is 
  a popular hangout for “anti establishment” kids. 
  Naotomo adds that, four days ago, Kinuko broke into a Yamaha showroom and stole a 
  motorcycle. He explains that it was a very expensive machine, and that he will lose his job unless 
  it is recovered in one piece and returned to YICS. He describes it as white with a World War II 
  era rising sun painted on the fuel tank. 
  Naotomo pays the characters one-third of their fee up front (in yen, exchanged at 150 to the 
  Eurodollar), explaining that another third will be paid when his daughter is brought home, and 
  the final third when the stolen motorcycle is recovered. 
   
  WEAPONS RESTRICTIONS 
  Firearms and knives with blades longer than 30 cm are illegal in Japan. If the characters are 
  foreigners who have enteredjapan legally, any illegal weapons carried by the characters will have 
  been seized by customs. To acquire a handgun through the black market, a character must make 
  a Streetwise skill check at a difficulty level of 25. To acquire a knife, the difficulty level is 15. 
  The purchase takes place in Tokyo’s Shinjuku (Kabukiza) district, stronghold of the Yakuza, or 
  Japanese mob. Prices are two to three times those in America. Electronics equipment may be 
  purchased in Akihabara, Tokyo’s “electric circus.”  
  If the characters are instead Japanese citizens, only legitimate police officers who are actively 
  working on cases under the jurisdiction of the National Police Agency will be allowed to carry 
  
  firearms. These weapons will be issued by the Japanese police force. Non-standard weapons are 
  not permitted. 
   
  LANGUAGE AND SOCIAL PROBLEMS 
  Unless the characters speak fluent Japanese (Know Language skill level 6+), they’re going to 
  have problems communicating with those around them. They may also face problems if they are 
  obvious foreigners. 
  A poor command of Japanese affects the following skills: Interrogation, Intimidate (if only 
  verbal threats are involved), Oratory, Streetwise, Human Perception (if relying upon tone of 
  voice and word choice), Interview, Seduction, Social, Persuasion & Fast Talk, Perform (acting or 
  singing), and Library Search (the character must also read Japanese). The penalties are as 
  follows: 
   
  Know Language Skill: … Penalty: 
  +1 (can’t read Japanese) … -5 
  + 2 (can’t read Japanese) … -4 
  +3… -3 
  +4… -2 
  +5… -1 
   
  The alternative is to speak with the Japanese in English. To determine how well a Japanese 
  nonplayer character speaks English, roll 1d10-2. This is the characters’ Know Language 
  (English) skill. A negative result means that the character does not speak English. 
  If a conversation is carried out in English, the above penalties apply, unless the non-player 
  character is fluent in English (Know Language skill level 6+). At a skill level of 8, the character 
  speaks English like a native, with one of the following a ccents: American, Australian, British, 
  Canadian, Irish, New Zealander, Scottish, South African. 
  A player character’s degree of success in a social situation also depends upon whether that 
  character is a native-born Japanese, a nikkei-jin (an ethnic Japanese born and raised outside of 
  the country), or a keto (foreigner). Native-born Japanese get a + 3 bonus to all Empathy and Cool 
  skill skill checks (except Resist Torture/Drugs). Nikkei-jin get a -1 penalty, while keto get a -3 
  penalty. These bonuses and penalties are cumulative with the penalties for language listed above. 
   
  TRACKING DOWN MUSHA BASHIRI 
  Downtown Tokyo has hundreds of gaming arcades fifteen of them within a five-block radius 
  of the Harajuku train station alone. Its streets are filled with motorcycles and scooters of every 
  description many of them ridden by young people wearing colorful clothes, including red 
  jackets. 
  If the characters talk to the kids who hang out at any of the ge-sen, a successful Streetwise 
  skill check will provide the necessary information to track down the bosozoku gang. Information 
  is cumulative (e.g. on a result of 30 read the character everything listed below). 
   
  Result 10: A bosozoku gang frequents this part of town. It has a couple of dozen members 
  who ride fancy tanshas (motorcycles) and wear weird looking masks. 
  
  Result 15: The bosozoku gang whose emblem is the white fan is called Musha Bashiri. Its 
  leader is a ronin (university drop-out) named Toshizo. The gang hangs out at a ge-sen on Maiji-
  dori Avenue. 
  Result 20: After Toshizo, two of the more important gang members are Shiro and Hitoshi. 
  The two have been arguing a lot lately over some girl. The name of the arcade they hang out at is 
  Otaka Ge-Sen. 
  Result 25: Musba Basbiri gang members fight with warriors’ battle fans. A few of their 
  members also carry zip guns. 
  Result 30+: One of the new gang members, a girl named Kinuko, stole an experimental 
  motorcycle worth a lot of money four days ago. The bike is parked outside the Otaka Ge-Sen 
  gaming arcaderight now. 
   
  CHECKING WITH THE POLICE 
  The characters can also gain the above information from the two National Police Agency 
  officers who staff a “police box” two blocks away from the Harajuku train station, on 
  Omotesanda Avenue. These officers can provide the information listed above, but do not know 
  about the stolen bike (the theft was not reported to police) and do not recognize Kinuko’s name. 
  She is not listed on the police database as a runaway, since she was never reported missing. 
  If the characters think to ask about the theft of a motorcycle from a Yamaha showroom four 
  days ago, they can learn that no such crime was reported. 
  Hacking into the NPA database (there’s a dataterm in the police box) requires an Interface 
  skill check of 20+ to get around the passwords. Getting inside the police box itself requires a 
  Pick Lock skill check of 15+. 
   
  National Police Agency Officers 
  Int 8     Ref 7     Cool 6     Tech 6 
  Luck 5     Attr 4     MA 7     Emp 7 
  Body 6     Save 6     BTM -2 
   
  Skills: Special Ability: Authority +6. Athletics +5; Awareness/Notice +6; Basic Tech +2; 
  Brawling +5; Education +7; Electronic Security +2; Expert: Law +5; Handgun +6; Human 
  Perception +5; Interrogation +6; Intimidate +4; Melee +5; Shadow/Track +4; Streetwise +5. 
   
  Cyber: Skinwatch; neural processor with police datatenn link; smartgun link; nasal filters 
  (versus smog). Some have grafted muscle (Body 8; BTM -3) or Sandevistan Speedware. 
   
  Equipment: Light armor jacket (SP 12); nylon helmet (SP 20) with built-in police radio; 
  Towa Type 13 handgun with one extra clip; nightstick; flashlight; 10 sets plastic handcuffs. 
  (Towa Type 13 Police Pistol: Type P; WA +2; Con J; Avail P; Dmg 2d6 + 3 (10 mm); #Shots 
  12; ROF 2; Rel VR; Range 50 m.) 
   
  AT THE OTAKA GE-SEN 
  Otaka Ge-Sen is one of three arcades on Meijidori Avenue. When the characters arrive, a 
  total of 21-30 (20+ 1d10) Musba Basbiri are present. Most are inside playing arcade games (or 
  sleeping in virtual booths), but four will be lounging outside the ge-sen, 
  smoking cigarettes 
  
  and eating junk food. They keep a close eye on the gang’s motorcycles and immediately confront 
  anyone who shows too keen an interest in them. 
   
  On an Awareness/Notice skill check of 15+, the 
   characters notice a motorcycle parked 
  outside the ge-sen that matches the description of the stolen bike. The Musha Bashiri gang 
  members can be spotted 
   by the colorful plastic samurai masks that either hang from their 
  belts or are stuffed in their pockets. Only Hitoshi Yamada (Kinuko’s current boyfriend and one 
  of the gang’s two fukuchos) wears the gang colors: a red satin jacket embroidered with a white 
  fan. The other gang members wear normal (albeit unconservative) clothes. 
  Kinuko is inside the ge-sen, playing a game. She doesn’t look a bit like her school picture. 
  Since it was taken, shes dyed her hair a bright orange and implanted light tattoos in her cheeks 
  that resemble neon blue “freckles.” To spot her in the crowd (there’s close to 200 kids in the ge-
  sen), the characters must make an Awareness/Notice skill check of 20+. Otherwise, they’ll have 
  to ask questions. 
  A non-gang member has only a 20% chance (1-2 on a 1d10) of knowing who Kinuko is. The 
  kid will be suspicious of adults asking questions, however, and will only point her out if the 
  character makes an Interrogation, Intimidate, Oratory, Interview, or Persuasion & Fast Talk skill 
  check of 15+. All Musba Basbiri members know who Kinuko is, but characters must make the 
  above skill checks at 20+ before a gang member will talk. 
  If the characters are young enough, they might pose as university drop-outs looking to get 
  into the gang. They can use this ploy to get background information on Musha Bashiri, either 
  from the gang members themselves or the kids who know Kinuko but had better know enough 
  about motorcycles to carry on an intelligent conversation. If the characters are accepted at face 
  value by the gang, they are invited to come to an abandoned pier in the Harumi district that night 
  and perform a few motorcycle stunts there. If the gang likes what they see, the character might 
  be invited to become a member. 
  To bring Kinuko home again, the characters are going to have to use a combination of guile 
  (to lure her away from fellow gang members) and brute force. If the characters tell Kinuko that 
  they have come to the arcade to take her home, she absolutely refuses to go-with them. If any 
  force is used in an effort to remove her from the ge-sen, she immediately screams for help. A 
  total of 1d10+10 gang members come to Kinuko’s aid, attacking the characters using Martial 
  Arts skills and (if need be) battle fans and knives. 
  For Kinuko’s statistics, use the Typical Musha Bashiri Gang Member. She is a heitai (Gang 
  Rank +2; Leadership +2). She carries a knife rather than a battle fan (she doesn’t know how to 
  use the fan yet), and her Martial Art skill is Judo. 
  If a fight breaks out at the ge-sen, the two officers from the neighborhood police box arrive 
  within a 
  few minutes to try and break things up. They also respond if they see Kinuko 
  being dragged away by the characters. If a fight escalates to the point where 
  weapons are 
  being used, the officers call in reinforcements. If the police arrive, the gang members scramble 
  for their motorcycles and roar away. 
  The gang’s two lieutenants (Shiro Toyomura and Hitoshi Yamada) are also at the arcade. 
  Both are carrying their zip guns. If the characters quietly observe the kids at the arcade, 
  eventually Shiro and Hitoshi get into an argument. 
  “Kinuko must decide once and for all which of us she wants as her boyfriend,” one yells. 
  “No!” the other shouts back angrily. “Kinuko can’t make up her mind. Let her motorcycle 
  decide it. 
  “Hai! Tonight at Harumi Kurabashi. We decide it there.” 
  
  A short time after this argument, all of the Musha Bashiri gang members leave the arcade. 
  They get on their motorcycles and drive away. If Kinuko has disappeared (been captured by the 
  player characters, for example) another gang member hot-wires her bike and drives it away. 
   
   
  STEALING THE YAMAHA KAMIKAZE 
   
  The Yamaha Kamikaze can be started up by inserting a magnetic key (shaped like a 
  triangular spike) into its ignition. From there, the bike is 
   controlled cybernetically, a 
  character must have interface plugs or a vehicle link to ride it. Any character with a Motorcycle 
  skill of 1+ can drive the bike, but maneuver rolls (skill checks) are required to perform the 
  following actions: Swerve: 10+; Wheelie: 10+; Tight turn: 15+; Hard Brake: 15+; Short Jump 
  (up to 3 meters): 15+; Hard Acceleration (using CHOOH2 engine): 15+; Rotate/Bootleg Turn: 
  20+; Longjump (up to 6 meters): 20+; Extreme Jump (more than 6 meters): 25+. 
  For each 50 kmh the bike is traveling over its maximum maneuver speed of 150 kmh, add +2 
  to the  difficulty number listed above. Some of the modifiers listed in the Solo of Fortune 
  sourcebook may also apply (+5 for an oil slick, +3 for heavy rain or insufficient 
  light, +2 for 
  gravel, + 1 for a downhill grade, and +2 to +6 for a wounded or injured driver). 
  Hot wiring the bike requires an Electronic Security skill check of 15+; fortunately there’s no 
  vehicle alarm since it’s just a concept bike. It can be wheeled away without starting the engine, 
  but a single character pushing the bike moves at half the normal movement allowance (two 
  characters pushing it together move normally). 
  Stealing the motorcycle from in front of the Otaka Ge-Sen is going to be tough. The four 
  gang members out front immediately attack anyone who tries this, and at the same time yell for 
  help. A total of 1d10 gang members come running from inside the arcade, arriving on the third 
  round of the fight. 
   
  AT THE PIER 
  At night, the Musha Bashiri gang rides out to Harumi, an industrial area in the Port of Tokyo. 
  Here, at the abandoned Kurabashi Pier, gang members try to outdo each other with motorcycle 
  stunts. The rough pavement and large obstacles make for a dangerous course, while sloping 
  ramps provide a raised plaiforrn from which the other gang members can watch, cans of Smash 
  in their hands. 
  The characters can locate this hangout either by overhearing the argument at the ge-sen, or by 
  asking non-gang kids in and around Otaka Ge-Sen where the Musba Basbiri have gone. There is 
  a Io% chance (a 1 on a 1d10) that any kid will be able to name the Kurabashi Pier. As before, the 
  kids are suspicious of adults asking questions, however, and will answer only if the character 
  makes an Interrogation Intimidate, Oratory, Interview, or Persuasion & Fast Talk skill check of 
  15+. 
  The gang gathers at the Kurabashi Pier at 10 p.m. If the characters can get there first, they 
  can conceal themselves. Each character’s Hide/Evade skill check should be compared to a single 
  Awareness/ Notice skill check on the part of the gang as a whole to see if that character is 
  spotted. 
  If the players are really having trouble deciding what to do next, one of the characters spots 
  a, gang member on a motorcycle. The kid tries to lose them but crashes his bike, seriously 
  injuring one leg. The characters can use either their Interrogation or Intimidate skills to bully the 
  whereabouts of the gang out of the kid, or can try Persuasion & Fast Talk, perhaps using the 
  promise of medical aid as an incentive. In either case the difficulty number is IO. 
  
  Tonight, Shiro and Hitoshi are going to try to outdo each other in a contest to see who will 
  “win” Kinuko as his girlfriend. The stunts are to be performed on the Yamaha Kamikaze. In 
  honor of the bike’s name, each rider ties a white cloth around his forehead before setting out to 
  do his stunts, and burns incense in his helmet. They take turns until one loses the contest. 
  Kinuko doesn’t approve of the contest, but if she protests, the gang’s socbo, Toshizo, may 
  toss her out of Musha Bashiri. She watches from the sidelines, furious at being treated like a 
  contest prize. After stealing the bike, she expected to be treated as an equal of the boys in the 
  gang. Now she is somewhat disillusioned but is still fiercely loyal to her new “family.” 
  Before the adventure begins, the gamemaster should decide in advance what stunts Shiro and 
  Hitoshi will perform, then roll each gangers’ Motorcycle skill checks to see if he succeed. The 
  results should be noted, then described at a realistic pace when the story reaches this point. 
  The stunts are carried out at anywhere from 100 to 150 kmh (within maximum maneuvering 
  speed). A skill check missed by 1-6 is a skid, from which the ganger is automatically deemed to 
  recover. A skill ,check missed by 7+ is a crash. Both bike and rider take 1d10 points of damage 
  per 30 kmh increment of speed (rounded up). As soon as either the bike is destroyed (loses 20 
  SDP) or one of the contestants is critically wounded the contest ends. 
  The contest will be especially dramatic if the loser is mortally injured and dies as the result of 
  a crash. If this happens, Kinuko rushes down to embrace the fallen rider, only to be yanked back 
  by the angry winner. A fist fight breaks out between Kinuko and the victor, while the gang 
  members cheer. The boys urge him to “show your girlfriend who’s boss,” while a handful of the 
  bolder girls (those with their own bikes) cheer Kinuko on. 
  If any of the characters has won the trust of the gang and been invited to perform motorcycle 
  stunts these take place before the contest between Shiro and Hitoshi. The gamemaster should use 
  the rules for Maneuver Rolls, and for Losing and Regaining Control of a Vehicle from Solo of 
  Fortune, The character can either use his or her own bike, or borrow one from a gang member on 
  a Persuasion & Fast Talk skill check of 15+. 
   
  PARTY CRASHERS 
  The characters are likely going to have to wait until the contest is over before trying to grab 
  either Kinuko or the Yamaha Kamikaze. The full gang is in attendance this evening (all 50 of 
  them), and any obvert attempt to interfere with the evening’s proceedings is cause for the 
  characters to be attacked. 
  At some point in the evening, the “party” at the Kurabashi Pier is crashed. Ideally this should 
  occur just after the contest between Shiro and Hitoshi, when Kinuko and the victor are fighting, 
  but the gamemaster may need to adjust the timing depending upon the player characters’ actions. 
  An armored AV-4 (SP 40) swoops low over the harbor, angling toward the pier. As soon as it 
  touches down, six men leap out of the assault vehicle. Four of them threaten the gangers with 
  assault weapons to keep them back, while the other two drag the Kamikaze inside the AV-4. All 
  six then leap back inside the AV-4, which jets away. Unless there is serious opposition, the 
  whole operation takes less than two minutes. 
  The men in the AV-4 are hired guns in the employ of a Japanese automotive firm. Their 
  objective is to capture the Yamaha Kamikaze no matter how damaged it might be. They don’t 
  care who they kill in the process. Fortunately, the gangers know when they’re outgunned, and 
  don’t try to fight back. They have no idea who these goons are, but they respect a show of force. 
  The player characters, however, may want to start something… 
   
  
  Hired Thugs 
  Int 6     Ref 7     Cool 7     Tech 6 
  Luck 5     Attr 4     MA 7     Emp 7 
  Body 8     Save 8     BTM -3 
   
  Skills: Special Ability: Combat Sense +6. Athletics +6; Awarehess/Notice +5i Basic Tech 
  +2; Brawling +6; Education +3; Handgun +6; Intimidate +6; Melee +5; Rifle +6; Strength Feat 
  +4. 
   
  Cyber: Neural processor with smartgun link; cyberoptic with targeting scope, image 
  enhancement, low lite, and anti-dazzle; skin weave. 
   
  Equipment: Kevlar T-shirt (SP 10); Towa Type 99 assault rifle. (Towa Type 99 Assault 
  Rifle: Type RIF; WA +1; Con N; Avail P; Dmg 5d6 (5.56 mm); #Shots 35; ROF 30; Rel ST; 
  Range 400 m.) 
   
  TALKING TO THE SEKIGUCHIS 
  If the characters succeed in subduing Kinuko and dragging her away from her gang, she 
  swears at them. “Father hired you to do this, didn’t he? He didn’t care about me, until I stole the 
  bike from his lab. That’s what he really wants, isn’t it? The Kamikaze. He’s afraid I’ll sell it to 
  another motorcycle company.” 
  If Kinuko’s capture comes after the stunt riding contest between Shiro and Hitoshi and the 
  attack of 
  the hired thugs in the AV-4, Kinuko is badly shaken and ready to talk. She tells 
  the characters all about how she stole the bike from the lab that it is a secret concept bike” that 
  was due to be unveiled soon. All she knows about the bike’s design is that it’s very quiet and 
  very fast. 
  If the characters display any sympathy whatsoever, Kinuko confides in them the reason why 
  she ran away, telling them all about her mother’s suicide and her father’s extreme disapproval of 
  what was (prior to her joining Musha Bashiri) a relatively harmless teenage rebellion. 
  Should the characters return Kinuko to her home, her father is visibly disappointed. “And the 
  motorcycle?” he asks. “Where is it?” He orders the characters to immediately resume their 
  search for the bike, virtually ignoring his daughter. Within a few hours, Kinuko will have run 
  away again and rejoined her gang. 
  As soon as the characters tell him about the AV-4 attack, Naotomo correctly concluding that 
  the Kamikaze has fallen into a rival corporations’ hands. He immediately calls the characters off 
  the search, telling them, “all is hopeless now.” He pays them their fees and sends them on their 
  way. If the characters have yet to bring Kinuko home, Naotomo tells them to end that search as 
  well. “it is getting too dangerous,” he says. “I fear for her safety. Hiring people to search for her 
  was a mistake. I will do it myself.”  
  If the characters ask what was so special about the bike, or inquire as to why an armed team 
  in an AV-4 would want to grab it, Naotomo admits that its a concept motorcycle. He says he is 
  sworn to secrecy on the details of its design. 
  Basically, Naotomo says whatever he must to brush the characters off. His next action is to 
  immediately sell all of his shares in YICS. 
   
  
  RETURN OF THE GOONS 
  The day after the characters have been dismissed by Naotomo, the AV-4 makes a second 
  surprise landing. Its objective this time is the capture of one or more of the characters. The game 
  master should time the attack so that it occurs when the characters are in a thinly-populated part 
  of the city, preferably under cover of darkness. 
  The same set of six hired thugs performs this raid. They shoot only if the characters resist the 
  objective is to capture one or more of them alive. The victims are forced into the AV-4, 
  blindfolded, and tied up. A few minutes after the AV-4 takes off, the characters are injected with 
  a drug (truth serum). Each must make a Resist Torture/Drugs skill check of 25+ to avoid it taking 
  effect. Otherwise, they must answer every question put to them truthfully. 
  The thugs question the characters, beginning by asking what corporation they are working 
  for. “Are you with Ford-Mazda? Mitsubishi? Kawasaki? No? Then what corporation are you 
  working for?”  
  They next ask about the chatacters’ connections with Musha Bashiri and Kinuko Sekiguchi. 
  “We know she stole the motorcycle,” they say. “Did you help her do it?”  
  They also keep asking the characters the same two questions over and over: “Where is the 
  battery? What have you done with it?” 
  Unless they have hacked into the YICS files, the characters will have no idea what the thugs 
  are talking about and will probably say so. The game master should remind characters that they 
  cannot lie. 
  A few hours later, the AV-4 lands and the characters are tossed out. Their bonds have been 
  untied but their blindfolds are still in place. As they tear them off, they see the AV-4 rising into 
  the sky. After a moment or two it disappears behind the Tokyo skyline. 
   
  PUTTING THE PIECES TOGETHER 
  The characters may want to try hacking their way into Yamaha International Cybercycle 
  Systems’ computer files to learn more about the Kamikaze. A netrunner can hack into the YICS 
  system with an ease that should be suspicious (on an Interface roll of 10+) and find “secret” files 
  on the bike that describe a revolutionary design feature: an enormously powerful, lightweight 
  micro-battery with an operational lifetime of a century. This information is false; the file was 
  planted here by Naotomo for rival automotive corporations to find in a (highly successful) effort 
  to drive YICS shares up. He will erase it a short time later. 
  If the Interface skill check was 20+, the netrunner notices an interesting anomaly The file, 
  which purports to be an ongoing record of work on the bike, was last updated and saved one day 
  after the Kamikaze was stolen. Tests were supposedly performed on the micro-battery that day. 
  (If the character specifically asks for the date of the file, the game master should reveal it.) 
  Another source of information is the Tokyo scream sheets. A story in the automotive section 
  notes that YICS is working on a project that will “revolutionize the transportation industry.” The 
  topsecret design feature, expected to be a gold mine for the company, will be incorporated into a 
  motorcycle that YICS has recently developed. The article coyly notes that details of the project 
  have not yet been released, but that the motorcycle is to be called the Kamikaze “a name that 
  only hints at the storm this product will cause upon its release.”  
  The latter quote is attributed to YICS research and development manager Naotomo 
  Sekiguchi, who made the comment at an impromptu press conference. The article notes the date 
  of the press conference it was held two days after the bike was stolen. 
  
  A quick look at the business section of the scream sheet shows that YICS shares took off like 
  a rocket one day after this press conference. They were heavily traded on the Tokyo stock 
  exchange. 
  Naotomo Sekiguchi has accounts at the Bank of Tokyo (the characters will learn this when 
  he pays them; the transaction on their credit sticks records the funds as coming from this bank). 
  A netninner can hack into the read-balance-only portion of the bank!s accounts files on an 
  Interface skill check of 15+. Once Naotomo dumps the shares, his account jumps by several 
  million yen (hundreds of thousands of Eurodollars). The money was transferred from Shimoda 
  Stock Brokers Inc. 
  Whether the characters follow up on Sekiguchis scam and how they decide to go about it is 
  up to the players. Perhaps theyll decide to make him pay for the way he treated his daughter... or 
  maybe they’ll try to blackmail him into sharing his windfall. 
   
  ROLE-PLAYING A GANGER 
  Each time the characters interact with one of the Musha Bashiri gang members, the game 
  master should strive to make the ganger an individual. The following three tables can be used to 
  provide a ganger with a quick history. The tables can also be used by players who choose a gang 
  member character (in Japan or elsewhere). They augment the Lifepath provided in the 
  Cyberpunk 2020 game. 
   
  Reactions of your family (roll 1d10): 
  1) They think joining a gang was a stupid mistake. But they still love you. They keep 
  nagging at you to leave the gang and think you should see the family psychiatrist. 
  2) They think the gang corrupted you. They’ll do everything in their power to get those 
  bastards. 
  3) They couldn’t care less about the gang, or about you. 
  4) You’re the black sheep of the family. Your name isn’t spoken at family gatherings. 
  5) Your gang connections are a valuable asset that keeps them in money, weapons and drugs. 
  6) They don’t know what’s become of you, but have hired a private investigator to find out. 
  7) What reaction? Your whole family is involved in the gang. 
  8) You’re the biggest disappointment of their lives. They mourn you as if you were dead. 
  9) They’re terrified of you. If you show your face around home, they’ll probably call the 
  cops. 
  10) Family? What family? You haven’t heard from them or made any effort to contact them 
  in years. 
   
  How you view your gang (roll 1d10): 
  1) They’re the coolest people around and you’re proud to be part of the gang. 
  2) You regret ever having joined. Being part of a gang is a good way to get killed. But 
  backing out now would be more dangerous than staying in. 
  3) Being in a gang is just as boring as everything else. You stick with it because you can’t 
  think of anything better to do. 
  4) The gang members are the only people who ever cared for you. You love them like a 
  family. 
  5) The gang is your lifeline. It provides everything you need: drugs, money, sex. 
  
  6) These people are crazy, but they’re a lot of fun. Besides, you like hanging out with 
  people who have the guts to take a few risks. 
  7) You’re terrified of your fellow gang members. You know that if you quit, you’re dead 
  meat. 
  8) The gang is the fast track to the big time and you’re glad you joined. 
  9) You’re somewhat disillusioned by the gang, but you’re in this relationship for better or 
  for worse. 
  10) Wow! Do these guys ever know how to party! 
   
  Why you joined the gang (roll 1d10): 
  1) You were bored and gangs seemed exciting. They also wear great clothes. 
  2) Your best friend was in a gang and talked you into it. But now s/he’s dead. 
  3) You dropped out of school and had nothing better to do. ught 
  4) Your parents ignored you and you so attention elsewhere. 
  5) You needed to support Your drug habit and the gang provided easy access to the 
  pharmaceuticals you crave. 
  6) Someone dared you to and now it’s too late to turn back. 
  7) You were forced to join the gang or else they would kill someone you loved (or would kill 
  you). 
  8) You thought it was a quick road to easy money. 
  9) You were in love with a gang member. 
  10) You like to party and the gang listens to great music. 
   
  SHADOWRUN CONVERSION NOTES 
  Ride the Divine Wind can be converted into a Shadowrun adventure with very few changes. 
  Here are the statistics for the characters and vehicles it contains: 
   
  Characters 
  For the major characters, use the following Archetypesi page numbers refer to the 
  Shadowrun II rulebook, unless otherwise specified. (Note: Many of these characters require 
  Vehicle Control Rigs. Add Vehicle Control Rig 1, and decrease the Essence listed in the 
  Archetype by 10). 
   
  Kinuko Sekiguchi: Corporate Secretary (p.205). 
  Naotomo Sekiguchi: Mr. Johnson (p.210). 
  Toshizo Koyanagi / Shiro Toyomura / Hitoshi Yamada: Gang Boss (p.207). 
  Other Musha Bashiri: Gang Member (p.57). 
  Hired Thugs: Bodyguard (p.49) x5; Combat Mage (Combat orientation) (p.50) x1. 
  Note that, in Shadowrun, the Japanese culture is highly xenophobic when it comes to 
  kawaruhito (“changed people” ) that is, metahumans. Members of “respectable society” – the 
  Sekiguchis, for example – will all be human. There may be some metahumans among the 
  gangers, but not many. 
   
  
  The Yamaha Kamikaze 
  This resembles a Yamaha Rapier, but with even more extreme lines, and a flashy custom 
  paint job. It has no hardpoints or firmpoints installed. Unlike the Rapier, it can only be controlled 
  via a Vehicle Control Rig. 
  Handling: 3     Speed: 70/2 10     Body: 1 
  Armor: 0     Sig: 2     Pilot: 2     Cost: n/a 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Adventure - Ride The Divine Wind by Lisa Smedman.pdf