TEXT: THE DELIVERY
  BY THOMAS SHOOK
  A One-Sheet Adventure for Interface Zero 2.0
  “It’s a milk run, what could go wrong…” — Keith “Books” O’Neil
  This adventure is designed for a group of Novice Rank 
  characters, though it is easily scaled for more experienced groups. 
  Mr. White needs a team capable of tackling a delicate job. Before 
  he hires anyone, he wants to ensure they are capable of handling 
  various situations. He has planned a test — a simple delivery, you 
  could say a Milk Run.
  THE JOB
  The characters receive the following message from a trusted 
  fixer they have worked with before:
  Need a team for a simple delivery job. If interested, Club 
  Necropolis, midnight, ask for Mr. White.
  There are no other details regarding the job. Characters will 
  have to have to meet with Mr. White if they wish to learn more.
  CLUB NECROPOLIS
  Club Necropolis is a popular Egyptian themed club on the West 
  side frequented by those who wish to be “seen.” The venue 
  has a strict no weapons, no hybrids, no exceptions policy. The 
  characters are scanned at the door for weapons and immediately 
  turned away if any are found.
  Characters with implanted offensive cyberware are fitted with 
  a cyber-restraint. Cyber-restraints emit an electromagnetic pulse 
  (EMP) (Damage 2d6) to the wearer if the cyberware is activated. 
  Restaraints may also be activated remotely by club security. 
  Removing the restraint requires a successful Lockpicking roll at −2.
  Any sign of trouble, at the door or inside the club, summons 
  the club’s private security — they are “take action now and ask 
  questions later” type of people.
  Asking for Mr. White leads the team to a booth near the back of 
  the club where an older gentleman, wearing the latest Executive 
  Decision fashion, is waiting. A white noise generator can be heard 
  humming softly. Mr. White informs the heroes the job is to deliver 
  a briefcase in the next two hours with a payout of 2,500 credits. 
  The only requirement: the case is not to be opened under any 
  circumstance.
  Haggling to increase the payout requires a Persuasion roll 
  (1,000 credits with a success and 1,500 credits with a raise). Upon 
  acceptance of the job, Mr. White places a briefcase on the table 
  and casually states, “The clock starts now.”
  Tracking time for the delivery is handled abstractly. The group 
  receives three Time Tokens and is required to have at least one 
  to deliver the briefcase on time. Tokens may be lost based upon 
  the outcome of various obstacles the team will face (see below).
  THE CASE
  The case is a reinforced security briefcase (Toughness 10) 
  with a biometric lock. Bypassing the lock requires a successful 
  Lockpicking (Electronic) roll at −4. The case contains an encrypted 
  data chip (what, if anything, is on the chip is left to the GM) and 
  a small media recorder containing a single recording (see Traffic 
  Stop below).
  DELIVERY TIME
  The delivery location provided is on the other side of the city. 
  With a successful Common Knowledge roll the character knows 
  the drive time is only about an hour in heavy traffic. What heroes 
  don’t know is that to fully test the potential hires, Mr. White has 
  arranged a couple of obstacles to test the team.
  
  TRAFFIC JAM
  Shortly after leaving the club, the team gets caught in a 
  traffic jam. The street ahead is blocked due to a fatal accident, 
  causing major delays. By the time the characters realize what is 
  happening, it is too late to turn around. They are stuck. Since time 
  is of the essence, the characters need to get through as fast as 
  possible. This is handled as a Dramatic Task based on Driving with 
  a −2 modifier. Failing the task means it takes the team an hour to 
  get through, severely reducing the remaining time to complete 
  the job — the team loses a Token.
  TRAFFIC STOP
  Mr. White has arranged for the character’s vehicle to be stopped. 
  When the team is halfway to their destination, flashing police 
  lights appear behind the vehicle accompanied by a verbal request 
  to pull over. Failure to yield results in a chase by the officer with 
  additional backup, and the loss of a Token.
  As the officer is approaching the car, the briefcase start to 
  loudly emit, “Warning detonation in 10 minutes… 9 minutes 59 
  seconds… 9 minutes 58 seconds….” The only means of stopping 
  the warning message is to disable the media recorder inside the 
  briefcase or wait until it counts down to zero — at which time it 
  goes silent.
  Unbeknownst to the team, the officer has been instructed to 
  ignore the briefcase and merely delay the heroes for ten minutes. 
  Mr. White has paid handsomely for his compliance. Mr. White 
  also, warned him the characters may be aggressive and armed. 
  The characters being able to catch the officer by surprise is very 
  difficult. If asked why they were stopped, the officer responds 
  the vehicle was reported stolen. The officer questions (borderline 
  interrogates) the driver for details of where he is going, whom 
  are all in the vehicle, what is the rush, etc? He responds to any 
  answers provided with suspicion.
  Make sure the characters are nervous and uncomfortable 
  during this scene, remind them there is a constant countdown 
  taking place and very likely a detonation at the end of it. If the 
  briefcase is in view, the officer occasionally stares at it briefly 
  while questioning the driver, but he never directly asks about it.
  Characters trying to speed up the process only bring about 
  resistance and questions, like “where is the fire,” “why are you 
  in a rush,” “trying to hide something,” etc. After ten minutes of 
  questioning, he informs the driver he is free to leave, but he will 
  be keeping an eye on him.
  WE’RE HERE FOR THAT…
  Mr. White has hired a second team to recover the briefcase from 
  the heroes and provided a suitable ambush location six blocks 
  away from the delivery location. The recovery team is split into 
  two; one member is driving a dump truck (Driving d8), while the 
  others are in a van parked next to the intersection.
  As the character’s vehicle passes through the intersection, the 
  driver of the dump truck attempts to T-Bone characters’ vehicle 
  (use the Ram maneuver from Savage Worlds). The truck has a 
  speed of 20” (4d6 damage) at the point of impact. The driver 
  of the character’s vehicle may make a Notice roll to react to the 
  oncoming truck. If he fails, he suffers a −2 penalty to his Driving 
  roll on the opposed Driving test.
  If the characters stop for any reason, the recovery team 
  dismounts and engages, with the goal of recovering the briefcase. 
  Should the characters flee, the recovery team pursues (handle 
  as an Extended Chase if in vehicles or a Short Chase if on foot).
  Once in the clear, the heroes can try to complete the job. If 
  the team’s is without a vehicle covering the remaining distance 
  requires the character with the briefcase to make a successful 
  Vigor roll with a −2 penalty. Failure results in the loss of a Token.
   Mercenary (3, plus 1 per hero): One of the mercenaries is 
  the leader and a Wild Card.
  WRAPPING IT UP
  Mr. White is waiting as the team arrives to deliver the briefcase. 
  Taking the case, he verifies it has not been opened and hands 
  over the initial agreed upon amount and a bonus equal to 2,000 
  credits plus 1,000 credits per Token remaining. He informs the 
  heroes he has other opportunities for them and will be in contact 
  shortly.
  If the heroes fail to arrive within the allotted time (zero Tokens) 
  or opened the briefcase, Mr. White expresses his disappointment. 
  Since the characters failed, there is no payment. In addition if the 
  case was opened, each team member loses a point of Street Cred 
  as Mr. White spreads the word and tarnishes their reputation.
  RECOVERY TEAM
  Street level mercenaries who take any job as long as the pay 
  is right. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d6, Notice d4, Shooting 
  d6, Stealth d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 9(4); Firewall: 4; Strain: 2
  Hindrances: —
  Edges: Combat Reflexes, Rock and Roll!
  Cyberware: Muscle Augmentation
  Gear: Combat Assault Vest (+4), Ravenlocke P9D (Range 12/24/48; 
  Damage 2d6−1; RoF 3; Shots 100; AP 3, Auto, 3RB), combat knife 
  (Str+d4)
  VEHICLES
  DUMP TRUCK
  Acc/TS: 15/35; Toughness: 23 (5); Crew: 1+1; Firewall: 6
  ARMORED VAN
  Acc/TS: 25/50; Toughness: 23 (12); Crew: 1+7; Firewall: 6
  Notes: Heavy Armor
  ©2013–2014 Gun Metal Games. Interface Zero and all related marks and logos are 
  trademarks of Gun Metal Games. Unless otherwise stated, all interior artwork, graphics, 
  character names, and fiction are Product Identity of Gun Metal Games.
  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 purposes of this product.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Interface Zero/SWADE - Interface Zero - 2.0 - One Sheet - The Delivery.pdf