TEXT: REAL ESTATE
  BY RICHARD MORLEY
  A One-Sheet Adventure for Interface Zero 2.0
  This scenario works well as an introduction for new at Novice 
  Rank characters. It can easily be adjusted for characters of any 
  Rank, see Raising the Bar for more details.
  A new gang called the Crazy Devils has recently moved in to 
  the neighborhood. The gang has been paid to terrorize the locals 
  in a bid to drive down property prices, so an unknown agent can 
  buy the land cheap. The identity and motives of the agent are left 
  to the GM and can be a hook to future adventures.
  The characters are dragged into a confrontation with the Crazy 
  Devils, as one of the heroes’ apartments is located in a tenement 
  block being terrorized by the gang. After a defeating the gangers 
  and driving them off, word starts to spread of the characters’ 
  actions. The local business owners and landlords pool their 
  resources together to hire the characters to drive the gang away.
  Upon accepting the job the characters must locate the gang’s 
  headquarters and raid it. Once the gang’s intimidating leader Mad 
  Mephisto is dealt with the rest of the gang is easily dispersed, 
  ruining the plan of whoever is behind it.
  A PLEASANT EVENING
  The scenario starts with the characters relaxing at one of their 
  residences. The apartment is located in a run-down tenement 
  block, so a character with a low lifestyle would be ideal to host 
  the crew.
  As the characters are lounging around the apartment, winding 
  down from the day’s activity, getting ready to watch the fight 
  on the vid, shouting erupts from down the corridor followed by 
  screaming. With a successful Notice roll, the character realizes 
  the screams are coming from Mr. Jenkins, a neighbor from down 
  the hall.
  MY DOOR!
  Before the heroes have a chance to investigate they are 
  propelled into the action. The door to the apartment bursts in 
  as a neighbor is thrown through it.
  There is a loud crashing sound as Mr. Jenkins from apartment 
  316 — a nice enough gentleman, always said hello and even 
  lent you a corkscrew once, and you probably still have it — is 
  thrown through your front door. Now his broken body lies face 
  up on what remains of your door. Two gangers stand in the 
  corridor, shock sticks at the ready.
  Mr. Jenkins’ unconscious body is sprawled on the floor. A 
  successful Healing roll shows he has several broken bones but 
  no internal bleeding. Fortunately, he will survive. Seeing fresh 
  meat, two gangers step into the room with weapons readied. 
  Immediately start the scrap by dealing initiative cards. It is unlikely 
  that the characters are wearing armor or have anything but light 
  weapons with them.
  The gangers do not resort to lethal force unless the heroes do 
  first. The gangers are not suicidal and will retreat if a majority 
  of their number are Incapacitated. Those fleeing threaten to 
  return later to finish what they started. If and when the gangers 
  return depends on how much pressure you want to put on the 
  characters.
   
   Gangers (2, plus 1 per hero): The additional gangers, beyond 
  the original two arrive over the next two rounds.
  WHERE TO NEXT?
  After the altercation in the apartment the characters are free 
  to do whatever they like. They might hit up their contacts, patch 
  up any wounds they have, or start to repair the door. For additional 
  ideas, draw a card from the Action Deck and consult the table 
  below, and see how the characters respond.
  HIRED
  The local merchants and landlords have gotten word that the 
  characters stood up to the gangers in the tenement block. They 
  paid their protection money but have still been targeted by 
  vandalism and violence. They are angry, afraid, and have decided 
  to band together in order to hire the characters to deal with the 
  Crazy Devils. The next day the characters are invited to a dinner 
  at a neighborhood restaurant. The windows have been smashed 
  and are boarded up. The owner, Mr. Li is very pleased to see them, 
  but also very nervous. He offers them free coffee and anything 
  they like off the menu.
  The locals have asked Mr. Li (he can replace him with any fixer 
  known to the characters to make the job more personal) to broker 
  the deal. He explains the situation and offers the characters 2,000 
  credits each — one third up front — if they drive away the Crazy 
  Devils. A successful Persuasion roll increases payment by 500 
  but that is all they can pool together. With a raise, the party can 
  call in a favor in a future Treat as a single point of Street Cred that 
  can be used with the neighborhood people.
  THE DEVILS
  Learning more about this new gang requires the hero to make 
  a successful Streetwise roll or get in touch with an appropriate 
  Contact. A character doing either learns the following:
  The Crazy Devils are a small street gang, roughly thirty members 
  strong. Their gang colors consist of a cheeky devil playing cards 
  CARD
  EVENT
  Spade
  A police vehicle drives straight past obvious scenes of 
  vandalism without even slowing down.
  Heart
  A prostitute has been thrown into the gutter/to the ground.. 
  Meanwhile her pimp is being beaten in  an ally by members 
  of the Crazy Devils.
  Diamond
  A couple of Crazy Devils gangers have just murdered a local 
  dealer and stolen his stash and creds. This might be the 
  perfect crime…
  Club
  A businessman has paid his protection but still had his store 
  vandalized, he has argued with the Crazy Devils but they 
  just beat him up.
  
  tattooed on the shoulder in red. They have recently moved into 
  this area and are muscling in on protection and dealing. With 
  a raise, they discover the gang is held together by fear of their 
  insane leader, Mad Mephisto. He is a violent man prone to sudden 
  outbursts of rage even against trusted lieutenants.
  HIDEOUT
  Unless the heroes have already done so, they need to locate the 
  Crazy Devil’s hang out. This requires a bit of legwork because the 
  gang is new to this area their base is not Common Knowledge.
  The characters might:
  • Capture and interrogate some gangers.
  • Follow gangers from a drug deal or vandalism attack.
  • Trace a ganger’s bike or hack its sat-nav system to see where
  it has been.
  Once they discover the gang’s headquarters, it leads the 
  characters to the final showdown.
  SHOWDOWN
  The Crazy Devil’s headquarters is an old garage/chop shop 
  called Brenton Garages. There are a few gangers outside at any 
  time nominally keeping watch, but halfheartedly. Treat as inactive 
  guards (see the Stealth skill in Savage Worlds).
  Inside the garage there are a couple of vehicles. The remainder 
  of the gang is spread throughout the interior of the garage with 
  a large number of them sitting around a flickering vid screen 
  playing Booster High Speed Jump Racing. Mad Mephisto is sitting 
  to one side on a “throne” made from discarded car parts. 
  Attempts at negotiation fall upon deaf ears, inevitably a battle 
  breaks out. The gangers fight bravely/insanely until Mephisto is 
  seen to be defeated at which point they lose heart. Mephisto 
  is insane and very aggressive, breaking cover to give himself a 
  better shot if needed. Additionally, he is pissed off that someone 
  would dare invade his domain. His pals are also quite crazy but 
  at least have a healthy sense of self-preservation which their 
  boss clearly lacks.
   
   Mad Mephisto
   
   Gangers (2 per hero)
  EPILOGUE
  Searching the garage can reveal additional loot for the 
  characters and perhaps some clues as to who hired Mephisto to 
  terrorize the neighborhood. This could form the launching point 
  for a new adventure. Mr. Li settles up the remaining payment 
  once the gang disperses.
  RAISING THE BAR
  If the characters need a greater challenge the difficulty can be 
  increased in several ways: 
  • Include hybrid or cyborg gangers in the final showdown.
  • Increase Mephisto’s Attributes.
  • Reinforcements arrive at a crucial moment.
  • The person behind the whole thing might have some
  professional mercenaries at the Crazy Devil’s hideout to “keep 
  an eye on things.”
  CRAZY DEVILS
  TYPICAL GANG MEMBER
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6, 
  Throwing d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 8 (3); Firewall: 4; Strain: 4
  Hindrances: Various
  Edges: Chromed, Combat Reflexes, Steady Hands
  Cyberware: Cyberweapon (Str+d4), Fight or Flight, Subdermal 
  Armor
  Gear: Urban Punk Combat Jacket (+2), Hostile Takeover HT-9 (Range 
  12/24/48; Damage 2d6; Shots 5; AP 1, Semi-Auto), Wasteland 
  Trader’s Shillelagh Havoc Stick (Str+d6; Knockback)
  MAD MEPHISTO (WC)
  As above, with Smarts d4, Vigor d8, Shooting d8, Blood Thirsty, 
  Delusional (Major: He cannot be harmed by someone “beneath” 
  him), Berserker, Rock and Roll!, Urban Punk Reinforced Combat 
  Jacket (+4), and Wasteland Wanderer SMG (Range 12/24/48; 
  Damage 2d6; RoF 3; Shots 30; AP 1, Auto, 3RB)
  ©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.
  WELCOME TO THE FUTURE
  Interface Zero 2.0 is a cyberpunk 
  game powered by the Savage Worlds 
  game system. Play bioroids, full-
  metal cyborgs, vat-grown simulacra, 
  genetic hybrids, Human 2.0, and 
  even androids! Hack the world 
  around you with our revised hacking 
  rules, or take control of a drone 
  and lay down some fire-support 
  for your team! Get cybered with 
  new cybernetics using our Fast, 
  Furious, and Fun rules!
  Interface Zero 2.0 is created by 
  Peter J. Wacks, David Jarvis, Hal 
  Maclean, Matt Conklin Jr., and 
  Patrick Smith.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Interface Zero/SWADE - Interface Zero - 2.0 - One Sheet - Real Estate.pdf