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Heist at the Oasis
\pagebreak # Heist at the Oasis On the 73rd floor of a high-rise in Downtown Norplex sits the Oasis, a retro arcade where the children of the megacity's wealthy elite gather on a nightly basis. On the floor, eighty-year-old video screens flicker and flash, while, in the darkened corners of the room, teens and twenty-somethings gather around tables where they can chat and spend their trust funds on drinks, games of chance, and all the other distractions a life of affluence can afford. Beneath the Oasis, however, is where things get interesting. Tonight, a group of specialists has been sent to infiltrate the Oasis and recover a secret buried in the floors beneath it. ## Overview *Heist at the Oasis* is a cyberpunk-themed dungeon designed for beginning Genesys players. It is meant to be played as a one-off, although it can be inserted into a longer campaign, if you wish. It is also an introduction to the *Norplex 2050* setting, a fictionalized cyberpunk version of the Dallas-Fort Worth Metroplex whose evil megacorporations have their hands in everything, from government corruption to genetically-engineered monsters to weapons development to ethically murky experiments in artificial intelligence. The objective of this dungeon is for the player characters to infiltrate the Oasis by whatever means necessary and to travel into its lower floors, where they will find a secure server containing sensitive data. There, they will need to hack that server in order to retrieve the file-in-question. Finally, they will have to escape the building with both the file and their lives intact. The job will not be an easy one. First, the team will need to infiltrate the Oasis to locate the entrance to the lower levels. They will need to rely on their social skills to find out where the entrance, then, they will need to find some way to go through it without drawing attention to themselves. They will then need to make their way through the floor between them and the server room. The 72nd floor is home to a series of disused soundstages. Roaming the floor are a number of security drones. Depending on how much attention the party has drawn to themselves, additional drones may activate as backup. Once the team finally makes its way to the server room, they'll need to find a way into the server itself. This will present its own challenges, however, as the security systems may trigger additional drones. Worse yet, this secure system is patrolled by sysops at all hours. If the team is located, private security forces are certain to be dispatched, and the team will have no choice but to fight its way out. At any rate, the team's job won't be over until they safely get the files back past whatever security drones may have survived, through the nightclub, and out to the landing pad where their escape vehicle awaits. ## Introduction to Norplex 2050 *Norplex 2050* is a fictionalized, cyberpunk version of the Dallas-Fort Worth Metroplex set in the year 2050. *Norplex 2050* draws heavily on two primary influences: the 2017 film *Blade Runner 2049* and the *Ghost in the Shell* animes, especially the *Stand Alone Complex* television series. Aesthetically, Norplex is a dark city with massive, monolithic skyscrapers that block \columnbreak the sun and neon signs that cast an unreal glow within those shadows. Technologically, the internet is far more robust than it is in the *Blade Runner* films. Many humans have neural implants that allow for direct connections to the net. Additionally, clones and androids are common features of the setting.
HEIST AT THE OASIS
GENESYS
\pagebreakNum Norplex is the name of the north-central portion of the Megaplex, a megacity spanning from present-day Houston (Shoreplex) through Austin-San Antonio (Midplex) and Dallas-Fort Worth (Norplex) to the Texarkana (Ozarkana) in the east and Midland-Odessa (Westex) in the West. Norplex is home to a number of megacorporations and factions that each control various parts of the city. Later content packs may include more information about some of these organizations, but for the present only a few are important. ##### Americomm-Kotodama Americomm-Kotodama or AmKot, a telecommunications and media megacorporation, was formed from the merger of Americomm, American telecom company, and Kotodama, a Japanese entertainment conglomerate. It and its subsidiaries own over 80% of global media. Its servers provide internet access to almost the entire continent of North America, and it has an absolute monopoly on both wired and wireless internet throughout the Megaplex. ##### Niebolt-Schmidt A massive military developer, Niebolt-Schmidt is solely responsible for providing the Megaplex's police and military services with fighters, mechs, transports, and guns. They are not, howevever, limited to activities in North America. Internationally, the develop for both public and private militaries. Rumors have swirled for years that Niebolt-Schmidt has been trafficking weapons in the slums of Norplex. ##### Gnosis Born out of a failed rebellion against the corpocracy currently in control of global politics, Gnosis is a decentralized criminal organization that trains and equips hackers, freedom fighters, and career criminals of all stripes. They also contract with various corporations on an as-needed basis for industrial espionage and corporate intrigue missions. Whether Gnosis has leaders or goals, and who or what those leaders or goals might be is a matter of constant debate in the media and in public policy. ### Setting-Specific Gear ##### Weapons Any and all weapons described in the Core Rulebook in either the modern world (p.166-168) or cyberpunk (p.175-176) settings are available for use here.
####
Map of Norplex
HEIST AT THE OASIS
GENESYS
\pagebreakNum ##### Armor Any and all armor described in the Core Rulebook in either the modern world (p.168) or cyberpunk (p.176) settings are available for use here. ##### Gear In addition to any and all gear described in the Core Rulebook in either the modern world (p.168) or cyberpunk (p.177) settings, the following gear is available for use here. ###### Cochlear Implant (Cybernetics) A product of Americomm-Kotodama, the cochlear implant is a device that allows users to communicate subvocally with other users. The result is not quite telepathy but is a form of inaudible communication that works at both close and long range. The cochlear implant is subdermal and thus invisible to most observers. The only tell-tale signs of a cochlear implant's presence are the nigh-imperceptible movements of a user's jaw as they subvocalize. These can be detected by a hard (
ddd
) perception check. ## Prologue The Oasis is an arcade owned by a subsidiary of Americomm-Kotodama, a telecommunications and media megacorporation formed from the merger of an American telecom company and a Japanese entertainment conglomerate. Unbeknownst to most patrons of the Oasis, the arcade is also a front for some of AmKot's shady dealings. The floors beneath it house studios in which violent deathmatches are filmed for public consumption by denizens of the Dark Web. Other rooms there likely have even less tasteful uses in the production of even less tasteful films. The objective of tonight's heist, however, is not in one of these studios. It is contained on the building's 71st floor, where AmKot keeps a top-secret set of servers which house not only copies of the illicit films produced there but also the registration data--including names, titles, and credit account numbers--for thousands of Dark Web customers, including a large number of the political and business elites of Norplex. The team has been contracted by the mysterious hackers-for-hire organization known only as Gnosis. Its members, assembled specifically for this purpose, do not yet know each other. The only member of Gnosis with which they have had contact is Daisuke Yutani, a mid-level organizer for the group. Yutani is a distasteful fellow, but his contacts in the criminal underworld of Norplex run deep. Tonight, before the heist begins in earnest, the team will meet for the first time at the Radio Shack, a run-down bar operated out of a repurposed shipping container in the West Haddo slum. Its owner, an old man named Winston Oldcastle, is also known to all members of the party. Indeed, it's entirely possible that Yutani consulted him before assembling the team. ## 1.The Radio Shack Located in the slums of West Haddo, a former suburb now sprawling with repurposed structures stacked haphazardly into the towers of a densely-populated favela, the Radio Shack is the social center of a micro-community of scrappers, factory workers, and workers in the coffee shops, restaurants, and janitorial services of the nicer areas of Norplex. Like most of the buildings in West Haddo, the Shack has been repurposed to meet the demands of life in a megacity slum. On its makeshift "porch" are a few tables and chairs. Tending bar is Winston Oldcastle, a long-time Haddo resident who can recall life before the population explosion of the mid-2020s decimated the suburb. In a corner, beneath an awning that shelters him from the near-constant drizzle of the slums, sits Daisuke Yutani, surrounded by an entourage of suck-ups and sycophants, as well as at least three armed goons.
HEIST AT THE OASIS
GENESYS
\pagebreakNum
HEIST AT THE OASIS
GENESYS
### Mission Briefing The Radio Shack is a small establishment, but it's a relatively busy night, in spite of the rain. That said, most of the denizens of the bar have no interest in talking to the team or any of its members beyond the exchange of a few polite-ish snippets of small talk. Winston can always be counted on for a chat and even a little information, if the price is right or if he likes you enough. Yutani is also willing to chat. Indeed, he's the whole reason you're here. ##### Winston Oldcastle Oldcastle has been the bartender and owner of the Radio Shack since the mid 20s. He's a reliable source of information with deep roots in the community, and he's the only person in the bar whom all members of the party know. Talk to him if you need drinks, food, or anything else. He almost certainly knows how to get it.
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##### Daisuke Yutani [Rival] Mr. Yutani is a mid-level manager for Gnosis. A middle-aged Japanese man in an ash-grey suit. He's conspicuously better-dressed than anyone else at the Radio Shack. He is the primary contact for your mission. You will meet him at the Radio Shack for a briefing. He doesn't look like someone you should mess with.
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--
0
0
**Strength/Weakness**: Witty/Compulsion **Skills**: Coercion 1, Cool 1, Leadership 1, Melee 2, Streetwise 3, Vigilance 1. **Talents**: Adversary 1 (upgrade difficulty of all combat checks against this target once). **Weapons**: Really big and sharp knife (Melee; Damage 5; Critical 3; Range [Engaged]; Pierce 2). **Abilities**: None **Gear**: Cochlear implant, hand-written note. ##### Yutani's Goon [Minion] An enforcer/gun-for-hire in the employ of Gnosis, these guys are mainly around to provide muscle for more important figures. There are three of them in the bar.
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**Skills**: (group only) Brawl, Coercion, Ranged. **Weapons**: Susano-o 5mm concealed sideearm. (Ranged; Damage 6; Critical 4; Range [Medium]; Accurate 1), **Abilities**: None **Gear**: Cochlear implant.
#### Encounter Notes * There shouldn't be combat here, but sometimes PCs are crazy. * Winston will do anything he can to prevent combat, but he's no good in a firefight. He'll hide if one breaks out. * If they kill Daisuke and his goons (which shouldn't be terribly difficult), they can find a note on Daisuke that reveals the details about their mission, as well as the passphrase--"a television tuned to a dead channel"--necessary to get the hovercar waiting nearby to take the party to the Oasis. * Yutani has a weakness for gambling. The PCs might be able to place a wager on their success. * Otherwise, Daisuke will simply tell the PCs where to go. He'll describe what he knows about the Oasis, which isn't terribly much. Basically, he knows the layout, but not how to get from the Oasis to any of the subfloors. * An Average (
dd
) Leadership or Coercion check (against Daisuke's Discipline), an Average (
d
c
) Deception check (against his Vigilance) or a Hard (
dd
c
) Charm check (against his Cool) may yield additional information about the facility beneath the Oasis, such as the fact that there will be security drones there and that a contact at the Oasis named Jason Flynn in the bar may have information about how to get into the lower level. * Any Deception or Coercion check that fails with
t
may result in combat, at the GM's discretion.
\pagebreakNum ## 2. Oasis Main Floor When the party's social encounter at the Radio Shack is over, the party may, at their discretion, board a hovercar that will take them out of the West Haddo Slum to the skyscrapers of the downtown district. The car approaches an enormous, pyramidal tower. About midway up, a parking platform hovers outside a section of the building that pulses with violet and green light. This is the Oasis, a massive arcade where the teenage and young adult children of Norplex's wealthiest gather to party, dance, and game their nights away.
####
Main Floor
HEIST AT THE OASIS
GENESYS
\pagebreakNum The Oasis is a massive room, roughly the size of a football field. At its center are rows upon rows of arcade cabinets. Nearly all of them are antiques, dating back to the 1980s, though there do appear to be a couple of recently-made "retro" cabinets as well. Notable by their absence are the virtual reality rigs that are a mainstay of the arcades elsewhere in Norplex. While most residents of Norplex must purchase time on public VR rigs, these wealthy elites own their own rigs. For them, the novelty of a game of *Tempest* or *Donkey Kong* on an actual, real-world cabinet is a genuine thrill. Along the north wall is a row of pinball machines, and a number of tables ring the arcade cabinets. Along the east wall is a bar. Next to the bar is a door through which the kitchen staff likely enter and exit. In the center of the western wall is an entrance to the bathroom. In the northwest corner, behind a velvet rope is an antique *Pong* table, around which several VIPs are gathered. The room is full of people between the ages of sixteen and twenty-five, many of them crowded around individual arcade cabinets. Others are sitting at the tables or standing at the bar. ### Finding The Entrance There are a couple of approaches the party can take to this. The secret entrance is, of course, in the VIP lounge, and is activated by using the *Pong* table. The first option is, of course, a Perception check. On a successful Hard (
ddd
) check, the PCs will notice that the there's something "off" about the paint in the VIP lounge, as though it is a slightly different shade of paint. On a successful Average (
dd
) Skullduggery the PCs will notice that the VIP lounge is the only blind spot in the room. No security cameras point towards it, and it is impossible to see into its corners. Alternatively, the party may decide to go the social approach. If they got Jason Flynn's name from Daisuke Yutani, they can ask around for him. Any NPC can point him out. If not, however, they'll need to be more careful asking around. After all, they can't just go around asking where a secret entrance is. However, a quick bribe of the bartender can point them in the right direction. It will just take an Average (
dd
) Negotiation check. Alternatively, they might approach some of the people gaming nearby, to see if they've noticed anything unusual. This would be more difficult (as they may not know anything) and more risky (as your questioning might raise suspicion), and could be done with any Hard (
ddd
) social check or Easy (
d
) Negotiation check . With each subsequent person they ask, the PCs should add another
b
. After four
h
or one
d
, the PCs will draw the attention of security. After any fifth
h
or one
d
, security will attempt to escort them out of the building. ### Opening the Door Once the party has discovered the VIP lounge, they'll need to get in. That'll mean making their way past the bouncer. Any attempt to sneak past the bouncer will require a Hard (
ddd
) Skullduggery check. Additionally, if the bouncer is alerted to your presence, he will immediately try to escort you out and may alert security if you put up a fight. Alternatively, he can be bribed with an Average (
d
c
) Negotiation check opposed by Negotiation. Any Coercion check will be opposed by an Average (
d
c
) Discipline. Any other attempts to persuade the bouncer are opposed by Average (
dd
) skills. The VIP Lounge is safely hidden from view. There is no need to sneak around once the PCs are past the velvet rope. The next step in the job is to open the door. PCs will determine that the *Pong* table is the key on any Easy (
d
) Perception check. Once its controls are located, it can be opened either by hacking the *Pong* machine using the Computers skill or by finding the button on the underside of the table's bevel. This can be located with an Average (
dd
) Perception check. ### Hacking the Cabinet The *Pong* table is an easy hack. Access to the system can be gained with an Easy (
d
) Computers check. From there, only one command is available: Open Door. However, on a
hh
, a
d
or higher, sysops become alerted to unusual activities at the site and will be present at any future hacks. ### Main Floor Adversaries The main floor contains one bouncer and four security guards. If the guards are alerted or if the bouncer attempts to escort the PCs out alone, they'll have to choose either to go peaceably or to fight their way through. The moment a PC discharges a weapon, chaos will break out on the floor, adding
b
to all checks made for six rounds, until the crowd of civilians exits.
HEIST AT THE OASIS
GENESYS
\pagebreakNum ##### The Bouncer [Rival] The bouncer for the VIP lounge is a big guy, and he doesn't look like he has much of a sense of humor. Most bouncers can be bought, if the price is right, but they're pretty hard to intimidate.
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**Strength/Weakness**: Independent/Anger **Skills**: Negotiation 1, Discipline 1, Melee 2, Streetwise 3. **Talents**: Adversary 1 (upgrade difficulty of all combat checks against this target once). **Weapons**: Brass Knuckles (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 3) ##### Oasis Security There are four security guards on the floor at all times. They can attack together as a group or individually, depending on the GM's discretion.
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**Skills**: (group only) Brawl, Coercion, Ranged. **Weapons**: Collapsible Baton (Melee; Damage +2; Critical 3; Range [Engaged]) ## 3.Oasis Studio Floor The studio floor is a secret area for which the Oasis itself is only a front. Here, illegal, underground deathmatches are filmed for distribution on the 'net. Humans fight humans, bots fight bots, and everything in-between fights everything else in-between in no-holds-barred combat, often to the death. The PCs will need to make their way through a number of studios, some guarded by combat robots, others with traps that might be triggered at a moment's notice. ### A. Entry Hallway The entry hallway is lined with combat robots, all of which appear to be dormant. It's a good thing you didn't set off any alarms upstairs, or things might heat up really quickly in here. Unless the PCs do something to agitate these bots, they should remain dormant until later. If the PCs set off an alert when hacking the *Pong* table or if they alerted security while on the main floor, then up to four bots may be activated when they enter the room. ##### Light Combat Bot (Minion) These 'bots are not particularly robust, but they do seem quick and agile. Their lightweight construction makes them maneuverable in enclosed spaces and pretty hard to hit. That said, they're at least unarmed, aside from their admittedly-pretty-sturdy-looking fists. \columnbreak
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**Skills**: (group only) Brawl, Coordination **Abilities**: Mechanical (does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons and toxins) **Equipment**: Weighted Fists (Brawl; Damage +1; Critical 4; Range (Engaged); Disorient 3) ### B. Storage Room This room appears to be primarily a junk closet. There's a ton of props for use in the fights that take place nextdoor: collapsible tables, folding chairs, clubs, knives, and other weapons. Some of these weapons are clearly just props, not meant for real combat. Others are not. In the corner, plugged into a wall socket, a security drone is charging. If the PCs take anything, it alerts the security drone, which activates.
HEIST AT THE OASIS
GENESYS
\pagebreakNum ##### Security Drone (Rival) The security drone is a small quadcopter equipped with a flechette gun. As it hovers in the air, its propellors emit a high-pitched whine that is hard to ignore. Its small body and quick and agile movements will make it hard to hit at range, though its tiny chassis suggests it wouldn't pose much of a threat up close.
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**Skills**: Coordination 1, Perception 2, Ranged (Light) 1, Vigilance 2.
####
Studio Floor
HEIST AT THE OASIS
GENESYS
\pagebreakNum **Talents**: None. **Abilities**: Flyer (can fly; see page 100), Mechanical (does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons and toxins), Telepresence (can operate independently, or can be controlled directly by an operator via wireless link; if being controlled, the combat drone counts as having ranks in a skill equal to the controller’s ranks in that skill). **Equipment:** Rapid-fire flechette gun (Ranged [Light]; Damage 4; Critical 2; Range [Medium]; Auto-fire, Pierce 2, Vicious 2). ### C. Red Carpet Room Around the corner is a large room with a red carpet leading directly to a large, ornate door. This is likely the main entrance to the arena where the deathmatches occur. Cameras point towards the door and carpet, suggesting that this is an area where interviews with fighters are shot prior to matches. The doors are locked, and can only be opened with a Hard (
d
) Skulduggery check. Any
hhh
or
d
gained on this check will trigger an alarm. ### D. 'Bot Shop This room is full of busted robots and spare parts. They all appear to be broken. An Easy (
d
) Perception check will reveal that two Light Combat Bots and a Security drone in the room are still operational, although they haven't been turned on. The robots can be hacked with an Average (
dd
) Computers check to help the PCs. Any Advantage
a
rolled on the perception check will reveal that there is a small cabinet in the corner. Inside the cabinet is a random cybernetic implant, pulled from the list of cybernetic implants on CRB p.177. ### E. Arena Through the double doors is a large room. In its center is an octagonal ring, the main attraction in the deathmatches that take place here. Oilstains in the arena mark the spots where bots have met their ends. Scattered among them are other, darker stains. On four sides of the octagon are a series of risers, seating for the raucous crowds at the deathmatches. Between the risers on the left and those on the right are aisles leading to the doors through which the fighters enter. Cameras are set up in the risers, as well. If the alarm has been triggered, there will be one active security drone in the room. \columnbreak ### F. Men's Locker Room This is the men's locker room. To the right are showers, while the walls to the left are lined with either toilet stalls or lockers. Were it not for a few telltale signs, this locker room would look just like any from the turn of the century. Here, though, tiny tools are scattered on the floor: screwdrivers, ratchets, and drill bits for repairing cybernetic or robotic components. Next to the sink and lining the edges of the bench are electronics ports, useful for charging cybernetics or for downloading updates. There's even a jack in one of the walls for direct neural uplinks. ### G. Women's Locker Room This is the women's locker room. It looks just like the men's room, but reversed.
#### Locker Rooms In the locker room, an Average (
dd
) Skulduggery can open a locker, and an Average (
dd
) Streetwise check will determine if there is anything in the inventory. Any
d
accumulated on these rolls triggers an alarm.
ROLL
RESULT
a or t
Find 1d10X5 credit tab inside the locker.
aa or t
Find 1d10X10 credit tab inside locker
aaa or t
Find a loaded flechette launcher [Ranged (Heavy); Damage 4; Crit 2; Range Medium; Blast 4, Pierce 2, Vicious 3], cybereyes, or flak vest (Soak +2) at GM's discretion.
### H. Exit Hallway This long hallway is empty, unless the party has triggered an alarm, in which case three more light combat bots are awaiting them.
HEIST AT THE OASIS
GENESYS
\pagebreakNum ## 4. Oasis Server Floor The server floor is pristine, with floors and ceiling tiles so white it's hard to tell where one ends and the other begins. The walls in here are all made of glass, so it's relatively easy for the party to see the entire floor at once. There are three main rooms, each full of rows upon rows of servers. Each room has a single access point (a cyber rig [CRB p.177]) for maintenance at its center. The room to the left has a placard next to its door reading "Film Servers." Another placard on the room to the right reads "Assets Management." The central room is labeled "User Data." In each room, a single heavy combat drone sits on a charging pedestal in standby mode.
####
Server Floor
HEIST AT THE OASIS
GENESYS
\pagebreakNum ### Hacking the Server This is an encrypted corporate server, so hacking it will be no small feat. Worse, a misstep may trigger a combat drone to activate. If one activates, the party will need to neutralize it. Since you're in a room with sensitive equipment in it, there's a good-news/bad-news aspect to this encounter: the good news is that, since AmKot operates these combat drones and also owns these servers, the drones will be working extra hard not to hit the server towers and cause property damage (resulting in
b
on all their combat checks). The bad news is that damaging any servers will risk activating additional combat drones, so the party will need to be careful too (and add
b
to all of their own checks). Any
fff
or worse may result in a combat drone activating, at the GM's discretion. Additionally, the GM may spend a story point to activate a drone, if the party has had a particularly easy go of it, so far. ##### AmKot Sysop [Rival] At some point during the hack, a sysop may be alerted to your presence. While this sysop is not an expert hacker, he or she is nevertheless a relatively well trained security grunt for AmKot. He can the system to activate combat drones (which only power down when their security protocols are fulfilled) and firewall the party out of the system. Worse, if he is able backtrace them to their location, he will almost certainly call Amkot's private security services to your location!
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**Skills**: Cool 3, Computers 2, Mechanics 1, Piloting 2. **Talents**: Adversary 1 (upgrade difficulty of all combat checks against this target once), Defensive Sysops (when defending a computer system against intrusion, add
bb
to opponents’ checks), **Abilities**: None. **Equipment**: Firewall
#### Hacking Encounter! This is a complex hacking encounter, as it is likely both to invoke a sysop and to trigger a combat drone. Remember that hacking is structured play, with the hacker's turn in combat being spent on the computer. ##### Hacking Screen
SCREEN
TEXT
ROLL
action
Result
Activate Cyber-Rig (Optional)
PRESENT USER ID TO ACTIVATE CYBER-RIG
Computers (
d
)
Access System
s
: "RIG ACTIVE"
f
: Try again on next term.
Access User Database
KEY IN ACCESS CODE TO ACCESS SUBSCRIBER DATABASE
Computers (
ddd
)
Access System
s
: "ACCESS GRANTED"; Go to 'Sentry Activated'
f
: Try again on next term.
Sentry Activated
UNAUTHORIZED USER ACCESS DETECTED. SENTRY PROGRAM RUN...
Computers (
dd
) Must have
ss
to override
Override Security Program
s
: "SENTRY PROGRAM HAS ENCOUNTERED A FATAL ERROR AND NEEDS TO QUIT"; Advance to User Data Menu Screen
f
: "UNAUTHORIZED ACCESS CONFIRMED. ALERTING SYSOP"; Begin Sysop Encounter
User Data Menu
CUSTOMER DATA FOLLOWS. BACKUP DISK DETECTED. TO TRANSFER DATA, PRESS CMD+C. TO DELETE DATA PRESS CMD+ESC. TO EXIT PROGRAM PRESS CMD+DEL. TO ACTIVATE DRONE TYPE DRONE#ON
None
Enact Command (Maneuver)
Enacts user command.
HEIST AT THE OASIS
GENESYS
\pagebreakNum ### He Who Fights and Runs Away... Hopefully, the party got the data copied onto something portable. If the sysop deployed a firewall and the party wasn't able to get around it or if the sysop was able to perform a lockout, the party will have to get out while the getting is good. If the team has been traced by the sysop, it'll be especially important that they get out quickly. The private AmKot security forces that will be on their way are practically invincible and the team is very, very unlikely to survive an encounter with them. If, by this point, no Heavy Combat Drones have been alerted, no security forces are on their way, and the GM has a remaining story point, he or she should spend it to have the copy-paste mechanism on the servers "automatically" trigger a drone. One way or another, the team should need to fight its way out of the server floor. ##### Heavy Combat Drone More than a heavier version of the light combat drone, this is a military-grade robot designed for field work. It is equipped with the latest weaponry and a very bad attitude.
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**Skills**: Athletics 2, Brawl 2, Discipline 1, Ranged (Heavy) 2, Ranged (Light) 2, Vigilance 1, Adversary 1. **Talents:** None. **Abilities:** None. **Equipment:** Portable laser cannon (Ranged [Heavy]; Damage 10; Critical 3; Range [Long]; Accurate 1, Burn 1, Cumbersome 4), laser pistol (Ranged [Light]; Damage 6; Critical 3; Range [Short]; Accurate 1, Burn 1), heavy fists (Brawl; Damage 6; Critical 4; Range [Engaged]; Disorient 3, Knockdown), ### ...Lives to Fight Another Day Once the heavy drone has been dispatched, the team can exit the way they came. As long as there's not a security force on the way. At the GM's discretion, and when the party has made it to safety, the device that the party has put the subscriber data on will begin flashing with a notification. The party has received a message from persons unknown! The message is an audio file: a human voice sent through one of those audio filters that makes it sound deep and synthetic. Behind it, the sound of eighties synth-pop blares: "Sweet dreams are made of this..."
I am d3m0g0r90n. I am the void. I know who you are and what you have done, and I have stopped it. The data which you have stolen from Americom-Kotodama is falsified, useless to your paymasters. I assume their plan was to blackmail these users. To make this impossible, I have wiped the legitimate data from AmKot's servers as well, and the site has been shut down. There will be no blackmail. However, there will also be no more deathmatches. But do not fear. I am your employer's enemy; I am not yours. Yet. The data in this disk will fool your employers long enough for you to get paid. In fact, this is the outcome I was hoping for. Your work today indicates that you are skilled thieves and, more importantly, are unafraid of the threat of retaliation by our corporate masters. Expect to hear from me soon. From beneath, we rise.
If the party, for whatever reason, was unable to get the data out of the building, then they will hear a news report in the car on the way back to South Haddo. The same bassy, synthetic voice will issue an ultimatum.
I am d3m0g0r90n. I am the void. Tonight, there was an attempt to steal subscriber data from an Americom-Kotodama black site, where illegal deathmatches were staged and filmed. The parties responsible intended to blackmail these subscribers, but they were thwarted. However, where they failed, I have succeeded. Do not fear. I may be the enemy of our corporate overlords, but I am not yours. Yet. As of this moment, all of AmKot's data on its subscribers has been erased, and the site has been shut down. There will be no blackmail. There will also be no more deathmatches. Expect to hear from me soon. From beneath, we rise.
### End of Data... to be continued?
HEIST AT THE OASIS
GENESYS
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