Mauling Part II: Mind Games

The Mission prelude:

After either days or even a few weeks of no new contract jobs the players while visiting one of their favorite combat bars, get a break. The night progresses till almost midnight when a strange out of place man steps lightly into the bar. After a few moments of sticking out like a sore thumb the stranger speaks. The stranger anounces to the roudy rabble a job offer for $5000 euro (more if your players really need it!). Many of the patrons turn and start towards the stranger, the times have been tough lately for contract jobs. As the stranger sees the patrons start crowding toward him he quickly tosses a data chip unto the nearest empty table. The stranger, a corporate operative from Zetatech, quickly makes for the door. As the Corp runs for the door he shouts that all the info needed to complete the job are contained on the data chip including contact info and where to find the target.

Let The Brawl Begin:

Inside the bar the barkeep pushes a button which lowers reinforced metal shielding around the bar area and a portcullis lowers across the entrance to the bar. The players have time to make one action before all this takes place and are trapped inside the bar. They can either attempt to grab for the data chip or make a run for the door. To get out of the door before the portcullis falls will require a athletics roll difficulty (25) if the player in question attempts to exit the door and fails the athletics roll making a combined roll of (20) or less they will be pinned and crushed when the portcullis hits their body, Damage 4d6 + 4. The damage from the portcullis can not be lessened by amy type of armor worn since this is impact damage. Inside the bar are quite a few patrons all trying to get ahold of the data chip. Patrons of the bar are not allowed to bring in obvious projectile weapons or explosives to reduce the loss of life. All types of melee weapons are allowed. All damage done to the bar during the combat will be billed equally amoung all of the fighters ( don't make this too much $200 euro would be sufficient). The fixtures, chairs and tables are all nearly indestructable steel alloy riveted directly into the concrete of the floor. The Steel shutters that protect the bar area are SP 40 SDP 80. When all the combatants have stopped fighting or nearly so the bouncers come out to collect either the payment for wreckage or the bodies of those less fortunate combatants. Anyone so stupid as to attempt to disuade the bouncers from collecting the bodies will be shot first and sold to the bodybank later.

Standard Punk Brawler:

Each Brawler Has only one weapon and there can be anywhere from 2d6 +4 of them in the bar to 4d6+10

Stats


Wounds





Stun

Skills


Armor


Reflex

6

Light





0

Aware

6

Head 1

0

Int

5

Serious





-1

Athletics

3

Torso 2-4

14

Cool

6

Critical





-2

Brawling

6

R arm 5

14

Luck

5

Mortal 0





-3

Hide

0

L arm 6

14

Emp

5

Mortal 1





-4

Track

0

R leg 7-8

4

Move

6

Mortal 2





-5

Dodge

7

L leg 9-10

4

Run

30

Mortal 3





-6

Stealth

0

Cyberwear:

Leap

1.5

Mortal 4





-7

First Aid

0

none

Body

6

Mortal 5





-8

Martial Arts

0


Save/BTM


Mortal 6





-9




Weapon

Knife

Sword

Nunchaku

Surprise Stranger

Skill/To Hit

14

14

14

13

Damage

1d6

2d6+2

3d6

2d6+3

Ammo

0

0

0

4

Rof

0

0

0

2

Notes




The Real Threat: 4 Solo's

The real threat to the players gaining control of the data chip is a small team of four Solo's these four will be the main protagonists during the entire adventure. At every turn the players will have to deal with these four. These four will attempt to follow the players to the pickup site and then start a new conflict there right in the mallplex. Use every dirtytrick and tactic you can think of to try to trip up the players with these four and their skills. The opponents will wait and take no action during the beginning of the brawl instead waiting for a good deal of the combatants to wear themselves out. When only a few standard brawlers are left or the players are obviously ready to start making their way out of the bar they take immediate action to grab the data chip. The Solo team will make a good fight for the data chip with the players if they appear to be losing out they will escape when the bouncers come out to collect and the doors re-open. A second option would be for Destro to force open the portcullis with a strength feat roll. The conditions for losing out should be as follows ( one of the four goes to mortal wound status, or two or more go to critical wound status ). Remember that when the players are at home licking their wounds in the aftermath of the bar room brawl the opponent Solo team will be healing up as well. The Solo's have a luck stat remember to have each of them use this to full advantage. One use would be to cross off some of the damage boxes between fights or to add points in with weapon attacks.

Background information on the opposing Solo team. Destro's Destroyers.

The first member is known as Chrome Dome or Destro (ala GI Joe). The equipment he carries includes 2 clips of dual purpose ammo for the Glock 30, 10 shotgunshells 10Guage and 2 grenades High Explosive 10Gauge 5d6 damage ½ real ½ stun armor has no effect and is damaged 2 levels. The first numbers in the category for armor is for what is worn while on the street, the second number is when in Metal Gear. The weapons that he carries into the club with him include the monokatana, the surprising stranger & the mace hand.

The Second member is known as Mr Blamo ( Demolitions Expert ).

The Third member is known as Patch ( Combat Surgeon ).

The Fourth member is known as The Master ( Martial Arts / Hand to Hand Expert ).

The Data Chip

Alas, the much sought after data chip is completely blank. Later when the doors and the portcullis opens and the survivors or any patrons in good condition start to leave the bar the Corp from Zetatech is waiting for them. He greets the bar patrons " Great I see that all of you have survived the audition now I would like to present everyone of you a chance at retrieving a misplaced item for me." He continues on to explain that a digital disk containing the source code and compiled program for a military virtual reality war-game accidently was shipped out to Billy Bob's braindance bar inside the Mallplex. The same amount of Euro $ 5,000 is offered for retrieving the digital disk, no questions asked on how. The disk also contains contact information on where to reach The Corp and a password to give to security when they come to the Zetatech tower.

Possibility A. If there are still any survivors from the bar fight other than the Four Solo's that have either no real wounds or only light wounds then they will head directly over to the Mallplex to retrieve the Disk. The players and the Four Solo's will just have to give chase in whatever condition they happen to be in.

PossibilityB. The only real combatants left in good shape after the brawl are the Four Solos and the players. If the Four Solo's have not sustained any wounds that could be considered in the serious category ( more than 4 points ) then they will head directly for the Mallplex. Otherwise they will send one of the group to shadow and spy on the players watching to see if they are going for the chip. Either way if the players start to go for the chip the Solo's group Named Destro's Destroyers will try to get it from them confronting them right outside Billy Bob's Braindance bar.

The Mallplex.

Ideally this would take place in Night City's New Harbour Mallplex but it could take place in any city Mallplex. I have included the map for level three of the shopping concourse out of the Night City source book. If you do not have the source book Levels one and two are similar in appearance with apartment housing to the north and southern ends. If you really want to know more about this mall go out and buy the source book, I have included only the information needed to play this mission.

Security:

The security at the Mallplex is very tight, no firearms are allowed in the building. At each entrance to the Mallplex 2 security guards shuffle patrons quickly through an older model Scanway system for detecting weapons. The Scanway has a 85% chance of detecting most firearms but only a 40% chance to detect really cheap made Polymer one shot weapons when loaded with plastic bullets. Security will attempt to detain anyone carrying firearms and will escourt them back outside the mall or you may leave your firearms at the gate for a $5 euro fee. While firearms are not allowed melee weapons such as swords, Tonfa, Nunchaku, and other small weapons are allowed for personal protection ( mall security just does not want to be outgunned when forced into a firefight. ) Armor like weapons are also restricted. Do not attempt to enter wearing a full suit of Metal Gear, it just will not work. Those wishing to wear armor inside will dress street style with maybe a pair of armored pants, light armored jacket, and armor t-shirt ( no helmets ). Of course those players who wish to temptfate may just try to bypass the security station at the door. A difficulty stealth roll 20 is required to sneak past security without being noticed.

Concourse Level 3:

The area that is of interest to the players is the west end of concourse level 3 which contains many of the amenities you might find near any mall food court.

A: Hanson's Pets

O: Fish & Chips fast food

P: Slushe Place frozen delights

N: Harmony Grits baked breads, soup & salad

K: SoSushiMe fast food Sushi

J: Billy Bob's Braindance Bar: see detailed description below

I: The Food Court: lots of fast food McDowels, Jerky in a box, Churchills Chicken and other type places.

L: Hot Dingo hot dogs

M: Merril's Cookie Place

B: HomeHelpers – Apartment locators

Q: Allison's – expensive clothing guards at the door.

R: Mall Security & Management.

All other areas probably are not of much interest since they are not close to the main story area.

J: Billy Bob's Braindance Bar

The Owner of the braindance bar and video arcade is William Edison, he is aware that the disk sent to him is incorrect but decided to setup a four person machine to let the juvie's play the combat simulator as a game. The ' game ' has taken off very well and the juvies love it, a line is almost always formed waiting to play what is now called Battlesuit. The game centers around a four person group of military power assisted armor with multiple weapons and real life campaigns in third world worn torn countries. The game is setup quad style and at all times four juvies are playing at the thing, the disk is located inbetween the four pods and is in a locked disk box difficulty ( 15 ). If Battle suit is disturbed the juvieganger will riot roll versus their cool stat to find out what they do. If they lose the roll ( die is higher than cool ) they will attack those attempting to remove the disk, lower they will attempt to get security in an effort to stop the theft. There will always be from 10-22 juvies here around the game 2d6+8. When security is alerted or a fight breaks out two of the mall security guards will arrive on the scene within 1d6+2 combat rounds and 6 more in 3d6+2 rounds. The players will most likely have to fend off mall security and Destro's Destroyers before gaining the disk.

Mission Wrap Up

Ok, the players have possession of the disk with Battlesuit on it, if not the will just lose out. So they are headed to Zetatech tower when stopped abruptly by a quickly landing Military AV-4. Out will step Lt. Stevens and his soldiers to take possession of the disk from the players. What the players do from here is up to the game referee. They can attempt to strike a bargain for return of the disk and split the reward or they could shoot it out ( bad idea ). A split of the return reward would go something like this. The players will have to persuade Lt. Stevens to even allow a reward split Average difficulty ( 15 ) then Lt. Stevens and his soldiers get 75% take of the reward. Difficulty ( 20 ) Lt. Stevens accepts 60% of the reward for him and soldiers. Difficulty ( 25 ) persuation 50% 50% split. Near impossible persuation roll by the players Lt. Steven thinks you are just great wonderful people and accepts 40% of the reward as a finder fee. If the players try to shoot it out they will be hunted for the rest of their day by the authorities and will not be able to collect on the reward at all.

Also try some of these other adventures hosted at Night City 2030

Going Swimming.

Gone Swimming.

Netrun Vs. an ATM

http://nav.to/grayfox2030

Files included in the archive

Destro's Destroyers:

Aikiro

Blamo

Destro

Patch

Lt Stevens

Soldier

Bill Ed: Billy Bob Edwards: owner of braindance bar

Bouncer: stats for bar bouncers

Mall Brat: Juvies or standard mall kid

Shopper: Normal mall shopper

War-vet Shopper: War Veteran shopper.

Maul-NPC06: Mall Security

Mauling 2-2: this file

Maulplex LVL3: map of third lvl of mall

Mauling 2 bar: intro bar map for audition.