Making a Name (Cy_Borg Adventure)
The Job
A client wants her ex-husband's car stolen. Thorne Wellman is a VP at Fosse Records, staying at the Sunrise Hotel, and the car is locked up in the hotel's high security garage.
The Pay
3000 Dosh. The client doesn't even want the car; she just knows Thorne loves it and wants to spite him. Get it out intact and it's all yours.
The Fixer
Baseline is a local fixer well known for scouting new talent. Lots of high-profile runners got their start with him.
He's a brick house covered by a flowy duster and a tall, popped collar. Between his collar and a singed wide brim cap you can only see his eyes, one organic, one mechanical, both have seen a lot of runners come and go.
Baseline is all business. He doesn't learn runner's names until they survive a job. No patience for unprofessionalism, not interested in small talk.
He's agreed to meet the crew at The Live Wire.
Live Wire
Brightly colored beer cans and crisps sold from foreign vending machines. No staff, synth music with heavy bass, cameras everywhere.
Baseline arrives promptly at the meeting time and sips a beer whole he waits for the crew to arrive. He pays the owners to turn off the cameras when he's here.
Baseline gives the details on the job, answers the crew's questions, and offers them a USB sized device for hotwiring cars. The device takes 3 rounds to function to start a car, sets off the car's alarm, and only works once.
Baseline Knows...
- Thorne Wellman is the VP of customer success for Fosse Valum, a record label that signs young social media stars to exploitative contracts, and then clones and sells their voice, they copyright the sound to prevent the original singer from competing.
- Thorne is a pudgy dude with obscenely greasy slicked back hair. He has a golden cybernetic arm with the company logo on it.
- Sunrise Hotel is fancy, but thorne is probably important enough to be in a top-level suite. Easy to find, hard to get to.
- Doesn't know exactly what the car looks like, but the client described it as an old school beater, should stick out in an expensive establishment. Thorne likes the classics and fixed it up himself.
- Baseline hired another crew for this job but they botched it. They never made it into Thorne's room, but security might be on guard.
- Thorne will be at the hotel for a few more days, then he'll be back in his gated community and way harder to reach.
Sunrise
- 100 stories tall
- cameras all around the building, no natural blind spots.
Entrances
- Double doors lead to the lobby. 2 guards (hp 7, 9 Morale, -d2 Armor, Pistol: 1d6) out front at all times.
- Windows on every floor. Reinforced glass on the first 10 floors. Reinforced glass can be broken by specialized tools or explosives.
- Back entrance, accessible by Staff key card. Alarm sounds if opened without a card. Leads to the Backroom.
- Thick metal bay door, opened remotely via the hotel's VIP mobile app, or from a console in the manager's office. Leads to VIP parking garage.

1. Lobby
Sheen of gold on everything, white cushioned furniture, sterile, string music
- 2 security guards (hp 7, 9 Morale, -d2 Armor, Pistol: 1d6) in front of the entrance that will turn away anyone who looks unkempt or who is carrying a firearm larger than a pistol.
- Security cameras in all 4 corners of the room with blind spots behind columns around the room.
- Concierge desk sits behind bulletproof glass. A gatling turret (1d8 damage) hangs from the ceiling in front of the glass.
- The concierge is a woman named Kaylee with a tight-fitting pant suit that doesn't match her lip piercing and dyed hair. She's here on service duty to avoid jail for breaking and entering.
- The turret is controlled by an interface behind the concierge's desk.
Connections:
- Manager's Office (Facial recognition lock, openable by Kaylee)
- Elevator for the first 98 floors
- Elevator to the Penthouse suites (Facial Recognition, operable by Thorne Wellman or hotel staff)
- Staff Room (Requires a staff key card)
- Bar
2. Manager's Office
Dusty. Piles of unread complaints. Filthy microwave. Glowing Monitors and dead lightbulbs.
- A filing cabinet contains keycards for every room except for the penthouses (the manager keeps those on him and only comes in case of emergency).
- Computer locked via password (test Knowledge DR 14 to bypass, or get the password from Kaylee). Contains detailed customer data. It can also open the bay doors to the VIP garage.
- 3 drones that look like large mechanical bees (6 hp, 12 morale, -d2 armor, submachine gun: d6) attack anyone other than Kaylee or the manager.
Connections:
- Lobby
3. Backroom
Cleaning supplies. Smells like a cocktail of vinegar, laundry detergent, and on the job vodka.
- Has a service elevator with access to every floor, requires a keycard swipe from a staff member for operation.
- The elevator notifies the concierge's desk and the guest whenever the service elevator stops at the penthouse floors (99 and 100).
- 50% chance there's a worker here.
- There is a camera, but it's never checked unless an alarm is raised.
- A toolbox containing condoms, and 2 miniature vodka bottles is nestled among the cleaning supplies.
Connections:
- Lobby (Requires a staff key card)
- Elevator to all 100 floors (Requires a staff key card)
4. Bar
Businessmen exaggerating recent triumphs. Synthetic wine. Holographic musicians. Robot bartenders
- The bartenders are droids (8 hp, 12 morale, -d4 armor, mini grenade launcher: d4 to 2 targets), they respond to Lenny and Lisa.
- Thorne is at the bar from noon to midnight complaining that he didn't get the floor 100 suite.
- "What, Progens is more important? Why, because they cured cancer? We put out 30 chart topping hits this year THIRTY, and we're nearly done recreating a clone of Ariana Grande's voice!"
- Has his keys on him, Test Agility DR10 to swipe them.
- Exposed ventilation shaft in the back corner being worked on by 2 repair bots, goes all the way up the building, releasing into the hallway of each floor.
Connections:
- Lobby
- Ventilation Shaft to every floor
5. Parking Structure
Eerie quiet. Cameras on every floor. Faded white paint and mostly empty parking spaces.
- Gated structure with a single steel door, opened by a swipe of any hotel guest key card.
- Spots are mostly empty as most guests use the subway. Every car here is expensive.
- 2 Drones roam the lot and apprehend loiterers for interrogation.
6. Hotel Rooms (floor 1-97)
Cleanish. Private. Smell of designer drugs and sex
- Doors are locked, but not alarmed
A hotel room may contain (d6):
- Two businessmen performing an illicit deal, they'll assume the crew is recording and attack (hp 6, 6 Morale, Pistol: 1d6).
- A knocked out businessman with 1d4 doses of a random drug on his side table.
- A hacker jacked into her deck. So locked into her task that you can walk right up to her. She's left a chip for installing a random app beside her.
- a businesswoman fucking 4 prostitutes at once. 50% chance she attacks the crew, otherwise she asks the crew to join in.
- A back-alley cutter is installing some chrome on a businessman.
- A locked safe contains a random weapon and some pocket lint.
Connections:
- Elevator to lobby
- Elevator to floors 1-98
- Vent Shaft to bar
7. Floor 98
Police tape, blood stained carpet, splintered pieces of door scattered about
- the previous crew working this job got caught here trying to drill through the ceiling.
- One room is guarded by 2 security officers (hp 7, 9 Morale, -d2 Armor, Pistol: 1d6).
- inside, a man-sized hole has been drilled into the ceiling, leading to the hallway of the 99th floor penthouse.
Connections:
- Elevator to lobby
- Elevator to floors 1-98
- Vent Shaft to bar
- Hole in ceiling to floor 99 hallway
8 Floor 99 Penthouse
Smell of tequila mixed with sweat and motor oil. Car magazines with ads for high tech weaponry. Clothes in heaps on the furniture
- Locked by facial recognition and key card lock, failing either triggers an alarm, causing 2 greyhound shaped drones (10 hp, 12 Morale, -d4 armor, smash: d8) to emerge from slide away wall panels in the hallway, 1d6 security guards (hp 7, 9 Morale, -d2 Armor, Pistol: 1d6) arrive in 6 rounds.
- Has a private elevator down to the VIP garage.
Connections:
- Elevator to lobby (requires facial recognition from Thorne or Kaylee)
- Elevator to VIP Garage
- Vent Shaft to bar
- Hole in floor to Floor 98
9 VIP garage
Smooth concrete floor. Thick metal bay door, Smell of oil
- contains a sports car and a refurbished old school brown sedan (the target).
- Oil cans and mechanic's tools on shelves against the wall.
- 2 caged humans with ridiculous amounts of tech grafted to their face with a weird combination of adhesive, chains, and barbed wire. Blood seeps from under the metal. Blind, but they hear very well. Triggering any alarm releases them from their cages (13 HP, 10 Morale, -d4 armor, Claw: d8).
- d6 security guards (hp 7, 9 Morale, -d2 Armor, Pistol: 1d6) arrive every 5 rounds after the alarm is set off.
- The car takes 3 rounds to hotwire using Baseline's tool. Alternatively, test knowledge DR14 to hotwire the car, failure sets off the alarm.
- Two start buttons, red and blue. The red starts the car manually, the blue activates mech mode. The car transitions to a 10 ft tall bipedal mech. The driver controls the legs, the passengers the guns.
- The car takes a can of natural gas to run in mech mode, there's just enough in the tank for one use. Its rockets are strong enough to blow the garage door open.
- Mech 30 HP, -d6 armor, machine guns (d6), 3 rockets (d8 to 6 targets)
Connections:
- Elevator to floor 99 Suite
- Metal Bay door to outside