Professional Documents
Culture Documents
neon devilS
in the dark future ALWAYS think twice
before doing a favour for a friend
for
Mahosadha Ong (cover), Adam Neumann (p5), Dan-Cristian Pădureț (p7), Red Mirror (p9), Florian
Wehde (p10), Francesco Cutolo (p12), Jay Rembert (p13) Frederica Diamanta (p15), Uve Sanchez (p17)
4. WELCOME CYBERPUNKS
5. NON-PLAYER CHARACTERS
9. SETTINGS
11. TECH, MECH AND NET THREATS
12. CLUES AND SECRETS
13. REWARDS
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You have in your hands the first of a series of adventures in a cyberpunk setting to come from
FRANKENSTEIN BEE. Thank you so much for buying it. It is very much appreciated.
Though definitively cyberpunk in nature, the scenarios are presented to you as system agnostic,
thereby enabling GMs to adapt them to their own preferred system (Cyberpunk Red, Cyberpunk
2020, Shadowrun, Altered Carbon, etc.) with the minimum of fuss. You could potentially do as little as
add stats for the NPCs, but I would encourage you to use this as a starting block for your own
creation. You know your own players and their PCs, so can really tailor things to their tastes and
abilities.
The style of these adventures is deliberately cinematic, utilising flashback and similar techniques to
evoke the atmosphere of Blade Runner, Johnny Mnemonic, The Matrix, Akira, Ghost in the Shell and
other cyberpunk sagas. It is planned for a single play session of around 3-4 hours.
In this story, the PCs are unwillingly drafted in to aid a Russian mafia boss who needs track down one
of his moles … or should that be weasel? You’ll see what I mean soon. The mole just happens to have
been kidnapped and held ransom by a neo-fascist street gang in one of the city’s most dangerous
districts. The mob boss wants the PCs, who witnessed the kidnapping, to find out where the fascist
hideout is and retrieve the mole. Oh, and just in case there’s any misunderstanding, this isn’t a job –
it’s a favour for a very special ‘friend’. The type of friend you really don’t want to refuse.
FrankensteinBeeGames@gmail.com
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‘UBIYTSA’ aka ‘Slayer’
PERSONALITY/APPEARANCE:
Kuznetsov’s choice heavy. Her sheer size is enough to convince most to accept what’s being asked of
them, but reputation has it that she once fed a person their own cyber eyes and that they died
watching their own stomach being pulled from their body … from the inside. In appearance she
dresses similar to her boss, though her face is pocked and scarred like a prizefighter. It is said in her
downtime that ‘Ubiytsa’ engages in cage fights with up to six combatants at a time. She’s undefeated.
She’s in his early 40s.
GEAR/STATS:
‘Ubiytsa’ is all about strength and physical combat so make her stats and skills reflect this.
Like Turgenev, ‘Ubiytsa’ has an enhanced skeleton.
Her more visible cybernetic implants include two gunmetal coloured arms ending in hands whose
knuckles deliberately look like they can punch through concrete (perhaps they can).
She also has hydraulics in her legs that enable her to jump great heights and distances.
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‘LASKA’ aka ‘Weasel’
PERSONALITY/APPEARANCE:
A spy for D’Yavoly Bratva, feeding information to Kuznetsov about the rival Russian gang the Dyadi
(the Uncles) led by Sergei Semilovich aka Uncle Sergei. He has been captured by the Iron Eagles and
is being ransomed. He’s small, wiry and slightly dishevelled and somehow evokes the sense of a litter’s
runt. He could be anywhere from late-30s to early-50s. It’s hard to tell.
GEAR/STATS:
Though he doesn’t have much going for him physically and is usually unarmed, ‘Laska’ is skilled at
reading and manipulating people. He’s also good at skills requiring subterfuge, such as
pickpocketing.
‘Laska’s sole piece of cyberware is a secret safe, installed in his midriff and hidden behind an almost
undetectable synthetic skin zipper. Within it is stored a data chip containing valuable information
about Kuznetsov’s rival, Uncle Sergei.
A neo-fascist hate group, active recruiters of disaffected young white people. Skinheads and cybernetics in
pseudo-military uniforms. The street gang has unwittingly got on the wrong side of the D’Yavoly Bratva by
kidnapping ‘Laska’, though they don’t know what he’s carrying or how valuable it is. The Iron Eagles under
Leadspike are just a part of the full street gang, though they outnumber the PCs by a sizeable number.
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LEADSPIKE
PERSONALITY/APPEARANCE:
An Iron Eagle lieutenant and this story’s primary antagonist, at least as far as the mission goes. He
leads a gang of around thirty, including the smaller group that captured ‘Laska’. He’s wily, vicious and
ambitious. He appears to have some secret benefactor who is able to hook him up with military-
grade weaponry, and as such is rising through the ranks of this paramilitary gang. An utterly hateful
person whose bitterness and anger have given free reign to his cruelty.
GEAR/STATS:
Leadspike is in his twenties, neat, well-groomed and dressed in a mix of streetwear and urban camo
military gear, covered with molle pockets and pouches. In different clothing he might look like a
candidate for a low level corporate exec job. Behind his eyes there is nothing but malice. He is never
without a scowl. Even his laughs turn into a sneer.
He’s smarter than the average street thug and is a better than average melee fighter and marksman.
Implanted in his arms Ironspike has a number of retractable spikes which he uses in melee combat.
He also has an implant that gives him a temporary boost of speed for thirty seconds, but he can only
use it once in any combat.
He uses a heavy calibre military combat rifle and a heavy calibre hand gun.
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MEDICAL TECHNICIAN
PERSONALITY/APPEARANCE: She’s an acquaintance of the PCs who has patched them up on
many an occasion. If people can’t pay, they’ll treat them instead for favours. A kind person who
has been thrown into a bad situation. She’ll look tired, but professional and compassionate.
NOTE: In my personal version of this scenario, one of the PCs filled this role and was part of the full
adventure. If you have someone with professional medical training among your PCs this is a good
way to make the adventure feel much more personal for the players
GEAR/STATS:
Obviously medical skills and the equipment to go with, including a small, but well-equipped
clinic.
CLINIC RECEPTIONIST
Decide on whatever appearance takes your fancy. If the team doesn’t have a hacker, the
receptionist might, with a successful persuasion roll, be able to rustle up the information on
Neville Canker for them, though only with permission of the Medical Technician. Or maybe a
bribe.
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The drone patrols the building on a schedule and has a detector that scans for chips which each
of the gang members have implanted.
Roll D10 every time the players enter a new room or corridor. When they roll 9-10, the drone
spots them, will turn on the building’s alarm system and start transmitting video and details of
the PCs’ location to one of three control terminals in the hideout (one is in the detention area,
one in what used to be the detective’s office, now the Iron Eagle’s living quarters and another
behind the counter near the public entrance).
If the PCs are able to find a control terminal prior to encountering the drone, a hacker could
take control of it. A particularly successful hack may enable the PCs to use its video capabilities
to scout the building unnoticed.
If captured early, the drone may be dismantled by someone with good technical skills. The
alarm will already have been set off, but no further location tracking or video transmission
would be possible.
It can be destroyed easily with a single shot from a heavy handgun or similar.
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1. The information on the Data Chip in ‘Laska’s though he keeps his allegiance secret. he
safe contains Uncle Sergei’s predicted does provide support and arms when he is
movements for the next month and blueprints able to.
for his fortified hideout. 7. In an armoury in the police station is a
2. There will be CCTV of the fascists who broken down microwave gun which disrupts
picked up ‘Laska’ and a search of the cybernetic implants and tech and a similarly
medical database will identify Neville damaged grenade launcher, valuable
Canker as a former patient of the clinic. weapons both of which can be fixed by a PC
3. Neville Canker is addicted to a cheap upper with the right skills.
and buys from a dealer near to the clinic. 8. If the PCs are able to discover it, there’s a
With a suitable intelligence or perception secret maintenance tunnel in the subway
check the PC will realise this from his station that leads to an in-use station not so
symptoms. far from the PCs base of operations.
4. Uncle Sergei and Kuznetsov used to be in the 9. Kuznetsov will be responsible for the death
military together and they each blame the of a PCs relative. Kuznetsov will realise but
other for the death of Ilya Voynich, Sergei’s will keep it to himself.
niece and Kuznetsov’s friend. 10. The burner phone given to the PCs by
5. ‘Ubiytsa’ has an escort which she sees once a Turgenev will be recording everything they
week where she dresses him as a baby and say. If any incriminating information is found,
treats him to a bubble bath. Turgenev will use it to Kuznetsov’s
6. Iron Eagle leader Leadspike is nephew to advantage. If the PCs disable the recording
Princeton Harris, an exec at the city’s branch function, Turgenev will not mention it to them,
of Wartech. Princeton is also a fascist, but will pass it on to Kuznetsov who will be
suspicious of the players.
If successful (that is if the data chip remains uncorrupted and is taken to Kuznetsov, they will get the
promise/threat of a closer acquaintance with D’Yavoly Bratva in the future. The gangster will also
deposit a sizeable chunk of change in each of their bank accounts (whatever the going rate is for a
difficult job in your preferred game) which is worrying as none of them shared their account details
with him.
If the PCs decode it, they may alternatively decide to sell the information on the data chip back to
Uncle Sergei, though this will alter Kuznetsov’s attitude towards them … rather drastically.
The PCs may find a microwave gun and grenade launcher in Leadspike’s hideout. They will be
broken, but will sell for a reasonable price as is, or if there’s someone technically proficient on the
crew they can put them back in working order and sell them for a much higher price, or keep them for
the team.
They may retrieve other weapons and money, either from the Iron Eagle hideout, or from the
defeated neo-Nazis.
At your discretion there may also be found other goodies in the former police station. These may be
valuable or just plain weird. Your call entirely.
There may even be items in the subway station that have been gathering dust till the PCs came
along.
In addition, don’t forget to reward the players with any progress points that you feel they
deserve.
*i
ONE:
THE BEGINNING OF the end
LOCATION: OUTSIDE IRONSPIKE’S HIDEOUT
“Sludge from a fresh fall of rain coats the street as trash clusters around blocked drains. Noxious clouds and swirls
of hot ash billow from a huge blaze behind. The reflection of burning tongues that glitter in filthy puddles are
broken into a billion shards as urgent boots scramble for cover. It’s your team, and the job has just gone sour. The
enemy is gaining and you need to find cover, fast. There’s the bus, rusted, battered and burned out. Or maybe the
wrecked street level floor of that nearby apartment block. Then, there’s the abandoned subway, shuttered, but
maybe still accessible. Maybe. You need to choose quick. How did you get into this god damned mess?
Describe a montage of how your PCs are picked up by the D’Yavoly Bratva. Make it humiliating. For example,
one’s disturbed in bed with a partner, another’s abducted while making a deal with a new contact, yet
another is snatched from a toilet cubicle. Keep the identity of their abductors a mystery at first to increase the
tension. And once they’re all collected …
She will not engage with the PCs if they attempt conversation, but will usher them through a double door at
the far end of the corridor, the other gangsters keeping guns trained on them. They’ll be taken into Kuznetsov’s
office and thrown to their knees in front of his massive mahogany desk in the eerie rippling light from the fish
tanks.
Kuznetsov will be sitting behind the desk, Turgenev leaning into his ear, whispering something just beyond the
PCs hearing.
“After a moment, ‘Ubiytsa’ will clear her throat and say, ‘Mister Kuznetsov, sir. It’s the ones you wanted to see.’ The
man called Kuznetsov leans into his desk and takes in the group with a sweep of his eyes. He stands, adjusting his
chunky gold around the neck of his designer tracksuit. He breathes in deeply and …
“Suddenly a huge smile crosses his face and he breaks out into a full, warm laugh. ‘Ubiytsa, what a way to
welcome our friends this is. Free their hands and get them a chair. Nobody is a prisoner here I think.’ The four men
holding machine guns might make you doubt this statement’s accuracy.”
Kuznetsov will introduce himself and the other important NPCs then will explain why the PCs are there. Days
earlier the PCs were at a med clinic getting themselves patched after their last job, when a scrawny Russian
man (Kuznetsov’s mole, ‘Laska’) burst in all battered and bleeding and screaming for help, before being
dragged out again by a street gang, dressed in urban camo and street wear, one of whom, a lanky, acne-
Kuznetsov blames the PCs for not acting and as they were witnesses of the kidnapping he tasks them with
solving the problem. They must find out who the street gang is and discover where they have taken ‘Laska’.
If they refuse, it will be suggested that they should reconsider. If they don’t reconsider ‘Ubiytsa’ might be
ordered to break a few fingers. When they agree, the guards will be sent out, leaving only Kuznetsov,
Turgenev, ‘Ubiytsa’ and the PCs in the room. They will be told they must liaise with “my friend Turgenev. He’s a
very skilled man, most intelligent, but if you want a conversation … pah. Isn’t that right Turgenev? (no answer)
Hah, you see?” They’ll be given a burner phone with one number on it to contact Turgenev when they find out
who it was that took ‘Laska’ and where they might be keeping him.
Before releasing them, Kuznetsov thinks for a moment then says, “I think you should know why this man is
important to me. He has information on my rival Sergei Semilovich, who you may know as Uncle Sergei. This Sergei
is a bad man, very big problem for my business for long time and he shows disrespect to me and my people. This is
no good. ‘Laska’ has information that will help me to put Sergei in his place, as you say. Why do I share this with
you? So you be careful. I know now that only people who know this are me, Turgenev, ‘Ubiytsa’ and you. (He
pauses a moment to let that sink in.) “So, if secret gets out, I know who to come looking for, yes. Haha!”
Let the PCs ask any other questions and before they are permitted to leave, Kuznetsov will say, “Do this job
well and we will become druz’ya … that is fine friends. I think this will be good for you, yes?”
The PCs will be taken back to the city centre and can begin planning their next actions.
Rosewood Village Residential Megastructure is a vast, imposing system of walkways, tunnels, bridges and
rooms, not unlike a termite mound envisaged by a brutalist architect. The plazas and sporting facilities, though
not any more as clean-lined as the structure’s builders might have hoped, are nevertheless lively, colourful
places in which all manner of languages may be heard and any service you like might be found. In a wander
down any particular walkway you might witness Puerto Rican grandfathers playing poker for bottle caps with
Chinese neighbours outside their apartments, a tarot reader crammed inside the same shop front as a fix-it-all
technician who is as ready to get just as hands on with a bog standard toaster as they are that dubiously
acquired AI drone that’s had all its serial numbers filed off. And outside the diner, you’ll see street kids
throwing down some beats (I know. I sound ridiculous!) as that young idealistic lawyer from the fiftieth floor
does pro bono work for the family who are having trouble with the city authorities. Step just off the main drag
and you might need to pretend you didn’t just see the loan shark making a collection, and be sure to sidestep
the synth-crack dealer who has been stabbed by an unhappy customer. There are wonderful things that
happen in Rosewood Village, but it’s a tough existence too.
Skin of the teeth He’ll reveal his gang and the district of the city in which they operate.
He’ll reveal that the Iron Eagle hideout is in an old police precinct and give the
Moderate success
address. He’ll also reveal the gang’s leader as Leadspike.
He’ll reveal all of the above, plus that the Iron Eagle group of which he’s a part
Very successful
numbers around fifteen people.
He’ll reveal all of the above, plus a rumour that Leadspike has a relative who is a
Damn!
corporate exec who helps get the gang special equipment and weapons. He
How did you do that?
won’t know which corporation or the name of the exec.
Of course, regardless of the outcome of their interrogation of Canker, the PCs have to decide what to do with
him so that he can’t let Leadspike know that someone is tracking them down. I’ll not tell you what my PCs did. It
wasn’t very nice!
a new favour
Though the PCs may not have realised it yet, the burner phone given them by Kuznetsov is bugged and has
been recording them. Turgenev already knows everything that the PCs found out from Canker, so is testing
them to see how well they can be trusted. When the PCs have told him what they know, or what they want him
to know, a 3D projection from a tablet next to Turgenev will flicker on in the van and Kuznetsov’s smiling face
will form from the pixels. He’s been listening in all along. He’s about to charge them with the task of rescuing
‘Laska’. Depending on how truthful they have been, Kuznetsov will behave differently with them. If they’ve
been truthful, he’ll be happy and generous with his offer and will pay the going rate in your game for a job
of this difficulty. If they haven’t he’ll offer them well below the acceptable rate and will make it clear that
they’re obligated to accept it. He will always tell them the following:
It’s important that the PCs don’t reveal that they’re working for him. He wants to keep his interest in
‘Laska’ a secret from Uncle Sergei.
If ‘Laska’ is either dead or incapacitated, the PCs must retrieve a data chip he has hidden inside a
concealed, shielded safe that’s implanted in his torso. The quickest way is to cut the safe out and bring
the whole thing to Kuznetsov.
If the PCs don’t accept, they’ll be driven to one of Kuznetsov’s warehouses where they’ll be tortured and
possibly executed. Kuznetsov will laugh as this happens. Hopefully they decide to take the job, in which case
the driver will pull up at the spot where they were picked up, but this time Turgenev, ‘Ubiytsa’ and the driver
will get out and transfer to another waiting vehicle, rather more sleek and upscale than the van they’re left
with. Turgenev tells them that the van can’t be traced back to D’Yavoly Bratva and that the PCs can use it in
their job.
Tooling up
After Turgenev has left, give the PCs some time to plan, buy ammo, supplies or tech they need, patch up any
wounds, etc. The rescue will happen that night.
“In the middle of this district stands a symbol of how far into chaos things have fallen – the people of the 57 th
District Police Precinct used to keep some semblance of order in this area, used to offer at least an impression to
the city’s inhabitants that there was somebody who protected them. But when the district fell and the police
abandoned it to the gangs, the Iron Eagles moved in and began to spread their hate.”
Have the PCs decide where to park the van and plan out their entrance into the precinct.
A success on a moderate perception roll will allow the PCs to understand the following:
At the moment, the building is quiet and there are only D4+1 lower ranking Iron Eagles spread
through the building.
There are four possible entrances into the building (all heavy iron doors), one from the street and
three from inside the compound/fenced in car park:
1. Via the main public entrance from the street which is partially sealed with corrugated iron and
has a medium strength lock for a tech to crack or a hacker to hack.
2. Through the staff door from the car park into a corridor through the building. A medium lock.
3. Through the mechanic’s bay. One medium lock into the bay and another into the building.
4. Through the door into what would have been booking. This is likely to be nearest the cells, but is
also likely to be better protected (there will be D2 of the lower ranking Iron Eagles from the total
number rolled earlier in this area). One medium lock into booking, then a difficult lock into the
detention room.
NOTE: PCs may not be able to tell where doors 2 and 4 lead to from the outside of the building.
Once in, the PCs will have to navigate the following obstacles:
Although the station’s CCTV is long damaged, the Iron Eagles do have a patrol drone which could
cause some difficulty, but if hacked might be of real use to the PCs. (See p11 for more details)
There are three control terminals for the drone that could be used to take control of it: one is behind
the counter at the public entrance, a second is in the former detective’s offices which the Iron Eagles
now use as living space, and the third is in the detention centre.
If the PCs try to wake ‘Laska’ roll a D10. They’ll only be successful on a roll of 8,
Cells 9 or 10. If the PCs try to surgically remove the safe from his body he’ll wake up
as soon as the knife goes in. This is a wonderful moment to make the player’s
jump, particularly if you’ve just built the tension.
Once he’s awake, if they have chosen to stop the operation, the PCs will
have to get out of the building. Laska will be able to tell them the quickest
route out is through booking.
So your PCs make it out of the building with Laska totally free and can head to the van. But wait, someone is
coming ...
“But hang on,” you say. “You’ve led us into a tricky corner here, thanks to your stupid flashback at the beginning
of this absurd adventure.”
Did you really think I’d forgotten about that? That’s why the first section of this is called ...
Essentially, as soon as the PCs get out of the Iron Eagles’ hideout and find their van ablaze, you can
begin to re-read the opening, but this time put in minor variations which added details that we couldn’t
have known at the beginning of the adventure. You can say now who is actually in the party, what is
blazing, whether the PCs have brought ‘Laska’ or whether one is carrying a small body safe, dripping in
gore. Underplay it, let the realisation that this is the same moment from earlier sink in without drawing
attention to your cleverness, then move the players quickly on to their choice of shelter.
It’s a really fun technique that requires a little careful scripting and a bit of confidence, but your
players will really appreciate the effort that went into telling a story in a different manner.
Leadspike himself – a lieutenant style NPC, meaning he’ll be more skilled and better equipped than
the rest of the gang. Firearms: Assault rifle, heavy pistol. Melee: retractable spikes that come from his
fists.
Ten Iron Eagle gang members – Nothing special. Basic mooks. Firearms: Heavy pistol. Melee: Knife or
baseball bat.
Initially, Leadspike will try to negotiate with the PCs to get ‘Laska’ back for their safe passage – he realises
that if a team like this has been sent to get ‘Laska’ he must be more valuable than Leadspike knew.
Finding cover
From discovering the burning van (or whatever else the story requires to be ablaze) it will take the PCs this
long to reach each place of cover:
* added benefit of lots of hiding places, plus a concealed maintenance tunnel through which to escape (on a
D10 difficulty roll, this will be found on a 7+)
“The aerial personnel vehicle rises from the pavement, spraying muck as it moves skyward. In it’s landing lights, the
street is thrown into a kind of monochrome, bright highlights, with deep, black shadows, tracing the outlines of the
many bodies that litter the asphalt, crowned by the bright orange blaze of the burning van. Then WHUMP! Another
body hits the pavement, a mist of red leaping into the air on its impact. It’s ‘Laska’ a large hole in his abdomen. The
landing lights cut out and, backed by luminescent clouds, the APV turns and heads into the city. There are still other
Iron Eagles out there. It’s probably time you did the same.”
“Greetings druz’ya, your help has been very good for us, most useful. Because of this I have left a small gift
for you which I hope will make you understand just how much we … appreciate what you have done for
us. For now I hope your endeavours are successful and I promise you, druz’ya, we will meet again.”
The video stops, and the file deletes itself permanently from the phone, but if the PCs check their bank
accounts they’ll find a large payment deposited from a company called Kamchatka Human Resources for
“professional consultation work” (whatever the going rate for a job like this is in your game system of choice)
which is slightly disturbing as none of them gave Kuznetsov their account details.
“Breaking news, an explosion has happened in the Eastern Industrial District at a premises believed to have
ties to the Russian organised crime gang known as the Dyadi. Five people are believed to have died in
the explosion and one man in his sixties, who is rumoured to be the mob leader Sergei Semilovic, known on
the street as Uncle Sergei, was taken away by a trauma team for emergency surgery. The cause of the
explosion is unknown, though police are saying it is too early to rule out foul play. Our crime correspondent
Lilith Moxie reports from the scene ...”
“You have disappointed me, druz’ya. When we met I was sure you had it in you to put right what went
wrong, but niet, you did not. But as my quiet friend Tolya reminds me, sometimes it is good to show a little
patience with those who do us wrong without intention, as they are the ones most likely to make things right
again. You will get that chance. I promise you, druz’ya, we will meet again.”
The video stops, and the file deletes itself permanently from the phone.
“Breaking news, police are attending a shooting incident today in the Eastern Industrial District believed to
be linked to the Dyadi and D’Yavoly Bratva, two Russian organised crime gangs who have been fighting for
control of lucrative smuggling routes into the city. Though there have been no fatalities, the incident is the
latest in a series of intense confrontations between the two organisations. Our crime correspondent Lilith
Moxie reports from the scene ...”
KEEP YOUR EYES OPEN FOR NEW gm TOOLS, CYBERPUNK ADVENTURES AND OTHER
GOODIES FROM frankenstein bee ON DRIVETHRURPG.COM
Happy gaming!
FrankensteinBeeGames@gmail.com
acknowledgements
As this adventure was originally written for the Cyberpunk Red games that I GM I have to give my thanks and
acknowledgement to the folks at R. Talosorian Games, especially Mike Pondsmith whose beat chart concept
has been of great use to me in writing not just this, but many different adventures. If you don’t have Cyberpunk
Red there’s a download all about his beat chart concept on the R. Talosorian website called Scripting the
Game.
In addition, I’d also like to recognise the impact of Sly Flourish’s Return of the Lazy Dungeon Master on my
game planning. Though it’s clearly written with D&D and similar fantasy games in mind, there are so many
cool ideas in it that make GM-ing not just easier but more effective that it is, to my mind, a must read for any
GM. If you’ve read it already, you’ll likely see some of its influence above.
I must also give a shout out to some of my favourite map makers. Lots of times, ideas come to me inspired by
many of the settings available as maps, or at least the maps help to hone and define the ideas. My particular
favourites include Cybermaps, Solution Maps, Heroic Maps and Lion Banner Games, although there are other
makers of fine cyberpunk maps out there too.