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1 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


a Cyberpunk adventure

neon devilS
in the dark future ALWAYS think twice
before doing a favour for a friend

Devised by Mark Lindsey

for

©2021 Mark Lindsey

IMAGE CREDITS: All images from Unsplash

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)

2 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


INDEX
_________________________________________

4. WELCOME CYBERPUNKS
5. NON-PLAYER CHARACTERS
9. SETTINGS
11. TECH, MECH AND NET THREATS
12. CLUES AND SECRETS
13. REWARDS

14-23. THE ADVENTURE


14. ONE: THE BEGINNING OF THE END
16. TWO: CANKER HUNT
18. THREE: A TALK WITH THE QUIET MAN
19. FOUR: NO MATTER WHAT, BE S-T-E-A-L-T-H-Y
21. FIVE: THE END OF THE BEGINNING
23. SIX: GRATITUDE OR GLOOM

24. FINALLY + ACKNOWLEDGEMENTS

_________________________________________

3 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


WELCOME CYBERPUNKS …

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.

TIME TO HIT THE MEAN STREETS,


BUT BEWARE FRIENDS AS WELL AS FOES ...

FrankensteinBeeGames@gmail.com

4 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


non-player characters
There are two main factions in this
adventure, the D’Yavoly Bratva, a Russian
mafia group whose head sends the PCs out
on their mission and the Iron Eagles, a neo-
fascist street gang who are currently
engaging in a campaign of kidnappings,
especially of those they perceive as
‘foreign’. While it’s safe to say the PCs are
not allied to the fascists, it’s hardly right to
call the D’Yavoly Bratva their friends.
Almost everything is a grey area in this
messy future.

D’YAVOLY BRATVA (THE DEVIL’S


BROTHERHOOD)
aka THE UKRANIANS or D’YAVOLY MOLOTA
(HAMMER’S DEVILS)

A Russian mafia firm who engage in extortion,


blackmail, human trafficking, smuggling and
protection out of various warehouse hideouts in the
city.

 ARKADY KUZNETSOV aka ‘The Ukranian Hammer’


PERSONALITY/APPEARANCE:
The Bratva boss. He’s affable and prone to jokes, almost clownish and will seem superficially friendly,
but not too deep down he’s ruthlessly deadly. He tends to dress in designer sports wear, casual, but
ostentatious and his tracksuit tops will usually be open to his navel to display the chunky gold that
hangs around his neck. He usually wears his hair short in a military crew cut, but the neatness is
undercut by ever present stubble. He’s in his late-40s.
GEAR/STATS:
 Emphasise Kuznetsov’s intelligence skills – he’s a great tactician, superb at reading and influencing
people and has excellent knowledge of everything that goes on in his sphere of influence.
 His tattoos, originally inked from his time in prison, are now threaded with subdermal lights and their
colour changes, sometimes dependent on his mood.
 He has a gold-plated hand with inbuilt tools, but it is his invisible implants which make Kuznetsov all
the more dangerous.
 He has ear/brain implants that allow him to analyse the stress in a person’s voice.
 An internal monitor watches his life signs and will automatically call for backup if he is physically
hurt.
 He typically carries a heavy hand gun and combat knife.

_________________________________________

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 TOLYA TURGENEV aka ‘The Quiet Man’
PERSONALITY/APPEARANCE:
Kuznetsov’s lieutenant. Unlike his boss, he’s still and quiet. Kuznetsov likes to make jokes at the expense
of Turgenev, but this is in order to make his opponents underestimate him. In reality they are both
utterly loyal to one another and very serious about their schemes. Usually dressed sombrely in black,
Kuznetsov has the curious quality of being able to seem both innocuous and utterly imposing at will.
There are moments where he seems like nothing but a mid-level office worker with neat side-parting
and well shone shoes, but when he needs to he can appear like some tall, dark harbinger of doom. A
silent, walking threat. It’s rumoured that he and Kuznetsov were in the military together. He’s in his
early 40s.
GEAR/STATS:
 Like Kuznetsov, his right hand Turgenev is smart and tactical, and despite his sometimes innocent
appearance he is an excellent combatant, both with ranged weapons and hand to hand. If you need
to, choose a martial art for him to be skilled in.
 Turgenev has implants that enhance his sight and hearing, including an internal audio recorder.
Additionally he is equipped with a detector that alerts him to the presence of bugs.
 His skeleton is strengthened with a special weave that wraps around his bones.
 He carries two hand guns and a hidden retractable truncheon.

_________________________________________
 ‘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.

_________________________________________
 ‘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.

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IRON EAGLES

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.

__________________________________________________

 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.

__________________________________________________

 BAD KNUT aka Neville Canker


PERSONALITY/APPEARANCE:
A low ranking member of the Iron Eagles, spiteful, but weak. Whether he’s actually filled with real
conviction over his fascism is unclear, but he appears to need the approval of Leadspike and the other
gangers. He’s a sad figure whose inadequacy and marginalisation has led him down a nasty path.
He’s 19, lanky, ugly and acne scarred. He’s part of the group who kidnapped ‘Laska’
GEAR/STATS:
 Neville is not particularly distinguished in anything, except his misguided loyalty to Leadspike and the
Iron Eagles. For combat and other purposes, treat him as an average street ganger.

__________________________________________________

 IRON EAGLE GANG MEMBERS


PERSONALITY/APPEARANCE:
Nasty and brutish, but perhaps not always short, the rest of the gang are in their teens to mid-20s
and dress similarly to Ironspike.
GEAR/STATS:
 There’s nothing distinctive about these. Treat them in the same manner as Neville for combat and
other purposes.

__________________________________________________

7 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


OTHERS NPCs
A few less important folks who you might need to consider.

 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.

NEVILLE CANKER’S MOTHER


 Again her appearance is up to you, but it ought ot be something downtrodden, perhaps a
substance abuser, certainly sad, tired and out of her depth.

D4 OTHER KIDNAP VICTIMS IN THE IRON EAGLE LAIR


 Not necessary for the game, but if you feel you’d like more chaos during the scenes in Ironspike’s
lair, then throwing a few frightened, unpredictable NPCs in the mix wouldn’t go awry.

__________________________________________________

8 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


Settings
This particular story doesn’t take in the glamour of KUZNETSOV’S OFFICE
the corporate world (though future adventures Structurally, this is a concrete bunker in the
will), but is instead set mostly in the grim, basement of a warehouse, but it’s decorated in
hazardous parts of the city. If you wish to use a gaudy manner with fake gilt Russian
battle maps, there are a number of great ones that paraphernalia and an unsettling rippling light
would suit most of the locations in this adventure. cast by giant fish tanks that line the walls. As
I mention some good designers in the fish are rare (like most animals), this is an
acknowledgements later. As I’ve said earlier, ostentatious display of wealth. The large
there’s plenty of room here for you to bring your mahogany desk is cluttered with junk, papers,
own embellishments to the world. Think of this as energy drink cans, money, knives, a computer,
a handy starting point and let your twisted mind a lamp and perhaps a gun. It’s a contrasting
fly! place of fine furniture and cheap pop culture
bric-a-brac. It’s here the PCs will first come
across mob boss Arkady Kuznetsov, his right
MEDICAL CLINIC hand Tolya Turgenev and heavy ‘Ubiytsa’.
This is a modest clinic, not top of the range, but
it is spotless and efficient. It should feel like a VIOLENT SLUM
place that is ordinarily peaceful and safe, but The district in which the Iron Eagles have
which is currently rattled due to an unexpected territory. It’s hard to tell which apartments are
intrusion. NPCs that might be found here inhabited and which not. Any vehicles are
including the medical technician who can either worthless, wrecked or soon to be
repair both meat and cybernetic injuries, a wrecked if they don’t move before long. Many
receptionist who will be clearly troubled by homes don’t have electricity or running water,
the recent events, and possibly patients. PCs or if they do it’s often stolen from someone
will have been clients of this clinic, they will else via a bit of jury rigged plumbing or
have witnessed the kidnapping of ‘Laska’ here dangerous wiring. People live here, but only if
and they may return here to look for they have no choice, or perhaps have some
information about Bad Knut/Neville Canker. reason for not being seen anywhere that
people care about. It’s a good place to hide,
but a dreadful place to live.

9 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


RESIDENTIAL MEGASTRUCTURE DEFENSIBLE POSITIONS
One of the huge residential complexes built on Towards the end of the adventure, your PCs
the edge of town, you could live in one of will likely be in an unwinnable battle with
these structures for your whole life without the Iron Eagle gang and will have to hold
needing to step outside. It wouldn’t be fun, but out until Tolya Turgenev arrives with
you could do it. Overcrowded, built quickly reinforcements. They have three choices:
and cheaply and with its share of structural
faults, this is nevertheless a more stable form WRECKED BUS
of living than that in the slums. Some floors A burnt out, skeletal wreck of tangled steel
have even developed a sense of community. and melted vinyl. It might not do much in terms
People mostly get along, though given the of cover, but damnit the shootout there is
sheer number of inhabitants there are gonna look like the end of a Peckinpah movie.
inevitably occasional disturbances. Picture a
vast, tall labyrinthine structure resembling the APARTMENT RUBBLE
Great Tower of Babel as painted by Pieter There’s enough thick concrete to hold out for a
Bruegel the Elder in 1563. Hey, we just got while, as long as the PCs can block up that
cultured and that! It’s here that the PCs will inconvenient hole in the wall. But it’s
search out Bad Knut/Neville Canker and his treacherous underfoot (though there might be
mother. useful stuff hidden in the wreckage). It’s a pity
about the stench of urine.
ABANDONED POLICE STATION
(LEADSPIKE’S HIDEOUT) DISUSED SUBWAY STATION
Now for pop culture references. You’ve seen There’s a collapsible iron gate covering up the
John Carpenter’s 1976 cult action thriller entrance, but who knows if it’s still locked. If
Assault on Precinct 13? If not, go watch it now the PCs choose this option they’ll find an eerie,
because that’s the vibe we’re after here. This cave-like space, full of echoes and between
police station was once the bastion of law and platforms where the tracks once ran is now a
order in the slum, but then the city police gave free flowing stream of … well, it’s certainly
up and shipped out. Up-and-coming Iron not clean water. But on a successful search
Eagle lieutenant Leadspike has taken this tucked away in the corner, the lucky PC might
place over as base of operations for his find a service tunnel that leads out of the slum,
kidnapping ring. As it’s fortified and has its into another open station near to the PCs base
own cells, it’s ideal. Many of the rooms are no of operations.
longer used, but amid the gloom of the
boarded up windows, some useful items might
be found. Oh, your PCs had better look out for
the patrol drone too. Setting off its alarm
might draw a wee bit of unwanted attention.

10 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


TECH, MECH
AND NET threats
THE CLINIC NETWORK:
Depending on how the PC’s choose to play the investigation into Bad Knut/Neville Canker’s identity and
location, they may end up needing to hack the network at the clinic. They will find the following:

 A password with a medium difficulty rating.


 A defensive tracking program that follows them through the network and draws attention to
their presence to anyone who is officially inside the network.
 Files containing patient records. As patients at the clinic they may even stumble upon some
secrets about one another (perhaps an opportunity to add comedic conflict to your PCs’
interactions).
 A defensive program which boots the hacker out.
 An attack program which if triggered will attempt to injure the hacker mentally.

_________________________________________

THE PATROL DRONE IN LEADSPIKE’S HIDEOUT:


This drone, small and crab-like, has no offensive capabilities, but it can cause a lot of problems for the
PCs if not found and deactivated.

 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.

_________________________________________

THE DATA CHIP:


The data chip carried by ‘Laska’ contains some highly sensitive information on the operations of Uncle
Sergei. It also has:
 Triple password protection on different layers.
 A confusing branching file path.
 An attack program that can damage the hacker’s brain.
 A fail-safe that will wipe all data on the disk if not deactivated.

__________________________________________________

11 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


clues and secrets
Throughout the game, your
PCs could come across quite
a few different pieces of
information. Some may be
significant to the game and
should certainly be made
known to the players at some
point, some may just add
flavour and texture to the
world, whereas others are
intended as hooks that could
lead to other, later
adventures. It’s up to you to
decide which is which.
They’re not all attached to a
particular setting or NPC,
which gives you the
versatility of dropping them
in where you like while not
needing to usher your PCs in
a particular direction. Even if
you don’t end up using them,
there’s something useful
about knowing your world in
such detail.

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.

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REWARDS:
So, your PCs may have fallen in with the Russian mafia, cracked the heads of cybernetically
enhanced neo-Nazis, delved into highly confidential patient files, interrogated, possibly tortured
and maybe even waded through a river of floating sh*t deep underground, but what’s in it for
them?

Here’s some goodies they may find on this mission:

 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

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neon devils
a cyberpunk adventure

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?

“FLASHBACK a few days earlier …”

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 …

LOCATION: INSIDE THE D’YAVOLY BRATVA HIDEOUT


Hoods are tugged from the PCs’ heads and their eyes take a moment to adjust to the bright strip lights. Their
hands are tied, they’re weaponless and they’re all sitting on a hard wooden bench inside a small concrete
walled room. There are four regular members of D’Yavoly Bratva in the room, armed with machine guns, one
of whom is pulling off the hoods. There’s also ‘Ubiytsa’ who’s in charge. She will grab each in turn by the face,
angling it as though checking their identities, then standing each one up.

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-

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scarred young male (they’ll come to know this is Bad Knut/Neville Canker) shouts, ‘Stay sitting and nobody
gets hurt. We just want this vermin!’ before firing off two rounds into the waiting room ceiling.

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.

15 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


two:
canker hunt
LOCATION: MED CLINIC
Time for a spot of detective work. The PCs need to identify and locate Neville Canker. Remember they don’t
know his name, nickname, nor that he’s a member of the Iron Eagles, though they will know of the gang by
their (bad) reputation when they have identified them.

METHOD DETAILS DIFFICULTY


This will get them access to Canker’s photo, name and
BRIBE OR INTIMIDATE his address, though depending on how forceful or
HARD
THE CLINIC RECEPTIONIST generous the PCs were, it may effect how easily they
get an appointment at the clinic next time.
The Medical Technician is angry about the incident
and has already identified Canker as the kidnapper
PERSUADE THE
who shot up the clinic’s ceiling. If the PCs succeed, MEDIUM
MEDICAL TECHNICIAN
they’ll share his identity and give them an address,
but will give them no more information.
The PCs will gain access to the CCTV footage from
that night and with a further roll can access not just
TWO MEDIUM
HACK THE CLINIC NETWORK Canker’s medical records, but anybody’s. This is a
ROLLS
chance for the PCs to find out about one another’s
disgusting medical issues. Ugh!
If the PCs have a photo and ask on the street, they’ll
get the nickname, Bad Knut, and the name of the
Megastructure in which he lives, but no address. If HARD WITH
they don’t have a photo, they’ll get the nickname on PHOTO
ASK ON THE STREET the first day, but will be contacted a day later with
the Megastructure’s name. If this happens, they’ll VERY HARD
keep getting texts from Kuznetsov (always calling WITHOUT
the PCs ‘druz’ya’) on the burner phone to ramp up
the pressure.

LOCATION: RESIDENTIAL MEGASTRUCTURE (ROSEWOOD VILLAGE)


The Megastructure where the PCs will track down Neville Canker holds a lot of promise for exciting
roleplaying. The marketing literature describes Rosewood Village as a: “state-of-the-art social housing project,
complete with landscaped plazas, free sporting facilities, in-built shopping malls that cater to the most
cosmopolitan of residents and views over the city to rival the most privileged of penthouse apartments – all at the
city’s most affordable prices.” The reality is a little different.

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.

16 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


Use this bewildering complexity to your advantage in this scene. In my playthrough I had the PCs notice
Canker as they left his mother’s apartment (she wasn’t particularly helpful, but was sassy and insulting which
was fun) and they had to chase him through the megastructure, jumping from level-to-level and facing
different obstacles (automated sweeper drones, delivery cages full of live crabs, a sudden influx of around
twenty or so Hare Krishna) on the way. When they caught him, my PCs chose to interrogate him in a secluded
maintenance corridor next to a huge vent pump. The interrogation of Canker is an opportunity to give out
some of the Clues and Secrets from page 12, though the amount the PCs learn should vary depending on the
success of their role, and any modifiers from their skills.

SUCCESS ROLL BEANS SPILLED


Canker will at the very least confirm he is a member of the Iron Eagles, but will
Failure let nothing else slip. The PCs may find out the location using their street
knowledge or that of their contacts.

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!

17 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


Three:
a talk with the quiet man
someone’s waiting
As the PCs leave Rosewood Village, a large armoured van with blacked out windows will pull up beside them.
The side door will slide open to reveal Turgenev, ‘Ubiytsa’ and several well-armed goons. Turgenev will say
one word: “Come.” As the PCs enter, the goons will step out leaving just Turgenev and ‘Ubiytsa’. At a nod from
Turgenev, ‘Ubiytsa’ will thump on the driver’s cab and the van will pull into traffic. Turgenev will speak again:
“Update.”

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.

18 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


four:
no matter what,
be s-t-e-a-l-t-h-y
The area where the Iron Eagles have their hideout is “a broken place, where random screams and howls drift on
thick polluted air and echo from buildings that have been taken over as housing by the desperate and the dejected.
Passers-by either shuffle along warily from vantage point to vantage point, ever aware of the potential for threat
that dwells in every doorway, round every corner, from every window and rooftop, or they stomp along ranting
wildly from what? Rage? Mental turmoil? This is the bleak bottom of the city.

“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.

LOCATIONS WHAT’S IN THERE?


Exterior compound surrounded by a metal fence and with a gate which is only held
closed by a bolt. A wrecked police car sits in one corner. There may be things to pick
Car park/compound
up in the wreckage. Roll perception check and depending on the result reward the PCs
with whatever you fancy, as long as it’s relatively low powered or trivial.
The former public entrance to the police station from the street, the doors are now
covered with corrugated steel, but this is easily bent away and the lock can be
Entrance lobby
defeated as per the information above. This is the location of one of the control
terminals for the drone.
Mechanic’s bay A dismantled engine and various car parts and tools are scattered around the room.
There’s an entrance coming from the compound and another leading into the building.
There could be some tools here to use as melee weapons, but not much else of use.

19 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


The corridor leads from the staff entrance into the compound, then winds through the
building in a horseshoe ending at the cells. All other rooms will be accessible from this
Corridor
corridor, the cells and evidence rooms at the far end, the general offices, meeting room,
etc. at the nearer end.
General offices Standard offices with standard office stuff. As dull to investigate as it is to work in one.
A large room with rows of seats facing a large screen and a plinth, this is where
Meeting room
morning briefings would have been given. It’s now full of junk.
The Iron Eagles use this as their sleeping quarters. It’s a basic room with sink, cooking
Lounge facilities and a floor covered in mattresses and a ceiling hung with hammocks. It’s next
to the detectives’ offices which is also used for living space by the Iron Eagles.
Bathroom You’ve been in one of these. Decide how disgusting it’ll be yourself.
The other room used by the Iron Eagles as living space. An investigation could turn up
an amount of cash, but there’s also a broken-down microwave gun which can be
Detectives’ offices
found in a corner, partially dismantled. This is also the location of one of the drone’s
control terminals.
Used mainly for storage now by the Iron Eagles, there is a non-functional rocket
Evidence room launcher, possibly left when the police abandoned this part of the city. There’s also
food, regular ammo and other similar items.
Small, table, chairs, you may not have been in one of these, but you’ll have seen them
Interview rooms
on the TV. Full of junk and possibly some sinister indications of past abuses.
Behind the desk is another of the drone’s control terminals, but otherwise the room is
Booking full of general office junk. From here, there’s a door into the cells and another to the
compound.
There are doors into here from the corridor and booking. This is where ‘Laska’ will be
found behind bars and it will be unclear if he’s still living. There will also be D2 low
ranking Iron Eagles who will need to be dealt with. If you feel you want to make
things difficult, add in a few other kidnapped prisoners. Access to the cells can be
gained through fobs that each of the Iron Eagles in the room carry.

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 ...

20 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


five:
the end of the beginning
Here we go, get ready for the BIG BATTLE!

“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 ...

HOW TO DEAL WITH THAT DAMNED FLASHBACK

Let’s read the opening again:

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?

“FLASHBACK a few days earlier …”

There’s a few things to note about the way this is scripted:


 It’s your team is not at all specific. No team members are named, no numbers of people in the
party are given, there’s not even a mention of ‘Laska’ … of course the mission may fail and if
that’s the case he’s not gonna be there. Even if a PC has died, the statement still applies when
the player is just a spectator.
 The enemy is gaining is similarly vague. If things have more or less gone to plan, this refers to
the return of Leadspike and the rest of the Iron Eagles. But, perhaps things went really badly
and Turgenev has turned up with ‘Ubiytsa’ and half the D’Yavoly Bratva to tear the PCs into
tiny chunks. No problem. It still fits.
 A huge blaze behind refers to the van that the PCs were probably heading for in order to
deliver ‘Laska’ to Kuznetsov, which they will find has been set alight by the Iron Eagles. But
maybe one of your PCs got a little pyro while inside the Iron Eagle’s lair and left the cop shop
a-burning. No problem. Still fits.
 You need to find cover, fast refocuses the players on the immediate problem at hand. You need
to choose quick reinforces that.
 The bus, apartment block and abandoned subway gives the players a clear choice that they will
be directed to make, the best thing being that you’re not steamrollering them into an obvious
course of action … they still have a decision to make, one that could be strategically important.

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.

21 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


The key thing in this part of the game is to have the players realise that they are totally outnumbered and
outgunned and that their safest 3option by far is contact Turgenev and call for help.

Leadspike’s gang will be made up of:

 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:

Distance from van Distance to other cover


Resistance to damage
(rounds of movement) (rounds of movement)
Burned-out bus 1 1 Medium
Wrecked apartment 1 1 Medium/High
Disused subway station* 2 1 High

* 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+)

calling for backup


If the PCs decide to use the burner phone to call for backup and are still outside (i.e. they haven’t taken
‘Laska’ to safety via the subway maintenance tunnel), Turgenev will arrive in D4+4 rounds in an aerial
personnel vehicle, accompanied by ‘Ubiytsa’ and several other of the D’Yavoly Bratva footsoldiers armed with
assault rifles. If he is still alive they will load ‘Laska’ in the vehicle, but will tell the PCs they don’t have room for
them (if they have the safe, the PCs can probably cram in – I know that doesn’t make sense, but go with it
because the players won’t know). As the vehicle takes off:

“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.”

22 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


six: gratitude or gloom?
DID THINGS GO WELL?
Two days go by, the PCs have been patched up and had a chance to recover from their encounter with the
D’Yavoly Bratva and the Iron Eagles. There’s been no payment yet, but at least they got away (relatively)
unscathed … Then, each one of the PCs gets a video message sent to them on their phone titled Смотри на
меня (Smotri na menya – Russian for Watch Me). When they play it, the screen will be filled with an image
of Kuznetsov, smiling broadly.

“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.

A TV in the background shows the following:

“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 ...”

Or has it been a bit of a shocker?


Two days go by, the PCs have been patched up and had a chance to recover from their encounter with the
D’Yavoly Bratva and the Iron Eagles. As the job went south, there’s been no payment, but at least they got
away (relatively) unscathed … Then, each one of the PCs gets a video message sent to them on their phone
titled Смотри на меня (Smotri na menya – Russian for Watch Me). When they play it, the screen will be
filled with an image of Kuznetsov, scowling.

“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.

A TV in the background shows the following:

“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 ...”

23 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)


finally …
Thanks for purchasing neon devils. I hope you and your players get a lot
of enjoyment from it. IF YOU DID, you may be interested to know that I have
PLANS FOR A NEW, MULTI-PART NEON DEVILS Sequel campaign.

If you have any comments, feedback or suggestions I would be eager to


hear them. Drop me a message at the address below.

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.

24 Frankenstein Bee – NEON DEVILS

Zachary Walding (Order #35465310)

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