Robber Transcript, Session One a Cyberpunk game compiled by Amy Luther (mockery@cox.net) GM is Amy Luther PR is Gary Astleford, playing Salvatore Scagnetti. PR - It's a stud. GM - A silver stud, or is it a gem? PR - It's gold. GM - Okay. PR - Oh, and all my brothers are dead. GM - How many did you have? PR - Three. GM - What happened to them? PR - They were in the Family. GM - Shit happens? PR - Put it this way: Past couple weeks have been bad for the Scagnetti family. GM - [laughs] PR - You can see why I left town. GM - You're the last one left? Except for a couple cousins who ran the other direction? PR - A couple cousins who are in Miami. GM - I guess that's true. . . Whatcha looking up? PR - My nasty little submachinegun. [pause] Oh, yeah. It comes smartlinked, basically. GM - You have links, though, don't you? PR - Yeah. GM - Your wrist? PR - I got a smartgun link, I have plugs--. GM - Wrist or temple? PR - I think they're wrist. [flips pages] They're wrist. GM - All right. I don't know how you're getting to St. Louis, but it doesn't really matter. You can take the bus if you have to. PR - St. Louis? GM - Yeah. To take the maglev you've got to go to St. Louis. PR - You're starting in Chicago? GM - No, we're not playing from there. I'm just saying, you have to go to St. Louis, then you get on the maglev at St. Louis, go from St. Louis to Kansas City, and then you go K.C. to Night City. How many bags do you have? PR - [flips pages] Two. GM - And a carry-on? You can have one carry-on, and you can have your other bag in the baggage compartment. PR - Okay, I'll keep the briefcase in the baggage compartment. That holds my gun. GM - Okay. PR - It's like a briefcase. It's a combination thing, and inside there's foam that holds up the pieces for the submachinegun. GM - You're sending the submachinegun on ahead, though, aren't you? PR - If I have to send all my weapons on ahead, I will. GM - All you have to send ahead is the submachinegun. PR - Okay. GM - You can keep the pistol with you; you have to have it broken down. PR - No sweat. If I'm sending the submachinegun up ahead, then I've only got my carry bag. GM - Your clothes all fit in your carry bag? PR - [pause, flips pages] Mmm-hmm. GM - Are we talking a big carry bag, or a little one? PR - It's a nylon dufflebag. It's not that big. I can put it on my lap. It's everything I own; I prefer to keep it on my lap. GM - No problem. They give you a little tag when you get on . . . PR - Your kid brother ever hears this tape, I swear to fucking God, and I find out, I'm gonna screw your head off [laughs]. GM - He won't. Don't worry. No, they give you a little fluorescent orange tag that you have to put on your carry bag that indicates there's a broken-down weapon inside. The maglev is somewhere between being on a coach-class airplane-- PR - And a subway? GM - A subway and a charter bus. They have seats, kind of like a charter bus, but the whole atmosphere is airplane-ish, and there aren't any windows. PR - None? GM - It's all underground. PR - I didn't know it was all underground. I thought some of it was above ground. GM - Nah, the whole thing is underground. PR - I thought some of it, like in the Plains, went overland. GM - Maybe, but they don't have any windows, so you can't tell. At least, this line doesn't. If you'd like to change that later on, it's okay with me. And you have safety harnesses, like the ones on a plane. PR - What do I need a gun for? GM - They give you braindance or VR-- PR - Uh-uh. GM - And they serve some alcohol, but not a lot, because it is a twelve-hour ride. And the security's like airline security. Your ticket costs you a hundred bucks. PR - Is this just to Kansas City, or is it to Night City? GM - No, it's the whole way. In fact, I'll cut that to seventy-five, because you are getting on three-quarters of the way to the end. PR - [flips pages] Seventy-five? GM - Mmm-hmm. And it's one-way, right? PR - Yes. GM - Are you going to get a round-trip, just in case? PR - [shakes his head] GM - From St. Louis to Kansas City, there's hardly anybody on. There's a little cluster of Japanese businessmen at the back. They're all wearing dark suits and brightly colored ties, and they just sit in the corner and they talk. And talk, and talk. And they're apparently telling lewd jokes, because every once in a while they'll all laugh, and then one of them will talk, and then they'll all laugh and talk some more. It's like being in the cabin with a cage full of magpies. PR - And the funny thing is, they all probably think I'm a mobster [laughs]. GM - They don't say anything [laughs]. PR - [laughing] I mean, I look like a mobster. GM - They're all in their early thirties. And, if they're working for a corporation, they're probably low echelon, otherwise they wouldn't be on the maglev. PR - Do they have little corporate pins? GM - You don't recognize the logo. [pause] They don't have any carry-on luggage. And, halfway through the trip, as if by mutual consent, they all fall asleep. So that's kind of nice. There's also a disheveled, dusty nomad family, which would be straight out of The Grapes of Wrath, except they're black and they talk in Swahili. They're wearing regular, clean, hand-me-down clothing. There's a mother, a father, a grandmother, and two little kids. PR - Okay. GM - They ride in the back. They've got carry-on luggage, and it probably contains everything they own, because you recognize the look in their eyes, like they aren't going to trust this stuff to the baggage compartment. They speak a little English. Kind of a weird accent. And then there's only two other people in the car. There's a blonde woman in a duster and a little round range preacher's hat, sitting in the back, reading a paperback, and there's your basic whitebread corporate wageslave sitting up front. He's in VR or braindance-- PR - Well, I'll stick closer to the girl. GM - Or linking to his office. As soon as the train starts moving, he jacks in, and does not jack out until the end of the trip. PR - I'm not going to sit next to her, but I'll sit about two rows down. GM - Make an Awareness roll. [pause] The very first roll of the game. Ta-da! PR - Fifteen. GM - This is easy. She's wearing an armored coat, like the one you've got. PR - She's got a duster. GM - Yeah. It's armored, though; you can tell, just because of the stiffness. And the cabin is air-conditioned, so it's not a problem. She's got a round, black, traveling preacher-style hat, and she's reading this big, fat, coverless paperback about this thick. She's got a bag on the seat next to her. She just reads. PR - [clears his throat] Well, I'm going to get a magazine. GM - And read? PR - I'll read it cover to cover. GM - Okay. PR - How long does it take to get to Night City? GM - Well, it's about four hours to get to Kansas City. You get to Kansas City, you have an hour stopover where you can get off the train if you want. Nobody gets up in this car; they just sit there. In Kansas City, about fifteen minutes into the stopover, the car is completely filled with what look like off-duty Army men. PR - Well, I keep my seat, and if anybody tries to sit next to me, I give them a glare. GM - They're all happy. PR - A la intimidation. GM - They don't sit next to you. They're noisy, and they're not interested in talking to anybody except the blonde woman in the back, who they pester. But she doesn't respond, and eventually they leave her alone. The car is totally full, except for the one seat next to you where you've got your bag. Then the car starts off, and about six hours later you arrive in Night City, and by your watch it's three pm. So it's noon here. [pause for a bathroom break] PR - In Chicago . . . GM - Yeah? PR - Friends called me "Sal," but everybody else called me "Cowboy"-- GM - Any reason? PR - 'Cause I use a wheelgun. I have that Super Chief. GM - Did you prefer that, or did you prefer Sal? PR - Sal was amongst friends. Anybody who didn't know me could call me Cowboy, and I wouldn't give a shit. GM - Okay. PR - Cowboy was . . . Well, I never really cared for it, but . . . GM - Coming from the Family, that's kind of an insult, but kind of not. PR - But kind of not. GM - No problem. PR - I mean, it looks . . . The Super Chief almost looks like that thing [pointing to a Jonah Hex poster on the wall]. GM - Is the barrel that long? PR - [laughing] It's fuckin' huge. GM - I've seen the pictures. PR - I mean, it looks like a streamlined Colt [something]. But, to scale, I'd say the thing's probably . . . [holds his hands up] that big. GM - Surprisingly, the Army guys and the Japanese businessmen appear to hit it off, when they wake up again. They're still sitting back in their knot, and they're chattering. PR - They talk? GM - Mmm-hmm. They speak English. Mostly they're asking the Army guys where they're from, and what's going on. From overhearing this, you find out that the Army men are from Omaha. They're on seventy-two hour leave. So, even though it's a fourteen-hour trip to Night City and back, it still gives them a good fifty hours to party. And they're mostly mobile infantry. [pause] You arrive in Night City at noon, pull in, everybody gets up and gets ready to get off the train. PR - I'll wait until everybody gets done getting off the train until I leave. GM - The wageslave, the dude who was jacked in up front: he's probably mid-level, with one of those suits that's styled just so. The train stops, he jacks out, and immediately starts to sweat like a pig, even though the car is air-conditioned. PR - Does he look nervous? GM - A little bit, yeah. Everybody gets up. PR - Okay. GM - They start filing out. PR - I just sit in my chair. GM - People file out past you. The wageslave leaves. The nomad family gets up and leaves; the Army men leave as best they can, though they fill most of the car. The woman in the duster gets up and leaves. The Japanese guys get up and leave with the tail end of the Army men. The car is empty now. PR - I get up and walk out. I put my hat on. GM - You're in the arrival hallway. The Army men stay in a loose group off to one side, and somebody, presumably their NCO, a sergeant or something, starts calling off names, and they head off down another corridor. They don't go the same way as you guys. There's a maglev employee directing them. You guys are shunted down another corridor. It's really brightly lit, clean-- PR - Where am I supposed to pick up my briefcase? GM - You'll know when you get there. It's upstairs, in the bus terminal. This is sending you to the customs area. What you do when you get there is you line up, present your papers, and, if you have luggage, you get a little luggage ticket. They give you either a green ticket, a yellow ticket, or a red ticket. You're not sure what that means, but since you don't have any baggage in the baggage car, you don't get one. Everybody else gets a green ticket, except for the woman in the duster, who gets a yellow ticket and makes a face. The nomad family goes through, and then the woman, and then the Japanese guys, who don't get any luggage either, and then the corporate dude, who is sweating really bad and has been looking increasingly nervous as the line proceeds. He gets up to the terminal, and they run his papers through, and then two moderately sized men, who look like plainclothes security, come up. They look almost identical, except one is shorter than the other; they both have that butch, brown crewcut look, and they're both stocky and broad-shouldered. The taller one is chewing this big, fruity wad of neon green gum. They pull the corporate dude aside, talk to him in low voices, and then hustle him off. You're not sure where they're taking him. [pause] Then you head off, pausing briefly while they examine your carry-on, checking your bag to make sure that your gun is, in fact, unassembled, and that you don't have a bomb or anything in there. PR - By the way [laughs], I should have mentioned this. All my ammo . . . it's all dual-purpose, but it's in boxes that state that it's ball. GM - They're not going to open it and check it. PR - I know, but . . . GM - Okay. [pause] They just want to make sure you don't have a loaded gun, or a gun with ammo stored in the same compartment. After this, you go down another hall to the bottom level of the Night City Transit Station, which is the Planetrans level, and there's a place to get your baggage. Everybody who has a green ticket goes straight to the baggage pick-up. The woman in the duster has to go over to an Information counter, shows them the ticket, argues with them for a little bit, and then they direct her to another door, that says Arrivals, and she goes in there. PR - So, where am I supposed to get my briefcase? GM - Your briefcase is upstairs; you'll have to go up the escalators to get to it. PR - I'll go get my briefcase. GM - You get on the escalator . . . Basically, there are two circular towers in the Transit Building. The escalators are in the south tower. You go up a level; this is the regular maglev, that goes all over California. You go up another level, and reach the bus stations. The last level has employee offices, where you can't go. So you get off at the bus station level. At this point, the Transit Center really sounds like a cross between an airport and a bus station. It's much noisier up here, with vendors set up on the main floors, selling everything from noodles to postcards. Some of them are licensed; some are obviously not. When you get to the bus station level, you're above ground level, and there are windows in the escalator shaft. PR - Is there going to be any problem leaving the place? GM - No. PR - They don't check you as you leave? GM - No, they did all the checking they're going to do, down on the Planetrans level. Once you get to the bus station level, there's no problem. On the bus station floor is this big, bright, checkerboard, Escheresque pattern of black and white tiles. There are signs, directing you various places, like the ticket counter, the lockers (which is where your briefcase is), and the bathrooms. Your briefcase was sent express mail, and they've got a separate area for parcels like that. [pulls out the Transit Center map]. Now, I know it says, "Gift Center and Snack Bar," but I didn't see any place to put escalators, so I just moved the gift shop. The registered mail area is over here. PR - I'll go to my locker. GM - A lot of them have been broken into, and one corner of the locker row has been totally smashed. It looks like a car came through here and hit it. You go to your locker, with your key. PR - It's probably a little magnetic strip. GM - You run it through, open it up, and your briefcase is sitting there. PR - I get it out. GM - It doesn't look like it's been disturbed. PR - I'll get it out and go to the restroom. GM - In the men's restroom, which is a typical airport restroom, are mostly techies and commuters, moving in and out. On the floor, under one of the urinals, is a plastic Barbie doll, stripped naked, wrapped head to toe in monofilament wire. PR - I ignore it. GM - Are you going to a stall? PR - A stall, yeah. Go in, close and lock the door. Open the briefcase. Check everything. GM - Everything's in order. Are you going to put it together? PR - No. I'll open up my dufflebag, take off my coat and hang it on the door or wherever. GM - These are the big . . . Well, in women's restrooms, some of the stalls are flimsy--you know, they stop at knee height and go up just above your head. These are the big, heavy-duty partitions, and go all the way to the floor and most of the way to the ceiling. You couldn't crawl between stalls, or look into another stall without climbing on top of the toilet. PR - I'll put my shoulder holster on. Get my speedloaders out, put them down somewhere, and then assemble my pistol, and load it. Put it in, strap it down. GM - That will take you about twenty minutes. PR - When I'm done, I'll put my jacket and my coat back on. GM - Up here, the terminal is not air-conditioned, but it's cool, and you could tell by the windows that it was overcast outside. PR - I'll sling my bag, hold the briefcase in my hand, and open up the bathroom door. GM - You open it up and walk out. You notice, as you leave, that you haven't seen any homeless or panhandlers in the Transit Center. PR - They're going to mob me outside, then. I carry my wallet in my right front pocket. I'll go outside. GM - You open the front door. It has recently rained. When you open the door, you can smell it. Outside, the noise level is amazing. There are taxis, buses going in and out, businessmen running back and forth, automated baggage carts rolling around, general noise from the traffic, and so forth. The panhandlers and homeless are all outside. It looks like the Transit Center security has swept them out with the trash. PR - Are there any dataterms outside? GM - No. PR - I'll turn around and go back inside. GM - Along one inside wall is a big row of four dataterms, along with regular phones and screamsheet vendors. PR - I'll go to a dataterm and put my card in. GM - What are you going to look up? PR - Hotels. GM - [flips pages] Are you looking for inexpensive hotels? PR - I have a hundred and ninety-five dollars. GM - Here's your list of options. These are all under the CP2020 listing of a hundred dollars a night. The Red Door Inn, in Little China. It's about two blocks away from the Transit Center. You could walk there, if you wanted. PR - Nah. Not in Chinatown. GM - Good Night Rooms and Coffins. It's in the Harbor District. PR - No, I don't want a coffin. GM - Ah . . . Hotel Yamaguchi. In J-Town. PR - Japanese. Uh-uh. GM - Pier Three Paradise Rent-A-Space. In the Harbor. PR - No. [laughs]. GM - Hotel Sugoi. Also in J-Town. Another coffin house. PR - Anything else? GM - Cesar's Hotel. Um . . . Little Italy. PR - That sounds about right. GM - Next to Stafford Metro Productions. PR - That sounds cool. GM - Then there's a little run-down hotel on the edge of the Zone, by the MallPlex. PR - Cesar's sounds fine. GM - Sixty bucks a night for a single. PR - Jesus. GM - Seventy-five for a double. PR - I'll try it one night. Maybe I'll have some contacts tomorrow. GM - Coffins would run twenty bucks. The cheapest coffin on the list is the Red Door Inn. PR - How far away is the Transit Center from Cesar's? GM - [flips pages] The Transit Center is right here . . . The place you want to go-- PR - Is up there, yeah. I'm going to need a taxi, or bus. GM - You can take the bus, or you can take a taxi. PR - Bus would be cheaper. I'll take the bus. GM - Bus would be cheaper, but you don't know the routes. PR - Well . . . then I guess I'll take a taxi. GM - It's up to you. PR - I'll get a taxi. GM - Besides, you don't have to pay the taxi driver. PR - What, I can run? GM - Yeah. PR - I'll go back out front. GM - You go out front and hail a cab. A Red Cab pulls up. It's a bright red cab with a hammer-and-sickle logo painted on the door in yellow. PR - I'll get in. GM - There aren't any door handles. Are you going to knock on the window? PR - Yeah. GM - The driver is a portly black woman, with straightened, bobbed hair. She was probably rather pretty before she got big. She pushes a button on her dashboard and the back door clicks open. PR - I'll get in. GM - You get in the cab. There are no interior door handles on the back doors, either. It's like being in a police car. PR - [laughs] And I know this. GM - There's a plexiglass window between you and the driver. There's a speaker below it, with a button on it. The driver's side of the cab is filled with stuff you'd expect to see from someone who lives in her car. A little nameplate says, "Letisha Parks," and she has one of those wooden bead things on the driver's seat. At first glance, she's got a lot of shit in the front of the car. Make an Awareness roll. PR - Fifteen again. GM - Well, she's got more radio equipment than you'd expect a cab to normally have. Also, her meter seems to be broken. Make a Streetwise roll. PR - Eighteen. GM - The "Red Cab" logo and ID numbers aren't painted on the inside of the car. They're decals. The license numbers are individual decals, and could be rearranged. PR - I see. GM - You see what I'm getting at. PR - Yeah. Has the door closed yet? GM - The door's closed. PR - Good afternoon, Miss Parks. GM - Howdy. Where can I take ya? PR - Cesar's, please. GM - She starts the car. PR - Hotel. GM - I gotcha. I know where it is. You just get here? PR - Uh-huh. GM - Where you comin' from? PR - Miami. GM - Mi-ami? PR - Could you please hurry, ma'am? GM - Sure. God-awful hot down there. PR - You'll never know. GM - You jet-lagged? PR - Uh-uh. GM - She drives. From the noise up front, it sounds like she has a police scanner and several radios, tuned to various bands, probably to pick up legitimate Red Cab business. You can hear other drivers picking up and dropping off fares. You have to wait for about ten minutes to get out of traffic. As you're sitting there, you can see the Bodukkan Center for the Performing Arts across the street from the Transit Center. Basically, you come out the Transit Center's front door, and J-Town is everywhere. Off to the north is the Corporate Plaza, blocking out the sun. As you move north you get into the medical district, and then into the West Side. At this point she seems to understand that you don't want to talk. Finally, you get up into Little Italy. Now you start to feel more at home, because it reminds you of the neighborhoods in Chicago, especially in the way that the buildings are set up. Instead of being high-rises, they're old tenement-style walk-ups, and probably predate Night City's incorporation. Cesar's Hotel is right next door to a place called Stafford Metro Productions, which is an office building. The Hotel itself is a three-story building, stone and glass, with a big sign, sort of like an arrow, pointing to the front door, that says, "Cesar's Hotel." There's a terrace behind and above the sign. It looks run-down, but relatively clean. The parking lot is about half full. The cab driver pulls up out front, and pulls out what looks like an old pocket calculator. After she bangs on it a while, she looks up at you, smiles, and says, Well, that'll be thirty bucks. Cash, if you got it. PR - I pull out six very dirty five euro bills . . . GM - She's got a money slot in the seat below the partition. PR - I put it through and look at the back door. GM - It unlocks and pops partway open. PR - Thank you. [laughs] I close the door. GM - When you get out of the cab, you can also tell that the numbers on the outside of the cab are just like the ones inside--separate decals that can be peeled off and switched around. PR - Walk towards the hotel. GM - You go through the front door . . . it's a glass, revolving door. You go inside, and you've got a wide lobby, with couches on either side, a dining hall off to the right, two arches to either side of the front desk straight across from you. PR - I go up to the counter. GM - All the employees running around are wearing neat uniforms, blue button- up shirts with black pants. The concierge is another black woman, about five-ten, kind of thin, with tribal scars on her cheeks and her hair cut close to her head. She looks at you. PR - I'd like a single. GM - All right, sir . . . We have several available. How long will you be staying? PR - I'm not sure. GM - Well, our single daily rate is sixty euro a night. For doubles, it's seventy. I can also offer you one of our suites, but those are a hundred and twenty per day. PR - A single would be fine. How much for a single for two days? GM - One hundred and twenty euro, sir. PR - Let's just go with the daily rate for now. GM - All right. Your check-out time is twenty-four hours from your sign-in. You will need to be out at one o'clock tomorrow afternoon. PR - I pull out twelve very dirty, crumpled five dollar bills. [laughs] GM - Oh, you're paying cash, sir? PR - Is there a service charge? GM - No, but I'll need you to sign this register and show some identification. She takes your ID. PR - I sign. GM - Do you have any more luggage than this, sir? PR - That's it. GM - Would you like someone to show you up, or shall I just give you the key? PR - The key would be fine. GM - She runs a magnetic card through a reader and hands it to you. Your room is on the second floor, room 204. PR - I'll go to my room. GM - On your way up, it looks like the rooms range from basic bed-and-bathroom single, which is what you've got, to the more elaborate two- and three- room suites on the third floor. It's threadbare but clean. The concierge also gives you a little pamphlet listing all the facilities-- there's a heated pool and spa on the roof, on the second floor there's a terrace, connected to a bar and restaurant on the first floor. There's satellite TV, which has more channels than should be humanly possible, probably bootleg. And there is light security, which is listed as "alert and well-trained." You open the door to your room. You've got a bed with a temper-foam mattress, a closet, and a little bathroom with a stand-up shower. PR - Well, first of all, I'm going to take a shower. GM - On your way into the bathroom, you notice that all the furnishings seem to be locked to the floor, and the hangers are the kind that attach to the rod. There's a water charge. You get thirty minutes free with the room, but if you go over thirty minutes, there's a charge added to your bill. PR - I'll take a ten-minute shower. And I don't have any razor blades, so I won't shave. GM - You can get razor blades and more soap and such from vending machines in the lobby. They give you soap with your room, and clean towels, somewhat stained. PR - I'll dress in my clean jacket and one of my shirts. GM - Okay. It's getting on around two o'clock when you get done. There's a phone jack and an electrical outlet in this room, and a dataterm in the lobby downstairs. PR - I'll get my briefcase and assemble my Beretta, and load it. GM - What are you loading it with? Dual-purpose? PR - That's all I've got. GM - You could sell some of that. PR - Hmph. [pause]. Sling the gun. GM - Who you'd sell it to, I don't know. PR - Basically, the sling goes over one shoulder, and it hangs pretty securely in the small of my back. So what I'll have to do is, I'll have to go like that [demonstrates], and reach behind to actually take it out. And the submachinegun itself is yea big [holds up his hands]. GM - So it hangs kind of crosswise across your back? PR - Kind of. GM - You have one window, which does not open. PR - I'll put on my shoulder holster, throw on my trenchcoat . . . Actually, the shoulder holster goes under my main jacket-- GM - Yeah, and then you put on your main jacket-- PR - And then I've got my sling. And then I've got my coat. GM - Your trenchcoat. PR - And then I put my hat on. GM - And your other pair of shoes. PR - Yeah. GM - There is a laundry service, surprisingly, but it's not included in your bill unless you rent a suite. PR - I won't worry about it. I've gotta go introduce myself. GM - Okay. Do you know where you want to go? PR - [says nothing] GM - Now, you know you're on home turf, but you're not sure where you want to go. PR - Yeah, I know. [pause] I'll go down to the desk. GM - The same woman is there. There don't seem to be that many patrons. There's a couple of people getting stuff out of the vending machines, and a guy is using the dataterm, and a few maids bustle around. PR - Excuse me, ma'am. GM - Oh, you're back. How is your room, sir? PR - Excellent. I was curious ... You wouldn't happen to know if there's a bar around here where most of the Family hangs out, would you? GM - Uh ... do you have relatives in town? PR - You could say that. GM - Well ... [sighs] I'm not one for the night life ... There's a directory on the dataterm, and I suppose you could look up local bars ... PR - Thank you. I turn around, go to the dataterm. GM - There's a guy standing there using it. He looks like he's doing every transaction possible. PR - I just wait. GM - It takes him about fifteen minutes. You have the feeling he's deliberately taking longer because he knows there's someone waiting. But he finally gets done and moves aside. PR - I glare at him. GM - He doesn't care. Unless you're going to turn on your ... Intimidate Glare [laughs]. PR - That's basically what it is [laughs]. GM - He looks at you, then moves away, as though he had originally planned on saying something and thought better of it. PR - I go to the term and punch in "Mafia." [laughs] GM - It gives you a definition, and it gives you the Night City Travel Guide Citizens' Warning put out by NCPD, which tells you all about what crime- ridden neighborhoods you should avoid. PR - Is this your book, or your brother's? GM - Um ... Mine. PR - Oh, that's right, you bought this. GM - Yeah. See, it has all the little street names written in. I got tired of trying to figure out where everything was. Right now, you are on the corner of . . . where are you on the corner of? [flips pages] Farren and Third Street. Right about now, you're wishing that you'd known somebody--anybody--to look up when you got out here. PR - Hmmm. GM - You know, being from the Family, that around this time they tend to be hanging out in places that have late lunch. Now, later on in the evening, they'll be at the bars, but right now, from about noon to about three o'clock, they're having lunch. PR - I'm going to go to Beppo's Trattoria. GM - Beppo's Trattoria. [fake accent] PR - Which is food. I'll walk. GM - Where is it? [pause]. Oh, here it is. See, you only have to go up two blocks. PR - I know. I just hope nobody tries to pull me over. GM - You haven't seen many NCPD. You saw a car by the Transit Center, and you saw a lot of private security around the Bodukkan, probably to keep transients and such from drifting over from the bus station. But up here, you don't see any police presence. PR - Okay. GM - Beppo's. On the way there you pass Billi G. Productions, KJBR Studios; it looks like a media-related area. There's a radio station, a production area, and so on. Also the Continental Detective Agency, which has a very large building. Across the street from the Trattoria are some townhouses and a business area, the Falcone Building. So, you walk up the street. It is now getting on towards three-ish. The lunchtime traffic has died down, and it starts to rain midway up there. PR - Wonderful. GM - Enough to bead up your coat and run off the brim of your hat, but it's not pouring. You see some businessmen walking around, along with some men who have that walk that you associate with Family, moving like they own the entire neighborhood. PR - They do. GM - Yep. The Trattoria is a scaled-down Italian restaurant. You don't have to wait to be seated; you can just go in and find yourself a table, and you'll be served. It feels like more of a lunch place. It has one of those green awnings that stick out in front of the door. There are twenty or twenty-five people in here. Most of them look like business people on their lunch break. And you've got a couple waiters wandering around. Something like a lunch counter is in the back, although there's nobody at it; it looks like it's been converted into a salad bar. Once upon a time this was probably a sub-sandwich bar--they've still got the stools, but there's now a produce bar back there. There are a couple of empty tables, and there's a group of people in the back who give you the feeling that they're what you're looking for. There are four men, all dressed in suits. Two of them are eating and two of them aren't, although they're all talking. One is eating mostly salad, lots of green leafy shit with sixteen different dressings piled up in front of him, and garlic bread and such. PR - Okay. Unless I say otherwise, I'm going to speak in Italian from now on. GM - All right. They're speaking English, although one of them has a slight accent. PR - I'll wait. GM - One guy is not eating at all; he's just sitting there, watching the restaurant. The third guy is eating some kind of pasta meal, fettucini or something, and he's also using the salad dressing. He and the first guy are eating off each other's plates, just reaching over and taking shit and swapping forks. And, every once in a while, the fourth guy, who doesn't have a plate, will grab a bite off one plate or the other. It looks like he didn't order. He's just scavenging. They all look like they're in their thirties. What are you going to do? PR - I'll step in. GM - You come in and look around. The number two guy watches you as you come in. PR - I look at him. GM - He doesn't say anything. He's just looking at you, like, "Who is this guy?" PR - Well, I wait to be seated. GM - A man comes out of the back. Apparently the cooks and waiters and busboys rotate. There aren't "waiters" and "cooks;" everybody runs in and out of the kitchen, doing everything. So, this guy comes up to you, a weaselly-looking little guy with slicked-back black hair, and [break in tape] [During the gap, Sal eats lunch, speaking in Italian to the weaselly waiter. None of the patrons speak to him, and the waiter is unwilling to give him any information regarding Family business. The four men in the back listen while this conversation is going on, and leave without comment. When Sal leaves, he notices the second man hanging out under an awning about two blocks up the street. Apparently he has been waiting for Sal to come out. Sal returns to the hotel and decides to return to the Trattoria later that evening.] PR - Don't you want to use the microphone? GM - No, it's okay. I think it's just because when it fell over ... So, for the benefit of the tape: You go back to the Trattoria, and find that it becomes some kind of bar after hours. You have the feeling that civilians--non-Family members--do come in here and drink sometimes, but nobody talks to them, and they're made to feel very unwelcome. Which is the treatment that you're going to get when you get in here. PR - Obviously. GM - You go over to the bar. The weaselly little guy is off in the corner, with a bunch of other guys you recognize as waiters and busboys from this afternoon. None of the lunch guys are in here ... you know, none of the guys from that table. So, you head towards the bar. PR - Actually ... I'll walk toward him. GM - The weaselly guy? PR - The guy that was my waiter, right? GM - Yeah. The guy that was your waiter/cook/busboy is eating and drinking and talking to his friends. He sees you. He stops. He gets a look on his face like, "What the hell is he doing here?" He stands up and comes over to you. He says Ah, yes. Your name is Sal? You're staying at Cesar's? PR - Can I buy you a drink? GM - Well ... this is not exactly a drinking establishment ... in fact, we're technically closed right now ... PR - It looks like everybody else is drinking. GM - Well ... yes. [sigh] Since you're in here right now ... PR - I'm new in town. GM - He looks at his friends, looks at you, shrugs to his friends, and heads toward the bar. All right. Fine. One drink. The bartender has dark skin and really dark, Mediterranean hair; big calloused hands, like he works on the docks or something; rolled-up sleeves, a pair of dark slacks on, and dress shoes. There are marks on his white shirt, apparently rust marks, that look to you like they might be from wearing a shoulder holster. You've had to have similar marks cleaned out of your shirts before, so you're pretty sure. He recognizes the guy you're talking to, and they make small talk for a second. They don't call each other by name, and they ignore you. Finally, when they're done, the weaselly man turns to you and says, Well, you were going to buy me a drink now. PR - Yeah. Give him whatever he's drinking, and I'll take a Scotch. GM - The bartender turns around to get the drinks. The weaselly guy sits down at one of the stools with a heavy sigh and puts his elbows up on the bar. PR - I sit down. Sorry to embarrass you. GM - Oh, no. You're not embarassing me. PR - We would have done the same thing, if you'd come and visited back home. GM - Where is "back home?" PR - Chicago. GM - Ah, you're from Chicago. And what did you do in Chicago? Are you a business man? PR - [coughs] Strong arm. GM - Ah. [pause] So what are you doing out here? PR - I like to call it relocating, thank you. GM - [sigh] I know you're looking for a job, but this is not the place to look. PR - Could you give me a hint as to where I should look? [pause] Isn't Skiv in charge out here? GM - Mr. Skiv has nothing to do with this establishment. What was your name again? PR - Sal. GM - What was your whole name? PR - [sighs, laughs]. Sal Scagnetti. GM - Have you got a business card? PR - I left them at home. GM - [pause] All right. This is what I can do. But it's on the condition that, once you finish your drink, you leave and you find another bar to drink at. PR - Fair enough. GM - He takes a cocktail napkin off the bar and pushes it over to you. You write your name on here. You write where you're from. You write where you're staying right now. You write your SIN number on it. You give it back. PR - Are you serious? GM - Yes, I am very serious. I give this to a man I know, and maybe he will give you a call. PR - Well, it's the best clear lead I've had all day. I didn't catch your name. GM - I didn't throw it. PR - Would you mind playing catch? GM - He laughs and sips his drink. You write your name down on here. He taps the napkin. PR - What if they want to know who sent me? What do I tell them? GM - He looks doubtful. PR - Look, I'm not asking for your entire history. GM - You have the feeling that he's thinking if you're some weirdo, running from a death threat in the East, that he doesn't want to get involved. PR - Trust me. Nobody's gonna come looking for me. Yet. GM - My name is Joseph. I am, unfortunately, but one of the many Josephs who work here, but most of them are Guiseppe's, so you should not have any problem finding me. He tells you the hours he works. PR - I write down my name. "Salvatore Scagnetti." My SIN number. "Chicago." [laughs] "Cesar's Hotel." That's all he wanted, right? GM - Yep. PR - My room number. And I give it back. GM - He folds it up and puts it away, then finishes his drink and waits for you to finish yours. PR - Thank you. GM - You're welcome. Please, feel free to come back. During business hours. Your next meal--I'll give you a discount. Just because you're being so cooperative. PR - [sighs] Well, have a good one, Joe. GM - [waves] Sal. PR - Look around. [laughs] Walk towards the door. GM - As you walk through the bar, you notice people watching you, almost as though they're trying to place you but they're not quite sure who you are. Some of them are frankly staring. PR - [laughs, pleading] Don't I look like a mafioso? GM - That's why they're trying to figure out who you are. You act like one of them, but they've never seen you in here before. PR - I'm going to walk back to the hotel, then. GM - Are you going to bed? PR - No. I'm going to the dataterm. I'd like to place an ad. "Small-time hood looking to break some kneecaps. If you need somebody done, contact me at ... ah ... Leave a message at such-and-such." I'll get a message box. [laughing] GM - [laughing] You can post the ad ... PR - I'll put it under "Miscellaneous." GM - For five bucks. PR - All right. I'll go up to my room and watch TV until about one. GM - You type this out, disconsolately. "Small-time hood looking for a knee to break." PR - And then I'll go to bed. GM - At nine o'clock the next morning, the phone rings. PR - Uh-huh. GM - A bright voice answers. It's not the woman who was on the desk, but someone who sounds close enough to be her sister. She chirps in your ear, Mr. Scagnetti, we have a phone call for you. PR - Okay. GM - She puts it through. It rings twice, and a man's voice says, Sal Scagnetti? PR - Mmm-hmm? GM - Sal Scagnetti from Chicago? He recites your SIN number. PR - Yeah, yeah. GM - I saw your ad. PR - Wait, I thought they were supposed to leave a message on the board! GM - I thought direct communication would be more appropriate [laughs]. PR - Where did you get my name and number? GM - From Joseph. At Beppo's? PR - Ah. Okay. How sweet. GM - I understand you're from Chicago. PR - Uh-huh. GM - Well, I have to complement you on your ... initiative. PR - Gee. That's a first. GM - Did I wake you up? PR - No. No, I was awake already. GM - [laughs] My name is Robert Connolly ... PR - Mmm-hmm, GM - If you could ... I'd like you to come down to the Hotel Sugoi, in J-Town ... Do you know where that is? PR - I'll find it. GM - Could you be here in an hour? PR - I can try. Depending on traffic. Where was that again? GM - He gives you the address. It's on the corner of 21st and Rutger. PR - All right. GM - He hangs up the phone without saying goodbye. PR - Jesus. Fuckin' wop bastard. GM - Most likely, he doesn't work out of J-Town; he's just asking you to meet him down there for some reason. PR - I'll get ready as fast as I can. Debate on taking the submachinegun and dismiss it. GM - [laughs] PR - I think the cannon will be good enough. I'll go back down. Well, shit. I'll go to a vending machine and buy a razor and shave. GM - Okay. Slick your hair back? How do you wear your hair? PR - Crew-cut. [laughs] Go out front and look for a cab. GM - Shit, you could just water it. You don't have to shower. Just sprinkle water on top once in a while. PR - I'll try to find a cab. GM - Another Red Cab. A different one. This one looks legitimate. The cab number is stenciled on in paint, and the VIN number inside is on a little metal plaque. PR - Could you take me to the Sugoi? GM - He takes you. PR - We get there. Cab fare ... GM - Thirty-five. PR - Thirty-five. Jesus Christ. GM - Cabs are expensive. PR - You ain't fuckin' kidding me. GM - Your money is running down the drain. PR - Damn right. You know how much I got? GM - How much you got? PR - Counting the razor blade ... $49.50. GM - Shit. You're in bad shape. Okay ... The Hotel Sugoi-- PR - Oh, yeah. I've gotta check out of the fuckin' hotel by one. GM - Yup. The Hotel is a coffin house on the edge of J-Town. It's right opposite the park, and the Combat Cab offices are right next door on the same block. It's a classic little modular building with tiny little round windows like portholes spaced in rows on the wall. It's like a little beehive. PR - How cute. GM - You go through a revolving door on the ground floor on 21st Street which opens up into a lobby. This place has more vending machines than you have ever seen in your entire life. It's like an arcade. There are also coin-operated laundry machines--washers and dryers and soap dispensers, and coin-op microwaves, so that you can get prepack out of a vending machine and heat it before you go to your room. It's a big lobby. There's a desk against the far wall with a clerk standing behind it, reading a magazine. PR - Look around. Is there anybody else in here? GM - Yes. There are a bunch of people using the vending machines and washing machines. There is also a guy sitting on a white plastic bench by the far wall. He's not doing anything in particular, just sitting there and drinking coffee out of a white plastic cup. PR - How is he dressed? GM - He's got a nice black suit on. He doesn't look corporate. It's almost Family-style, but not quite--he's not sitting the right way, or something. He doesn't have the look. He looks to you like somebody on the fringe. PR - I'm going to go sit down on another bench. GM - He gets up and walks toward you. He's not very tall, about 5'6", with thin brown flyaway hair and a beaky nose. He's rather nondescript. He finishes his coffee as he's walking over, and crumples up the cup and throws it in the wastebasket. He has thin hands, and his fingers are kind of twisted, like his knuckles or hands have been broken and didn't quite heal right. His suit coat is unbuttoned. He seems to recognize you. [pause] Vat are you looking up, my dear? You gonna shoot him? PR - I look up. GM - He stands in front of you and looks down at you. He says, Mr. Scagnetti? PR - Mmmm. GM - This is the same voice that was on the phone. PR - Mr. Connolly. GM - [laughs] If I were as pleased to meet you as you are to meet me, I'd be dead ... Would you like to go for a walk? PR - Sure. I stand up. GM - He motions toward the front door. [pause] What are you looking for? PR - "Gone are the days when you might accidentally bring AP to a nudist colony." [laughs] GM - Dual-purpose rounds? PR - Yeah. GM - They're cool. You guys head towards the front door. He leaves first. You follow him. He heads across the street toward the park. It's overcast today, but it hasn't rained, and it's kind of chilly. You see a few joggers in the park, but that's about it. A couple of people sitting bundled up on the benches, reading or feeding the pigeons. The grass is wet, and freshly cut, so wet pieces of grass stick to your shoes. He walks next to you, not saying much for a while, and then he laughs, and says, So, Sal Scagnetti from Chicago. He recites your SIN number again, along with a little dossier of information on you--all public domain stuff, like where you were born, where you went to school, all that. What your arrests have been for and what the warrant currently out on you is for. And when he gets done with that, he looks at you, waiting for you to react. PR - Anything else? GM - I could tell you your shoe size, but I think you already know that. PR - Mmm-hmm. GM - I suppose I don't need to ask you what you're doing in Night City, since everyone generally knows what went down in Chicago. PR - Change of ownership. GM - What prompted you to come out here? PR - The heat was just a little too high. GM - We don't have too much love for our East Coast brethren. PR - Neither do I, anymore. GM - "The enemy of my enemy," I suppose. PR - Something like that, yeah. GM - You're looking for a job. PR - Mmm-hmm. GM - You're not the most subtle of men ... but that's not generally the quality desired in a man in the line of work that you're looking for. [pause] It happens that I may have such a job for you. PR - Great. GM - You're not very enthusiastic about all this. PR - Well, how would you feel? [laughs] In the past two weeks, half of my family has been wiped out. I've lost my job. My boss is dead. GM - Let me guess. You come to Night City. You get the runaround from everybody. PR - Yeah. You get the idea. GM - You can't exactly walk into Little Italy and say, "Hi! I'm a Family member! Give me a job." PR - That's not what I was intending. GM - That's exactly how it worked out. PR - Well, I don't know. I kind of figured that there was some kind of cameraderie. GM - There's cameraderie. You have to be a comrade first. PR - You mean there's nobody who used to be on the East Coast syndicate here? GM - Oh, there are a few. You may run into them. No doubt they went through the same routine. You haven't started out badly. After all, you did get hold of me. PR - Uh-huh. GM - I do some work for the Family now and again. PR - What, are you an accountant? GM - No. I organize things between the Family and those who are not in the Family. People such as yourself. PR - Okay ... So what's the initiation? What do I gotta do? GM - Well, there is no initiation. What kind of work did you do before? Collections, kneecaps, what? PR - [sighs] GM - Did you do hits? PR - Yes, I did hits. GM - Do you have any specialties? [pause] Come on, give me a resume. Sell yourself. Why should I give you the time of day? PR - [laughs] Jesus Christ, I feel like I'm applying at a game store. Uh ... GM - Come on, what can you do? Why should I get hold of you? PR - Okay. Eight successful hits. One not so successful, but that was because somebody got to him before me. Uh ... the latter of which I'm wanted for. And routine collections, people who don't pay their bets ... you know, threaten them, and if they give me any lip, I break a bone. GM - From what I hear, East Coast has you as a straight guy. PR - Yeah. GM - So, if what did go down hadn't gone down, you'd still be out there? PR - Mmm-hmm. GM - We can safely say that it's through no fault of yours that you're out here? PR - Yes. GM - I have a job for you, then. There's a man ... well, I'd like him taken care of. PR - Taken care of as in, put out of the picture permanently-- GM - Yes. PR - Or put out of the picture for a little while? GM - Permanently. PR - All right ... GM - Now ... I need to be honest with you. I don't quite have the full go-ahead to do this. PR - But you want me to do it anyway. GM - Right. PR - And what if it turns out that you don't get the go-ahead at all? I get to be a scapegoat? GM - Well ... yes. PR - Uh-huh. GM - If you do it, and you have no trouble, everyone will be happy and there will be no problem. PR - And if I do it and I have problems? GM - Then you're going to get the shit. PR - And whom do you want put out? GM - You have no problem with doing this? PR - Look--I'm down to forty bucks. I don't give a shit who I kill. GM - It's a man who lives in Pacifica. He's staying with his grandfather. PR - You want his grandfather toasted, too? GM - I don't care who gets in the way. It's a suburb. All I need you to do is go out there, take care of him, and come back. I have a car and an address for you. I can tell you more if you tell me whether you're going to do it or not. PR - Let me think. Sure. GM - Do you have weapons? PR - I got a couple. GM - Can you drive? PR - Fairly well. GM - Normally, this job would pay about 8k ... PR - But for me? [laughs] GM - I can give you three now, and I can give you up to eight if you get it done. I can give you more if it goes well. PR - Do you want him shot, or beaten, or what? GM - It doesn't matter. PR - You don't care. GM - I don't care. PR - Any reason? Should I give him a message before he goes off to see the Heavenly Father, or what? GM - No, he's a Tong runner, and we want him out of our hair. PR - He's a Tong runner? GM - He's a netrunner. PR - What's a Tong runner? GM - The Triads. PR - Oh, I see. Okay. So he's a Triad runner. A little slope son-of-a- bitch. And I suppose this is going to, like, bring the Triads down on your head. GM - No. You know how it works. We have the Yak to the south, and the Triads to the East. We are always skirmishing. It just so happens that this little runner is in the wrong place at the wrong time, and we have the opportunity to take him out. PR - Does he have security with him? Is he gonna be guarded? Is he privy to ... ah, privileged information? GM - What I'm going to do ... PR - Let's go feed the ducks. GM - You move over to the duck pond. I'm going to give you an address. I want you to be there at nine o'clock tonight or tomorrow night. A guy will be there, with a car. You take the car and drive to another address, which I will give you. It will take you about forty-five minutes. PR - Will there be an automap in the car? GM - Of course. But I'll give you directions. He gives you a description of the guy. The Tong runner is a little Chinese guy, about 5'4", 24 years old ... PR - [laughs] Hey. GM - He's got black hair shaved in a bowl cut, a black circle buzzed into the top of his head-- PR - Are we speaking English? GM - Yeah. But you're out by the duck pond, and whenever somebody comes near, he quiets down. The runner normally carries a pistol, a .38 automatic. He is staying with his grandfather, who lives in a beachfront house in Pacifica. It's in a walled and gated compound. There are two gated vehicle entrances, and two gated pedestrian gates. The residents are upper middle class, and are issued resident cards and ID stickers for their cars. Normally, Connolly says, the guards just wave cars through after checking the sticker. PR - So, you're going to put me in a car with a resident sticker and hope they wave me through. GM - Right. PR - Want me to dress up in like a flowered shirt, or something? GM - No. They will wave you through. Unless you're in a delivery van, or a taxi, or you don't have a sticker, they'll wave you through. He goes on. He and his grandfather are the only ones living at the house. The old man is 84, and will probably not get in the way, but if he sees you, you can kill him. That is not a problem. You are also free to make a little noise, since it is a beach house and the lots are rather large. PR - That won't be a problem. GM - Do you have any questions? The house has no security system that we're aware of. PR - Do you want proof of his demise? GM - No, but we would like you to remove any decks or chips he has at the house and bring them back with you. Or, if that isn't possible, destroy them. Either one is fine. You may be pressed for time. His grandfather is a professor of some sort, so he may have computers set up as well. You may want to destroy or take some of this as well, to cover up the fact that the 'runner's deck is missing. PR - Is his granddaddy into the Tong stuff, too? GM - No. PR - No sweat. You want it done today? GM - Tonight or tomorrow night. PR - Do I get front money? GM - As I said, I can give you three now. PR - Well, that's more than I got. GM - Do you have a bank account open in Night City yet? PR - I'd prefer cash. GM - Do you want us to open an account for you? PR - Would that be too much trouble? GM - No. PR - How long would it take? GM - What time is it now? Eleven o'clock? We could have it open by noon. PR - I get evicted at one [laughs]. GM - Well, then you'll have an hour to get to the bank. PR - I'll tell you what. Can you give me five hundred cash right now, and open me an account with 2500 in it? GM - Mmm-hmm. PR - I'd be appreciative. GM - Okay. And you guys go over to an ATM in the front wall of the Hotel Sugoi, where he withdraws the money for you. As he's getting the money out, you notice a small sign on the machine that says, "Warning! Tampering with this machine may result in death by electrocution!" And it has the little lightning bolts next to the access panel, along with the NCPD penal code. He gives you the money. PR - I put it away. So, where do I meet you? And do you know anywhere I can get some clothes? GM - He gives you an address and the name of a men's clothing store in Little Italy. The first address is down in the corner of the Combat Zone, by the MallPlex. PR - Tonight at four? GM - Tonight or tomorrow night at nine. Are you going to do it tonight? PR - I'd like to do it as soon as possible. GM - Tonight, then. The address, he explains, is a warehouse next to a run- down hotel. There will be a gentleman waiting there with a car. You can drive? PR - I said yes. [laughs] I'm competent. GM - He shakes your hand, says he hopes you'll have a good day, and heads off d own the sidewalk toward the Combat Cab building. You notice again, as you shake his hand, that his fingers are knobby and twisted. PR - I suppose my hands are pretty heavy. [laughs] I mean, it's probably whoosh, whoosh. GM - [laughs] You get that momentum going, and you just can't stop. PR - "Johnny!" Thud. Sorry about that, man! GM - Ow. I suppose you go shopping now. PR - Mmm-hmm. GM - You go to a men's clothing store. It has the kind of suits and such that you'd normally wear; that is to say, Family-style--apparently Connolly could guess what you wanted. "Neat Fit," a men's boutique on the North Side. You go in and get fitted. What are you buying? PR - I'm getting a pair of black leather gloves. GM - Ties? PR - And about five ties, and maybe a couple more shirts. GM - Spend as much as you want to spend. Do you want good gloves, or regular ones? Good ones will run you about forty bucks. PR - I'll get good ones, and five ties at what? Twenty bucks each? GM - Yep. PR - And some more dress shirts, at like, fifteen bucks each. That's about a hundred and eighty. GM - You have the feeling, as you shop, that Connolly is probably doing this hit to earn brownie points with somebody. It's probably self-initiated, so that when you're done, he can go to his local don and say-- PR - "Look what I did." GM - Exactly. "Remember that Tong kid who caused us all that trouble last spring? Well, I took care of him for you, and here's the guy who did it for me." And then they'll all clap you on the back and shake hands. PR - And if I fuck it up, he's just going to forget about me. GM - Yep. PR - So I'd better not fuck it up. GM - Yep. PR - Well, I'll go back home. GM - Are you going to renew your room? PR - One more day, please. GM - She's happy to give it to you. This is the same lady who was on the desk the first day, and she seems a little unsettled by you as you give her the money. PR - Why? GM - You don't know. She wasn't bothered by you when you first came in, on the first day, and she was fine when you went for lunch, but when you came back, she was acting rather odd. As she is now. PR - Hmmm. Do I have to sign again? GM - Are you paying in cash again? PR - Yes. GM - Yes. PR - I'll go back upstairs. And check my door. Does it look tampered with? GM - No. The maid has apparently been in here. PR - I'll check for my gun. GM - It's here. PR - Take it out, check it. GM - It's fine. Things have been subtly moved around, but that may have been the maid. PR - I don't think so. GM - Everything has been cleaned. PR - I'll take the submachine gun out, assemble it, and put the silencer on. GM - All right. The sky is clearing up, and you see some sun through the dingy little window as you do this. It looks like it's going to be hot tomorrow. PR - This submachinegun's so awsome. GM - Why? What are the stats on it? PR - It's got a +2 weapons accuracy on it already, +2 more for my smartlink, +1 for my targeting, +1 for low impedance cables-- GM - So, six so far. Jesus. What's the capacity on it? PR - Fifty rounds, with 25 per round. GM - So you could do full auto for two rounds, and then have to reload. At least it's not like that Uzi, where you lose your clip with one spray. It's like, braaappp. "Wait! Uh ..." So, what's your normal hit? PR - Twenty-two. GM - Jesus! PR - [laughs] GM - "See that pigeon over there?" PR - Braaaapp! GM - You're more accurate with that than you are with your pistol. PR - Yeah, it's my main gun. It's what I do all my hits with. And, at point- blank range, it's 9mm, with dual-purpose, so it does ... thirteen ... plus six more . . . nineteen point-blank, to unarmored flesh. If it's through armor, it's half damage. GM - Well, yeah, but it's designed to go through armor, too. PR - It's an awesome little gun. GM - I agree. PR - Around eight I'll get a cab, and go to the address he gave me. How much is cab fare? GM - Forty bucks. The scab cab fare was less than the regular cabs. PR - I'll look for scab cabs from now on [laughs]. GM - But it gets expensive when you take cabs all the time. You might want to pick up a car. Maybe they'll give you a car. PR - I'm taking my submachinegun, my pistol . . . my coat. GM - 21st Street and Hollywood. There is a warehouse there, and a parking lot next to it, which apparently belongs to a run-down hotel next door. There are quite a few cars in the lot. The warehouse is big, broad, and empty. You know that building by the pizza place next to your work? How all the windows are broken out? It's like that. People, probably homeless and gangbangers, are hanging out inside, and you can smell trash burning inside and see through the doorless entrance that there are what look like camps and cardboard boxes set up inside. It's not a good neighborhood. Two blocks farther south, and you're in the Zone. There is a small office door next to the gaping front door. The office door is intact, and the small window next to it is barred and still has glass in it. Whoever is using this building has just taken the office, and abandoned the rest of the building to derelicts. PR - I'll knock on the office door. GM - The bolts go back, the chains go off, and a guy opens the door. He is about 6'4", with white or extremely light blonde hair spiked up in a Billy Idol-esque style. It's getting to the point where it's almost too long to be spiked up any more. He has a pair of jacks in his right temple, and they've been dust-plugged with a tiny silver-and-turquoise thing that's about the size of a tie tack. He's wearing dusty motorcycle boots, a dirty white T-shirt, and a pair of oil-stained jeans. He looks down at you. He's about twenty. How tall are you? PR - About six foot. GM - Come on, man! PR - I go inside. GM - He closes the door and locks it up again. There's a scarred desk and a creaky swivel chair on a bare, stained, concrete floor, and a bare light bulb hanging from the ceiling. You're Sal, right? PR - No. I smile. [pause] Yes, I'm Sal. GM - Jesus, man, don't fuckin' do that. PR - [laughs] GM - I'm fuckin' nervous enough as it is. PR - Okay, where's the car? GM - It's in the parkin' lot outside. PR - You got any more instructions for me? GM - Yeah. PR - You got a credchip? GM - Yeah. I got keys, too. Uh ... 'Less you wanna jack it. PR - What? GM - Uh ... plug into it and drive it through neural interface. PR - I don't have a vehicle link. GM - Cool. I'll just give ya the keys. He told me some more shit to tell ya about the compound. He says if the guards don't wave you through ... He gives you a resident's ID card. PR - Is there a picture of me on it? GM - It's got your picture on it. PR - Where the fuck did he get this? GM - It's a bad picture. It looks like a mug shot, with the background redone. He tells you the address, and gives you more complete directions. He also explains that you'll be driving for about an hour both ways, and that you are to drop the car off at an address by the college when you've finished. If you bring back any shit, leave it in the car. And Connolly wants you to give him a call, and tell him when you're back, so he knows when ta pick the car up. PR - What, stuff it under the seat? GM - Nah, put it in the trunk. It doesn't matter. It ain't gonna get broken into. It's a good car. PR - Okay. That it? GM - That's it. PR - Uh ... GM - Well, go on, get outta here. PR - What about my chip? GM - He gives you your shit. PR - So I have how much more? Twenty-five grand? GM - Twenty five grand? Two k! Because he gave you three k out of eight, and five hundred when you met him. So you have $2500. PR - [flipping pages] Okay. GM - He says, If shit goes down, you might as well keep the car. [laughs] PR - Thanks for the vote of confidence. GM - He lets you out. PR - I go find the car. GM - He locks the door behind you. The car is parked in the hotel lot. It's a much nicer car than the ones around it, so you naturally head for it, and you can confirm that it's the right car by comparing the seal on the ID card he gave you to the seal on the ID sticker on the windshield. It's a 2021 Lexus. PR - Is there a security system? GM - Just a high-security lock. PR - What year is it, anyway? GM - 2022. The usual. PR - Is this our year? GM - Yeah. The car is dark blue, and all the windows are tinted. As on the cab, there are no exterior door handles--just handholds to pull the door open when it's been unlocked with the remote key. PR - I do the key thing and get in. GM - You get in. The interior is plush, midnight blue. The dashboard is one big LED display, and though there's a v-link, there's also a regular steering wheel and gear shift lever and other normal hands-on driving accessories. The seat molds itself to your butt when you sit down. PR - Before I get in, I'm going to do my hands. GM - Put your gloves on, right. As you do this, you notice that the car smells fairly new. PR - It's probably a rental. GM - The residents' sticker is in the lower left corner of the windshield, and there's another one on the back window. The name of the complex is "Bayview Heights." PR - Start it up. GM - It starts with a purr and runs almost silently. PR - Pull out, and head towards the freeway. GM - In Night City proper, the traffic sucks. It's getting on towards nine- thirty, though, and as you get on the freeway, things lighten up until you're moving towards Pacifica at a pretty good clip. Lemme show you where you're going. [flips pages] You're going down the freeway to Pacifica, through Rancho Coronado. PR - Okay. GM - So, you drive for about an hour, and get off the freeway in Pacifica. You exit into a nice, suburban area--these aren't cookie-cutter houses, like in South Night City, but large, single-family homes in a hilly, wooded area. PR - There's trees? GM - There's trees. They're probably bio-engineered, though. Their sameness is too perfect to be natural. Quite a few other cars, too, though not as nice as yours. There are also a lot of sleek, black, bubble-shaped security cars cruising and skipping around like drops of oil on a griddle. You don't see any foot patrols, just the little black cars. The houses are laid back a distance from the road, on fairly large lots. You head towards the coast, and go by some cute little outdoor malls and gated parks and tennis courts, and then find yourself on a wide, four-lane road with a big, grassy strip of trees in the center. The road goes toward the coast, then curves to the right before it gets there, and the community you're looking for is nestled all around the curve, with one of the vehicle gates right on the curve itself. PR - Do I know this Chink bastard's name? GM - Nope. You didn't ask. PR - Oh, well. I'll pull into the entrance. GM - The walls around the complex are brick, eight feet high, with ornamental iron spikes on top. There is one guardhouse here, with one guard in it. A big steel bar comes down across each side of the guardhouse, one bar for incoming traffic and one bar for outgoing traffic. The outgoing bar is up. As you pull in, there are two cars ahead of you. The guard glances at the sticker on the first car's windshield, writes down the license plate number and the time on a clipboard, and the bar goes up to let the car through. After the first car goes through, he just leaves the gate up to let the second car by. This car stops, and the window goes down, and the person inside says something to the guard, who laughs and nods and waves him through after jotting down its plate and the time. When he leans out of the guardhouse to talk to the second car's driver, you get a good look at him; he's a guard. What can you say? He's got a loose gray uniform on, and a cap with the same logo as the one on the residents' sticker, but he has no visible weapons. You pull up. He looks at your sticker, looks at your license plate, makes a notation, and goes like that [waves]. PR - I drive in. GM - The guard starts to put the bar down after you go by. Another car pulls in behind you, and he stops it midway down, raises it again, and starts to go through the rigamarole. Meanwhile, you pull into the housing development. Closer to the wall, the houses are smaller and closer together, but they're still on fairly big, well-manicured lots, usually fenced off by little ornamental walls. Towards the coast, the houses get larger and more isolated. The style here runs toward wood, or faux wood, ranch-style two-and-three story houses, kind of an idealized country-farmhouse atmosphere. You're going to a house backed up almost against the wall of the development; its back property line will end at the wall itself. It's two houses away from having an actual beachfront lot. It has a decent view, though, and there are a lot of big shade trees scattered over a wide lawn. The house is a bit back from the road. It's a blue clapboard house, with gables and little eaves, and a few steps running up to the front door. A curving gravel driveway runs up to the front porch. There's a screen door, and windows that you push up, and a separate garage. A wooden fence, not a picket fence, but a split- rail fence, surrounds the yard and runs down to the sidewalk. A white car, the equivalent of a little Honda Civic, is parked on the drive. A few lights are on inside. It's around ten-thirty right now. PR - I'll park across the street. GM - You pull in across the street. The streetlights are on, and the street is like a tunnel, over-shadowed with absolutely huge shade trees. PR - I'll park out of the light. GM - All right. There are enough cars parked on the street for your car to be unremarkable. There aren't any lights on in the house you're parking in front of. A well-dressed couple heads by, on the side of the street that the Tong guy's house is on, walking their dog. The night is warm, and you can clearly hear them talking as they pass by. Off beyond the houses, you can see spotlights crossing and recrossing the beach, and gleaming on what looks like a raised monowire barricade a ways out to sea. PR - I'll wait for them to pass. I'll click the submachinegun to three-round burst, and get the wire so that it's plugged into my wrist, but don't plug it into the gun yet. Sling the gun. Get out, and make sure the door's locked. And walk across the street. GM - You walk across the street. The couple has walked in front of the house and continued on down the street. PR - I don't look at them. GM - They don't look at you. You can hear them laughing and talking, complaining about the weather. They're very relaxed. The neighborhood seems extremely complacent, and the area security is either unbelivably lax, or you've slid in between two patrols, or both. I can sketch the house for you, but I don't know if you need it ... ? PR - No, that's okay. GM - Are you going to the front door? You can also go around to the side. PR - I'll go around to the side. GM - You go up to the house, and go up the driveway to the walkway that connects to the porch. When you get to the porch, you go around to the right and turn the corner of the house, stepping into the grass. They've got a nice, lush lawn that comes almost all the way up to the house. You can see little hutches poking up through the lawn in various places, probably for automated lawn care remotes. Right next to the house there is an ornamental hedge. The front porch ends at the corner. There are two windows along this side of the house, and through light lace curtains, judging from the blue TV light shining out, the first looks on to a living room area. The second one looks into the kitchen. There is a normal, yellow light shining through this window. When you round the next corner, you see another kitchen window, and a back door. It's a Dutch door, and the top half is open. You can hear a TV playing now. PR - I'll go up to the back door that looks into the kitchen, and look inside. GM - The light spills out onto the lawn. There's also a small shed back here. The light isn't very bright. There's a kitchen table in the center of the small room, a refrigerator in the left-hand corner, with a dishwasher next to it. Straight ahead is the door to the living room. You can also look through the counter at the far end of the room; there's a stove there, and cabinets above it, and open space leading to the living room between the stovetop and the cabinet bottoms. [indicating the layout of the kitchen with her hands] The living room is dim. You can hear faint music playing from upstairs--it sounds like some kind of industrial shit, but it's not very loud. You can also smell that food was recently cooked in here, something spicy and meaty. PR - Is there anybody in the kitchen? GM - You don't see anybody. PR - I'll try the knob. GM - It's unlocked. It opens inward. PR - Okay. Pull the gun out. GM - The top half of the door is already open, so you push the bottom half in and walk into the kitchen. PR - I close it again, as quietly as I can. GM - Are you closing both of them, or just the bottom one? PR - Um ... Do they both hook together? GM - Yes, there's a little latch. PR - I'll close them both. GM - You close the doors and push the latch down that holds them together. There's a small square window in the top half of the door, with a little white lace curtain framing it. You come into the kitchen--you've got a counter that goes around, the table, the opening into the living room, and another door to your right that's probably a pantry [indicating all this with her hands]. PR - I'll take the plug and stick it into my wrist. Put my targeting monocle up. GM - You can hear a TV playing in the next room. PR - [laughs] GM - The TV is tuned to some foreign channel. PR - Is there any other way out of the kitchen? GM - That one door that leads to the pantry, and the one you're standing in front of. Then there's the doorway to the living room, straight ahead. In fact, looking through the kitchen door, you can see the front door and the porch across the living room. PR - Look into the living room. GM - The living room is scattered with sofas and chairs, and a coffee table. The TV is along the right-hand wall, between you and the front door. There's a recliner, various potted plants. PR - Is there anyone in there? GM - The recliner is tilted back, as though someone was sitting in it, watching TV, but no one is in it. Between the TV and you is a hallway that leads into the house to your right. Right as you come around the corner to go into the hallway are stairs, leading up; the hallway runs next to them. PR - This is a two-story house, right. Okay. Well, there's nobody in the living room, and nobody in the pantry? GM - No. You didn't check it. PR - I'll look real fast. GM - There's no one in there. PR - Where does the hallway lead to? GM - There's a door under the stairs, to your right, and two doors on the left side. One of the left-hand doors is closed, and there's a light coming out from under it. The other two are open, and they're dark. [pause] One of them's probably a bedroom, or spare room. One of 'em's probably a bathroom. And one of them's probably an office, or den. PR - Is that the one with the light? GM - It could be, yeah. PR - Tiptoe ... is it carpeting? GM - Uh-huh. PR - Okay, so my shoes won't click. GM - Uh-uh. PR - Go down the hall. GM - The hallway is dark, and so is the living room. The only light you're getting here is the blue light from the TV, and the light coming out from under the door. PR - Go up to the door that has the light coming out from under it, and listen. GM - You hear water running, and you can see from the gap between the door and the floor that there isn't any carpet in there, so it's probably the bathroom. PR - Sounds like there's somebody in there? GM - Mmm-hmm. PR - Did I hear any breathing? GM - You can hear somebody bumbling around in there. A drawer slams shut, and you hear somebody mutter something. PR - Does it sound like an old man? GM - It sounds like an old man, yes. Complaining to himself about his dentures, or some such. The water turns off. You hear fumbling at the doorknob, and the lock clicks. PR - He's gonna come out? GM - It's like he's working on unlocking it, but he's got old hands. PR - Okay, I'll back up, and basically ... I've got the silencer on, and if the guy's upstairs, listening to music as loud as it is-- GM - He won't be able to hear this. PR - He's not gonna hear shit. GM - Okay. PR - I'll switch to single shot. GM - Which side of the door are you going to be on? PR - The one closer to the living room. GM - The bathroom door opens this way [indicates], so as he comes out of the bathroom and heads toward the living room, you're going to be facing each other. Is that what you want? PR - Yeah. He's going to walk out right into me, and as soon as I see him ... I'm going to pop him. [laughs] GM - After some more fumbling, the bathroom light goes off, and an elderly Chinese gentleman steps out into the hall. He's got boxer shorts on, and that's it. PR - [laughs] This is sad. GM - He's got wispy white hair. PR - [laughing] This is really sad. GM - [laughing] He doesn't have many teeth, and he's kind of sucking on them as he comes out the door. PR - [laughing] GM - And you can see his sunken chest more clearly than you'd like. He comes shuffling out. He has paper slippers on his feet. He's muttering and grumbling to himself. He turns, and sees you-- PR - How far away are we from each other? GM - About this close. PR - So this is point-blank range? GM - Yeah, I'd say so. PR - So, you know the difficulties for this kind of thing? What, about twelve? GM - Twelve, yeah. He's old, he's been surprised, he's at point-blank range. Just don't botch. PR - Anything but a one, please. [rolls, laughs] Okay. Point-blank damage on this thing is ... nineteen. GM - He's going to die. Or he's gonna be dying. [laughs] PR - [laughs] What? I'm doing a job here. [laughs] GM - You're all, "This is terrible! This is awful!" [laughing] PR - [laughing] It is! It's evil! Guy comes in, goes, "Huh?" GM - Braaapp! [laughing] PR - [laughing] Oh, Jesus. GM - [laughing] You're so mean. PR - [laughing] Sorry. GM - He's just this old fart [laughs]. Okay, okay. Fuck. He was stepping backwards, back into the bathroom as it was. He doesn't make it. He kind of ends up going sideways and hitting the jamb, and then sliding down into the door. PR - The thing about these rounds ... [laughs] ... they've got this tungsten core, so they go in and make this huge wound cavity, and then the tungsten core comes out the other end. GM - That's pretty gross. [laughs] So, he winds up on the bathroom floor, propped against the door in kind of a half-sitting position. There is blood everywhere. His mouth is open, and his cheeks are sunken. PR - Are his eyes open? GM - Uh-huh. PR - Reach down and feel for his pulse. GM - He's not blinking. He has a faint pulse, and it stops as you feel for it. PR - Good. So, the bathroom light's on? GM - It was on, and he turned it off as he started to come out. PR - And the other two doors? GM - The other two doors are open and dark. PR - Go to low-lite. Anybody in there? GM - No. The next door down is a spare bedroom, and the door across the hall, under the stairs, is a den that's been turned into some kind of workshop. There are bookcases, a desk, a pair of chairs, and a table spread with all kinds of technical gizmos and goodies along the far wall under the window. It's got computer monitors, and electrical testing equipment and so forth. There is also a cyberarm, from about here on down [indicating] lying on the desk, with a lamp trained over it and various probes and stuff attached to it. PR - Okay, I'll go to the stairs. They carpeted as well? GM - No, there's a thin runner that goes up the center. PR - I'll creep up. He's got his industrial up pretty loud. And if it goes, like, to switch between songs, I'll stop until the next song comes on. GM - It plays for a while-- PR - Just be my luck if the fucker gets hungry about now, and decides to come downstairs for a snack. GM - As you head further on up the stairs, you can hear water running. PR - Up here? GM - Yeah, through the pipes. PR - Like he might be in his bathroom? GM - Like there's a shower running, or water running for a bath. PR - All right. GM - And, as you get to the top of the stairs, it sounds like the music comes to the end of the CD, and it stops. And you can definitely hear water running now. PR - Is the water coming from a bedroom? Like there's a bathroom in there, too? GM - It could be. There could be an adjoining bath. PR - Are any of the doors open? GM - Yes, they're all open. PR - Are lights coming out of any of them? GM - No, when you get up to the top of the stairs, you've got one room to your left, no rooms straight ahead, and then a row of rooms back around to your right. So, you come up the stairs, and there's a landing, and you're facing the side wall of the house. There's a sort of balcony overlooking the stairs to the right, and a row of rooms over there. The room to your right is dark. The two doors to your right are similar. The last room on your left, in the far back corner of the house, has no door at all--it's just an arch, leading into a large, well-lit room. Probably the master bedroom. The music was coming from back there. PR - So the kid's living in the master bedroom? GM - Maybe. Either that, or he's using his grandfather's stereo. You can tell that the noise of the water is coming from in there, so maybe he's using his grandfather's shower, too. PR - I see. I'll keep low-lite on while it's dark, and check each of the rooms. GM - The first room is a storage room, with boxes and shit. The next room, the first one on your left, is another bedroom, but this one's been lived in. It looks like a kid's bedroom that an adult has moved back into. There are suitcases on the floor, and clothes lying in them, like he's been living out of them and hasn't bothered to unpack. PR - This looks like the kid's room? GM - Yeah. There's computer shit piled up on a table against the wall, along with a big rack filled with chips, most of which have bright, neon labels stuck to them. Also, there are animated posters and such on the walls, mostly Chinese pop stars and anime drawings. PR - Check the other rooms, leaving the master bedroom for last. The coup de grace. GM - The next room down is yet another bedroom. Someone may have lived in here as recently as a year ago, but they haven't been in here since, though their personal items are still lying where they left them. It was an adult's room. And then there's the master bedroom. Instead of a corner, there's an arch bisecting where the two back walls meet, and the bedroom goes around the corner of the house in an L. PR - Go in. GM - You walk in. The music is coming from the right side of the room, where there is a large stereo set up, along with a bureau with a big mirror and a door leading to a closet in the right-hand corner of the room. From what you can see of the decor, this is probably the grandfather's room--there are a lot of dried flower arrangements and fans and little oil paintings. There are papers spread out over the bed, which is made. The bed is in the center of the room, almost directly opposite the door. Next to the head of the bed, to the left, is the bathroom door. It's open, and there is steam coming out of it. PR - By the way, low-lite goes off as soon as I get in here. GM - All right. Along the left-hand wall is a small parlor-ish area, with easy chairs and a coffee table, and more flimsies spread out all over. It's almost like a secondary den. As you step into the room, you see a guy, probably the guy you're looking for, come out of the closet with a towel wrapped around his waist. [rolls dice] He doesn't see you. He goes to the master bed, looks underneath, and digs around a while before pulling out a pair of flip-flops. He throws them on the bed, then walks around the end of the bed, without seeing you-- PR - I've basically got the gun like this [indicates]-- GM - And goes into the bathroom. PR - Is he wet? GM - No. PR - So he hasn't gotten into the shower yet. GM - No. Apparently he hasn't seen you because you're standing in darkness, and the room is brightly lit. PR - Plus I'm dressed in black. GM - That would help. PR - He's not expecting anything. Okay, I'll wait for him to get in the shower. GM - You hear a glass door open, then shut. PR - I'll wait a couple seconds, then move farther into the room. Um ... I'll look in the walk-in closet. Is there anything in there? GM - Just clothes. PR - Anything that he might have been wearing? GM - Yeah. PR - Poke around in here with my foot. GM - Not all the clothes in here could belong to the old man. They don't look like the kid's, either, although they look about his size; they're the wrong style. They're all wrapped up in plastic and such. It looks like he was going through them, picking out what he liked, because there are some suits draped over a chair with the plastic removed. PR - I'm looking for a gun, maybe. GM - You don't see one. PR - I come out. GM - Are you going in the bathroom? PR - Do a quick scan of the rest of the master bedroom. Any nooks and crannies? GM - No. None that anyone could hide in. PR - Is the window open? GM - No. PR - Go to the bathroom. GM - The bathroom door, is, as I said, open. It's pushed back against the wall. There's a small window directly opposite you. This is a big bathroom, almost as big as your mom's bathroom. The sink and bath area is to your left. PR - Is the toilet before the shower? GM - The toilet is between the sink and the shower. The sink is on your immediate left, next to the door. The toilet is just past the left-hand corner, on the left-hand wall. The shower is in the corner of the room, and the window in the wall opposite you. There are towel racks on the right-hand wall, and a cabinet with shower supplies and such. The shower is a big, stand-up, glassed in stall. There is no bathtub. The glass runs from the floor almost to the ceiling, and it's frosted. Hanging on one of the empty towel racks is a pair of slacks, a dress shirt, a tie, a pair of underwear, and an empty shoulder holster. A pair of shoes are lined up next to it. PR - Is there a form in the shower? Washing? GM - Yes. Gonna shoot him through the glass? PR - No. If I shoot him through the glass, it'll just get armor-piercing, and I don't wanna do that. Can I get to the toilet without him possibly seeing me? GM - You can try. PR - Well, I'm going to button up my coat, and walk over to the toilet, nonchalantly, and flush it. GM - [laughs] Okay. PR - [laughing] Basically, wait for him to come out. You know, when you flush it, it'll get either really cold or really hot. I'm not sure which one. GM - It usually gets really hot. PR - That's what I'm relying on. GM - It gets extremely hot. Which sucks if you're standing in it. You walk over and flush the toilet. From what you can see of the shape in the stall, there's enough room in there for whoever's in there to move out of the spray, which is what he does. He yells something angry in Chinese--it sounds like he's telling his grandfather not to flush the damned toilet--and stands there for a minute, apparently waiting for the water to go back to normal. PR - Okay. GM - Make an Awareness roll. PR - Sixteen? GM - Okay. He's standing unnaturally stiff, kind of like a rabbit. You know, when they're frozen, waiting for you to go away before they'll move. You think he sees you. PR - Well, if it's frosted glass, he'll just see a big, black shape. GM - Yeah. When he moved out of the spray, he saw somebody standing there, and he's not sure who it is. He says something in Chinese, kind of questioning. And then he takes his hand, and wipes away the steam on the glass. It's still frosted, so he can't make out who you are, but you see a face appear, briefly, in the wiped-off space. He looks for a sec, then scrambles backwards. And then he says something in Chinese again, which sounds anxious. And then he says, in English, Grandfather? He turns the shower off. PR - [laughing] Come on, kid. [pause] Are people likely to take their guns in the shower with them? GM - You don't think so. Unless he's really paranoid. He is a Tong runner, so he could be, but you don't see it in his hand. PR - I'll just wait. GM - His hand comes toward the latch to the door, and he turns the handle, opening it a little bit. But what he does, is he pulls it open so that he can stick his head past the edge of the door, and look and see what's out there without exposing his whole body. PR - But I can still see his head? GM - Yeah, you can see him fine. You assume that you could shoot him through the glass if you wanted to. But he seems to be acting like the stall's affording him more protection than it actually is. He has that false sense of security, "I'm in the shower, so you can't shoot me until I come out." PR - Yeah, I see. I clear my throat. GM - He puts his hands out of the door, where you can see them. He has plugs in his left wrist, capped with black plastic disks. PR - Come on. GM - He sticks his head around, and looks upset, and comes out. He says, Ah ... ah ... I have money. PR - [sighs, motions with his hand] GM - He turns around. PR - Get down on your knees and pray to the wall, there. GM - He gets down on his knees. PR - Braaappp! GM - Okay. PR - Three round burst. As soon as he's on his knees, I shoot him. Is this still point-blank? GM - Hell, yes. Just don't fumble. PR - No problem. Twenty . . . six. GM - That's gonna be a lot of damage. PR - Well, that's what? Nineteen to three different locations? GM - Yeah. Roll to see where you hit him. PR - Do you want extensive hit location, or do you want general? GM - General. PR - Uh ... left leg ... torso ... right arm. Pop, pop, pop--like that [indicates]. GM - Yeah, you go straight up across. He falls forward onto the file, and the blood sprays into the shower and starts going down the drain. It splatters on the walls, too, and runs down because of the steam. PR - He doesn't move, does he? GM - He doesn't move. You think he's dead. PR - If he's not fuckin' dead, he's superhuman. [laughs] If he's not dead, he'll be dead in a minute. I'll just watch him for a minute. GM - If you'd been shot with that many bullets, you'd be dead. PR - I'll watch him for two or three minutes, until the blood stops pumping. GM - It stops, shortly. PR - Okay. Check his clothes. GM - What are you looking for, specifically? PR - Wallet. GM - He's got a wallet in the back pocket of his slacks. PR - Pull it out. Anything else that looks interesting? GM - No. A couple chips and a couple extra bullets for a .38. Ball round. PR - Take the chips, stuff them in his wallet, put the wallet in my coat pocket. GM - You gonna look in it-- PR - [shakes his head] GM - Or just take it? Okay. PR - Shut the light off, close the bathroom door. I'm going to do a quick sweep of the master bedroom, see if there's anything in here that looks interesting. I'm looking for a cyber-deck, in particular. GM - No, you don't see one up here. PR - Okay, I'm going to leave, and shut the light off in the master bedroom. Go into his room, turn on the light. GM - In here, on the desk, is his deck, as I said, and the chiprack, and various printouts. PR - All righty. Does he have a dufflebag around here anywhere? GM - You could empty one out. PR - I'll do that. Get the deck, wrap the cords around it, throw it in. Get the chips, and sweep them into the dufflebag. Anything else of interest? GM - Nope. You don't see any stashes of cash or drugs or anything lying out in the open. It's mostly computer stuff. PR - Check under his mattress. GM - Some glossy porn magazines. PR - Throw them in the dufflebag. [laughs] Um ... check the closet. GM - More clothes. Some of them are hanging up, but most of them are tossed in there. He has about eighteen pairs of shoes crammed in here. PR - Rich kids. Zip up the duffel. Are there any laptop computers in here at all? GM - No, but you saw some downstairs, in the workshop area. PR - I'll shut his light off, close the door, go downstairs. Basically, I'm shutting all the lights off as I go, and switching to low-lite. GM - The dead guy is still lying in the bathroom downstairs. PR - Hmph. Ignore him. GM - Down here, there's the spare bedroom and the den. The den is where the computers and stuff was. PR - I'm going to go in there, then. GM - There's another deck in here, a bigger and possibly more expensive one. There are more chips, too. PR - Okay, put it in the duffel, along with the chips. GM - There are also several laptops, linked together, and a couple of mainframes or network servers or something, and a really big monstrosity that looks like HAL. PR - Are they off? GM - Everything's off in here, except for two or three of the testing machines. PR - Any disks or chips or anything? GM - Yes, lots. PR - I'm taking as much as I can. GM - You have more than enough to fill the bag. PR - Zip it all up. All the laptops and stuff that's everywhere else ... GM - Gonna shoot them? PR - They said, trash the place. GM - Yep. PR - Big mainframe first. Pop. And then put a bullet in each of the other computers. Not through the screen, because there isn't usually anything in there, but through the keyboard, or the hard drives. [pause] So, how many bullets am I going to waste? I'm doing single shots--pow, pow, pow. GM - Six. PR - Total? GM - Yeah. PR - Shut the light off, and, avoiding the blood, step into the living room. Turn off the TV. There's a light on in the kitchen, right? GM - Right. There's one light on. PR - The front door's locked, right? GM - You think so. PR - I'll go check it. GM - It's unlocked. So is the screen door. PR - I'll close it and lock it. Go back to the kitchen, and shut the light off in here. GM - It's a single light, hanging over the table, with a fan shade. Going to the back door? PR - Is it a gas stove? GM - Electric, sorry. PR - That's okay. Go to the back door, make sure it's locked, go outside and pull it shut behind me. GM - As you close the door, there is a small white cat walking around on the step outside. It sees you and runs away, around the corner of the house. PR - Huh. Go back around the way I came. Try to stay in the shadows. GM - In the same general area that you walked when you came in? PR - Yeah. Put the gun away. The gun disappears. GM - You walk around the corner, crunching through the wet grass. PR - Walk straight towards my car, open the door, and get in. No, actually, I'll open the trunk before I get in. GM - There are two cardboard boxes in the trunk, both sealed. There's a spare in here, too. PR - They're none of my business. I'll put the whole duffel in the trunk, and close it up, then go back around to the front of the car and get in, and start the car up and drive back out. GM - You leave. You drive through the security gate, which is open, and you go right out. As you drive past the gatehouse, you see the guard writing down your plate and the time that you left. You get on the freeway and head for Night City. You get back around eleven-thirty. PR - I'll go to wherever they said to drop the car off. GM - This is a different address. It's down by the college. It's a parking garage; you drive in, pay for a ticket from the automated ticket machine, and park. They wanted you to park on the second floor, but it didn't matter which space. You leave the car there. PR - Go outside, and see about hailing a cab. Is that possible? GM - Yeah. You get one easily. This is a big, checkered cab, the kind that seats five, designed for picking up six to eight drunken college students. PR - Tell him to take me to Cesar's. GM - He takes you. PR - How much? GM - Thirty-five. PR - Pay him in cash. GM - Are you going to walk a ways before getting the cab, or get it right from the parking garage? PR - I'll walk a few blocks first, of course. Go back to Cesar's, go to my room. GM - Park your shit? PR - Yeah, park my shit, take a shower, go to bed, and he'll probably call me in the morning. GM - Nine a.m., whether you're awake or not-- PR - I'm not. GM - Mr. Scagnetti. I see you made it home. PR - Yeah, I did. GM - Well? PR - Well, what? GM - You were supposed to call, as I remember. Did you bring anything back? PR - In the trunk. GM - All right. Did you have any entanglements? PR - There's a living witness. GM - Really. PR - Uh-huh. GM - Who might that be? PR - A little white fuzzy cat. GM - I see. Well, we'll have to put a contract on it, and make sure it doesn't testify. [coughs] The rest of your fee will be in your account. I'll get back to you-- PR - Are we going up to 8K? GM - Yes. As I said. We'll take a look at what's in the trunk and see if you merit any more. PR - So should I just go ahead and add five thousand more? GM - Yeah. He says, I'll get back to you at three this afternoon and let you know what we come up with. If I still have a job, that is. PR - All right. GM - A pleasure doing business with you, Mr. Scagnetti. PR - Likewise. GM - Oh, by the way, did you have any trouble with the car? PR - No. GM - All right. PR - They wrote down the license number and anything, but I figure you can deal with it. GM - Did they check your residents' card, or wave you through? PR - No, they waved me through. GM - I'll call you at three o'clock, then. PR - I'm riveted. GM - He hangs up. PR - I'm going to sit around until three, and watch TV or something. GM - The afternoon goes by. At three-fifteen he calls. He sounds a little frazzled. PR - What's the matter? GM - Scagnetti! Ah ... we have four thousand euro waiting for you, as you brought back many wonderful things. On condition that you come down to Beppo's. PR - Tonight? GM - Yes. Tonight. This evening. Can you make it? Tell me you can make it, please? PR - Why? What's the problem? GM - Because if you can't make it, I'll send someone down to make sure that you can. PR - Sure. GM - This is important. PR - Okay. Four K? GM - Yes. If you get there at eight o'clock. PR - I'll be there at seven fifty-nine. GM - For every ten minutes you're late, you lose a K, all right? Make sure you're there at eight. PR - [laughing] What happens if I'm ten minutes early? GM - You get a free meal. [end session one]