Saturday, November 22, 2025

Zaibatsu Rpg Adventure - The Chiba Connection

 Here is an adventure for the Zaibatsu RPG, using the system's core mechanics and stats, involving a bodyguard and their corporate charge. And this connects back to our OSR Commentary - The Long Shadow of The Zaibatsu rpg by Paul Elliot From Zozer Games



Adventure: The Chiba Connection
Synopsis: The PCs are contracted by the powerful Daiyon Zaibatsu to escort Akari Tanaka, a brilliant but naive biotech researcher (the "charge"), to a secure data drop in the Chiba sprawl. Akari has sensitive data on a black-market "replicant" ring operating out of a local genetics clinic. The clinic, run by a rival corporation (or an independent criminal org, the "Octopus" is a classic enemy), wants the data back and will use various means to stop them: street muscle, corporate spies, and a final confrontation at the clinic's data-wipe server.
System Notes
The Zaibatsu RPG uses a 2d6 system based on the Cepheus Engine rules.
  • Stat checks: Roll 2d6, aim for half the relevant Stat + 2d6, total 10 or better (GM discretion on Difficulty Modifier).
  • Skill checks: Roll 2d6, aim for 8 or better (Skill level adds a bonus to the roll).
  • Combat: Fights are fast and deadly. Attacks are resolved in phases: Melee first, then Ranged, then Movement. Damage can inflict Stuns or Wounds.
Key Characters
The Bodyguard (PC Template)
  • Concept: Corporate Security Solo / Street Samurai
  • Stats: Strength 10, Dexterity 12, Constitution 11, Intelligence 10, Awareness 12, Willpower 11, Charisma 8
  • Skills (select from): Combat (any) +1, Stealth +1, Drive +1, Counter-Security +1, Awareness +1, Tactics +1
  • Gear: Heavy Pistol (2d Damage), Kevlar Vest (counts as Subdermal Armour in some cases), secure comm unit, 4,000 Yen.
  • Retrogenics (Optional): Subdermal Body Armour (20 points, treat as kevlar vest in HP terms), High Pain Threshold (ignore wound penalties).
  • Motivation: The paycheck is good, but the bodyguard might also have a personal code of honor (Bushido 2.0) or simply a desire to keep this kid alive.
The Charge: Akari Tanaka (NPC)
  • Concept: Biotech Researcher, Naive but Headstrong
  • Stats: Strength 6, Dexterity 8, Constitution 7, Intelligence 14, Awareness 10, Willpower 12, Charisma 11
  • Skills: Science +2, Computer +1, Research +2, Etiquette (Corporate) +1
  • Gear: Data Chip (encrypted), personal comm unit, lab coat.
  • Motivation: Expose the illegal and unethical use of memory-less clones (replicants) by her former employer. She may be willing to take risks that put the PCs in danger.
The Adventure
Part 1: The Meet and the Ambush
The adventure begins at a neutral drop point, a crowded noodle bar in the lower Tokyo sprawl.
  1. The Handover: The PCs meet Akari. She's nervous, twitchy, and constantly checking her surroundings (Awareness 10). She has the data chip.
  2. The Hitters: As the PCs exit the bar, a "boostergang" (likely paid off by the clinic) attempts a drive-by on a motorbike.
    • Enemies: 2 gang members on a speeder bike (Strength 8, Dexterity 10, Skills: Drive+1, Pistol+1; armed with Light Pistols, 1d Damage).
    • Challenge: The PCs must protect Akari while taking down the gang members. This is a fast, urban combat scenario, with plenty of cover (market stalls, overflowing dumpsters, etc.). A failed Awareness check might mean the PCs are caught off guard.
Part 2: The Data Trail
After the firefight, the PCs need to get the data to a secure terminal. The original drop point is compromised.
  1. Alternative Routes: The main roads are blocked due to the incident. The PCs must use their Drive or Stealth skills to navigate side streets and maintenance tunnels.
  2. Hacking the Network: Akari suggests a public data-fax machine in a nearby convenience store to upload a location change to their Daiyon contact.
    • Challenge: When attempting to connect to the network, a corporate 'decker' attempts to trace them. A PC with Computer or Counter-Security skills can engage in a quick cyberspace battle (using the Zaibatsu's card-based hacking rules).
Part 3: Clinic Zero
The PCs reach the secondary drop point: an abandoned genetic modification clinic. It is not abandoned.
  1. Security Measures: The clinic is guarded by a single security drone (see stats below) and several locked doors (Counter-Security checks to breach). Akari might be able to provide the access code if the PC makes a successful Charisma or Willpower check to keep her calm and focused.
  2. The Confrontation: The head of the replicant program, Dr. Hiroshi, confronts the party. He is desperate and possibly injected with a combat drug like Speedball.
    • Enemy: Dr. Hiroshi (Intelligence 13, Strength 9, armed with a hidden dart gun loaded with Virax-B tranquilizer) and a Security Drone.
    • Dr. Hiroshi Stats: Strength 9, Dexterity 9, Constitution 8, Intelligence 13, Awareness 11, Willpower 10, Charisma 7. Skills: Science +2, Computer +1, Pistol +1.
    • Security Drone Stats: 20 HP (does not use damage table). Equipped with a Smartgun (2d Damage). The PC needs to roll a 5 or 6 to damage it with small arms. It has an Autoarm (attacks as skill 7-, 2 Stuns damage).
  3. Resolution: The PCs defeat Hiroshi and the drone and successfully upload the data, securing the payment and ensuring Akari's safety (for now). The repercussions from the Daiyon Zaibatsu (and their rivals) promise future adventures.

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.