TEXT: 1
  What Goes Up©1992, 1997
  By Michael C. LaBossiere
  Ontologist@aol.com
  Cyberpunk 2020
  Back when the cost of orbital workstations came down, some nations toyed with the
  idea of passing laws requiring the corporations to do their dangerous work in orbit.
  Of course, these laws never got off the drawing board. These days, however, a lot of
  corporations are realizing than an accident in space is cheaper to contain than an
  accident on earth(the savings in PR alone almost makes it worth it). Those that
  have come to this realization have moved a lot of their stuff up the well. Of course,
  we all learned the hard way that what goes up must come down.
  Legal Information
  This adventure is copyright 1992,1997 by Dr. Michael C. LaBossiere. It may be freely
  distributed for personal use provided that it is not modified and no fee above the
  normal cost of distribution is charged for it. Visit the Opifex Phoenix web site at
  www.opifex.cnchost.com.
  Cyberpunk 2020 is the copyrighted property of R. Talsorian Games.
  Introduction:
  In this moderately difficult adventure, a group of PCs, expecting to be engaged
  in a simple courier job, will be drawn into a very interesting case of industrial
  contamination.The adventure can be set in any city that has an aerospace port. 
  Getting the PCs Involved
  The PCs (or their agents) will be approached by two classically anonymous
  corporate personnel (Logan Bilstants and Janet Towlend). These two people will
  offer them a simple courier job. Up to four PCs are hired to pick up a delivery at
  the aerospace port and transport it to another transport team twenty miles away
  (the rest can come along, they just won't be paid). The two will specify that at
  least two of the PCs be solos. If there are not two solo PCs, the company in
  question will hire two NPC solos (they will hire any NPC solos associated with
  the group, if available). The pick up is to be made on the runway (the PCs will be
  told that "everything has been arranged") and once the pick up is made, the PCs
  are to go immediately to the exchange site. Upon the completion of the job, each
  hired PC is to be paid 2, 000 Eurodollars. The PCs will be equipped with a Courier
  Van, but they must provide the rest of their equipment. The PCs will find that
  the van has been equipped to transport hazardous biological and chemical
  materials. If the PCs are clever, they can bargain for up to an additional  1,000
  each (transporting hazardous agents in unmarked vehicles is illegal). If they
  make too much of a fuss about it,  they can end up dead. If the pair are asked
  about the job, they will say that they do not expect and trouble, but they always
  
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  expect the unexpected.  They will not be accompanying the PCs to the airport.
  Crash Landing
  The Orbital Air space plane is scheduled to land at the aerospace port late at
  night. The space plane is suppossed to drop of its normal passengers and cargo at
  the terminal and then taxi over to the hanger
  area, where the PCs will be. 
  As the PCs wait, listening to the tower on
  Swamp
  Runway
  Building
   the
  van's radio (Logan and Janet will suggest they
  do this,  so they can be ready to meet the shutle
  as soon as possible), they will hear the space
  plane pilot requesting landing confirmation,
  then their will be a loud explosion in the
  background, followed by dead silence. The next
  thing the PCs hear will be the voice of the air
  traffic controller warning the space plane that it
  is comming down too fast. There will be no
  reply from the space plane. In a matter of
  seconds, the PCs will see the space plane's lights
  as it plummets towards earth. The space plane will hit the runway, its landing
  gear still up, and skid down the runway. Duirng its skid, a wingtip will strike a
  fuel truck and the sparks from the skidding will ignite it, creating a fireball on
  the runway. The space plane, with patches of burning fuel on it, will come to a
  halt not far from where the PCs are located.  The space plane will sit on the
  runway, smoking, for a few minutes.  Without warning, the explosive bolts of
  the space plane's emergency escape hatch will be fired, throwing the door onto
  the runway and two figures will emerge. The two (Jackson and Spender) will
  charge the PCs, guns blazing. During the course of the firefight, a thrid person
  (Weston) will leave the hatch carrying a bulky object (a container of A-454) and
  run through the chain link fence and into the swamp.A difficult skill roll using
  Awareness/Notice will enable a PC to spot the fleeing figure.
  Jackson and Spender, under the influnce of Agent 454, will attack until they kill
  everything in sight (then they will turn on each other) or they are stopped. Four
  minutes after Jackson and Spender attack, four airport security guards will arrive
  and five minutes later, eight more guards will arrive. The guards will attack
  Jackson and Spender. When Jackson and Spender are neutralized, the guards
  will ask the surviving PCs to remain for questioning. 
  The Space Plane
  The space plane will be moderrately damaged by its semi-controlled landing
  (Jackson "pilotted" it in) and will require repairs before it can be used again. The
  PCs will have a chance to enter the spaceplane. The emergency crews will move
  in after the firefight, but they will be happy to let the PCS go in first.  If the space
  plane is entered by the PCs, use the map provided on page 28 of Near Orbit. The
  
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  emergency escape hatch opens into the passage between the cockpit and the
  passenger section. The door to the cockpit has been blasted open and the dead
  crew are in their seats, except for the pilot who is on the floor (he was thrown
  there by Jackson). The controls have been shot up. The passenger section is full of
  dead people who are still strapped in for the landing. They have all been shot.
  The right hand cargo bay door is undamaged and the interior contains cargo
  boxes. The left hand bay door is open. The interior contains numerous transport
  boxes as well as three acceleration couches. Near the couches is a standard
  hazzardous material transport container, which is open. It contains room for
  three containement modules, but only contains two. If the transport container is
  carefully examined, an average roll using the Awareness/Notice skill will reveal
  a tiny puncture in the top of the container. If the PCs pull out the top module,
  they will find that it contains two metal cannisters with biohazard markings.
  One of them has a tiny hole through it and is empty. If the PCs check the angle of
  the holes, they will be able to find a tiny piece of metal embedded in the side of
  the container and a tiny, sealed hole in the spaceplane's hull.  After the PCs find
  the container and have a chance to examine it, Logan, Janet, and four corporate
  solos will show up in CBN suits. They will take the container and the PCs and
  load them onto a hazardous material transport van. The PCs will be taken to a
  corporate hospital, exmanined via remote instruments, and then released for the
  briefing (see below).
  If the PCs opt not to enter the shuttle, Logan, Janet, and four corporate solos
  will arrive in CBN suits. Two of the solos  and Logan will stay with the PCs
  while Janet and the other two solos enter the shuttle and remove the container
  to the van. The PCs will be taken to another van and brought to the briefing.
  The PCs may decide (for some reason) to take the container. If they do, the
  corporation will hunt them mercilessly and will kill them in very painful
  manner if they find the PCs. If the PCs resist Logan and Janet, the pair will use
  force if necessary to get them to go to the briefing. The pair has no qualms about
  snuffing all the PCs on the spot if need be. 
  The Briefing
  The PCs will be brought to an office rental building and taken to an office on
  the tenth floor. They will be accompanied by Logan, Janet and their four solos.
  They will have to leave their weapons in vault in the lobby. They will wait in
  the room four about an hour and then a middle aged woman will come into the
  room, along with two aides and two solos. The aides will set up a computer that
  is linked to a projector. The woman, who will not give her name, will tell the
  PCs that part of what they were hired to transport has been taken from the
  shuttle and that the company would like to hire them to recover the missing
  item. She will offer them 100 eurodollars a day and is willing to go up to 300 a
  day, with a bonus of 2,000 each for the recovery of the item. This fee includes the
  price of the PCs silence. She will indicate, if the PCs get obnoxious, that she is
  more than willing to have them killed and replaced by more reasonable people.
  
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  If the PCs accept the deal, she will tell them that the person with the is Mark
  Weston, a freelance solo. She will tell the PCs that the three men (Spender,
  Weston, and Jackson) were transporting a new  military grade biological agent.
  As far as she can tell, based on Janet's report (and any info the PCs may provide)
  the spaceplane was struck by a small piece of metal which pierced one of the
  containers, releasing the agent. The agent effected the three men and caused
  them to kill everyone else on the shuttle. If asked about the agent, the woman
  will say that it is a military agent that induces paranoia and homicidal mania in
  those exposed to it. The agent decomposes rapidly (which is why the PCs were
  not affected by it) but has a long duration (estimated to be as long as forty hours).
  If she is asked why Weston didn't attack, she will say that he is known to have
  enahnced antibodies which may have interacted strangely with the agent. She
  will provide the PCs with pictures of Weston as well as all available data about
  him. She will then close the meeting and leave.
  If the PCs decide to try something, there are six corporate solos outside the door.
  If the PCs do not accept the job, Janet, Logna, and the woman will leave and the
  solos will atack them as soon as they leave the room. They will try to kill the PCs.
  If the PCs escape, they will be hunted by the corporation,  who will kill them if
  they are ever caught.
  If the PCs realize that all the secrecy indicates that the company is up to
  something illegal (which they are) they may decide to go to the government.
  However, w/o evidence (some A-454) they will be unable to convince the
  government to aid them. If they go to a company for help, the company may be
  responsive and hire them to get the A-454 for them. Of course, the PCs don't
  know which corporation they are currently working for, so there is a chance they
  may contact the very company they have been dealing with, which would be bad
  for them.
  On the Hunt
  After fleeing the crash site, Weston will enter the city. In his current condition,
  he is convinced that the shuttle was shot
  down and that enemies are hunting him,
  trying to steal the A-454 he is guarding.
  Weston will spend his time moving about the
  city, for he is far too paranoid to stay in one
  place for long. While he will be almost
  normal at times, he will be subject to random
  fits of homicidal mania. During such fits he
  will attack anything around him. Once a fit
  has passed, he will be convinced that he has
  just fought off "the enemies" and he will seek
  someplace to hide. While these fits will result in many deaths, they will provide
  a way for the PCs to locate Weston since they can monitor the police bands for
  reports of psychos. Of course, this method may lead them to unrelated incidents
  
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  (after all, there are all sorts of "normal" psychos in modern cities).  Once the PCs
  find Weston, they cannot simply gun him down. He has one cannister of A-454
  on him and shooting him is likely to result in the cannister being pierced, which
  would release the A-454. This would result in a very bad situation, especially  if it
  occurred in a crowded area. Further, Weston has hidden the other cannister
  (exact location left to the referee) and it will be found (and probably opened) by
  somebody at some point if the PCs or the compny doesn't find it first. The
  company that hired the PCs will definitely want the other cannister back, and the
  PCs may be able to negotiate for additional money for finding it (up to another
  $1,000 each for it). If Weston is taken alive, the PCs may be able to get the
  information out of him. 
  If 80 hours pass from the time Weston was exposed (the shuttle landed about
  half an hour after he became affected), he will recover from the agent, contact the
  company, and return the cannisters. If the PCs find him before he is able to
  contact the company, he will go along with them (since he was supposed to
  deliver the items to them in the first place) and the PCs will receive their reward. 
  Resolution
  If the PCs take Weston alive and return both cannisters, the company will pay
  them the agreed fee, plus an additional 500 each. If the PCs kill Weston, but
  return both cannisters, the PCs will be paid, In both cases, the company will see
  the PCs as dependable and will hire them in the future for similiar jobs. 
  If the PCs return one cannister, they will be paid half their fee and may be hired
  for later jobs. What happens to the other cannister is left up to the referee. If the
  PCs actions result in exposing people to A-454 (for example, they shoot a hole in
  the cannister) the company will not pay them. 
  If the PCs decide to turn one or both cannisters over to the government or
  another corporation, they may receive a large sum of money (more from another
  corporation than from the government). If the government receives the agent,
  they will investigate the situation(the agent is quite illegal in most countries),
  while a corporation will either use it to blackmail the company that produced it,
  or will duplicate it for their own purposes. In either case, the company will seek
  to retaliate against the PCs.
  If the PCs get killed, they will be buried or sent to the body banks, depending on
  their funeral arrangements. 
  
  6
  NPCs
  Jackson
  Role: Solo
  Int: 7
  Ref: 8
  Tech: 6
  Cool: 8
  Attr: 4
  Luck: 3
  MA: 4
  Body: 7
  Emp: 4
  Primary Skills: Combat Sense +4, Awareness/Notice +3, Athletics +4,
  Hide/Evade +4, Brawling +5, Handgun +5, Sub-Machinegun +4, Spaceplane Pilot
  +1, Z-G combat +1,  EVA +1
  Cybernetics:  Speedware (Sandevistan), Rippers (both hands), cyberoptic(right)
  with Targetting scope, Low Lite, and Anti Dazzle, Neural Ware Processor, and
  interface plugs.
  Equipment:Smartchipped H&K MPK-11, Sternmeyer Type 35, Metal Gear (Torso
  only) SP=25, Leather pants (legs)SP=2
  Description: Jackson is from an African-American  clan that is heavily involved
  in space. Unfortunately, Jackson cannot handle zero-gravity for long (the effects
  of it hit him faster and harder than normal), and he ended up drifting into
  security work. If the PCs don't kill him, he will be grateful when he recovers and
  will be favorably inclined towards them.  At the start of the adventure, Jackson
  will be a homical maniac due to the A-454.
  Spender
  Role: Solo
  Int: 3
  Ref: 8
  Tech: 4
  Cool: 7
  Attr: 3
  Luck: 5
  MA: 6
  Body: 9
  Emp: 3
  Primary Skills: Combat Sense +3, Strength Feat +4, Gamble +1, Archery +2,
  Athletics +5, Brawling +7, Handgun +4, Rifle +7.
  Cybernetics: Cyberarm (right) equipped with Hammerhand and Hydraulic Rams,
  Mr. Studd, Contraceptive Implant, Pain Editor, Neural Ware Processor, Interface
  Plugs.
  Equipment: Armalite .44, Smartchipped Kalishnikov A-80 Hvy. Assault Rifle,
  Metal Gear armor SP=25.
  Description: A macho-man, meat headed, killing machine. He doesn't like
  anyone smarter than him, which is just about everybody. At the start of the
  adventure he will be in a homicidal state due to the A-454 (this is actually not
  much different from his normal mental state).
  
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  Weston
  Role: Solo
  Int: 7
  Ref: 9/11
  Tech: 7
  Cool: 9
  Attr: 7
  Luck: 4
  MA: 6
  Body: 7/9
  Emp: 2
  Skills: Combat Sense +6, Intimidate +2, Leadership +4, Hide/Evade +3,
  Wilderness Survival +2, Athletics +5, Martial Art (Karate) +4, Driving +2,
  Handgun +6, Sub machinegun +6.
  Cybernetics: Kerenzikov Boosterware (+2), Neural Ware Processor, Interface
  plugs, Subdermal Armor, Muscle and Bone Lace, Enhanced Antibodies,
  Cyberoptic(right) with targetting scope, Teleoptics, Low Lite, Anti-Dazzle,
  Cyberarm (right) with reinforced joints, RealSkinn, Popup Miltech Arms X-22,
  Nose Filters.
  Equipment:  Smartchipped Colt AMT Model 2000, H&K MPK-11, Metal Gear
  SP=25
  Description: Weston is a former US soldier who is currently a freelance solo.
  Weston is an involuntary cyborg. During his service he was shot up rather badly
  in a firefight and was put back together with metal parts and nanotechnology. 
  His primary motivation is to accumulate enough money to retire comfortably
  and have his metal parts replaced with cloned organic parts. If the PCs take him
  alive, he will be grateful and willing to aid them at times.
  Logan
  Role: Corporate 
  Int: 8
  Ref: 7
  Tech: 6
  Cool: 6
  Attr: 6
  Luck: 7
  MA: 4
  Body: 6
  Emp: 5
  Skills: Resources +4, Personal Grooming +3, Wardrobe and Style +4, Human
  Perception +3, Interview +6, Social +4, Education & Gen. Knowledge+6,
  Athletics+2, Handgun +2.
  Cybernetics: Cyberaudio with phone splice, Skin Watch.
  Equipment: Mini Cell Phone, Pocket Computer, Miltech Arms Avenger.
  Description: He is typical of the middle level corporate involved in hiring
  outsiders. Logan is rather unimaginative, does not have much personal
  initiative, but is loyal to the company. To him, the PCs are just tools like his
  phone or computer.
  
  8
  Janet
  Role: Corporate
  Int: 9
  Ref: 7
  Tech: 7
  Cool: 8
  Attr: 8
  Luck: 7
  MA: 5
  Body: 7
  Emp: 6
  Skills: Resources +5, Personal Grooming +5, Wardrobe and Style +5, Intimidate
  +2, Human Perception +4, Seduction +3, Social +4, Language (French) +2, Stock
  Market +2, Atheltics +3, Martial Arts (Karate) +3, Handgun +4
  Cybernetics: Neural Ware Processor, Interface Plugs, Contraceptive Implant,
  Enhanced Antibodies, scratchers.
  Equipment: Mini Cell Phone, Pocket Computer, Smartchipped Federated Arms
  X-9mm.
  Description: Janet was born to a poor family. Her brother and two of his friends
  were killed protecting her from a streetgang, and things got worse until she
  earned a corporate scholarship to college. She excelled in school and happily
  joined her sponsoring corporation to work of her debt. Once she got into the
  corporate world, she began using all means available to her to advance her
  power and position. While she appears to be, and in fact is, a ruthless, power
  hungry person, she consistently earmarks funds for college scholarships and
  donates her time at the high school and college level. If the PCs impress her, she
  may incorporate them in her plans (she wants to have a tough group that is loyal
  to her). She could be a very useful ally for the PCs.
  Corporate Solos
  Role: Solo
  Int: 5
  Ref: 7
  Tech: 4
  Cool: 7
  Attr: 5
  Luck: 5
  MA: 4
  Body: 7
  Emp: 4
  Primary Skills: Combat Sense +3, Interrogation +2, Athletics +4,Martial Arts
  (Karate) +4, Handgun +5, Sub Machinegun +4, Drive +4
  Cybernetics: Adrenal Booster, Neural Ware Processor, Smartgun link, cyberoptic
  (right) with targetting scope.
  Equipment: Smartchipped Sternmeyer Type 35, SMartchipped Arasaka Minami
  10, Kevlar Armor jacket SP=14, Mastoid Commo.
  Description: Corporate muscle. These stats reflect a standard corporate solo. If the
  PCs are particularly tough, these NPCs can be beefed up a bit (heavier weapons,
  higher skills, etc.)
  Agent 454
  Type: Military Agent
  Strength: +3
  Diff: 30 
  Cost: N/A
  Duration: 4D10 hours
  Agent 454 is a heavy duty military agent which combines a witch's brew of
  viruses, chemical compounds, and even a few nanites. The effects on those
  
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  exposed to it are as follows: 1) REF is increased by 3, 2) It negates pain effects (+3
  to stun saves), 3) It increases Cl by 3. The agent has the following side effects: 1)
  Paranoia (as per page 114 of Cyberpunk 2020) 2) Psychotic Rage (as per page 114 of
  Cyberpunk 2020). Fortunately, the agent itself has no lasting side effects. It takes
  1D10 minutes for the agent to go into effect after if breather in, 2D10 if there is
  only skin contact.
  If a person exposed to the agent has Enhanced Antibodies, Toxin Binders, or
  Nanosurgeons, the agent will interact with the nanites. The result of this
  interaction doubles the agents duration (4D10 X 2 hours), but reduces the
  psychotic rage effects as follows: Each hour the user/victim has a 50% chance of
  going into a psychotic rage for 3D6 minutes. After the rage ends, the person will
  be extremely paranoid (even more than normal for the drug) for 1D6 hours. At
  the end of the agent's duration, there will be no agent induced side effects. The
  agent takes 2D10 minutes to work if breathed in, 4D10 if there is only skin
  contact.
  The drug currently exists only in a gaseous form. One cannister can produce
  enough gas to fill a sphere 10 meters in diameter. Of course, the actual area of
  effect depends on wind, the ammount of the agent released, and so forth. A
  person in an airtight suit (like a space suit) cannot be affected by the agent, while
  a person with some sort of filter or breathing apparatus (like Nose Filters or any
  oxygen mask) can be affected by skin contact. 
  The agent is currently unlicensed and is quite illegal to produce, possess, or sell. 
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk 2020/Cyberpunk 2020 What Goes Up.pdf