TEXT: HOT POTATO
  BY RICHARD MORLEY
  A One-Sheet Adventure for Interface Zero 2.0
  This adventure is designed for a group of four characters  of 
  Seasoned Rank, though may be scaled for more experienced or 
  larger groups. The characters come into possession of a case 
  and everyone wants it.
  OVERVIEW
  The Armenian mafia have been hired by the corporation, 
  Flex-I-Tax “U pay what U want!,” to hit an armored car from 
  Sunrise Financial Systems (SFS) and steal a package. The hit runs 
  into trouble as the police respond in record time. While fleeing 
  persuit, the thugs ditched the stolen package, with the intent of 
  recovering it  later. A Howling Raiders go-ganger finds it, but the 
  gang quickly starts fighting each other for it.
  The heroes are caught up in a chase as the gangers fight over 
  the prize, and lots of innocent people are caught in the crossfire. 
  One way or another, the heroes end up with the package. If 
  they want to turn a profit, the team needs to find a buyer and 
  deliver the package before the mob, the gang, or either of the 
  two corporations stops them. If they are lucky they might get paid.
  The final twist is that SFS intentionally lost the truck, as they 
  wanted Flex-I-Tax to steal the package. So SFS’s fixer, Elliot 
  Jones, is desperately trying to ensure Flex-I-Tax ends up with 
  this package.
  SFS and Flex-I-Tax can easily be replaced with any corporations 
  from your campaign—they may sound like financial institutions 
  but could be fronts for anything you like.
  CHASE
  “It is midday and you are navigating the spaghetti-like roads of 
  hyperway junction 17, when suddenly an eco-car to your front 
  right starts to spin and flips over, spraying metallic shrapnel 
  everywhere.”
  The driver needs to make a Driving test to avoid any shrapnel 
  from the crashed car. Failure means a cracked window and a 
  −2 to all Driving and Notice rolls until someone smashes the 
  window out completely. Call for Notice rolls from everyone: 
  success shows the cause of the crash was a go-ganger; a raise 
  spots the go-gangers both in front and behind, fighting.
  The heroes are drawn into a chase by wild shots and swipes 
  at their vehicle from the go-gangers. The go-gangers are not 
  being careful with the other vehicles on the street, making the 
  terrain perilous. Run the encounter as a Chase (see Savage Worlds 
  rulebook) with at least three distinct go-ganger groups.
  A Common Knowledge or an appropriate Knowledge roll 
  identifies the go-gang as the Howling Raiders; with a raise the 
  character knows gang is normally not this bold in broad daylight.
  Each round have the heroes make a Notice roll in order to spot 
  the package the lead biker has which they seem to be fighting 
  over.
  You can run the chase for as long as is interesting, which might 
  depend on whether your heroes have a dedicated wheelman 
  (in which case you may need to beef up the gang). Keep it “fast, 
  furious, and fun,” and keep in mind the heroes need the box.
  If the heroes crash, they crash with the current holder of the 
  package, so it’s salvaged from the devastation. 
  THE PACKAGE
  The package is a very tough, metallic case, 35×35×15 cm 
  deep. It has an internal lock and a single alphanumeric keypad. 
  A successful Lockpicking or suitable Knowledge roll informs 
  the heroes that this sort of box is often fitted with an internal 
  explosive charge that will detonate if the wrong code is entered, 
  destroying the payload. A raise reveals that it can be cracked, 
  but only with sophisticated quantum computers—the sort big 
  corporations might have.
  The keypad has no hyper object, therefore it cannot be hacked. If 
  the heroes start taking the keypad apart, a successful Knowledge 
  (Electronics) or Lockpicking roll tells them they are in grave danger 
  of triggering the charge.
  The exact contents of the package are left to the GM, in case 
  they wish to use it as a spring board for future missions. Some 
  suggestions: a new chemical, a computer virus, or a zeek’s brain 
  kept in suspended animation.
  THE NEWS
  Once the heroes are back at a safe house, give them a chance 
  to look over the package and dress any wounds, and then tell 
  them of the newsfeed running on all major networks.
  ///BREAKING NEWS///
  “An armored car was attacked on its way out of the city today by 
  heavily armed mercenaries. Police responded in moments and 
  a gun battle broke out on the hyperway. Two police officers and 
  three mercenaries were injured, and one of the two drivers was 
  killed in the ensuing battle. Two other individuals are believed 
  still at large.”
  ///END BREAKING NEWS///
  A successful Notice roll shows one of the mercenaries holding 
  the case as he retreats from the police. A raise gives a good 
  view of the leaders face so they can find out he is Valentine, 
  a cyborg Armenian mob enforcer with a reputation for being 
  tough as nails.
  REACHING OUT TO CONTACTS
  Nobody who wants the package knows who or where the 
  heroes are. They must start to reach out to try to arrange a 
  deal for it. They have many options here and will no doubt use 
  contacts and favors to determine whom the package belonged 
  to and who wanted to steal it. Take note of how careful they are, 
  as the mafia hoods are looking for it and follow the clues back 
  to the heroes.
  
  THE HOWLING RAIDERS
  A few hours later, the go-gang’s HQ is hit with excessive force 
  by the mafia. The heroes are likely to find out about this through 
  their contacts.
  VALENTINE
  If the heroes are not subtle, the mob gets wind of who they 
  are and what they have. Valentine, a mafia mercenary, leads a 
  bunch of wise guys to recover the package. Valentine is tough, 
  ex-military, and highly professional. It might be possible to 
  negotiate with him if he meets stiff resistance; he has already 
  lost three men to the police. He has his reputation to consider, 
  and going away empty handed would be a disaster for him. He 
  could offer to split the take 70/30. A successful Persuasion roll 
  improves this to 60/40, with a raise netting the heroes a 50/50 
  split. “Business is business,” and he does, after all, already have 
  a buyer. 
   
   Valentine
   
   Mercenaries (1 per hero): use the Wise Guys profile, from the 
  Interface Zero 2.0 rulebook)
  REACHING OUT TO FLEX-I-TAX
  If the heroes discover who wanted to buy the package (perhaps 
  by figuring out who hired the Armenians) then they can arrange a 
  meeting with Flex-I-Tax. With very careful planning, good location 
  choice, and a professional outlook, the heroes could be rewarded 
  with a peaceful deal. If they are sloppy, Flex-I-Tax might think they 
  can get the package cheaper by attacking the heroes, or a third 
  party might rock up and turn the sale into a fire fight. Valentine 
  is still annoyed for missing his payout, which could lead to future 
  “adventures.”
  REACHING OUT TO SFS
  The heroes might trace the delivery to SFS somehow, with 
  legwork, interviewing the surviving driver, hacking traffic 
  systems, etc.
  This is bad news, as Elliot Jones does not want it. He arranges a 
  trade using third-party goons (not professionals) in a warehouse 
  at the docks, but tips off Valentine when it is going down, hoping 
  the mercenary get the package back and pass it on to Flex-I-Tax. 
  In any fight the third-party goons flee after one or two casualties.
   
   Goons (1 per hero): Use the Human Ganger profile from 
  Interface Zero 2.0 rulebook
  ELLIOT JONES
  Elliot Jones (the SFS fixer) was meant to see the package safely 
  stolen by Flex-I-Tax without them knowing the plan. His reaction 
  depends on what the heroes do and who they reach out to. 
  He can use anonymous tips to try to get the package sold 
  to Flex-I-Tax or stolen back by Valentine. He has a budget, but 
  cannot use SFS men. He cannot just say “sell it to Flex-I-Tax,” as 
  that would give away his ruse.
  If the heroes sit on the package, Elliot secretly puts the word 
  out he wants to buy it—see “Reach out to SFS.”
  PAYMENT
  Flex-I-Tax is willing to pay the most for the package (20,000 
  creds — adjust for your campaign), Valentine will split that with 
  the heroes if they make a deal, he keeps his word.
  ANTAGONISTS
  HOWLING RAIDERS
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d8, Fighting d6, Intimidation d6, Notice d6, Shooting 
  d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (2); Firewall: 4; Strain: 1
  Hindrances/Edges: None
  Cyberware: VCI Level I
  Gear: Urban Punk Combat Jacket (+2), Hostile Takeover HT-9 (Range 
  12/24/48; Damage 2d6; Shots 5; AP 1, Semi-Auto), Nakamura 
  Motors Steel Wind Motorcycle, metal bars or baseball bats.
   VALENTINE 
  Race: Cyborg
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
  Skills: Driving d8 Fighting d6, Intimidation d6, Notice d6, 
  Shooting d8
  Charisma: −2; Pace: 6; Parry: 6; Toughness: 11 (4); Firewall: 6; 
  Strain: 8
  Hindrances: Loyal (Armenian mafia)
  Edges: None
  Cyberware: Cyber arm [recoil compensation], Nanoweave Organ 
  System, Smartgun system, Wireless Reflexes II 
  Gear: RS Beachhead First Responder Armor (+4), RS P9D (Range 
  12/24/48; Damage 2d6−1; ROF 3; Shots 100; AP 3, Auto, 3RB), 
  Firewall upgrade II.
  Special Abilites:
  • Armor +2: Metalic alloy plating.
  • Construct: Valentine adds +2 to recover from being Shaken,
  don’t suffer wound modifiers, and is immune to poison and
  disease. Valentine can only be “healed” with the Repair skill.
  The “Golden Hour” rule does not apply to Repair rolls.
  • EMP Shielding: Valentine has 2 points of Armor against EMP
  weapons.
  • EMP Vulnerability: Valentine suffers full damage from EMP
  weapons.
  • Outsider: When dealing with other non-cyborgs, Valentine
  suffers −2 to Charisma.
  • Tactile Dimming: Valentine suffers a −2 to Trait rolls where
  fine manipulation of objects is important.
  ©2013–2014 Gun Metal Games. Interface Zero and all related marks and logos are 
  trademarks of Gun Metal Games. Unless otherwise stated, all interior artwork, graphics, 
  character names, and fiction are Product Identity of Gun Metal Games.
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty 
  as to the quality, viability, or suitability for purposes of this product.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Interface Zero/SWADE - Interface Zero - 2.0 - One Sheet - Hot Potato.pdf