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This is a large fight. Do not try to make rolls for every<br />
combatant. Instead, use the players’ success to help determine the<br />
success or failure of the Yakuza. Alternately, you can assign groups<br />
of Yakuza and cultists a single set of condition monitors, treating<br />
them as a single entity.<br />
The police won’t show up on scene until thirty minutes have<br />
passed, thanks to the deal with Shinoda. If the Yakuza won the<br />
day, Shinoda talks to the police captain and waves them off. If the<br />
Kuroiban-gumi is defeated, the police come loaded for bear, ready<br />
to take out a “terrorist training camp.” The players have hopefully<br />
fled at this point. If he remains alive, Skanda Nair flees, as does<br />
Mahadevan. The rest of the cultists die spectacularly when the<br />
APCs and the milspec gear rolls in.<br />
DEBuggIng<br />
It will be very easy for the characters to die here. Try to give<br />
them a way out. The Kalakedar don’t really care about them—they<br />
want the Yakuza dead. If the players run, the cultists will not<br />
follow them.<br />
Also, it is entirely possible that the players will come up<br />
with a plan of their own. Let them improvise. This is going to<br />
be a difficult test of their abilities, so it is unlikely things will go<br />
according to script.<br />
PLACES of InTEREST<br />
Imperial Saffron Processing Plant<br />
Most of the Imperial Saffron plant is just that, but there<br />
is a Hindu shrine dedicated to Ganesha and Shiva in the main<br />
distillery. The shrine is a Rating 8 Hindu hermetic circle, and it is<br />
the spot where the cultist magicians under Mahadevan have been<br />
using ritual sorcery to track and kill the Kuroiban-gumi Yakuza.<br />
If the cultists are defeated, players can try to salvage some of the<br />
materials here. If the character follows the Hindu or Buddhist<br />
tradition, they automatically receive 3D6 x 1,000¥ worth of spirit<br />
summoning materials, magical lodge materials, or fetishes. Other<br />
characters must make an Arcana (3) Test. Each net hit gives them<br />
500¥ worth of materials. In each case, the exact materials are<br />
determined by the gamemaster.<br />
gRunTS AnD MovIng TARgETS<br />
Hohiro, Mahadevan, Shinoda Yoshinori, Skanda nair, and<br />
Watanabe<br />
See Cast of Shadows.<br />
kALAkEDAR CuLTISTS<br />
(Professional Rating 4)<br />
There are eleven cultists in the compound. The mundane<br />
thugs follow their orders without question.<br />
B A R S C I L W M Ess Init IP<br />
3 4 2 2 4 3 4 4 4 6 5 1<br />
Condition Monitor Boxes: 10<br />
Armor (B/I): 8/6<br />
Skills: Arcana 4, Assensing 4, Astral Combat 3, Conjuring skill<br />
group 4, Dodge 3, Hinduism 5, Perception 2, Pistols 3, Sorcery<br />
skill group 5, Throwing Weapons 3<br />
<strong>99</strong> <strong>Bottles</strong><br />
Languages: Hindi (N), Tamil 4, English 3<br />
Qualities: Magician (Hindu)<br />
Spells: Fireball, Heal, Manabolt, Mob Mood, Slaughter Human,<br />
Stunbolt, Stunball<br />
Bound Spirits: 2 x spirits of air (Force 4, 4 services)*<br />
Gear: Armor jacket, commlink (Rating 3), 3 doses of kamikaze<br />
Weapons:<br />
Colt Manhunter [Heavy Pistol, DV 5P, AP –1, SA, RC —,<br />
16 (c), w/ laser sight]<br />
note: there are two spirits of air total, not two per cultist.<br />
kALAkEDAR ThugS<br />
(Professional Rating 4)<br />
There are fifty-four mundane Kalakedar thugs in the<br />
compound. Attacked in their home, they are fearless and devoted<br />
to Skanda Nair and Mehadevan.<br />
B A R S C I L W Ess Init IP<br />
4 4 4 4 2 3 2 2 6 7 1<br />
Condition Monitor Boxes: 10<br />
Armor (B/I): 8/6<br />
Skills: Close Combat skill group 3, Dodge 3, Firearms skill group<br />
4, Perception 3, Pilot Ground Craft 3, Throwing Weapons 3<br />
Languages: Hindi (N), Tamil 4, English 3<br />
Gear: Armor jacket, commlink (Rating 3), 3 doses of kamikaze<br />
Weapons:<br />
AK-97 Carbine [Submachine Gun, DV 5P, AP —, SA/BF/FA,<br />
RC (1), 30 (c), w/ folding stock, laser sight, 2 extra clips]<br />
Colt Manhunter [Heavy Pistol, DV 5P, AP –1, SA, RC —,<br />
16 (c), w/ laser sight]<br />
2 flash-bang grenades [Grenade, DV 6S, AP –3, Blast 10m]<br />
2 fragmentation grenades [Grenade, DV 12P(f ), AP +2,<br />
Blast –1/m]<br />
Sword [Blade, Reach 1, DV 5P, AP —]<br />
kuRoIBAn-guMI kuMI-In<br />
(Professional Rating 4)<br />
Any surviving Kuroiban-gumi members arrive with the<br />
runners, launching an all-out attack on the Kalakedar. They are<br />
outnumbered and have severely underestimated the number of<br />
cultists.<br />
B A R S C I L W Ess Init IP<br />
4 4 3 3 3 4 3 3 6 7 1<br />
Condition Monitor Boxes: 10<br />
Armor (B/I): 6/4<br />
Skills: Athletics skill group 2, Automatics (SMGs) 4 (+2), Blades<br />
(Katana) 3 (+2), Perception 2, Pistols 3, Throwing Weapons 3,<br />
Unarmed Combat 2<br />
Languages: Japanese (N), English 4, Thai 3<br />
Gear: Armored vest, commlink (Rating 4), sunglasses [Rating 3,<br />
w/ image link, low-light vision, smartlink]<br />
Weapons:<br />
3 fragmentation grenades [Grenade, DV 12P(f ), AP +2,<br />
Blast –1/m]<br />
21<br />
<strong>99</strong> bottles ...............................