Night City Redux
// Identity
// D&D 5e Build
Ability Scores
Standard array (15, 14, 13, 12, 10, 8) or point buy. Assign as needed.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
Starting Equipment
Starting Cyberware
// The Solo Life
Watson or Japantown. Your space. What the room says about you when no one is watching.
// Narrative Depth
What your character wants that can't be bought at the current Eddies level.
Three Things
// Connections
The characters meet during play. Fill these after Session 0.
// Dice
// Session 0 — Welcome to Night City
Your Apartment — Morning
Your apartment. Watson or Japantown — wherever you described in The Solo Life. Morning light filtered through holographic advertisements. The coffee machine (if you have one) or the kettle (if you don't) is the first decision of the day. The second is whether to check the Eddie balance. The third is whether to open the notification that pinged at 6:47 AM from a fixer.
The gig: data retrieval from a Tyger Claw-adjacent location in Kabuki. Pay: 500 Eddies. Solo job. Details in person.
Rent was due three days ago. The account is thin. The pressure isn't a crisis — it's the constant low hum of not-enough that defines Level 1 life in Night City.
The Collision — Kabuki
The back room of a pachinko parlor two blocks from Kabuki Market. The noise from the floor — electronic chimes, the clatter of steel balls, someone winning and someone losing — is muffled by a door that's thicker than it looks. The room smells like green tea and old wood and the faint ozone of a privacy field running at the edges.
Wakako Okada sits behind a low desk. Elderly. Japanese. Composure that would survive a nuclear strike. She doesn't stand when you enter. She doesn't need to — the room already belongs to her.
You were told this was a solo job. It's not. There's someone else at the table — another runner, another fixer call, another set of reasons for being in this room at this hour. You've been double-booked. Intentionally. Wakako's eyes move between you, reading whatever just happened in the air when you saw each other.
The gig: a data shard in a Tyger Claw braindance studio, three blocks east. Financial records a third party wants. Light security — two Claws on-site, basic maglock, no netrunner. Eight hundred Eddies, split. But the job was pitched as solo because the fixer knows something about the target that makes a solo run a coin flip.
The Prep
You've got a few hours before the job. Two strangers who just agreed to work together for the first time. The studio is at the corner of Soi and Dao, wedged between a ramen shop called Misty's (no relation) and a chrome clinic that closed six months ago. Three floors. The Tyger Claw logo — a neon tiger claw in red — glows on the second-floor window.
Shift change is at 2 AM. That's your window, if you want one.
Kabuki Market is two blocks away if you need supplies. The rain hasn't stopped. The question isn't just the plan — it's whether you scout together or separately, whether you eat together or alone, whether the hours before the gig are operational or something else.
The Gig
Kabuki at 2 AM. The neon is still burning. The rain hasn't stopped. It never stops.
The braindance studio is a narrow three-story building. Ground floor: dark, one Tyger Claw leaning against the front counter, scrolling a holo-feed. Second floor: braindance recording rigs, warm light through the window, a second Claw monitoring equipment. Third floor: the data room. Maglocked. The shard is in a terminal.
Three ways in. Front door — locked, visible from the street. Back alley — fire escape, DC 10 Athletics to reach quietly. Rooftop — jump from the adjacent building, DC 12 Athletics.
The maglock is DC 12 Thieves' Tools or DC 14 Hacking. The shard extraction is automatic once you're in the terminal.
If you're loud, the second-floor Claw calls reinforcements. Three more arrive in four rounds. If you're quiet, the quiet has its own tension — two people navigating a dark building in silence, communicating in gestures, learning each other's body language in real time.
The Aftermath — Separate Spaces
The job is done. Eddies split. Watson at 3 AM. The rain. The neon dimmed to its overnight cycle. The specific quiet of a city that never actually gets quiet but sometimes pauses long enough for a conversation to exist in the gap.
You don't go home together. You have separate apartments. The question is what happens between the handoff and the door. Whether you walk the same direction for a while. Whether one of you says the thing that acknowledges what happened tonight wasn't just a job. Whether you exchange contacts — transactional in Night City, something else between you two.
And then: the empty apartment. The same room you left this morning, but you're not the same person who left it.
The First Glitch
It happens without warning. A flash of static across your vision — not the room, not the window, something behind the eyes. The temperature drops two degrees or you imagine it does. There's a sound that isn't a sound: the ghost-echo of an electric guitar, distorted, angry, gone before you can locate it.
And then a voice. Not yours. A voice like cigarette smoke and broken glass, sardonic and tired and amused by something you can't see:
"Interesting. You noticed them too. That's either the smartest thing you've done all night or the dumbest."
Then it's gone. The neon is the same. The rain is the same. But something behind your eyes just commented on the stranger you met tonight, and the stranger doesn't know, and you're not sure whether the voice is right.