THE NIGHTCLUB
The rain hasn’t let up by the time you reach the Forked Tongue.
Neon signage flickers overhead, bathing the street in sickly reds and violets. The bass from inside bleeds through concrete and bone alike, a steady pulse you feel in your chest before you hear it.
People linger outside the entrance—runners, gamblers, corporate castoffs, faces half-hidden behind hoods and chromed implants. No one looks surprised to see you.
A pair of massive doors stand beneath the glowing sign.
And in front of them—
A wall of muscle and synth-leather.
DOOR GUARD
“Invitation only.”
(A pause.)
“And tonight’s a private night.”
GM NOTES
The Forked Tongue is neutral ground under Silas Kincade’s control
Violence inside is allowed only with permission
Everyone already knows something happened earlier tonight
The crew’s arrival is being noticed, logged, and discussed
Door Guard Interaction
PLAYER AGENDA
Players may attempt:
Present Mr. Slate’s card
Provide a password (if they searched the card)
Bribe the guard
Bluff their way in
Intimidate (bad idea)
Malik “Velvet” Graves
Malik “Velvet” Graves
Calm. Imposing. Immaculate.
Malik does not raise his voice. He does not rush. He does not explain himself twice.
His authority comes from certainty, not aggression.
Attributes
Skills
Talents
- Never Alone – A door guard will always have backup within 1–2 rounds once violence starts.
- Threshold Control – Gains +1 to Close Combat or Manipulation checks while defending an entrance or choke point.
Weapons
- Heavy Pistol
Armor
Reinforced Armor Coat
Cyberware
- Neural Comms
GM Notes
Doesn’t posture unless needed — silence is the threat
Uses body language before fists
The fight is supposed to draw attention, not end cleanly
“Last chance. Walk away.”
Club Bouncer
Club Bouncer
Party’s over
Be Nice
Attributes
Skills
Talents
- Numbers Matter – Gains +1 to Close Combat when another bouncer is adjacent.
Weapons
- Knuckle Wraps
Armor
Reinforced Clothing
Equipment
- Heavy Flashlight
- Restraints
Cyberware
- Neural Comms
GM Notes
Loud but not reckless
Confident until seriously hurt
Retreats if leadership intervenes
ENTRY GRANTED
The guard studies you for a long moment.
Then he steps aside.
“Don’t make it my problem.”
The doors swing open, and the sound hits you like a physical force—music, voices, laughter, static.
Neon light spills across the floor as you step inside.
Whatever happened tonight…
You didn’t leave it outside.
SCENE END CONDITION
The crew is inside the Forked Tongue.
They are:
Watched
Judged
Evaluated
Silas Kincade is not here yet.
SCENE PURPOSE
- Transition from chaos to controlled danger
Establish the Forked Tongue as neutral-but-hostile ground - Introduce reputation, scrutiny, and social leverage
- Give players room to breathe, plan, and roleplay
This scene should feel cool, watchful, and predatory — not safe.
RULES NOTES
SOCIAL ENTRY
OPTION A — NO ROLL (RECOMMENDED)
If players:
- Present the card
- Use the correct password
The guard steps aside. Clean.
OPTION B — SOCIAL ROLL
Roll: Empathy + Persuasion / Manipulation
Modifiers
- +1 die if they mention Mr. Slate
- +1 die if they’re calm and professional
- –2 dice if they threaten or act erratic
Outcomes:
- Success: Entry granted
- Failure: Entry denied (temporarily)
Failure does not mean violence.