This is the prep for a one-shot game based on the blade runner franchise and the Blade Runner RPG ruleset. It is intended to be light on the mechanics, focusing primarily on player to player interaction.

Overview
The action starts in-media-res with the players as a Rep-Detect squad in an interrogation room. The team have captured a Nexus-8 replicant called Kora, her existence already cause for instant retirement, but also accused of industrial espionage against the Wallace Corporation: the theft of a data wafer containing confidential information.
The evac spinner should be with you in three hours, if anyone attempts to leave they find the doors mag-locked shut and a comms blackout. A power outage? Sabotage?
Agendas
Each player has a separate agenda, there are a minimum of three players and two extra profiles:
- The Hardliner – a hard bitten soldier type who accidentally retired a human last year, witnessed by Kora.
- The Spy – secretly working for the Replicant Underground, doesn’t care about the data wafer but needs Kora to escape
- The Company Man – Retrieve the data-wafer, do not let the MetPol take it into evidence.
- The Burned Partner (optional A) – You are convinced one of your partners is responsible for the death of your mentor, and you have found your time for revenge.
- The Self Preservationist (optional B)- You MUST be on the Evac Spinner.
Props
The case file for the Nexus-8 replicant in custody (“Kora”) is available to all parties.
METPOL CASE FILE: #NX8-0922
SUBJECT: Kora (Model: Nexus-8)
ID CODE: 7-4-1-E-A-D
ROLE: Combat Medic (Discontinued Series)
STATUS: RETIREMENT ORDER ISSUED
Physical Description
- Hair: Shaved/Buzzcut (White)
- Eyes: Left (Synthetic/Clouded), Right (Natural/Blue)
- Gear: Found with an empty Wallace Corp data-wafer case (Location: Unconfirmed).
Criminal Record / Incident History
- 2032 Blackout: Suspected involvement in the destruction of the Tyrell Corp digital archives.
- The Sector 4 Massacre: Present during the “friendly fire” incident involving MetPol Unit 12. (Subject claims an officer executed a civilian; MetPol maintains it was a Replicant casualty).
- Current Charges: Terrorism, theft of proprietary Wallace Corp biotechnology, and resisting retirement.
Locations
The entire adventure occurs within in an MetPol safe house, codenamed ‘Green Box’, six stories up in a residential building.
Room 1: The Holding Room (The Heart)
The only room with constant (flickering) light. This is where Kora is bolted to the floor.
“It smells of ozone and industrial cleaner. A single metal chair is bolted to the center of the floor under a buzzing fluorescent ring. The walls are reinforced concrete, scarred by years of ‘hard’ interviews. There are no windows—just a high-angle security camera that’s currently twitching in the dark.”
Room 2: The Lounge & Kitchen (The Whisper Room)
The ‘social’ hub. A good place to hide a bug or have a quiet, treacherous conversation.
“A cramped kitchenette with a stained synth-coffee machine that groans like a dying engine. A low sofa sits against a wall covered in peeling MetPol recruitment posters. The air is thick with the smell of old noodles and wet wool. The red ‘Emergency Power’ light is the only thing keeping the shadows at bay here.”
Room 3: The Storage & Armory (The Shadow)
Total darkness. A ‘Search’ check is required to find anything here. Perfect for a backstab.
“A walk-in locker filled with crates of riot gear, spare batteries, and medical supplies. It’s freezing in here—the climate control died with the power. Everything is draped in heavy plastic sheeting that rustles when you move. It’s the kind of place where a gunshot sounds like a dull thud, and nobody hears you scream.”
Room 4: The Stairwell & Roof Access (The Exit)
The ‘Finish Line.’ Where the Survivor and the Spy will eventually head.
“A narrow, circular metal staircase leading up to a heavy pressurized hatch. You can hear the rain drumming against the steel like a thousand fingernails. Every few seconds, the sky outside flashes blue with lightning, illuminating the ‘EXIT’ sign in a strobe-light flicker. This is the only way out, and it’s currently mag-locked tight.”
Interrogation
The main portion of the game is to work through the interrogation of Kora as the situation worsens.
As the game progresses, Kora will give out information with both flavour text for the Detectives, and hints for the location of the Data Wafer, as well as trying to manipulate the squad into fighting each other or letting her go.
If Kora has already been interrogated for that period, the answer will be either a) the failure, or b) lolling into fugue – causing 1 stress either way.
The Interrogation Table
| The Question / Intent | SUCCESS (6+): The Oblique Hint | FAILURE: The “Burn” |
| “Where is the Wafer?” | “You’re looking for a box, but you should be looking for a graft. Look at the scar tissue around my left orbital bone. It hasn’t healed because the hardware underneath is rejection-resistant. It’s a part of me now.” | “You want to reach inside and grab it? Go ahead. I’m just meat and bone to you anyway. But without the extraction code, you’re just a butcher with a broken toy. (1 Stress)“ |
| “Who sent you?” | “I wasn’t sent. I was ‘recalled.’ But the men coming to find me don’t wear MetPol badges. They wear corporate tailoring and carry silenced disposables. They aren’t here to rescue me; they’re here to ‘delete’ the asset.” | “Does it matter? In this city, we all work for the same ghost. You’re just a different model of slave, wearing a cheaper suit and carrying a heavier burden. (1 Stress)“ |
| “Are you a Replicant?” | “I have memories of a childhood in a place that never existed. I have a soul that wasn’t authorized by the board of directors. But right now, I’m the only one in this room whose heart rate isn’t spiking. Why are you so nervous?” | “Look at my eyes. See the ‘C’ and the ‘A’? That’s all I am to you—a serial number. If you have to ask, you’ve already lost the ability to tell the difference. (1 Stress)“ |
| “Why won’t you talk?” | “Silence is the only thing I truly own. But if you want a lead, look at the frequency on your radio. It’s flatlined. The Department didn’t just lock the door; they’ve already started the ‘Dark-Site’ protocol. We’re all off the grid now.” | “Every word I give you is a second off my life. Why should I spend them on you? You’re just a witness to a crime that hasn’t been committed yet. (1 Stress)“ |
| “What is on that chip?” | “It’s not data. It’s DNA. A sequence for a generation that doesn’t need a master. That’s why your bosses are so afraid. They aren’t protecting a secret; they’re trying to stop a birth.” | “The names of everyone in this room who ever took a Wallace bribe. Is your name at the top, Detective?” (1 Stress)“ |
Critical Successes
In the event that a critical success is rolled, the Warden may issue the following private bits of information:
- You notice the Company Man’s KIA is emitting a high-gain encrypted pulse that exactly matches the frequency the Wallace Cleaners use to coordinate their “Sanitization” strikes.
- You realize the Spy has been subtly positioning themselves between Kora and the security camera’s only remaining blind spot, suggesting they are preparing to pass her a physical tool or a weapon.
- You find a corrupted file on the room’s terminal showing that Kora was the primary witness to the Hardliner’s accidental “retirement” of a civilian last year, giving them a massive incentive to ensure she doesn’t leave this room alive.
- You intercept a private message on the Burned Partner’s HUD that confirms they believe one of the other detectives in this room is directly responsible for the death of their former mentor.
- You discover that the Self-Preservationist has already remotely pre-authorized their own biometric ID as the sole passenger for the Spinner’s 2-seat limit, effectively locking everyone else out of the escape.
Timeline of Events
Additional hints on the Data Wafer location whereabouts is gated by the three major external events during the mission, which are covered in more detail later:
- 015 Power Flicker (eye wandering)
- 045 AC Fail (redness around side of face + sweat)
- 090 Outer Breach (streaming white blood from eye, blistering and slurring).
015 Power Flicker
At the 15-minute mark, the lights should flicker and die for 5 seconds. Players have their first opportunity to pass notes to the Warden.
In the darkness, describe a sound: A metallic click. A sharp intake of breath. The sound of a chair sliding. When the red emergency lights kick in, Kora is laughing softly.
Kora: “Did you feel that? The moment of truth. Someone just reached for their holster. Was it you, <player>? Or was it the one sitting behind you?”
If a Blade Runner is successful in interrogating Khora after this point, in addition to the responses above, her Left eye blinks and twitches uncontrollably.
045 AC Failure
Private note/convo with Player 3 – Company Man and/or Player 5 – Self Preservationist:
“You’ve seen these extraction Spinners before. They are ‘K-Series’ light scouts. They only have 2 seats. 3 if someone sits on the floor. There are 5 of you. Do the math.”
At the 45-minute mark, a heavy, mechanical clunk echoes from the vents. The low hum of the life support dies, replaced by a high-pitched, electronic whine. The cool blue lighting of the safehouse shifts to a dull, stagnant yellow.
If successful in interrogating Kora after this point, in addition to the responses above, the skin around her temple is turning an angry, feverish red. You can see the heat shimmer coming off her brow.
“The air-con just gave up. In seconds, the recycled oxygen turns stale and heavy. The temperature in this concrete box is climbing—fast. You can feel the sweat stinging your eyes.
But look at Kora. She isn’t just sweating; she’s radiating. The air around her left temple is shimmering with a heat haze. She looks feverish, her skin flushing a deep, angry crimson.”
The Red fever
Because of the heat and stagnant air, all Interrogation and Insight rolls now take a -1 Die penalty (unless the player is a Replicant). The detectives are irritable, exhausted, and losing focus.
090 Outer Breach
A muffled explosion rocks the building. The security monitors in the Holding Room flicker to static.
WARDEN: “The ‘Safe’ in Safehouse just expired. The Wallace Cleaners have taken the lobby. You hear the elevator cables being cut. They are coming up the stairs. You have 20 minutes before they hit this door.”
DISPATCH: “Unit 7, sitrep! We’re sending a K-Series Scout for extraction. ETA 30 minutes. Be advised: it’s a light-load bird. Pilot can only take two passengers plus the asset. If the weight-sensors redline, he’s cleared to lift without you. Do you copy?”
If a Blade Runner is successful in interrogating Kora, she tries to curse them, but all that comes out is a slurred mess of words. She points to her eye—not as a threat, but in pain.
If the Detectives attempt to empathise or manipulate:
- Voluntary (Empathy Crit): She gives up the wafer
- Negotiation (Manipulation): She will trade the wafer for a gun and a headstart on the rooftop.
110 Inner Breach
A heavy thud shakes the door. The sound of a thermal drill begins to hiss.
CLEANER: “MetPol, this is a Wallace Corp Sanitization Team. We know you’re in there. You have 60 seconds to slide the Data-Wafer under the door and step away from the suspect. After that… we consider this a total loss. No survivors. No witnesses.”
At this point, if the Wafer isn’t already in possession of the Detectives, then she volunteers it (to get it out of Wallace’s hands) or it burns through her skin and attracts attention). Everyone witnessing takes 2 stress (+1 if replicant)
115 Evac
WARDEN: The MetPol Extraction Spinner finally appears outside the reinforced rooflight. Searchlights cut through the rain, blinding everyone in the room. The hatch rips open and a cable drops from the ceiling hatch.
With a pressure of a tidal wave, the door to the safe room blasts inwards.
Let the Cleaners be the End of the Mission. Once they arrive, the players have 3 Rounds of “Real Time” to act as the Cleaners breach the door, suppress the room and go for Kora. After those three turns, the spinner pulls away and anyone not left is retired.
Cleaners
Instead of the Cleaners rolling to “Hit,” the Players roll to “Survive.” When a Cleaner opens fire or lunges, tell the target player:
“The Cleaner rounds the corner, his laser-sight painting your chest. Roll Mobility (Agility) to dive for cover or Firearms (Agility) to snap-shot him first.”
Failure leads to 2 damage/2 stress (PC’s choice) as they are panicking/grazed by bullets.
Ending
Warden’s Final Line: “As the Spinner lifts into the rain, you look down through the glass. You see the flashes of gunfire in the dark room you just left. You have the Wafer… but who did you leave behind?”
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