Neon Sun has created The Fountain of Youth. Rumors disagree about precisely what this invention is, what it does, and how it works, but what’s clear is that it’s well protected, and everyone wants it. So Yi Shin is going to steal it. He’s hired a crew of unlikely allies to pull off a heist that the world believes is impossible.
HOWEVER — In an operation to steal access codes to the heart of Neon Sun’s headquarters, Jezebel Lyon was captured by Ruriko agents in a robotic warehouse.
EVEN NOW she is being interrogated as the rest of the crew tries to find a way to free her. But it’s only a matter of time until Ruriko agent Miyoshi Takuro discovers why she was after the access codes, and things get much more complicated.
How will the crew free Jezebel from her capture and claim the access codes to Neon Sun’s inmost sanctum?
What other dangers lie in their path?
Will they be able to steal the Fountain of Youth? If they do, can they escape with their lives? By the time they escape, will they have decided what to do with this prize?
Neon Sun uses the "Tales from the Wild Blue Yonder" system, pioneered by John Harper in Lady Blackbird. The system is designed for short adventures of pre-generated characters full of interesting conflicts, relationships, and ways of achieving or discarding their goals.
Neon Sun is a cyperpunk heist game designed to be played out over 1-2 sessions. During the course of the heist, the characters will need to decide what they value, who they care about, and how a disparate group of scoundrals with varying motives handle the singular prize. Get ready for the greatest theft the Seattle underworld has ever seen.
A strange group of people, to be sure, but they're all here for a reason.
Have thoughts? A cool story of the heist? Directions to the Neon Sun Fountain of Youth so that I can live forever? Email me at sam@samvbeckmann.com.