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GM Note — Spoilers

Factions

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Behind the Blackwall — GM material. Spoilers and prep. Crew of Kill Fee, jack out now.

SET decided · SOURCE verified in the campaign summary · YOURS GM invention · OPEN undecided · NOTE caution

NOTE GM view with plot roles. Player-facing faction pages go under Corps & Gangs once the crew has met them.

Corps

  • Orbital Air (Corp A): owner of the original tech, controls Night City's gate to orbit, architect of the false flag.
  • Kang Tao (Corp B): genuinely developed the breakthrough on its own. Courts the crew in the last third.

Gangs

  • Voodoo Boys: the Warlock's patron, if chosen. Secretly brokering power from beyond the Blackwall (below).
  • Tyger Claws: run BD dens. They hold the trail to the editor.
  • Scavengers: harvest chrome. A grubby, scary bounty faction, with some dark comedy when they find nothing worth taking from the fixer.
  • Maelstrom OPEN (maybe): heavy chromed muscle chasing the bounty.

Voodoo Boys and the Blackwall (if the Warlock is chosen)

  • The netrunner believes their patron is the Voodoo Boys. They don't know the Voodoo Boys are a middleman, and their "custom programs" are really gifts from beyond the Blackwall.
  • Hints, never confirmed: code no human could write, glitches that seem aware, a Voodoo Boy contact asking oddly specific questions about what the netrunner sees when they jack in.
  • Pressure point: the Voodoo Boys call in a favor tangled with the corp mess, such as wanting a copy of the breakthrough data. That forces a choice between patron and crew.

Other possibilities

OPEN all three:

  • A journalist sitting on the real story who needs proof to run it. An echo of the title.
  • NetWatch sniffing around the Voodoo Boys, quiet pressure on the netrunner.
  • NCPD and Trauma Team if things escalate (awkward for the ex-TT player).

Source · Kill Fee campaign summary, 2026-10-02