Behind the Blackwall

Behind the Blackwall

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

Campaign frame, the plot, the remap workbench, and the state of play. Not player-facing.

The Frame

What the campaign is, how long it runs, and what the system keeps or reskins.

GM Note

Campaign Frame

What Kill Fee is — a 3–5 session Daggerheart reskin at street level in Night City, levels 3 to 5, and what the title means.

GM Workbench

Daggerheart Remap

The workbench for reskinning Daggerheart into Night City — keep, reskin, or build bespoke, one subsystem at a time. Not started.

GM Note

Character Menus

Four player hopes, four menus of three — each the closest Daggerheart class and subclass, renamed. Plus the traitor.

The Plot

The false flag, the reveal ladder, and the five sessions it takes to climb it.

GM Note — Spoilers

The Plot

A false flag between two corps, a crew that never got paid, and the three-rung ladder from "we've been framed" to "the victim framed us."

GM Note — Spoilers

Session Outline

Five sessions — Framed, The Betrayal, The Turn, The Offer, The Proof — and how to fold them into three.

The City

Who is moving in Night City, and where the trail runs.

GM Note — Spoilers

Factions

Two corps, four gangs, and what each one actually wants from the crew. GM view; player-facing pages come later.

GM Note — Spoilers

Locations

Where the trail runs — Kabuki, Pacifica, the Afterlife, a ripperdoc's back room, Japantown, and Orbital Air's facilities.

The State

The current account, and what the next session has to settle.

GM Note

Campaign State — pre-Session 0

The current account of Kill Fee. Edit these sections after each session; the title carries the most recent one.

GM Note

Next Session — Session 0

Only what is undecided and what will be run. Settled material moves to the campaign state.