• Kill them along the way, but count your bullets, for there are more worthy targets

    – The Falcon, dialectical ephemeralist revolutionary, talking about lackeys

    Our recent train heist involved a serious number of low-ranked enemies, the full complement of which hasn’t been described yet (Drew’s breathless reports take her a lot of time to write, even if they might seem like a rant she spat out over the phone to a friend in 10 minutes). During the latter part of this battle (after Bob Millet got naked) we had five PCs taking on 16 soldiers in a rather drawn out and exhausting gun battle, which was only a taster for the main event. We soon discovered that this makes battles slow and exhausting, and you spend a lot of time resolving rules for people who, though potentially fatal, are largely just going to serve to wear you down a bit. Cyberpunk doesn’t have any special rules for handling this, so you just have a huge number of different people making complex shots, rolling hit locations, doing damage, keeping track of armour, etc. Cyberpunk doesn’t really have a style that is suited for minions in the sense that e.g. Warhammer 3 or Iron Kingdoms have them, but we often find ourselves dealing with gangers, grunts or low-level cannon fodder who really should be treated as just that.

    We have also begun to run up against the problem of the nihilistic arms race that I described a long time ago. We have good armour and we’re dangerous, so if our GM wants to put in enemies who can kill us – or even just hurt us – he needs to give them powerful weapons that he really doesn’t want our team to get. Not only does this really up the lethality of every adventure, but when we win we will get those weapons. Drew has been salivating over the possibility of getting a military-grade sniper’s rifle, that does 7d10 or 9d10 damage and gives her a +5 to hit – she can take down anything with that. Our GM obviously wants to stop us getting that, but if he wants to stop us he needs to deploy some serious grade stuff against us. So we also need to find a way to derail this arms race.

    Rules for minions offer an opportunity to smooth down combat and slow down the arms race.

    The basic principle of the lackey

    The lackey is the Cyberpunk version of a minion or mook in fantasy RPGs. They turn up in groups, armed with the kind of military cast-off stuff that no PC wants, and they aren’t individually dangerous but if you don’t mow them down they’ll take a piece out of you. They serve to distract team members while the big boss is setting up the rocket launcher, or the real solos are mainlining their combat drugs and getting ready to wade in. You could probably ignore them because you can tell each of them is a scrawny boosterhead, but en masse they might just get a lucky hit.

    The way this works in cyberpunk is simple. Lackeys come with base stats for attacks, damage and armour, but they get a +1 to hit and +1 die of damage (up to the number of dice their weapon delivers) for every additional member of the group. To further simplify things, they don’t have hit locations – their bodies are a single routine armour type. They also don’t have a Body Type Modifier (BTM) or hit points: for every four points of damage you do over armour, one lackey gets it in the neck. They don’t roll skill checks for e.g. awareness/notice, dodge/escape or other challenged actions, but have a simple single difficulty level for all actions against them. Thus, hitting them involves a single attack roll followed by a single damage roll, and then a count. They also don’t vary their attack type except for narrative fun – you don’t worry about giving them three shot bursts or single shots or whatever, because they just make a single attack each round. The sole exception to this is if the GM decides to give them grenades or have them lay down suppressive fire – in the former case the standard to hit  rule for weapons applies, while in the latter case anyone who fails to avoid the suppressive fire simply takes damage equal to the level of the lackey multiplied by the number of them firing, minus BTM (armour doesn’t apply). This damage doesn’t hit any particular location – the lackeys are firing huge numbers of bullets so it is spread evenly over many areas. High level lackeys in large groups might deliver enough damage to knock a solo down, but they won’t take out any of her limbs because they delivered it through a wall of low-grade lead.

    Stats for the four levels of lackey are given below.

    • Level 1 (shit kickers): Armour 0, attack 5, dmg 3d6, basic difficulty 12, initiative 7
    • Level 2 (gangbangers): Armour 12, attack 7, dmg 4d6, basic difficulty 15, initiative 12
    • Level 3 (basic security): Armour 18, attack 10, dmg 5d6, basic difficulty 18, initiative 15
    • Level 4 (corporate dogs): Armour 24, attack 12, dmg 6d6, basic difficulty 20, initiative 15

    Key points about handling lackeys

    Because no weapon can be boosted beyond the number of dice it rolls, there is no benefit to increasing lackey groups beyond a certain size: shit kickers don’t benefit from having more than 4 in a group, since they can’t do more than 3 extra dice with their weapon. This reflects the fact that people this useless can’t coordinate actions in large numbers; while corporate dogs can be up to 7 in number, which is a truly terrifying squad. Lackey squads can be larger than this (if some arsehole down in the docks can dose up 100 losers on enough ghostshock and set them loose then yes, you will find yourself having to gun them down by the dozen), but they won’t do more damage than twice the original damage of their weapon, because of reasons.

    When a PC does damage on a squad of lackeys, they can’t kill more than the number of bullets they have fired. So Drew’s beautiful blue pastel rifle, damage 9d6+3, is a waste of time against lackeys because it only fires one bullet. However, if she switches to her FN-FAL, she can fire 3 shot bursts and take down three guys at a time.

    When using multiple shots against a gang of lackeys, don’t waste time rolling multiple damage. Just add one die to your weapon damage for every bullet after the first. This applies to full auto, where every point of success above the target number indicates one bullet hits. Usually you would roll each of these bullets separately, but with lackeys you don’t bother; instead you just add one die per success. This rule doesn’t exist to benefit the lackeys or make them more dangerous, it is just intended to speed up combat.

    When a leader is standing amongst his or her lackeys, area effect attacks do not harm the leader – the lackeys soak it up first. So if someone drops a grenade on such a squad, it might kill all the lackeys but it won’t harm the leader.

    Grenades have no frag limit. If you drop a grenade on a group of lackeys, and you roll enough damage, it kills all of them. Don’t be a lackey!

    Note lackeys have a fixed initiative. Shit kickers will probably react after your hacker, and you can rely on the higher level lackeys to act fast but not fast enough. You wanna kill corporate dogs, you gotta have at least a little bit of combat sense.

    Example

    Pops, Drew and Coyote need to kill a man because of reasons. The man has holed up in an abandoned warehouse down in the docks. It’s some oil age shitheap, so they go in the easy way – Coyote attaches a strip of explosive to a wall and they walk through once the dust is cleared. Inside the warehouse there are a bunch of crates that they immediately take cover behind, but not before they come under fire from a squad of five gangbangers. Because the gangbangers were lying in wait they get the drop, and lay down a curtain of suppressing fire on the huge hole Coyote made. The difficulty to avoid this suppression fire is 15 (the target difficulty for all actions against gangbangers), and Coyote and Drew make it but Pops just misses it. He takes 2 points of damage multiplied by the number of gangbangers (5), so 10 points of damage, or 7 after BTM. He is injured but not badly.

    Now they are through the curtain of suppressive fire they are able to roll initiative. The ‘bangers don’t roll, they get an automatic 12. Pops rolls 14, Coyote 11, Drew 19. Drew switches weapons to her FN-FAL, pops up and takes a three shot burst at the gang, but it’s dark and this is her second action so she just misses. Pops throws a grenade at the squad, rolling a 15, so it lands, but it’s only a 5d6 damage frag, one of the crappy ones that Coyote picks up cheap from his “friend” Twitch. Pops rolls 18, which is 6 more than the gangers’ armour, so he manages to kill one. Four remain. These four now have a chance to shoot at Drew, who had popped out; they roll 15 but with four gangers they get a +3, so hit her with an 18. Their weapons do 4d6 damage but with +3 dice, so 7d6. The GM rolls 34 on the right leg, which after Drew’s armour of 28 and BTM of 3 leaves just 3 points of damage. She shrugs it off. Finally Coyote rises up and fires two shots at the gangers from his pistol. His first shot hits and the second misses. The first shot does 6d6+2 damage, and Coyote rolls a mighty 33, enough to go through 5 gangers (33-12 armour =21), but he only has a single shot pistol, so he can only kill one. Three remain.

    The round ends. Drew doesn’t bother dropping under cover; she squeezes off two three-shot bursts, hitting with the first. She rolls d3 for the number of bullets, and gets three hits! However, rather than wasting time rolling multiple damage rolls, she simply adds 2d6 to her weapon damage, for a total of 8d6+2. Damage total is not so great, just 30, but that’s 18 above the gangers’ armour, enough to kill four gangers. Having fired only three bullets she can only kill three, but there are only three left, so down they go.

    The squad is gone. Pops pulls out his grenade launcher and pumps a couple of frag grenades up to the higher level. Drew returns to her beautiful blue pastel Nomad rifle, and takes cover in a corner facing up the stairs. Pops and Coyote head up the stairs to the upper level, moving fast and low. The man they have come to kill is out of lackeys, and out of luck …

  • I have never been able to argue with authorial authority
    I have never been able to argue with authorial authority

    In a recent discussion with my regular role-playing group one player was complaining about the plethora of super-hero movies being released recently, and her increasing exhaustion with this genre. Another defended it partially on the basis that he has always really enjoyed superhero comics so seeing good movies of them is fun, but yeah maybe there are a few too many. I chimed in to this essential conversation to observe that I’ve never been able to get into super hero comics by Marvel and DC (and I guess Vertigo too) because I find the text so incredibly frustrating to read. The way they put bold/italic emphasis on almost random words in the text – in almost every piece of text – really distracts me from what I’m actually reading and drives me crazy. The original complainer agreed that she, too has always found this off-putting.

    As an example, consider this blog post at Lawyers, Guns and Money about what a superb comic artist some guy is. It gives a long, detailed dissertation about how the action within the frame is juxtaposed with the flow of the panels to inculcate in the reader the same sense of discomfort and challenge experienced by the character the panels are about. This seems like a fairly plausible interpretation of the effect of this particular set of panels but I just can’t care about how great this makes the artist because the entire scene is so devastatingly annoying. What is with all that emphasis in all the text? Why emphasize the word “lightning bolt” and the names? It’s distracting and annoying.

    I’ve felt this way for years of course but never really investigated, so I tried a bit of googling to see if I could find anything on the topic, and a brief search revealed nothing – possibly because including the words “Marvel”, “DC” or anything similar in a search term drowns out the rest, but possibly also because no one writes about this stuff. So what is going on? Why do they have to put emphasis in comic book text at all, let alone randomly throughout every second speech bubble? Is it something about the reading age of the audience? Is it meant to add dramatic tension? Is there no one in either of these quite large companies who reads this stuff, finds it annoying, and occasionally considers maybe not doing it? Are there two types of people in the world? As far as I know the method isn’t used in manga, at least not in Japanese and I don’t remember it in English either. Why do these comics do it? And is there a legion of haters of this stuff out there? If you do hate it, is it possible to enjoy the comics at all or are is it always overwhelming?

    Inquiring MINDS want to KNOW.

  • British elections primarily interest me from a watching-the-train-continue-to-crash perspective, because I don’t think the UK has much to teach the rest of the world on how to run a social democracy well. The electoral system is completely broken; their Tories are the very picture-perfect image of the born-to-rule upper class who don’t care, their Labour party is weak and achieved its only long run in modern politics by electing a vampire; their only “functioning” industry is banking, and by extension the only economic plan either party has is to keep bankers rich and use the taxes to buy off everyone else; and their media are rotten. However, there are two aspects of British elections that interest me from a policy perspective: what they are going to do about the NHS, and what they are going to do about their terrible education system.

    Before the election I was going to write about both of these, but got lazy. My first post was intended to be about the perils for Labour of “weaponising” the NHS (which I think they obviously have done), but the election outcome kind of made my point for me on that regard. However my second post was going to be about Labour’s education policy, which seemed to be the most sensible thing anyone had presented in the entire election period and thus, of course, the only thing that got no coverage. Sadly, that election policy is now going to be dead for at least five years, which leaves the Tories free to pursue their ideologically-driven and intellectually bankrupt, evidence-free Free Schools Policy.

    The Labour education policy included two interesting and positive moves, and one very realistic and sensible principle. The first, and in my opinion biggest, move was a plan to make mathematics education compulsory to 18 years. As someone with a strong bias towards maths education, and someone who thinks that mathematics ability is more about education than talent, this plan really appealed to me as a way to turn around Britain’s woeful mathematics performance. The policy received support from an Oxford mathematics professor, du Simonyi, who is kind of famous, and also from the head of Britain’s National Numeracy charity, who said

    We really need to challenge negative attitudes that assume that maths is a ‘can do’ or ‘can’t do’ subject. It is not. Everyone can – with effort and persistence – learn the maths they need for everyday life and work

    Which is something I very strongly agree with, but something which apparently many British children are struggling to realize, with the result that Britain consistently underperforms its OECD peers in mathematics. It’s really sad to me that the country that did more than any other to advance statistics and mathematics has decided to abandon the census, and basically given away all its mathematical advantages to the USA and Europe, and Hunt’s policy seems like it would have been a first step to undoing this problem. I guess it’s just as well 16 year olds can’t vote though, because that policy alone would be enough to have the entire age cohort rushing to vote Tory …

    The second policy, perhaps much less comprehensible outside of the UK, was a plan to abolish GCSEs and introduce a 10-year reform of education. This would break the long-standing division of British schools into technical and academic grades, recognizing that education in the 21st century isn’t just about getting a job and that a formal education until 19 is valuable to everyone in the modern world, not just those planning on going on to further education. This kind of reform finally breaks down an old-fashioned idea derived from Britain’s class structure, and essential to getting rid of that structure. Of course it’s not enough, but it’s a start. Furthermore, Tristram Hunt, the education spokesperson, made clear that they would not set forth on these reforms straight away, but would aim to enact them over two parliaments, giving teachers a break from the constant annoying reorganizations they are forced through every five years and building a coherent, long-term strategy for the system. This kind of long-term thinking is rare in any policy area from modern politicians, and when I read it before the election I was very surprised and hopeful that Britain might finally be making a positive step out of its education duldrums, and maybe even towards sensible policy.

    Sadly, though, the election was dominated by Labour talking about the NHS and the Tories wailing about blue-skinned picts invading the mainland, and rational policy-making didn’t get a look in. So I guess now Britain gets the Tory bootheel it asked for. With a Tory majority you can bet that sensible education for the masses will not be part of the policy mix … I wonder if Tristram Hunt even kept his seat?

  • It’s Friday night here in Japan and I have better things to do with my time than political punditry, but I’m very interested in the shock results coming in from the UK general election. It appears that, against the flow of two years of opinion polls, the conservative party (the Tories) have not just held on to their hung parliament, but may have actually seized enough seats to rule in their own right. If they don’t get those seats it looks likely that they’ll be able to rule with the help of either just UKIP or just the Democratic Unionist Party.

    It’s too early to tell but it looks to me like Tory gains have come primarily at the expense of the Liberal Democrats, who have been (deservedly, in my opinion) slaughtered at the ballet box, with the Guardian at this point in the count suggesting only 8 seats remain – down from 53. Another three might cling on, but even the best case scenario is a disaster.

    The obvious dark horse in this race was the Scottish National Party, which took Scotland from Labour – they gained 50 seats, almost all of which were from Labour, and have basically ejected Labour from the North. This would not, however, by itself have been enough to prevent Labour from governing, if they had been able to get enough seats by themselves to form a majority with SNP support. Labour leader Milliband (immorally, in my view) refused to enter a coalition with the SNP, but he could have changed his mind on that had he seized enough seats in his own right. And this is where Labour failed – they couldn’t take seats back from the Tories south of Scotland, and this election, obviously, was a referendum on the performance of the ruling coalition. This coalition is very unpopular, but they only suffered (at this early stage) a 0.44% swing against them to Labour, indicating a dismal failure to punish the Tories for their unpopularity at the ballot box.

    I think this is possibly because of the spoiling role that the UK Independence Party (UKIP) have played in many Labour seats. According to the Guardian, UKIP issued a statement that said

    In many constituencies we are the opposition, on behalf of working class voters who have been neglected and taken for granted for decades. This is true of both Northern England where we are the opposition to Labour and in Southern England where we are the opposition to the Conservatives.

    We’ve provided hope and truth for the electorate and driven the political agenda.

    In Britain’s first past-the-post system, it’s possible that the spoiling role of UKIP in conservative seats was not enough to win Labour the vote, or that it was equally spread between the two parties, so Labour couldn’t capitalize on Tory unpopularity. Did UKIP cost Labour the chance to lead?

    Of course this question would be moot if the UK had a functioning electoral system, with preference allocation, held on a Saturday. More working people would have come out to the vote, and those UKIP votes would have flowed back to the party they defected from. But the ruling parties have both resolutely refused to consider electoral reform. This election shows in stark detail the consequences of continuing with the UK’s flawed electoral system: it benefits regional parties, which both major parties have claimed don’t have Britain’s interests at heart, but worse still it disenfranchises a huge proportion of the electorate. Between them UKIP and the Greens won 16% of the vote but hold 2 seats out of 650; while the Scottish National Party won just 5% of the vote and hold 50 seats. This is because the SNP is a holdout from the time of local politics, while UKIP and the Greens are parties of national opinion – broad movements across the whole country, connected not through local constituencies but through national issues. In a system like Australia these parties would gain significant representation in the Senate, where they are nationally representative – but the UK “Senate,” the House of Lords, is unelected and the ruling parties have refused to give UKIP and the Greens seats in the Lords consistent with their vote share. In a system like New Zealands, these parties would gain some representation through lower house lists – but the UK ruling parties refuse to countenance any change to first-past-the-post systems.

    Essentially the UK ruling parties want to cling to a system that dates back to the 19th century, when politics was by necessity local, or the immediate post-war era when politics was strictly defined on class lines and classes were strictly segregated by region and area. Labour thrived under this system 50 years ago as the party of the industrial north, and the Tories as the party of the landed gentry; residual class barriers and geographic prejudices mean they can maintain this benefit for the short term, but at a huge cost to the political aspirations of a large minority of the country. You may not like UKIP or Green politics, but their voters have a right to be heard; you may like SNP politics, but that doesn’t mean they deserve representation in parliament well beyond their ultimately very localized base. Yet this is the result of the current system in the UK.

    I hope that the sudden surge in the SNP presence in parliament will get the major parties to finally seriously think about electoral reform. If they don’t do something about it, then at some point in the future the conservative vote will collapse, as always happens in the electoral cycle, and the country will find itself being ruled by a coalition of labour unions and Scottish nationalists. If the conservatives care at all for the future of their country they will look on that prospect with genuine fear, and start working on real electoral reform. Or not … given that if they do UKIP will eat them from the right.

    Oh the horrors of being a British voter …

  • Drew contemplating the value of bad combat rules after a headshot
    Drew contemplating the value of bad combat rules after taking a headshot

    The original Cyberpunk rulebook has a simple and nasty system of armour, which is completely broken. In this system your gun does a handful of dice of damage, between 3d6+1 for a good submachine gun to 7d10 for a high quality sniper rifle, and your armour has a stopping power (SP) that ranges from 4 for a leather jacket to about 24 or 30 for full-grade military armour. If the damage you roll exceeds the SP of your armour, you take damage, from which you can subtract your body type modifier (BTM) before you take any actual damage to your body. BTM is usually between 2 and 4, and you can take about 30 hits before you die, but you can only take 8 hits before you start having to make shock checks to stay conscious, and 12 hits before you start making death checks. These checks become progressively harder, and these wound states (in blocks of 4) come with increasing penalties to activity. This means that taking damage is a rapid death spiral, and as soon as you can you buy one of the basic, easily-accessible armour types that makes you immune to low level damage. See the example at the bottom of this post for more details.

    The result of this rule is the exact kind of nihilism I decried in a post on cyberpunk some time back, which attracted a lot of negative attention. It also drains out a lot of the sense of tactical battle skills and planning that seems like it should be the essence of a fight in cyberpunk, because highly-protective armour is much more easily accessible than highly-destructive guns: for example, “Motocross Armour” (SP 24) is easy to get, but the most easily accessible gun is the FN-RAL assault rifle (Drew is a proud owner of one of these) which does 6d6+2 damage, not enough to get through the Motocross Armour + BTM, and definitely not enough to penetrate Drew’s Motocross armour + body-weave + BTM (total target: 31). So instead of dashing from cover to cover, worrying about getting hit, Drew can just stand in the middle of the room gunning people down. If she’s up against people with SMGs she can use the same tactic naked (SP12+BTM=target of 15). Under this rule system you don’t need cover, tactics or planning, you just need a good set of motocross armour and a spine of steel (or, in Drew’s case, a complete lack of any sense of self-preservation and a COOL of 9). This rule is also, I suspect, unrealistic: although this blog says that armour has outpaced guns, this highly entertaining youtube video suggests that even a normal pistol firing certain kinds of normal ammunition can go through very effective armour and still do a lot of damage (the hole from the Hungarian bullet at the end looks to me like it must be at least a Mortal-2 category of damage!) Obviously we don’t want to play in a world where the first shot kills us, but as players we want to keep at least some sense of that furtiveness and care that we assume real soldiers must engage in, especially in close-range firefights of the kind we’re regularly caught in, and we don’t want the game to degenerate to a slugfest between heavily-armoured foes at 10m.

    Our house rule, that bullets that don’t penetrate armour still do one point of stun damage, completely changes the dynamic of combat. When someone lays down suppressive fire on a small area you suddenly value cover very highly, because if your dodge/escape check fails you’re looking at 1d6 points of shock damage; you can only sustain this for a few rounds before you’re out for the count. And finding cover makes fights tougher, because moving around and ducking in and out of cover reduces the number of shots you can take and increases your activity penalties. This is why Drew bought her armour-cracking gun …

    Drew’s Beautiful New Gun

    Realizing that we are usually outnumbered in combat, and with this new rule making force of numbers a dangerous foe, Drew decided to invest in a weapon that can even the odds rapidly. Our street dealer, Coyote, can’t buy really good guns easily (probably because he is so ugly), and so Drew hasn’t been able to get the sniper rifle she keeps asking him for, but he is also very good at modifying existing weapons. So Drew bought herself a cheap, easily-available Nomad 7.62 bolt action rifle, and Coyote modified it to fire electro-thermal (ET) shot. Neither Drew nor I know what this means, but we don’t care: it adds 50% to her damage. This mod can only be applied to non-automatic weapons with caseless ammunition[1], but it means that Drew now has a 9d6+3 damage rifle with an accuracy of +2 and a six-shot cartridge. The accuracy bonus for this gun means that if she is not moving and focuses on just the one shot she hits the head with a roll of 2 or more on a d10; if she has to perform a second action she hits on a 4 or more. Head shots do double damage after SP and BTM modifiers, which is why in our last session Drew killed 3 men with 5 shots.

    This gun is also in a tasteful pastel blue. Drew tries to avoid pink when she is working with other combat teams, because she wants to be taken seriously as a riflewoman.

    Tactics for breaking armour

    In our last session we ended up facing off against five guys with power armour, which has an SP of at least 28, carrying fairly heavy automatic rifles (probably FN-RALs, like Drew’s) and at least one shotgun (scary!). We lucked on a very effective method for breaking down armour within the revised rules, however. This was pretty simple: Coyote used a high-rate-of-fire Kalashnikov to lay down suppressive fire when they first arrived in combat, forcing them back through the door they were entering by, and Pops dropped burner grenades on them. Burner grenades don’t do huge amounts of damage but anyone who is hit by them has to make a COOL check to stay in combat and not put out the flames, and the flames themselves continue for a few rounds, causing additional stun damage under the revised rules. Drew, of course, was laying out head shots, because a single headshot with her beautiful new gun will probably kill someone even if they have SP 30 and BTM 4, especially if it has armour piercing ammo. Once Coyote and Pops had expended their initial ammunition, Coyote switched to throwing fragmentation grenades and Pops switched to three-shot bursts with his FN-RAL, which don’t do heavy damage but are likely to wear down single opponents fast with stun damage. Meanwhile Drew continued with the head shots, aiming at individual opponents who posed the most threat.

    Unfortunately Pops and Coyote are really shit at delivering grenades, so most missed, but two of our support team managed to do that job. With this tactic, Drew cleaned up the riskiest guy in the first round, a lot of damage was laid down on the enemy in the second round, and in the third round the burner grenades caused two of the remaining guys to expire; the last two went down from another fragmentation grenade after that. None of these guys were dead (except Drew’s first target), just shocked and exhausted; but Drew soon fixed that.

    This tactic works because it maintains a heavy pressure of stun damage on the whole group, because no one can stand in the blast zone of three grenades while they’re on fire and being shot at without eventually giving up the ghost. Under the previous rules, everything we had thrown at them except Drew’s ET round would have done nothing. If Pops now improves his heavy weapons skill so his grenade launcher is actually effective, and we find Coyote a better suppression weapon (e.g. a mini-gun) then this tactic will be even more effective. Even power armour won’t stop us now!

    Example: The original rules

    Ghost has come out of his hidey-hole in our first adventure, and finds himself facing off against a squad of three gangers armed with SMGs, who are there to kill him. He has warning, and has donned a set of full combat armour that he spent much of his starting money on. He needs to get down the hallway to the lift. The three gangers fire 3-shot bursts at him, hitting him twice and delivering 1d3 shots per successful burst, for a total of 3 hits. They roll damage, but their SMGs are crumby, doing 3d6 damage, and his SP is 24, so there’s no risk he will take any damage. He walks down the hallway towards them, shooting them down one by one as the rest of the group catch up and start gunning them down with assault rifles. Ghost is a hacker.

    Example: The revised rules

    Drew is lying on the ground unable to move, in plain sight, after a lunatic ganger tried to wrestle her and get her helmet off in our sixth adventure. Two men at the end of the hallway armed with assault rifles let rip on her with suppressive fire, and unable to dodge properly she takes 5 bullets. The men are using kalashnikovs, which do 5d6 damage, but Drew is wearing full combat armour plus SP12 sub-dermal armour (she’s a sensible girl!) so she has a total SP of 28. All five bullets hit her for less than 28 damage each, and she takes nothing. The GM, in a fit of rage, makes up the new rules, and so Drew takes one point of stun damage from each bullet that hit her. The GM, who is a complete bastard, also degrades her armour slightly. Drew is now in the lightly wounded category (-2 on everything) and if she takes 3 more bullets, even if they don’t penetrate, she will need to start making stun checks to stay functional.

    fn1: One amusing thing about this game is that, since I’m not a gun nut at all, with no experience of any form of projectile weapons (I have never touched one, and have only even seen one in someone’s hand once), I have no clue what any of the language means, I just treat it as categories of stuff like magic items. One of our players was a conscript in his national army, and has a lot of familiarity with the various barbaric instruments of death that Drew deploys; I leave the details to him.

  • I'm sorry Doctor, you won't be able to leave ... that way ...
    I’m sorry Doctor, you won’t be able to leave … that way …

    [Faustus’s note: I wasn’t actually present for this session and wrote it up based on other players’ reports; this is why it is late and out of order with session 10. Go to the end for a summary of events]

    Kill, it’s such a friendly word
    Seems the only way
    For reaching out again

    – Old oil age rockers

    Date: 8th October, 2177

    Weather: Sunny!!!

    Mood: Deeply satisfied. This is the first time in my life that I’ve really enjoyed close combat, usually it just seems icky and sweaty and kind of dangerous, it doesn’t have any of the elegance and clean lines of rifle-work. But there was something really powerfully satisfying about beating cyber-psychiatrists to death with an iron bar, close in where you can see the horror in their eyes and smell their fear. It’s the first time I’ve relished the smell of blood in my whole life.

    Outfit: Blood-soaked boiler suit and metal bar. I was meant to be wearing a nurse’s outfit, because that would be the right outfit to wear when you’re breaking into a mental asylum, but the others insisted on going disguised as electricians, so here I am in a boiler suit. Everyone knows blood looks fetching on a nurse’s outfit, and just boring on a set of overalls … and I’m covered in a lot of blood! But as always I do what the team wants, even if it means I have to be like completely unfashionable when I’m doing my day job.

    So we decided it was time to get looking for Alt’s mysterious transubstantiating sister, which means we have to bust a truck-driver out of a mental asylum. The truck driver is Hog, and he was shifting Ghostshock for Alt’s psychotic brother Lima back before we iced Lima or whatever shell of a body he was currently using. We wanted to ask Hog a bit more about the deal he had with Lima but we couldn’t because he disappeared, and Alt worked out that he had been suddenly declared cyberpsychotic and locked away in some top class rehabilitation unit topside. Of course now we know that “rehabilitation” means being reconfigured into a Full Body Replacement cybersoldier, which has got to be all kinds of scary. My guess is that is what they planned to do with me when I was held in the psych ward after Tunguska, and I have been really wanting to liberate Hog and teach those cyber-psychiatrists a few manners.

    So I was happy when Coyote turned up at my apartment and told me and Pops that we were ready to roll, that he had used a tenuous contact topside to set up a van and cover as maintenance workers, and that the visas for topside had come through from Pops’s contact Blacklist. So all we needed to do was get a plan ready and head up. The good news: we were leaving as soon as possible. The bad news: we couldn’t take any weapons and even my Rippers had to come out, so we were going to be completely unarmed.

    First, however, we needed to secure access to some fingerprints and an access card, which is how I got to meet Lady Zodiac.

    Lady Zodiac at the club
    Lady Zodiac at the club

    Lady Zodiac

    Pops knows a lot of pretty interesting people from his days as a cop and one of them is Lady Zodiac, a courtesan and sometime drug dealer who has a bit of a debt to Pops, which he won’t explain to me and which I try hard not to think about the details of. So he called her up and asked her if she was free this evening, and she was, and before we know it we’re outside some high class club on level 2, just below topside, and this beautiful woman is tapping on the window of Pops’s rundown little car. She was tall and pretty and perfectly dressed and she walked so gracefully and her voice was like music. I’m pretty sure she had some careful cyber enhancements to make it all perfect but they were really high class and subtle, so she exuded this sense of natural beauty that’s really rare in our plastic world. I had to sit in the passenger seat feeling small and uncouth and like I stank of gun oil while Pops carried on this conversation with his beautiful friend that was half flirting and half business. She was really sweet to him, and for a moment when I wasn’t staring at Lady Zodiac’s decolletage and imagining what I’d do if I was as beautiful as her, I had these visions of him back in the day, before he met me, handsome young cop with a family and a life and a mind of his own and goals and dreams that weren’t all attached to keeping me alive and finding the people who wrecked it all … like he was once a real person, and somehow Lady Zodiac floated through his life and he did something good for her like he did for me, and I bet he didn’t try to bed her either, at least they just seem like friends to me now, listening to her lilting voice teasing his rough looks and small car, and she’s looking at me all inquisitive like but not jealous, not that someone like her could have any reason to be jealous of a smouldering little nutcase like me, but then Pops introduced me to her, “this is my d-, ah, my friend and colleague, the Druid. You can call her Drew,” and she did that little moment of vague disfocused stare people do when they go online to check me out, and then that little doubletake when they see the video of one of my better jobs that always appears when the ‘net throws up information on me. Then she shook my hand and her skin was smooth and coloured like pearl and her eyes were this luscious blue-green like a gem and she talked to me like I mattered, then she whacked Pops on the shoulder and said that this means they’re quits but stay in touch and she really seemed like she meant it, and then she gave me a little wave, told Pops to wait five, and sashayed off into the club. Pops rolled up the window and looked at me kind of shy-like, but he didn’t say anything except “When the mark comes out you stay in the car and don’t do anything unless he starts shooting,” then he got out and went and lounged nearby.

    And she was right, because five minutes later Lady Zodiac came tripping down the stairs, wearing nothing except this iridescent club lingerie, and this kind of nerdy dude was with her, holding her hand and urging her to wait. She came running across the road and she was saying something about “we can do it right here if you have the money” when she breathlessly bumped into Pops who was standing there stern in a leather jacket with this massive gun out and he dragged the guy around behind a truck and started yelling at him to turn around and stand still and was he armed and was he alone? And he was calling him by this random name even though we both knew that this guy was a technician at NaoCorps on topside called John Baylish, and he kept trying to tell Pops he was Baylish but Pops kept roughing him around and telling him to tell the truth and Lady Zodiac was squealing in this really fetching way that wasn’t actually loud enough to get attention, and Pops told her to shut up ’cause he’s from Goliath security and if she brings down any white knights that he has to kill the clean up costs will be all hers and she goes quiet with these little theatrical sobs. Then Pops start telling Baylish that he’s under arrest for a triple murder in the USA, and he don’t have any rights at all, so he better come quietly, and the dude’s like earnestly trying to tell Pops that he’s never been to the USA and he’s a New Horizon local and what is going on here? And then Pops acts all confused and tells him he better give him some ID so he can confirm that, and then he takes his fingerprints and gets the guy’s ID card and gives him a receipt on real Goliath letterhead and tells him he’ll get it back in three days or so and gives him a number and tells him to dial it every evening and give a full report of his whereabouts and he is now a person of interest in an international murder investigation.

    And that’s how we got the access card and the fingerprints. Coyote worked overnight on the fingerprints and we had a bypass ready by morning. So we set off topside and I don’t think I’m ever going to see Lady Zodiac again …

    So THAT's why there's so much water dripping through our roof ...
    So THAT’s why there’s so much water dripping through our roof …

    Topside

    We went topside on the first lift the next morning, so we could get there nice and early and be out before the end of the day. Getting to topside is easy, on this three-minute long hyper elevator that you queue for for about an hour. It goes up so fast your ears pop, and you don’t see anything outside so when you arrive you don’t even know how high up you are but it must be pretty high because the first thing you see is blue sky. Then there’s this phalanx of guards and machines you have to pass through, and they check everything, with multiple scanners that must tell them everything about even what you had for breakfast. If I’d tried to smuggle in my rippers they surely would have found out, and would have sent me straight back. I followed Blacklist’s instructions, dressed nice and simple in a clean skirt and boots and simple blouse, like a good girl going to work for the nice people, and I didn’t make a fuss and I followed instructions and I must have showed my visa to like 8 different people and been through 10 different scanners, but finally we were all through. Coyote took a bit longer because they didn’t like the look of his face, which shows that people up here have got at least a bit of sense, so we had to wait for him but they let him through which was just as well because he was our contact for everything. We had an hour to kill before the van with our contacts arrived and I wanted to go shopping but Pops said no and anyway it was really early still and even some of the cafes weren’t open, so instead we just spilled out of the reception area into this park on a kind of a little rise near some office buildings, with a street going down to a little shopping zone, so we just wandered around for half an hour checking out our first and probably our only view of topside ever.

    It was pretty amazing. There was lots of grass and real trees, and there was this gentle breeze that was cool and wild and you could tell it came from somewhere far away over the sea, and you could see the sky wherever you looked, and it wasn’t raining so you didn’t need an umbrella to keep off the constant foul-smelling water, and everyone was beautiful and well dressed and no one was really armed, though I saw a few police here and there who had guns, and the buildings were all clean and looked new and there was no rubbish anywhere and noone lying on the street looking sad and dirty and when you stopped and closed your eyes you couldn’t hear a single siren of any kind. Bliss.

    Then our van turned up, and we set off to kill some doctors.

    Asylum

    In the van we changed quickly into our overalls, and we dropped off the guy who’d delivered it for us near a little tram stop of some kind. Coyote took over driving, and we headed out to the asylum, which was a NaoCorps unit out near the edge of this whole zone of upmarket medical places. On the way we dropped off Ragut’s wife at one of the cheaper clinics, with a change of clothes and what we hoped was a valid insurance ticket that Alt said she’d said up for us, then we drove on to the hospital. We parked around the corner and waited while Ghost hacked into the matrix, broke into the hospital system and set up a distraction.

    Unfortunately the distraction Ghost chose was kind of big. He told us later that he discovered the Husk around here was constrained, like someone had chained the remnants of the Husk to the walls of buildings and structures, so instead of trying to arrange anything elaborate he just unchained some parts of the Husk. This cyberwaffle doesn’t make any sense to me, but the effects were pretty clear: the computer systems of the entire hospital district started going crazy as the Husk started fighting to regain control of cyberspace, and security systems started failing – along with lights, power systems, and even lawn sprinklers. We gave the chaos a few minutes then drove up to the car park at the front of the asylum, got out in our coveralls as cool as could be, carrying toolkits that contained nothing more serious than a metal bar and a comms unit, and walked up to the front doors. These doors were open and there was a guy at the front reception desk but when we explained that we were there to start fixing the trouble he just waved us through. He was furiously punching buttons and talking on what looked like eight different phones, and as we talked to him we heard this big bang outside and looked around to see a patient had just fallen from up in the building. As he waved us on we heard him saying to someone on a phone, “All the window locks have deactivated and the windows on the secure level are going mad, someone just fell out. Yeah, there’s a team on the way up now to check.”

    At this point Pops told me to go back to the van, keep it ready to run, and keep an eye on what was going on outside. I did what he said, but that didn’t exactly go according to plan …

    So I don’t know what happened inside but they told me later when they came out. They got as far as the level Hog was on, but at that point some kind of Artificial Intelligence started cruising around cyberspace looking for the source of the Husk’s release, and it saw Ghost. He tried to fight it first but it was way too powerful and really dangerous so he had to run, and it sent guards to his physical location to get us. Pops ambushed the guards and killed them both with just his bare hands (and his cyberleg – Coyote tells me he stomped one to death with it, mostly on his groin). To add to the confusion Ghost managed to release all the locks on patient doors while he was running from the AI, and so patients started coming out on all the levels. At this point the AI started activating the hospital’s full defenses, and these big blast shields started lowering over the front doors. I was worried I’d be left out the front with no way in, and that the way out would be blocked, so I drove our van straight into the glass doors. It smashed them but didn’t go through, and I got out and inside the building just in time for the blast barriers to cut our van in half and seal the hospital shut.

    This was when I turned around, iron bar in hand, and saw the first cyber-psychiatrist come running out from the hospital, hoping to leave by the main door, a few half-sedated patients shambling after him.

    What could I do? I beat him to death and made sure I did it thoroughly, but there was another one coming through when I got done, and I had to corner him at the reception desk. He was throwing phones at me and screaming and crying, but I got him a nice crunching blow on one knee when he turned to run and he fell over and slipped again trying to get up over one of the desk chairs. So I dragged him back by one leg and explained to him what all the problems with his profession were while I smashed all his limbs. I had to finish up a bit quick though because then this doctor and this nurse came backing into the room, with this little gaggle of really angry-looking patients coming after them. The nurse was a big, nasty-looking man holding a hyperdermic needle of some kind, and I didn’t want that in me so I slipped around behind them under the cover of the reception desk and pushed the dude in the back, so he went forward into the patients. He looked real surprised when it happened, and he started yelling when they were grabbing him and kicking him. The doctor was even more surprised, because he turned to me and didn’t understand what I did and he said “Little missy, you aren’t a patient are you?!” And he had that condescending look in his eye that some older men get when they see me and they don’t think I’m anything more than long hair and a set of breasts and maybe something for them to put themselves in, and I hate that look so I jabbed my iron bar in his eyes and then I pushed him up against the glass and made some pretty patterns all over it. I was still grunting over my artwork when another group of nurses came in. They were all big men too, which got me thinking that they have very special requirements for the nurses in this place, and the patients don’t seem to like the nurses at all and these nurses were talking about some patients they were especially scared of but when they saw me one of them said “Uh, no way man” and they all ran out of the other door. I always thought nurses were more sensible than doctors! I didn’t bother chasing them because another doctor came in – you can tell the doctors because they have longer coats and this supercilious manner that gets your anger up before you have even cleaned your iron bar off from the last one – and he saw me and started trying to run back down the way he came but I went through those doors like a demon and I caught him just before the men’s bathroom with a sliding trip because I’m a lot faster than some unaugmented, paunchy middle-aged sadist, and I was on his back before he hit the ground. He tried crawling but the floor was really slippery and I don’t weigh that much but it’s hard to crawl when you’ve got a piece of iron smashed into your spine and then I kicked him a bit and then the door opened and this really ragged-looking group of patients came in so I left him to them and moved back to the main reception area, because Pops was calling me to catch up with them.

    They had found Hog but he was strapped into this huge machine and they didn’t know what to do so they had called Alt to investigate. While Alt was doing her megadata download processing thing another six guards came at them, but Ghost managed to lock down the closet they had gone to for weapons, but then this huge dude with cyberarms came into the room to rip off the panel, but Ghost used the software he’d been given by Alt a while back, hacked into the dude’s cyberarms and shut them down. Then they managed to get to the stun guns while he was getting all confused and his friends were backing away, and started stunning them. Then they got Hog out of the machine following instructions from Alt, but they had to leave fast so we all ran up to the roof of the hospital. There were helicopters coming from somewhere, with guards in with real guns probably, but Ghost managed to hack into their systems and crash them, which probably killed quite a few topside guards but really who cares when the joy of battle’s raging through you? Though Ghost seemed to because he set down the second helicopter without damaging it, which enabled the four heavily-armed guards inside to enter the hospital and come up to our level. We were panicking and telling Ghost again how he needs to learn to consult more when Coyote activated our get-out-of-hospital-free card: he smashed a medivac insurance card Alt had given us, which calls the medivac team tied to the card. Up on topside those teams arrive fast, and we would only have to wait maybe two minutes. Unfortunately those guards emerged after a minute, and we were running madly from cover to cover while we waited for the medivac. The medivac came real fast and when it arrived it laid down some really heavy suppressive fire with its machine guns, which I guess goes to show that topside is not as peaceful as it looks if the ambulances up here are just as vicious as the ones down below. Once it set down we threw Hog in, and we all piled in after it, but those guards didn’t let up easily and they let rip a final volley into the back of the ambulance before its doors closed. That volley hit Ghost square, and tore his legs up so bad he died on us right there.

    Fortunately there’s no better place on New Horizon to die than a medivac vehicle. They got him back and kept him alive at the same time as they gunned down the last guards, and then they took us on this insane hectic ride out of topside, down the centre shaft, to this unnamed and dubious building. It took maybe 8 minutes of reckless flying and during that trip none of the medics in the car asked us any questions, they just worked real fast on Hog and Ghost. Nobody asked me any questions either, except Pops raised one eyebrow at all the blood, and Coyote flicked a lump of probably brains out of my hair with this real decent big brother-little sister gesture that made feel part of a real team. Then the back doors opened and this crew of grim medical professionals unloaded Ghost and Hog and we were led into this really bland waiting room for a couple of hours and then they came out and told us that Ghost would live but without legs. Since when does a hacker need legs? He’ll probably be happy to see the back of them. We discussed recovery options for a few minutes, then Pops observed that we were all beat and I really needed a shower, and we decided to come back and talk about it when we were all better.

    So that, dear Diary, is how we smashed up a hospital on topside just so we could liberate a no-good drug dealing trucker from a bunch of sadistic doctors, and the first step on my road to rebalancing some of the things that have been done to me since Tunguska. I’m happy about what I did, and I’m reconsidering my opinion of close fighting, but it’s good to remember what the Falcon said about lackeys:

    Kill them along the way, but count your bullets, for there are more worthy targets

    I didn’t waste any bullets on those cyber-psychiatrists, but I’m listening to the Falcon’s advice, because hopefully liberating this Hog dude is going to get me one step closer to some more worthy targets. But for now anything we learn depends on his medical team, and we have a big job to do for Pops’s contact Blacklist, to repay him for the topside visas. So I gotta rest, and do a train robbery, and dream of bloody restitution. Good things come to girls who wait!

    Summary of events for those who can’t bear Drew’s breathless prose:

    • The team have to go topside to liberate a contact of their sometime-employer, Alt
    • They got visas from a dude called Blacklist, to whom they owe a job
    • To get access cards to the hospital holding Hog, Pops set a trap for a staff member called Bob Baylish
    • The trap used an escort called Lady Zodiac to lure Baylish out of a nightclub where Pops could pretend to be a cop arresting him for triple murder; to prove he was not the murderer Baylish handed over his ID card and fingerprints
    • They went topside using the visas, and used the ID card and fingerprints to move around the facility
    • Ghost set a distraction, but it was an insanely big one – he freed the Husk to go crazy in cyberspace, which set all the security systems and lawn sprinklers going wild
    • They found Hog and got him out, but had to beat about 8 guards to death in the process
    • While they were doing this, Drew killed a lot of cyber-psychiatrists
    • They all fled to the roof and called in a medivac team using an insurance card Alt gave them
    • While they were loading into the medivac team some heavily-armed guards fired on them and killed Ghost
    • It’s very hard to die when you’re shot to death inside a medivac car, so Ghost survived after some work
    • He’s going to need an anti-gravity wheelchair but whatever, it’s cool
    • Time to move on to Blacklist’s job, to pay for the visas!
  • A good place to die
    A good place to die

    SECURITY TRANSMISSION, ARASAKA DEBRIEF UNIT 4, NEW HORIZON. CASE 147801C, TITAN TRAIN WRECK: WITNESS STATEMENT. WITNESS “BOB”, RATING: EXPENDABLE.

    Bob Millet, 3rd Arasaka Free Division. I was demobilized from the Indo Zone and taking the 11:31 AM Titan train from Calcutta, just a routine repatriation train. I was demobbing with my corps buddies Alec and Milwall, and we were booked for a berth in economy on deck 4, carriage 11. That’s not very comfortable but I tell you I’ll sit on a bed of nails for 24 hours if it’ll get me out of the Indo Zone a day sooner, I’ve seen enough buddies die to know when a 12 hour journey on a 10 deck monster train is worth my while! I just didn’t expect to see my mates die on the train journey home, just an hour out of New Horizon.

    And not like that.

    So we were meant to be in the economy passenger class, sitting there getting pissed with each other and bumping elbows and reading magazines and trying to sleep but instead at the last minute Arasaka command told us this was some kind of special military hardware delivery, so we needed to do guard duty in carriage 4, deck 1. That’s a huge cargo wagon, and the decks are kind of a formality, more like balconies around a central open space. In our carriage there were a couple of crates in the open space but most of the cargo was on decks 2 – 8, with more guards on deck 9 and nothing on deck 10. We just had to sit in these spacious dropship-style seats on level 1 with our weapons, and up on deck 9 they could move around a bit, there was a kind of lounge, like a real guard room.

    We were 10 hours into the trip when we felt the train come to a halt. Nobody raised any alarm or anything, it was just some kind of routine stop as far as we knew. But then there was this insane crash and a huge chunk of the ceiling landed next to us. It was glowing red hot all round the edges and it was about a metre thick and it came out of nowhere. After it there was this rain of burnt cargo and body parts from the upper levels. Me and my mates, we unbuckled and jumped up out of our seats to see what was going on, but we had to stay under the balconies of higher levels because of this rain of cargo that had been cut in half. The techs tell me someone cut a big hole in the roof of the train with laser cutters, but the lasers cut a big hole in anyone who was in the way on deck 9 and all the cargo in decks 7 and 8. We didn’t hear anything happening, but the techs think some kind of mute mines were used so no one knew what was going on.

    Anyway once the cargo stopped falling around us me and my mates ran out into the middle of the hold with our guns out. Everyone on level 9 was completely messed up and still trying to work out what was going on, but there were these three crazy people coming right down the middle from this massive hole in the ceiling. One was carrying a grenade launcher, with a FN-FAL assault rifle strapped to his back; there was another who also had a FN-FAL assault rifle but who was carrying this insane old-fashioned bolt action rifle that had to be electro-thermal modded, or my aunt has balls; and then there was this third dude who was carrying an honest-to-god kalashnikov and had this god-almighty pistol strapped to his belt. They were rappelling down the middle of the hold, and when we came out they had already shot down the only four guys on level 9 who were in any condition to move. We moved to take up positions under cover but the one with the bolt-action rifle was super fast, and he shot Milwall through the head before he could blink. He had his helmet on and everything but that modded rifle blew his whole head off like it was a melon. Nasty. Me and Alec got under cover quickly and started shooting, but then the dude with the grenade launcher let rip. His first grenade landed right on top of us, and it was some kind of incendiary. When the flames cleared me and Alec were on fire like all over. Grenade dude didn’t even give a toss, he’d lobbed a second one down into one of the doors from the side corridors in the train, blocking it off, which was real unfortunate for us because there were some really serious Arasaka crack marines coming through the side corridors on level 1. Those guys have power armour and serious weaponry but they were blocked off by the grenade, which messed up the door into the room.

    Me and Alec didn’t care about that though, because we were covered in flaming shit. Alec was down and yelling like a maniac, screaming and crying and rolling around trying to get his fire out, but I managed to keep my cool, so I ripped off the jacket and the pants before they got too serious and ducked down under cover. Somehow my helmet was unaffected so there I was, hiding behind a crate in my underwear with only my helmet for protection, and my gun out of reach in a pool of sticky fire, while my mate from a thousand Indozone missions is rolling around between two crates and I can’t reach him because that dervish with the bolt action rifle is going to air out my brainpan if I so much as twitch from behind that crate.

    Fortunately there were another five Arasaka elite in the other corridor, that our friendly grenadier from the sky hadn’t shut up all fiery-like, and in they came like the dutibound salarymen they are. But the kalashnikov guy let rip on them with the whole magazine of his rifle, and they had to go back into cover. One managed to dive for cover inside the room, but the rest headed back. The one diving inside was trying to throw a grenade but that bolt-rifle maniac hit him with a single shot and blew up the grenade right in his face, took off his head and most of his shoulders even through the power armour. Then grenadier guy dropped a fire grenade on them, and then they decided to let rip with their heavy weapons through the wall. Everyone on the other side of that wall, including me, had to watch as our cover got evaporated by their heavy fire, but fortunately I was hidden behind a crate of plantains and no bullet can get through them. Rifle dude and kalashnikov guy weren’t so lucky in their choice of cover so they had to do a runner, but that kalashnikov arsehole, as he was running he got out that pistol and put a single bullet right into my mate Alec, even though Alec was still trying to put out his flaming armour. It went in his spine and came out his chest like a lung fountain, and me and Alec aren’t going to be having any more beers now – and I guess his kids are gonna have to satisfy themselves with Arasaka compo cheques in place of a daddy. That bastard could have let us alone!

    Anyway now there were more people rappelling in, and the first three threw in two more grenades that took out a few more of the Arasaka elite. The ones who were left were still burning from grenadier guy’s fire grenade, and they just kind of gave out and died and the whole area was pacified. That was when I really thought my number was up, because the bolt rifle guy was coming over to finish me off – I could see his badge, it said “DRUID” in bright red, you can check the feed from what’s left of my cybereye, and that’s when I thought maybe it was THE Druid, you know, from Tunguska, and she’s got a reputation for shooting wounded men – when all hell broke loose. These guys must have had a hacker, because this train has an automated cargo moving system and suddenly that system was going crazy, all these crates moving around and stuff. Next thing I know I hear someone yell “Target incoming!” at full volume, and this huge crate comes hurtling out of the darkness at the other end of the carriage. The Druid has to go dodge, and the crate smashes into the piece of ceiling that fell down from up there, bounces over it, and hits my plantain crate at high speed. The plantain crate bounces over me but the main cargo comes to rest right above me, kind of hanging off the edge of that metre-thick disc of fallen ceiling. And there I am underneath it, my friend Alec all smeared out just past my boots, and this huge crate teetering on the edge of that disc of metal, right above me. And inside there’s all kinds of noises happening, banging and sounds of movement, I don’t know what’s in the crate but it sounds like there’s some kind of monster truck rally going on in there.

    Then I’m just thinking that at some point that crate’s gonna come down, so I’m gonna have to choose to lie here and let it squish my legs, or scramble out just to have the Druid shoot me in the head, when someone yells “EMP!” and I hear the thunk of EMP mines on the crate, and there’s a big silent whoop, and my cybereyes start going apeshit, all blues and greens and crazy lcd kaleidoscopes. The crate goes dead for a moment, and somewhere near me a couple of charging Arasaka elite fall to the ground, and off in the distance I hear the bolt rifle go off again and one of those Arasaka elite does a kind of splattering sound, and then next I hear someone yell “Magnets!” and then the crate goes whooshing off into space, someone yells “Evac!” and I guess everyone must have left then because I’m still alive.

    You can watch the feed if you don’t believe me. So there were 10 Arasaka elite and me and my mates down on level 1, and everyone except me died, and I don’t know how many people up on level 9, and these train robbers got away with just one crate that must be real special. I guess it must have had some kind of cybertech in it, because why else would anyone want to use EMP on it before they started lifting it out? And what else would be moving inside? That’s kind of interesting isn’t it? … Wait, what are you doing? It’s just speculation, you don’t have to … hey, man, I won’t tell anyone anything if you don’t …

    TRANSMISSION END

     

  • Background for this mini-campaign is set out here. In this first session, our heroes leave the Gyre for the first time in their lives, to head to the arctic. They are given a few basic conditions and information about their mission:

    • They will be accompanied by 8 marines, led by a Captain Azel, to use as ruthlessly as they wish
    • They have food for 18 months, or two summers, during which they can stay in the arctic searching for Ziggurat 2
    • There is no time to equip the Vladimir Putin as they like, so Ryan cannot take his sea lion Arashi with him, but will be given a special drone to use in Arashi’s place
    • They are to take the contents of the Ziggurat no matter who or what they find there
    • Although Mithrades is a man of his word, do not trust him: his future depends on admission to the Gyre along with his crew, and he may opt to use desperate measures to achieve this goal
    • Once beyond the Gyre they will be able to contact the Gyre once per day for one hour by connecting with a certain satellite
    • Once in the arctic they would only be able to access a single satellite to report back to the Gyre once a month, for one day

    I have made a slight break from my usual style of adventure report: if you don’t have time to read the whole thing, scroll to the end for a summary of events.

    Vladimir Putin runs into trouble
    Vladimir Putin runs into trouble

    The secret rig

    Their journey out of the Gyre was uneventful, with the Vladimir Putin heading northwest as fast as possible. They soon passed through the area of rough and unruly seas that marked the ocean-current boundary of the northern edge of the Gyre, and sailed into seas becalmed by the passing of the recent world storm. For a week they sailed across a vast, empty blue plain, unperturbed by waves larger than a finger’s height and making excellent progress in a warm, still and sunlit world. After a week, however, Mithrades announced that they were making a small detour to stop at an oil rig community that he regularly traded with: his plan was to do a routine stop for two days, during which time he would trade energy from the Vladimir Putin‘s nuclear plant for food and sex. He and his community would organize a two day party during which the oil rig’s residents would come on deck and have a long orgy, to make up for lost opportunities at the Gyre. The PCs were surprised by this unannounced detour but not by the nature of the trade – it was normal, and indeed essential, for isolated communities to do this kind of orgiastic trade in order to ensure biodiversity, since many of the residents of the community were too closely related to be able to interbreed.

    At least some of the party were gladdened by the thought of a two day orgy, and although they initially queried this unexpected detour, they soon acquiesced and began preparing.

    The oil rig was a poor and seedy affair, a small structure that must have been floating on the ocean for 100 years and that was obviously on its last legs. Shabby and rusting, the pillars holding it above the sea were heavily patched and repaired, and the decks looked tattered and world-weary. Here on the open sea beyond the Gyre they guessed it must be floating on perhaps 6kms of water, and the action of waves and salt water had not treated it kindly. There was no sign of any large boats, and although the pontoon and supporting pillars were laced about with flotsam, junk and seaweeds sufficient to support a thriving ecosystem, there was no sign of any industry beyond fishing. As they approached in the light of the late afternoon they saw scrawny, tiny children scrambling around these artificial reefs, catching fish with their bare hands and eating them raw and living at the water’s edge. Beyond the sussurration of the ocean’s waves they could hear the raucous crying of thousands of sea birds, that roosted on the old refinery tower.

    They weren’t allowed to dock, but instead a kind of rope bridge was thrown over, a power cable drawn across, and preparations made for the party. As the sun sank the sea around the rig lit up with phosphorescent lights from tiny sea creatures, and by the time the party started the sea around the rig was thick with the lights, like a constellation of stars lapping against their boat. The rig’s residents had also perfected some method for capturing these phosphorescent lights, and when the men and women of the party came on board their hair was sparkling with the same lights. The party started, and soon some of the PCs and most of Azel’s men were enjoying the lissom, shy and sparkling delights the oil rig community had prepared for them.

    Not all of the party, however. Ryan was in the water on his drone, cruising around the rig looking for trouble, which he soon found: he was drawn to one pillar by the sound of someone falling into the water, in time to see the body of a guard from the decks above floating face down in the water. Nearby, someone was climbing into an ancient wooden row boat and quietly pushing off from the pillar. Ryan followed them at a distance, as they headed to the stern of the Vladimir Putin. Diving underwater, he texted his colleagues the information.

    Meanwhile, up above, Quark and Dean had noticed Mithrades was not on deck at the party despite his professed eagerness to enjoy a local girl. Their suspicions aroused, they headed to the stern, and found him in an observatory overlooking the ocean at the very rear of the ship. One window was open, and he had thrown a rope out of the window. When challenged, he told them that his lover from the oil rig was making her escape, and would be attempting to sneak onto his ship. He wasn’t going to settle at the Gyre without her. They didn’t have time to challenge his recklessness, however, because at this point guards on the rig saw the rowing boat silhouetted against the phosphorescence around the rig, and opened fire on it. Battle was joined!

    Up on the stern Leviathan was looking at the rowboat below when the firing started. Captain Azel came running up from the party, buttoning up his hose and demanding, “those on deck! Kill or capture?” Leviathan, with little time to think and no one to consult with, replied “Kill!” and Azel and his men set off to slaughter the young men and women they had just been loving. Leviathan dashed off to get his gun, as too did Quark and Dean from below. Meanwhile Mithrades set the ship into motion, hoping to get the engines running for a quick escape as soon as his lover was on board, safe in the knowledge that Ryan was helping her.

    Ryan received a text from Quark: “rope at the stern, save the fugitive”. He realized that the person in the boat was dead if the shooting continued, so emerged from the water below the boat and pulled it over so that the woman in the boat fell into the water. He yelled, “take a breath” and then dragged her under, but unfortunately she didn’t take a breath in time. She hung below the surface in the inky black water, scrabbling at his face to resurface for air as bullets hit the water all around them, driving corkscrews of phosphorescent past his face and body. After a few seconds he was able to drag the drowning woman a little away from the boat and the shooting and allow her to surface for air; once she had calmed and taken a breath he dragged her under again and set off, aiming to run under the keel and emerge on the far side of the Vladimir Putin, safe from shooting.

    As all this chaos erupted, the inevitable happened: the nearest set of battleship guns stirred to life, and began rotating to face the stern of the Vladimir Putin, its barrels lowering from their resting position aimed high. Leviathan tried in desperation to throw a grenade into one of the upward-pointing barrels as they rotated, but his grenade fell short and landed in the water, exploding in a small tower of phosphorescent water. The ship was still only barely moving, and would surely be an unmissable target for those formidable guns, unless someone could disable them. Quark attached a bomb to one of his drones and sent it off, hovering fast over the rig platform, and fortunately many of the riflemen who should have seen it were running away from the edge to repel boarders, having mistaken Ryan’s movements for a submarine raider[1]. The drone reached the gun turret unmolested and through its camera Quark saw a sight that truly warmed the cockles of his tiny heart. As might be expected on a poor and struggling oil rig in the middle of the ocean, the entire rear half of the turret had been long since cannibalized for use in patching the pontoons and pillars of the rig, so it was open to the elements and to his bomb. A stack of three shells sat at one side of the turret, a single man loading a shell into the third barrel of the battery, and a second man operating the mechanism to turn the turret. Quark let loose his bomb, and it landed perfectly, killing the operator and setting off the shells in a chain reaction of massive explosions. Unfortunately the shell that was partially set in the barrel also exploded, killing its handler and sending the warhead out of the barrel; it soared over the Vladimir Putin and landed harmlessly a hundred metres to starboard.

    Now they were free to make their getaway, too far away in the dark to be shot at by mere rifles and unmolested by the gun turret. There was no one left to operate the second turret, because that man had been at the party, and now lay dead on the blood-slicked deck of the Vladimir Putin, party lights flickering silently above him. They were safe. Ryan swam up to the stern of the ship and he and the lover climbed aboard, to be greeted by an ecstatic Mithrades. They had made it.

    They sailed away into darkness, and the last thing they saw from the rig was the corner where the gun emplacement had been, sliding into the sea. They sent information on the rig’s coordinates and armaments back to the Gyre, and a week later received a video report from Dilver; it showed three combat tugs raiding the rig, its residents lined up and hurled overboard after a brutal 10 minute battle, before the tugs began to drag the rig back to the Gyre. They had, once again, worked to enlarge the Gyre.

    Who hides in here?
    Who hides in here?

    The arctic: life in the ice

    Having destroyed that tiny community and run away with the wife of its leader, our heroes turned their satisfied gaze to the far north. For the next few weeks they steamed rapidly northwest, heading for the point where the second ziggurat was believed likely to have entered the zone of sea ice. This meant crossing much of what was once the Eurasian landmass, with 6km of water beneath them, and fortunately not over the deeper, wilder and more terrifying expanse of what was once the Atlantic ocean. They reached the first icebergs sooner than they had thought, and soon found themselves moving slowly through a ghostly world of great white sculptures that stretched as far to the north as they could see. In a cooler world, unconstrained by land masses, the sea ice had extended from its traditional arctic home to encompass much of the arctic circle, and they soon could see the distant line of white that marked the only natural solid landmass they had seen in their lives. Unused to the sight of anything above the surface of the ocean that was not made by human hand, they were shocked and amazed by the beauty of the ice sculptures they passed.

    They slowed the ship, and began looking for signs of life. The possibility that people might live here in these ice islands had not occurred to them, but one morning soon after they arrived, while he was practising his arctic swimming techniques, Ryan stumbled on a block of ice that held fragments of human rubbish. He took it back to the ship, and after some discussion the characters agreed to take their linguist and a single marine, and head in the direction of the current that had borne this rubbish to them, moving carefully in the submarine. They had to move carefully because the submarine was not ice-strengthened, but after an hour of careful, slow and painstaking movement they found an amazing sight: a small warship, perhaps 40m long but heavily armed, moored to an iceberg that had been turned into a homestead, its upper area carved out into a tiny apartment. People were living up here!

    Initially they considered attacking, but Quark ran some careful investigations with one of his airborne drone, and soon saw that they were outgunned. Not only did the little patrol boat have a more powerful weapon than their submarine, there was a machine gun nest on top of the iceberg and the patrol boat appeared to have two torpedo tubes, though they might not work. Far better to negotiate. With this in mind they sent Ryan ahead underwater, to attach an explosive to the ship as a bargaining tool. They then gathered on the deck of the submarine and sailed it from its hiding place towards the iceberg.

    As expected, the man in the machine gun nest woke up quickly, and both his machine gun and the deck gun of the ship turned to point at them. Holding their arms up in the universal gesture of non-aggression, they brought the submarine as close to the iceberg as they dared, and watched as a man emerged from the iceberg, walking down stairs carved in its sloped side and picking his way carefully across to the edge facing them. He was small, in his fifties, and gruff. The linguist told them he spoke English, and translated for them. They soon found themselves invited inside the iceberg.

    And here is where the adventure ended, with our characters drinking instant coffee around a wooden table with this gruff middle-aged trader. He told them he and his fellows were just one of a large number of settlements on the ice, people who wintered deeper in the ice where it was stable, and came out in summer to fish, hunt and trade. Ryan had noticed in his swimming expeditions that the water was thick with plankton and hard to see through, and the trader confirmed that fish and mammal life up here was rich, so in summer they could easily lay in enough food for the winter. But he hinted at more, larger communities in the ice. He himself traded diesel – diesel! – for food and furs, and was about to visit a group he called Settlement 11 to trade diesel for a battery. Would the characters like to come with him to meet the representatives of this community?

    Stunned, the PCs could only say yes. They had found civilization where they had been told there could be no life. What had happened to the Ziggurat, and had they come here to loot an empty building, only to confront a community as powerful as the Gyre? What were they to do…?

    Summary of events:

    • The characters set off in the Vladimir Putin
    • Ryan received a private message from Captain Dilver after they left the Gyre, which made him very angry
    • A week or so after leaving the Gyre, Mithrades announced they were making an unscheduled stop at an oil rig community on the open seas
    • When they docked at the rig, they noticed it had two battleship gun turrets on its decks, but was otherwise very poor: they were swapping energy from the Vladimir Putin‘s powerplant for food and a two day long party with men and women from the rig
    • As the party started they noticed Mithrades was not joining. They found out that someone was trying to sneak aboard under cover of darkness, with Mithrades’ consent
    • Of course this someone was discovered, and battle ensued. They were nearly sunk by the battleship guns, and all the oil rig citizens on the deck of the Vladimir Putin were killed by Azel and his men (even though some PCs and Azel had just been having sex with these people!), but they managed to escape after Quark blew up one of the battleship guns with a drone-mounted bomb.
    • The fugitive turned out to be Mithrades’ secret lover, who was escaping from the tyrannical leader of the rig
    • They sent information about the rig back to the Gyre, and  week later the Gyre raided it and killed everyone on board, then towed it back to the Gyre
    • They reached the arctic, and soon found evidence of human habitation (floating rubbish)
    • Following this evidence, they found a small warship moored against a floating iceberg, which had been carved into a home
    • They approached this iceberg and actually negotiated with the residents (something of a first for our heroes), and learnt that there was a large network of communities living on the sea ice, trading with each other
    • The man they met on the iceberg, Tom, agreed to introduce them to other communities – their search of the arctic had begun!

    fn1: I rolled three 1s on my awareness checks for the guards to see the drone, out of eight; so four ran away and only two saw the drone, but they missed when they fired

  • One of the PCs in my Flood campaign, Quark, has gained a level (even though they don’t exist in Cyberpunk rules), so he has access to a new set of abilities – the ability to make and deploy poison. He has two types of poison: poison darts and gas canisters, which he can deploy from his drone or throw. This post describes some Cyberpunk house rules for poisons.

    Quark takes the shot
    Quark takes the shot

    Poison darts Quark can deliver two types of debilitating poison through poison darts. He needs to make an attack roll using athletics against a target number of 15 or the armour value of his target, whichever   is higher (for targets with multiple armour values use the torso value unless Quark declares a called shot). If he hits this target number he does no damage but the poison is delivered, with either of the following effects. Debilitating pain: The target suffers from debilitating pain and weakness, which makes existing injuries worse. As soon as the target is injured in any way, he or she suffers the full effects of the next highest level of injury. This means that the affected person needs to make death checks at the critically wounded level rather than at Mortal 1, and will start suffering additional penalties as soon as they suffer any wound of any kind. The effects last for the remainder of the battle, and for several hours afterwards. Paralysis: The target does not suffer any pain or distress, but is at risk of paralysis. Every time the target acts he or she needs to make a successful BODY check (with current penalties) in order to act; otherwise he or she is forced to remain still. The effect lasts 1d6 rounds. The target is able to perform basic movements and other similar actions (e.g. drinking an antidote) but nothing more severe, so only walking movement and no combat actions, controlling vehicles, etc. Targets still think clearly and are allowed to drag themselves into cover. They can attempt to evade attacks but this counts as an action, requiring a BODY check. LUCK can be used to reroll BODY checks forced due to this poison. Poison gas Poison gas is delivered by a canister that Quark can throw or drop from his drone. The canister affects an area of 5m radius, but people can attempt to get out of the area before inhaling the gas if  Quark’s timing is off, or if he throws/drops the canister wide and it needs to bounce and spray. To reflect this, delivering the canister requires Quark to roll an athletics attack against the Dodge/Evade skill of everyone in the area of effect. Anyone who fails this check takes the full effect of the gas for 1 round per point of failure. Note that getting out of the area of effect uses up one of the target’s next actions. Note also that they need to make a Combat Sense check against Quark’s same athletics roll in order to be able to choose the direction of escape. If they fail this check, they are required to leave by the quickest, most direct method forward from where they are (or sideways if forward is blocked by someone else faster than them). This means that they may emerge from the gas into an area with no cover, and will need to use the second action in their round to take cover. This may also mean that people who can act before them (but after Quark) will have an opportunity to change actions and take shots at these people. The effects of the gas are described below. CS Gas: The target must immediately make a BODY check and suffer 1 point of (stun) damage per point of failure. Regardless of the result of this check, they suffer a -2 penalty on all actions for one round per point of failure of the original attack roll.

    Quark rolls a 1 (again)
    Quark rolls a 1 (again)

    Crafting poisons Quark can also use his Tech attribute and Chemistry skills to craft these poisons. For the poison darts he needs access to certain reagents, and a laboratory. Making a single dose takes 3-6 hours and requires a target number of 15. A fumble means he poisons himself. For the poison gas he needs access to certain reagents, a laboratory and certain mechanical materials to make the canister. A single canister takes about 12 hours to make and requires a target number of 20. Again, a fumble means he poisons himself. If he rolls below 20 and above 15 he can choose to make a successful canister with a bad action, which has effectively an accuracy penalty = (20-roll). Any failed check means that the reagents are destroyed. The canister materials are only destroyed on a fumble. The necessary reagents are listed below. Debilitating pain: A certain type of deep water shark, which is caught in most areas of the Gyre and preserved for food. By draining the blood, fermenting it and mixing it with certain chemical reagents  the poison can be stabilized. Paralysis: Any stinging jellyfish, which needs to be carefully milked for its poison, which is then mixed with certain chemical reagents and formed into a kind of unguent using whale oil. CS Gas: A large quantity of chilli powder or, alternatively, a lot of fresh chillies. Some chemical ingredients, a flask and a certain type of stopper which requires precision crafting that Quark cannot do.

  • Alone in an icebound world...
    Alone in an icebound world…

    GM Note: I may be running a short mini-campaign in the world of the Flood, probably only three sessions long, which I have tentatively named Vladimir Putin’s Last Voyage. It’s a direct follow-on from the last adventure (described here, here and here in order). This post is background material I am sharing with my players, to make it easier to set the scene for the mini-campaign.

    After Captain Dilver found and captured the Ziggurat he named Mount Arashi there was a frenzy of investigation in the labs and computers of the Ziggurat. The sole surviving member of the pirate crew, the scientist who had discovered the trick of drinking human blood to develop immunity to jellyfish, was questioned extensively before his eventual painful demise. These investigations revealed a startling fact: Mount Arashi was one of a pair of Ziggurats, the larger of which might still exist …

    The two ziggurats, which Dilver called Mount Arashi and Ziggurat 2, were conceived in the last years of the Flood, when the industry of whole nations had been committed to building floating structures that could survive the Flood. A whole host were launched by many nations, and these two ziggurats were just two of many. They were conceived as a pair, with Mount Arashi established as the living quarters and Ziggurat 2, the larger of the two, used for storage, farming and factories. Small boats ferried people between them, an ill-conceived idea with no respect for the vagaries of ocean life. But this was the first and last time anyone had to build such things, so who can blame them for their mistakes? The two ziggurats were what they were, and once they had been floated on the growing ocean no one could do anything about it.

    At first they drifted together on a slow eastward current, heading towards the oceans south of what would one day become the Gyre, but they were soon to be separated by fate. After some years of slow drifting, moving at a crawl across the oceans, they ran into one of the first world storms. With no means of propulsion and no experience of the new world, these two ziggurats floated helplessly, unprepared for what was coming. Fortunately for both of them, however, they were large enough and well-enough built that they survived the storm. Most of the other structures thrown out on the ocean with them at that time – floating oil rigs, packed rafts of ocean liners, smaller islands of wood – were consumed whole, but Mount Arashi and Ziggurat 2 made it through with their population alive, though not unscathed.

    Unfortunately, they were cast apart by the storm. Mount Arashi spun through the storm vortex and fell into the current that would eventually drag it into the Gyre, but Ziggurat 2, being larger and heavier, was not thrown out of the storm, instead drifting with it until it dissipated. When the storm raged itself out, the two ziggurats were separated by several hundred kilometres of ocean, and Ziggurat 2 was trapped in a northerly current.

    This is where Mount Arashi’s tale of cannibalism and piracy began. For many years the ziggurat drifted untroubled, though the loss of its supply-and-factory-oriented sister ship necessitated a change in way of life, and the community had to learn to adapt fully to the post-flood world. At first they managed, though they had their challenges; but then, after a few generations, they ran into the miasma. Stranded in a vast soup of jellyfish, they soon began to run low on food. A small gang of the most vicious members launched a mutiny, and with their thuggish fellowers they imprisoned the community and began slowly eating them, in a desperate bid to preserve their food. One of their number, the scientist, studied ways to control the jellyfish and eventually found a way to kill them or control them with electrical power. Some of the mutineers then suggested freeing the remaining prisoners, killing the jellyfish and returning to past life, and there was another mutiny in which the scientist’s gang prevailed. They chose to keep the jellyfish close, and use them for piracy and locomotion. The remaining captives were handed over to the scientist for experimentation, and over the next 10 years they prowled the seas near the Gyre, threatening small communities and extorting food and women. Then they drifted into the Gyre, and their evil actions became a matter of history.

    Things went very differently for Ziggurat 2. They drifted slowly north, too far away from their sister ziggurat to continue trading and swapping resources because the only ships that remained functioning after the world storm were those that were small enough to be dragged inside the ziggurats for protection. As they drifted they remained in contact with Mount Arashi by satellite and carrier pigeon, but this contact too slowly dwindled. Nonetheless, it was apparent that Ziggurat 2 was also doing well, partly because Ziggurat 2 had been the one initially stocked with all the communities’ supplies and partly because they had drifted into rich fishing grounds and temperate weather. But they continued drifting north, and soon things became harsher. As they entered the far north, the few communiques reaching Mount Arashi spoke of hard times, food rationing, and strict and authoritarian rulership. Then communication ceased, but everyone assumed the same thing: that Ziggurat 2 had drifted helplessly into the arctic, become trapped fast in sea ice, and was lost to the world. Perhaps its residents had lived on their stores of food, but eventually – within a few years probably – these must have run out in such a harsh environment, and then they would have fallen to eating each other. By now the ziggurat would be an empty shell, drifting at the whim of the seasonal ice, undefended.

    Captain Dilver, of course, settled on that word: undefended. He had uncovered the cargo manifest of Ziggurat 2 when it was launched:

    • 100,000 tons of steel
    • 10,000 tons of copper, nickel, tin and other valuable metals
    • 30,000 tons of soil
    • 10,000 tons of wood
    • 1,000 tons of fissile uranium
    • 10,000 tons of rubber
    • One nuclear plant, whose waste could be used as fuel by the Ark’s reactor
    • Three water purification systems
    • A small factory and workyard
    • A seedbank with 1000 species of plant
    • A small flock of goats, and preserved semen and ovaries for maintenance of the flock
    • A large plastic extrusion plant

    All he needed was a freighter capable of carrying a couple of hundred thousands tons of cargo, and a small crew of enterprising adventurers to accompany him. How fortunate, then, that our little group of PCs should return to his attention just as Captain Mithrades came into port on the nuclear-powered ice freighter the Vladimir Putin, telling a story of desperation and willing to offer almost anything in exchange for the right to settle in the Gyre …

    A lesser figure than Captain Dilver might have offered Mithrades, captain of a ship with a storied history of adventure, shelter out of mere magnanimity, but Dilver was no lesser man. He paid attention to sailors’ stories filtering back from the bars where Mithrades crew were on shore leave, and he soon learnt the truth: a tragic accident in the nuclear engineering section of the Vladimir Putin had exposed Mithrades’ long-term engineer and both of his apprentices to lethal doses of radiation. The engineer was dead of cancer one year now, and for his apprentices it was just a matter of time. Very few communities of the Flood had nuclear engineers, and none were willing to release such valuable people to the high seas, so Mithrades was now looking for somewhere to settle. He had tried the Himalayan Archipelago but their conditions were harsh; instead he approached the Gyre, believing them more compassionate. Unfortunately he docked at the Hulks and met Dilver before he could stumble on a person of compassion. And so the deal was soon struck: a trip north, and then he could settle.

    Ziggurat 2 was abandoned and held fast in ice, but the summer was approaching, when the ice would melt. Dilver’s eyes turned north to that vast treasure floating in the arctic ocean, and then to the heroes who had captured Mount Arashi. They had captured one temple … now they would loot another, or die trying.