S3M 1×06: “Bad Company”

Dramatis Personæ

Only moments have passed since Tulk fired the shots that crippled the stealth launch and the second launch has raced to dock with the Tohre-Chi ship. The boarding party is aware that they’re about to have company (bad company at that!) as well as finally noting that JoJo has wandered off. Mister “Black” of the Unit decides that most of his team will go down a level, then make their way aft in an attempt to flank the approaching hostiles while leaving behind one of their number to continue cutting out computer core; the Bad Omen Crew will need to “hold the line” and AJ quickly hashes out a rough tactical plan. He goes to the ceiling (thanks to the zero-gee environment) where he wedges himself into place while directing Calista to a nicely defensible spot that will also give her great fields of fire. Zennith continue to poke around the CIC, looking for things of interest (to him, anyway) while below-decks, JoJo endeavors to communicate with the now wakening (and very badly damaged/injured) Tohre-Chi. The doctor is somewhat successful in this and then begins patching up the alien’s environment suit with his own suit’s emergency repair kit. Meanwhile, Tulk is able to tell that the people in the first launch are trying to facilitate repairs and draw closer to the Omen, probably in order to attempt a boarding action; he fiddles with the comms and issues a “stand down or I will shoot the shit out of you” order.

On the Tohre-Chi ship, the Hostiles approach, laying down ineffective suppressive fire to cover their advance, which result in AJ and Calista engaging them from distance. AJ opens up with the close-assault weapon he obtained on Lucifer and the APDS slugs rip through one of the boarders’ suit, likely killing him instantly, and Calista lights up another man with her heavy laser pistol, badly wounding him and basically turning him combat ineffective. Facing this unexpectedly heavy return fire, the boarders’ advance completely stalls out and they hunker down under cover to exchange shots that don’t hit much of anything. At the sound of the firefight beginning, JoJo is surprised that the Tohre-Chi reacts and heads toward the firefight; over the comms, the doctor quickly tells everyone not to shoot his new friend and barely gets this across before the alien passes through the Unit who have reached their jump-off point and are about to engage the Hostiles. Still, AJ takes a bead on the Tohre-Chi as it appears due to its proximity to the reactor – he is concerned that the thing is going to try and cause the entire ship to go boom and plans to shoot the “shark” before then. Seeing the wisdom in this, Zennith secures his discovery – a compact, folded up Tohre-Chi gauss rifle – to his suit and draws his own laser pistol to join the “line” while his wife continues to lay down a withering barrage of suppressive fire herself.

Over on the Omen, Tulk hasn’t received word back from the other launch and is now able to see heat signatures exiting it. He neither knows nor cares if they’re just trying to abandon a crippled vessel, and instead re-engages with the Omen’s laser. Most of his shots are misses given the distances involved and his general inexperience with shipboard weapon systems, but enough of them strike home to turn the craft into a floating derelict. He’s also pretty sure that he nails several of the rock-jumpers who were exiting the launch. All in all, its a very bad day for them.

The Tohre-Chi launches itself into the fight, deploying some sort of cybernetic claws, and immediately draws all fire from the hostile boarders. Before things can get completely out of hand, though, the Unit engages … and they are not shooting to wound. In seconds, all hostiles – including JoJo’s new friend – are down and the ship is secure. Now with the computer core cut free, the Unit is ready to bug out although Zennith desperately wants to stay for a while longer. AJ agrees only to let them take some extra time making their way back to the docked launch so Moss can try and secure interesting samples for study. At the launch, Mister Black announces a change to the plan: there is no way for the Omen to outrun the Alliance frigate, USS Bunker Hill, so he and his team will take the functional stealth launch and use it to make good their escape while the Crew surrender to the Hill. The very notion of surrendering at all, especially to legal authorities, causes both Calista and Tulk to get upset, but AJ acknowledges the wisdom in this since he, better than the rest of the Crew, knows what the Hill is capable of and he knows that, technically, DSD, Inc. has done nothing wrong. As captain, he agrees to this on the condition that they allow Zennith to obtain some samples from the launch that Tulk ripped apart with the Omen’s laser. Mister Black is okay with that since they need to blow up that craft anyway and he likely doubts that Moss is going to learn that much from just a couple of pieces. With the key to the escrow account with the rest of their payment (plus a little extra) in hand, the crew examines the undamaged launch & discover it has jury-rigged flight controls that function well enough. AJ takes the controls – he’s always wanted to fly an alien ship, so this is one thing off his bucket list – and takes them to the other launch, now a drifting derelict, where the Crew secures the stealth samples while the Unit plants another explosive. All of the Unit’s gear is relocated to the launch and the two ships part ways with AJ pointing the Omen at the Hill so they can just ‘get it over with.’ Once they’re more than 10K kilometers away from the Tohre-Chi ship, there are several flashes as the charges detonate.

The Hill identifies the Crew’s approach vector and issue a “stand down and prepare to be boarded for inspection” order, something they did not do earlier, and AJ signals compliance on a wide-beam transmission so the entire system could potentially hear it. The two ships dock some hours later and armored marines board where they inform the Crew that the captain would like to speak with them. AJ, being the only ex-military member of the Crew, takes lead and goes into savoir-faire mode in an effort to make up for Calista and Tulk being in uncooperative moods. Once aboard the Hill, the crew are scanned and then secured, with AJ being led away to an interrogation room. He has uncomfortable memories of rooms like this from his time in the TFR following the disappearance of the Normandie and falls back on old habits by running wormhole calculations in his head to defeat any potential psychic scans. Soon after, Commander Savage, the ship’s captain, enters and quickly notes AJ’s distraction. With nothing to hide, AJ tells the pure, unvarnished truth and provides data recordings of their encounters with the Unit to back this up. Before they conclude this interrogation, AJ makes sure that CDR Savage knows that any blowback from this must fall on him (AJ), not the other members of his Crew who were just following the chain-of-command. Savage says he will do what he can but doesn’t promise anything.

Tulk is next and he is more than a little irritated at having to go through this crap at all, so he decides to share his pain by dragging out his story for as long as he can while couching it from a purely administrative and economic point-of-view, which likely makes the interrogation hideously dull. JoJo is next and his utter inability to lie results in him spilling absolutely everything that he knows and then some, which means he’s out very quickly by way of comparison. Calista doesn’t even try to hide her lack of interest in being here since she knows that AJ has all of this recorded. As a result, she’s ‘compliant, but not helpful,’ answering questions in terse sentences that use the bare minimum of words necessary to get the point across. When she leaves, she gets the feeling that Savage doesn’t like her and she doesn’t care. Zennith, who is still annoyed at the (in his opinion) unnecessary destruction of a technological treasure trove, takes the opportunity to rant at CDR Savage about the general stupidity of humans in destroying things they don’t understand. In the course of this, he basically counter-questions Savage who acknowledges that his orders were really unclear and he didn’t even know about the Tohre-Chi ship until just recently. The Bunker Hill’s captain also implies that his orders indicated that Mister Black’s Unit – who he references as Special Operations Group Team Nine – might have been rogue.

With the entire Crew interrogated, Savage advises them that he is releasing them because he does not consider them to be complicit with any wrong-doing. He does not state they are wholly free and clear as the Alliance could potentially still charge them (although Zennith at least hears this as “you’re innocent of all charges”; AJ being former Navy himself recognizes military CYA speak when he hears it), though CDR Savage does not think there is anything they actually could be charged with. He further states that the Bunker Hill will escort them back to Tamborro Station and the Crew return to their boat. They’re going home.


Player Notes:

  • More “paperwork” taken care of in the beginning – we established that the Rival Crew has a frequency of appearance of 9 or less (won’t appear in the next session, it seems) and that the “bank job” that the Moss couple have in mind to recover their monies will also feature on a 9 or less (also won’t appear next time.) We also determined that, excluding the payment for this job, DSD, Inc. has 2 months of operating expenses available.
  • The majority of the session was a “loose” fight – I say loose because the GM used the combat sequence (Base Speed to determine who goes when), but we clearly weren’t using 1 second rounds.
  • This is actually the first time that AJ has used that shotgun in combat; he obtained it from the pirate lair in “The Sabo Affair” but then the campaign just sort of fizzled out and we never came back to it. Until now, I did not realize how much damage the thing could do, especially with the APDS ammo I had in it. We determined that a shot from that could potentially penetrate the inner bulkheads of the Bad Omen (which is insane).
  • Many of the PCs were (understandably) frustrated at having to surrender to the Bunker Hill even though AJ saw the wisdom in this and pushed it forward. Zennith was probably more upset at the Unit for blowing up the Tohre-Chi ship.
  • Many were the jokes with regards to exactly what JoJo was doing with the Tohre-Chi. I tried to ensure that Marvin Gaye’s “Let’s Get It On” started playing each time it came around to his turn again (thanks, YouTube!)
  • Zennith has obtained a TL11 fold-up Tohre-Chi Gauss rifle which he plans to reverse-engineer, then get to working and give to his wife as anniversary present even though she’s more of a beam weapons girl.
  • GM will have to comment but I don’t think there were any survivors from Tulk’s mad minute with the Omen’s lasers…
  • Once more, “The Expanse” has seeped into the game. The interrogation on the Hill intentionally evoked the Martian interrogation of the surviving Canterbury crew in season 1, complete with the super-focusing drugs. There were also shades of the interrogation scene in “Firefly,” with Zennith sort of being Kaylee, Calista filling in for Jayne, and JoJo taking on Wash’s exuberant babbling role.

S3M 1×05: “Shot in the Dark”

Dramatis Personæ

It is about 22:00 local, 26 Feb. As the session begins, the PCs are still discussing best options for determining how to break line-of-sight and have reached what amounts to a plan: once within the Far Belt during the decel phase, engine trouble will be faked and they will “set down” on a rotating rock, then launch from the dark side of this rock before going silent. It will take multiple days to reach the target rock, so AJ spends about 15 hours (total) working out the new route. By his calculations, they should reach the final target on or around 6 March.

The Crew has a lot of time to kill before everything starts blowing up in their faces. JoJo mostly spends time with V.R. tutoring and practicing his Muay Thai, which definitely leads to AJ sparring with him to determine how Krav Maga stacks against it. They find themselves fairly evenly matched with about equivalent skill levels. Tulk digs into the names he obtained from his television friend and is able to determine they’re all IBM employees. Calista generally hangs out with the crew in order to get to know them better, but also checks discreetly to see if there are any future jobs for her to handle on the side. Zennith, being a workaholic, focuses much of his time handling shipboard maintenance, although AJ is also present for some of this time to learn new engineering skills required for certain certifications; in his spare time, Zennith also works on a robot hamster for his wife. In addition to the above-mentioned items, AJ also ends up watching a recording of Bella’s play where he finds her not as terrible as he feared; he also interacts with their passengers in an attempt to get to know them better, especially once Tulk discreetly reveals that he’s eavesdropped a little bit and suspects the Unit are Confederacy personnel, not USA.

On the third day out from home, Tamborro Station, the USS Bunker Hill is detected to have launched, evidently on a hard burn in the direction of the Omen. Tulk is on watch when this happens and alerts AJ who knows the Hill is twice as fast as they are. Based on the current math, the Crew is about five days from their false destination, FN-2187, and the Hill would arrive within a few hours of them, not counting the impending distraction.

Day Seven approaches and the Omen reaches the designated time to execute their deception. The dual effort between AJ and Zennith turns out to be awesome; Zennith forces a fuel overfeed in engine two that results in a very visible backfire, and with a hard and sudden decel that is actually concerning to all parties but the pilot and engineer, but instead of landing, use the asteroid as cover and slingshot hard on the new vector before going dark. From passive sensors, they’re able to deduce that the Hill was completely spoofed and have given themselves an extra 12 hours before she will be able to intercept them.

Once they reach the mission site, it takes about 30 minutes for the Cew to eventually locate the blacked out Tohre-Chi ship … and it’s a big one, looking to displace around 500-600 tons or so. Everyone dons vac-suits and Zennith evacuates oxygen from the Omen … just in case. AJ orbits the Tohre-Chi ship for a bit so they can identify an entry point; during this, they determine that the two smallcraft normally attached to this ship are missing and there appears to be a really cheap worklight in one of the open bays, strongly indicating that some rockhoppers found this and have staked out a claim. This will be their entry point and AJ, knowing that Tulk positively sucks in zero-gee, has him stay behind to man the sensors while the rest of the crew spacewalk over.

Neither Moss particularly appreciate the zero-gee ops, but AJ is clearly an expert in doing so. The Crew and the Unit board the Tohre-Chi ship and begin moving slowing toward the ‘front’ with Zennith identifying stuff along the way. They find enough evidence to nearly confirm the presence of some rockhoppers living here and, upon entering the CIC, AJ is able to note that the blackbox is gone. The Unit begins cutting out the computer core.

Back in the Omen, Tulk is startled when a ship appears mostly out of nowhere – it is one of the missing Tohre-Chi smallcraft! It buzzes him but foolishly drifts into the Omen’s field of fire so Tulk remote fires the laser cannon which pretty much cripples the smaller ship. However, the second smallcraft appears and dives toward the Tohre-Chi ship, docking hurriedly before Tulk can puzzle out how to reorient the Omen and shoot it too. He warns the boarders … they’re about to have company!

At the same time, a bored JoJo has wandered away from the others and discovers what appears to be a suit of Tohre-Chi armor plugged into the ship. Just as everyone feels the vibrations of the smallcraft docking through the deck, the Tohre-Chi’s eyes suddenly light up…


Player Notes:

  • Ended the session early because GM doubted the impending fight would be over quickly. Like more than half of the gaming group, he’d also had a very difficult work week and had not prepped as much as he would like.
  • As a player, I’d like to figure out how to streamline some of the maths more, particularly with regards to in-system navigation stuffs. They aren’t terrible but I hate math of all sorts so honestly, I’d prefer a spreadsheet I could just plop my die results in and it figure the crap out for me. We’ve got something like that for Mass Combat so I may be bothering the GM to do that for the astrography and navigation stuff.
  • Am wondering how we could have sped up the trip time. Once we establish a SOP for what a character does, a Time Use thing is probably the way to go, then we can skip past the “You’ve got 6 long and boring days to the target. What do you do in that time?” kind of questions since the normal answer would probably be “I do what I normally do during this time.”

S3M 1×04: “Every Breath You Take”

Dramatis Personæ

At the dockhouse, Calista and Zennith are working on pre-launch prep when the habitation module arrives and is secured within the Bad Omen. Calista is given the key fob that opens the stealth compartments; according to the delivery person, the fob is the only way to access these hidden sections of the module. Soon after, the Coffin arrives with AJ, JoJo and the four passengers, and mere moments after that, the Customs call comes in, warning of an impending inspection within fifteen minutes. AJ immediately calls Tulk to advise him of this, though he doesn’t not pick up, so the rest of the crew quickly brainstorm about how to proceed. It is decided to secure the recently obtained crates within the warehouse while the Unit hide in the habitation module.

When the inspection team arrives, Zennith stalls them by faking a main door malfunction before allowing them entrance. The customs team are harried and clearly overworked and admit that they don’t know what is actually going on, only that there is a system-wide alert regarding a team of armed and dangerous men wanted for unspecified crimes. The images of these men naturally match the four hidden in the hab-module. With only a cursory examination of the ship, crew and manifest, the customs team signs off on everything and departs, which gives Calista enough time to assuage her curiosity and peek into the duffel bags and crates belonging to the Unit; in the former, she finds a great deal of combat gear and in the second … plasma charges of sufficient number to take down the entire station. She notes this for the future.

Tulk arrives with his go-bag just as the Unit are being released; he is carrying his go-bags and recommends the other characters retrieve their’s as well. Everyone splits up, with AJ hanging behind slightly to make contact with Bella and arrange for dinner. As he exits the dockhouse, he realizes that JoJo is being followed by two Taareh (likely from the earlier misadventure) and then Calista and Zennith have a pair shadowing them as well. Utilizing his computer implant and wireless capability, AJ snaps images of the pursuers and shoots those captures to the crew, along with a warning that they are being followed. He then moves to intercept JoJo who is just now turning around, which clearly surprises his pursuers. When AJ calls out to the men in Qebish to see if they are lost, his unexpected appearance and his understanding of their language visibly disconcerts the two who promptly bug out. Deciding that the crew should always remain in pairs, AJ then invites JoJo to join him and Bella for dinner. The doctor agrees, unaware that this is sort of a trap as the evening will end with Bella (and thus, AJ as well) knowing pretty much his entire life story. On the bright side, he has some fantastic hamburgers which only intensifies his newfound obsession with this miracle food.

Calista decides to engage her shadows in a far more aggressive manner. After rounding a corner to break line of sight, she then wheels around and charges back to slam into her pursuers. The man she collides stumbles slightly, which gives her an opportunity to knee him in the groin and then thoroughly intimidate the living crap out of the other guy. They also back down quickly and stumble away, leaving her feel totally badass. She will get a standing ovation from Tulk and the Unit when she and Zennith finally return.

An hour and a half later, the crew has returned to the dockhouse with their gear and everyone boards. The Unit have set up a CIC in the hold, outside the hab-module, complete with read-only connections to the Omen’s comm-systems and sensors. Around 17:30, clearance is obtained and AJ takes the Omen into the shipping lanes. Once clear, he engages the main drive and they begin their long trip. Knowing the grav-ball playoffs are taking place at Celestia, Tulk invites everyone to watch the game and most do join in. Zennith, slipping into his workaholic mindset, defers and stays in the reactor room while AJ seals up the pilot’s station and breaks out his violin to do some VR training, rejoining the rest of the crew on occasion to replenish his coffee.

After the game ends, the Unit request an hour or so of privacy in the hold, though Tulk immediately heads to the bridge, no doubt to eavesdrop using the many secret cameras and mikes he has installed throughout the ship. At the conclusion of the ‘secret’ meeting, the Unit asks for everyone to join them in the cargo bay so they can debrief them on the mission. Evidently, they only just received the full details and it turns out they are not going to FN-2187 after all, but near it, and the course change needs to happen at the very last minute. The actual mission is to accomplish a sensitive site exploitation (SSE) of a suspected downed Tohre-Chi ship! Th Unit hope to obtain as much intel on this ship as possible, especially with regards to their stealth capabilities, before utilizing the plasma charges to scuttle the craft entirely. This is where Zennith will come in due to his expertise on weapon systems and the like. The crew begins brainstorming how to best accomplish the course change without being detected.


Player Notes:

  • Was missing Tulk’s player this session.
  • Not a great deal of action in this session but Giger admitted he’s been swamped at work all week and was not entirely satisfied with the amount of prep he’d managed to accomplish.
  • JoJo’s player decided that, since his character was from Space Japan, he is obsessed with the glory that is hamburgers. Bam. Insta quirk.
  • Only one of the players hasn’t been watching The Expanse on SyFy, but that didn’t stop us from deciding we were all off to investigate the Scopuli and encounter the protomolecule.
  • After Calista’s player declared that Tulk was her kind of scum following last week’s session, a running joke was spawned about Tulk having an affair with Calista. Time will tell how long that joke lasts.
  • AJ still hasn’t bothered opening that letter from his ex-wife and he left it behind in the office. If he didn’t have Eidetic Memory, I’d have him forget about it entirely so it could come back and bite him in the butt later.

S3M 1×03: “Taking Care of Business”

Dramatis Personæ

Began with a brief flashback to the hours immediately after the bar fight at Hard Vacuum as JoJo started actively seeking out a new place to live. At this point, he has been with DSD for exactly one week and as such, is just now getting acclimated to the station. During his apartment hunt, he observes a person “in medical distress” while in one of the lower wards. His doctorly instincts kick in and JoJo investigates, finding a man in critical shape, having previously been nailed to the bulkhead by a piece of rebar but somehow having managed to get free. The man is thoroughly unconscious. JoJo applies medical assistance, contacts the authorities, then rides to the aid station with the paramedics where he impresses them with his know-how. He is questioned by the authorities but allowed to leave.

Back to the present. The initial projected travel time to FN-2187, the destination in the Outer Belt, is eight days, but AJ immediately starts crunching numbers while Tulk negotiates with the Unit to get us a better deal. Being awesome, AJ brings travel time to just under 6 days which nobody believes at first. Meanwhile, Tulk seeks out a habitation module for attachment to the Omen and seeks out a smuggler version. After seeing how small the profit margin would be on this, he talks “Mister Black” into covering for most of the hab-module, which allows DSD to cover additional expenses. In the course of this, Tulk receives a ping for a data mining program he has running for any uses of his previous identities. Evidently, a “Hanibal G. Dunbar” is on-station! Tulk must investigate without raising suspicions and decides to do so after coordinating with the guy he’s renting the module from. In the course of those negotiations, Tulk agrees to do an unspecified favor in the near future so as to receive the “friend discount.”

Leaving Calista and Zennith behind to finish prep-work (and to inspect the habitation module upon arrival), AJ takes the Unit (and JoJo) in the Coffin to pick up other purchased goods from some less than reputable folks. En route, the Unit note the presence of the USS Bunker Hill, a navy frigate, and express some consternation; AJ inquires whether this is going to be a problem and receives a non-answer answer in return. This transaction takes place in vacuum and involves some rather shady-looking Taareh. Half of the purchased gear is present, but the other half is on a nearby ship, a fact that sets off everyone’s ‘ah, crap’ meter. Two of the Unit accompany the Taareh while the other two begin to load the gear on the Coffin which AJ floats closer, already expecting they’ll need to make a quick getaway. As he is jacked into the Coffin’s systems via his neural interface, AJ makes good use of the integrated sensors and identifies two hostiles sneaking toward the hatch of the other ship. He alerts the Unit via comms, then drifts the Coffin forward. The two would-be hostiles panic and retreat and, inside the other ship, there is an exchange of weaponsfire before the Unit guys emerge with their gear. AJ has the Coffin moving back into the traffic lanes before they’re all fully inside.

Tulk digs into the Hanibal purchase, identifies the shop location, and hacks their system to get all of the pertinent data. He briefly makes an attempt to pick up the purchase at the warehouse location but is rebuffed by the foreman who is clearly a by-the-book kind of dude. Retreating, he then stakes out the delivery address and intercepts the UPS guy. Thanks to his hacking, he knows all of the info on this purchase, including the tracking number, so the deliveryman doesn’t think anything of signing it over. Tulk even slips him a tip which is greatly appreciated. After the deliveryman is gone, Tulk then takes the television upstairs to “Hanibal” and, once the idiot opens the door, intimidates the living crap out of him by declaring that he (Tulk) is a very good friend with the real Hanibal Dunbar who is … displeased that his identity has been stolen. He even flashes his gun, which causes the idiot – a guy named Nguyen – to faint in terror. Tulk literally kicks the guy when he is down, obtains additional information on how Nguyen obtained the name, and then leaves with a warning that Nguyen is being watched. He keeps the television and drops it off at Hard Vacuum, claiming it was a donation.

At the office, with the habitation module inspected and secured, port authority customs contacts DSD: the Omen has been flagged for inspection, which is most definitely not a coincidence (what with the presence of the Bunker Hill, the renting of the hab-module, and a flight plan having been filed.) Customs will be at the office in fifteen minutes.


Player Notes:

  • Was missing player for both Calista and Zenith this session.
  • Evidently, the incident involving “Hanibal” was due to Tulk’s Secret coming into play for this session. We all expect Tulk to continue harassing this guy and have started tossing him random ideas.
  • Took me (as a player) entirely too long to realize that the “mercs” were members of “The Unit,” a 3-season television show about special operators and their families.
  • Totally called the Ronin-like incident with the Taareh guys as soon as it started. It’s like I know how Giger thinks!

S3M 1×02: “Breaking the Law”

Dramatis Personæ

The shooting has stopped. Calista immediately pursues the two fleeing ‘pirates’ but is unable to catch them as they manage to escape in a small groundcar. Meanwhile AJ directs JoJo to begin triage on the wounded and moves to help while Tulk takes the uninjured survivor aside with the newly arrived Steg for interrogation; they learn that the first group of idiots were hired by a man named Bobby Liu to start hitting shops on this level but discover little else of import and decide to let him flee. He runs afoul (briefly) of Calista who injures him but doesn’t stop him.

Local security arrive and several of the Crew recognize Sergeant Allred as the first responder. He is Steg’s enemy so Steg makes a discreet exit via the back entrance; Allred is … displeased when he recognizes the Crew and throws his weight around but no one bites so the interrogation about what happened goes relatively well. AJ learns that the cops have been facing a very high volume of calls. Until the investigators arrive, Hard Vacuum is taped off.

Once the cops are gone, Anson reveals the other part of why he wanted to chat with the crew: an old colleague of his is looking to charter a ship to Helene’s belt and will be here in “a couple three days.” This frees up the Crew to do other stuffs in the meantime. Tulk immediately starts researching this Bobby Liu fellow; Calista and Zennith go shopping for guns and checking into the would-be pirates, which results in them finding the Blue Neptune, a very small freighter that has left within the hour; while AJ assists JoJo in getting settled on-station while also juggling Bella issues as she’s won the lead in a local play and insists she’s not ready.

Having located where Liu might be hiding, Tulk enlists Calista’s aid in a quick ‘B&E’ op in the slums. First, they must navigate through what appears to be a house rave taking place, during which Tulk is caught unprepared by a local offering him a beer. Calista has an front-row seat to a comedy of errors as the normally unflappable Tulk first fails to fast-talk his way past the man, then falls back on blatant threats. He accidentally uses Liu’s name which causes the man to back off immediately. The two continue on and break into Liu’s crappy apartment where they discover no one inside but plenty of damage, indicating to them that someone has been dragged out of here. Frustrated at the dead end, they withdraw and speak with locals, confirming that yes, bad things happened in that apartment and yes, someone was carted out by a group of thugs earlier in the day.

Two days later, Anson contacts AJ and Tulk, advising them that his guys are here and will meet them at the DSD office. Tulk is there first and realizes someone has broken in, so he reaches out to the rest of the crew and tells them to assemble. Once gathered, they enter and discover four men waiting. All are very big, very polite, and are carrying bags/cases that are distinctly military in nature. The leader of this group – who calls himself Mister Black – references Master Sergeant Law and states they are willing to pay triple standard to be taken to FN-2187 in the far Belt, but will need to be in the black within eight hours. As the Bad Omen doesn’t have adequate life support for non-crew, Tulk will need to rent a habitation module while AJ takes the runabout and one of the mercs (because what else can they be?) to retrieve some additional gear.


Player Notes:

  • Was missing JoJo’s player for the session.
  • We got bogged down a couple of times due to our slacker GM being wildly, horribly unprepared, particularly with regards to the interrogation. The B&E thing also dragged a bit – IMO, he should have had a couple of punks (controlled by Zennith’s player and myself) kick in the door and try to blast Calista & Tulk.
  • Mister Black asked Zennith if he’s worked with nonhuman weapons before, which is concerning. And intriguing at the same time.
  • Despite being a superb social engineer, Bella is a terrible actress when performing, something that was lifted from the Sophie Devereux character on the TV show Leverage. This will be the first time many of the characters have experienced this fact.
  • AJ also received something that looks suspiciously like a wedding invitation from he ex-wife but has not bothered even opening that envelope.
  • As a player, I need to figure out how to include AJ more in situations like this. Calista and Tulk are very clearly peas in a pod with regards to breaking the law … perhaps AJ & Zennith need to develop a serious bro-mance due to their shared appreciation for classical music? More importantly, though, I need to figure out how AJ makes things fun for the other players as well…

S3M 1×01: “Spoilin For A Fight”

Dramatis Personæ

Begin in media res with the Crew assembling at the offices in Hard Vacuum to discuss matters with Anson. There, we discover that the Starport Authority Closure Commission (SPACC) is once again threatening to close down Tamborro Station and a “Save the Station” organization has sprung up with Anson planning on participating. Their hope is to “clean up” the station and get it declared a historical location so the SPACC won’t (or can’t) close it down. Tulk, being a suspicious sort, decides to start investigating this group.

Ted announces that they have “visitors” (despite the front door being locked) and the Crew find themselves suddenly facing down a handful of armed punks, all wearing the usual security-spoofing gear. None of these punks seem particularly competent, which is especially notable when they don’t even bothering patting down the Crew, all of whom (except Zennith) are armed. AJ’s bad luck flares up once more, though, and one of the idiots happens to notice that he is carrying a las-pistol; there is a great of shoving and threatening and posturing, with AJ on the verge of attempting a disarm maneuver (despite it being very unlikely to succeed) but Tulk interjects himself into the situation, dazzling the thugs with a startling amount of bullshit that actively confuses them (since, after all, victims of an armed robbery aren’t supposed to be this indifferent to the would-be thieves!)

As the Crew (plus Anson and Ted) are threatened, a second group of thugs appear, also demanding the cash. This group appear to be spacers rather than local lurk-rats and are better armed. A tense stand-off ensues which Tulk (taking advantage of a half-hearted idea espoused by newly hired JoJo) complicates by insisting the Crew had already given the money to the lurk-rats. More shouting and threats transpire with most of the Crew cautiously trying to move out of the field of fire; AJ actually advances toward Anson and Ted, planning on trying to protect them when the shooting starts since he’s wearing a nanoweave bodysuit and they don’t appear to be armored.

Tulk sees his chance and takes it. As he shifts behind one of the lurk-rats (who happens to be holding a laser pistol), Tulk discreetly draws his hold-out las-pistol and takes an under-the-arm shot at one of the spacers while simultaneously shouting out something that makes it look like the lurk-rats are attacking. It works. Almost at once, the bar is crisscrossed with lasers and bullets and shotgun slugs. The Crew dive for cover (wisely) except AJ who tackles Anson and Ted to the ground before drawing his pistol. Once satisfied that they’re not going to get caught in the crossfire, the Crew draw their weapons and engage an already confused situation. In seconds, all but one of the lurk-rats are dead or grievously wounded (most to the shots of the spacers) and two of the four spacers are downed (one of whom is straight up dead thanks to Calista scoring some lethal vital strikes with her modified heavy laser pistol.) The remaining two spacers wisely flee and AJ gets the sole remaining uninjured lurk-rat to drop his weapon and surrender … before Tulk can start shooting any would-be survivors.

The current plan is to interrogate their prisoner (while JoJo triages the injured) before summoning the authorities to take the lurk-rats into custody. It strikes all of the Crew strange that two different groups of would-be robbers hit the same place at the same time…


Player Notes:

  • We spent most of the session finalizing some character elements (some additional background stuffs, equipment, etc.) so really, nobody expected to get a lot done. Since so much time was burned with that sort of thing, can’t really judge the effectiveness of the characters yet.
  • I (Rigil) had Fantasy Grounds running on my laptop and used that to quickly identify everyone’s modifiers for ranged combat which worked out better than I’d expected.
  • Some of the initial setup was pretty unclear. For example, I didn’t entirely realize we were still in the bar until it was explicitly stated – thought we were being ushered out of the bar – and we didn’t realize we were initially in the bar’s office before the lurk-rats appeared. A little more descriptive flair at the beginning would be helpful.

S3M Campaign Introduction

Steel Ships & Space Marines is my homebrew, mash-up GURPS Space setting, that has developmental history going all the way back to 1990, when I made my first purchase of GURPS (then, Third Edition). If you think of it as a mix of Firefly, The Expanse, Mass Effect, and Aliens, you’ll be in the right ballpark. This campaign is a continuation of a couple of one-shots in this setting, specifically, The Sabo Affair, which ran in 2005, my first run in GURPS’ Fourth Edition. The story starts around seven months after those events, with a few new characters and minus a few old ones. It was a long time coming, and we were all glad to see its inevitable (despite the delay) return. See the Wiki for more information about the campaign, in general. (This is the first of my campaigns to benefit from the existence of a proper wiki site.)

The Player-Characters


AJ Trent
The Pilot/Captain
Played by Rigil Kent

Calista Moss
The Gunner/Loadmaster
Played by Lab Rat

“JoJo” Jotaro
The Medic/Steward
Played by Frito

Steve Tulk
The XO/Purser
Played by Magman

Zennith Moss
The Engineer
Played by WxMan

Table News, 22 Jan 17

The last few months have been a little weird, when it comes to gaming for me. Due to the holidays and related absences, we ended up not gaming at all for either Friday (Core Group) or Saturday (Olympus) groups for about two months, and the Friday group for which I was up for GMing next was delayed a further three weeks due to bad weather, etc. During this extended downtime, my GMing situation also fluctuated wildly. As of two days ago, this is the current situation: starting this Friday I will be GMing my Steel Ships & Space Marines (which was previously to be ported into the Traveller setting, and has since been reverted), featuring a continuation from the previous one-shot (“The Sabo Affair”), for which two former-PCs will have moved on, but three more added (the player for one of which is not only new to the group, but GURPS as well); on Saturdays at some unspecified point in the hopefully-near future (after the S³M run has ended) I should be running a GURPS Supers campaign, which I will detail here as its time draws nearer—for now, the S³M campaign will have my more-or-less complete focus.

This means (a) I’m GMing again, and not a one-shot; (b) S³M will again see production; and (c) S³M setting stuff will get some needed updates and incorporate new sources. Session-reports will be posted here, though I’m not certain yet whether I will be doing that myself or someone else (Rigil Kent) will—in the latter case, I will likely be posting GM-specific insights on a per-session basis. So, there should be some activity here, coming up.

A One-Shot Across the Bow

edbabb_nassau_wide

GURPS Sea Dogs, Adventure ½

Overview

Another GM in my Saturday group found himself having to slap together a game from scratch with naught but the week before to prepare it, and it ended up working out pretty well, so I wondered if I could pull it off myself. Then the opportunity arose the week prior to this writing, with some upcoming absences from the regular game, and I decided to give it a shot.

I had been wanting to run (or play in) a proper age-of-sail campaign for decades (literally), and have been considering such a campaign for this group, as it has virtually no genre overlap with anyone else’s campaign. But I hadn’t actually put any effort into it yet, so I would be starting from scratch, with only the week to make it happen.

Execution

It took me a few days to finally settle on the basic storyline: a small insurance company based out of Port Royal was about to pay out on a client’s ship lost to pirates, when said client received a ransom demand for the safe return of the ship’s crew—an unusual occurrence—through which the company was able to track down the pirate and his expected location. It would be far cheaper for the company to send some guys with a particular set of skills to retake the ship than to pay out for the loss.

My old Sea Dogs campaign that never saw production started in Nassau, which was also the primary location in the Starz TV series, Black Sails, and a notable spot in the Assassin’s Creed IV game. I chose to set the game there, as there should be plenty of material to work with. The target ship was a 100-ton sloop called McGuffin’s Prize, based on the ship in GURPS Supporting Cast: Age of Sail Pirate Crew for its GURPS 4e stats, captained by the silver-tongued Hans Olof, accompanied by his first-mate, a large African fellow named Chwengwe. Their opposition was a no-name French pirate called La Cage, who captained the brig, Antagonist (which I had to fudge some stats for, in the event they were needed); a brig was featured prominently in the first Pirates of the Caribbean movie, the Interceptor, for plenty of visual references. Captain Olof had convinced the pirates to send the ransom note in order to keep them from killing himself and the crew, knowing that it was highly unlikely that the ransom would actually be paid. Also noteworthy, La Cage had been recruiting crew for the new ship.

To expedite the inevitable planning session, I would use a mechanic I had employed once before, that is, “Planning Points”: a number of Impulse Buys for adjusting the tactical situation with the caveat that the changes had been “pre-planned.” I wanted to do a bit of social engineering in town and that sort of thing, but in order to keep it simple, and enough for one session only, I just stuck with a couple of combat encounters, which, with the planning that would involve, would be a tight fit.

For the characters, I really didn’t care too much what we ended up with. I was going to recommend GURPS Action templates until I remembered Pyramid 3/64 “Pirates and Swashbucklers” issue had a few Dungeon Fantasy “swashbuckler” templates. I created a basic character for everyone to use, at the 250-point DF standard; two of the players created their own, but they were both based on the same template. They were all Weapon Masters—serious badasses—and I knew they were going to wipe the floor (deck) with whomever they encountered.

Other minor points of interest:

  • I decided late in the process to use Nicholas Cage as the bad guy, thus named La Cage; I have a long-standing dislike of him as an actor (it’s nothing personal, really), and I like to work him into my campaigns to get punched in the face 😛
  • Rigil’s character was an homage to his now-retired Banestorm character, Gabriel
  • I had a hard time finding stats for the Antagonist. Low Tech has smaller and larger ships than this brig, but not the same, and 3e Vehicles has a smaller version of both the brig and sloop. I probably could have worked it out properly from Vehicles, but it wasn’t really worth the effort since I wasn’t planning any ship-to-ship combat (though a pursuit was possible).

c-1750-nassau-harbour-long-shot

Synopsis

I started the PCs off at sundown, approaching the handful of pirates holding watch over the ships’ boats on shore, the McGuffin and the Antagonist, anchored together around 75 yards out in the Nassau harbor, just off Potter’s Key. Just trailing the PCs was the former crew of the McGuffin which had been rescued some time before, led by Captain Olof and looking a bit worse for wear from a couple of months neglected in the pirates’ custody—they elected to hang back until the all-clear was given. The only PC with skill in Tactics made the roll, with the others attempting to support; the support didn’t amount to much, resulting in three Planning Points to spend, which they held back for later. One of the PCs brought some bottles of rum, and the four PCs walked right up to the sentries and offered to share, claiming to be recruits. The sentries were caught completely by surprise when their new buddies produced their weapons in a flash and took them all prisoner, binding them and leaving them behind some nearby rocks, before making off with the boats. As GM, I was a little surprised the PCs let the sentries live, but whatever. 😛

After a bit of discussion—which pleased me not to take all night—the former-crew ended up taking two of the boats and rowing out ahead, taking cover in the darkness and waiting for the signal to approach, while the PCs took the third and rowed straight up to the brig, again pretending to be new recruits. I rolled 6d6 for the number of pirates aboard the two ships, and the PCs spent a Planning Point to reduce that number by 1d6, resulting in twenty; around half of them had muskets to hand, the rest cutlasses. La Cage was also aboard, arguing with the men over something-or-other.

As the PCs’ boat passed under the brig’s stern, Ronnke’s character slipped into the water and climbed up to the open gallery windows. They had spent another Planning Point to have an “inside man” disable the rudder—owing to my introduction of Hans Olof and Chwengwe, the players declared the inside-man to be a short, round fellow, wearing blue and white and whistling a lot. Once Ronnke’s character had entered the gallery, the inside-man handed him a dry pistol, while he reloaded one of his.

niccage-piratesI gave La Cage’s men a Reaction check against the newcomers aboard; I interpreted the “Bad” result as the pirates being unappreciative of the the interruption. But they also failed a Perception check to notice the ruse, so I declared Partial Surprise; the PCs won the initiative, and the pirates froze—only one round, though. The PCs went immediately to work butchering them mercilessly, with some minor, flashy heroics combined with some surprise Crit-fails/successes to make things a little more interesting. La Cage fell back across to the McGuffin to regroup but took a nasty spill running down from a cannon and face-planted on deck; Andricus’ character ended up stabbing him twice at random hit-locations: once through the back, the other through his manhood—this was actually unscripted. 😀 The fight lasted around seven seconds, with the enemy casualties a bit over half, the other half choosing to surrender.

Afterward, the signal was given for the old crew to join them. Some of the pirates were recruited to assist as well, and both ships were readied to depart, in no hurry since the pirates were no longer a threat.

Aftermath

The experiment worked out well enough. I managed to craft a decent night’s entertainment from scratch in the allotted week’s time, and probably had enough time to spare that, if I had wanted to spread it out over multiple sessions, I probably could have done more. Now I know, for me, it can be done. There were a few rules bits that I probably could have worked out beforehand, but that was pretty minor. My pacing was spot on; ended exactly when I intended. I was actually a bit surprised that the combat went pretty smoothly and quickly despite the numbers, though that was helped by only having four players to manage. I was also pretty happy with this second playtest of the Planning Points concept; this will undoubtedly be used again.

While I had already been considering a regular age-of-sail campaign, I don’t have any intention of it being a sequel/prequel to this one at all, though some of the characters or ships might certainly reappear in some form or another.

Universe Reaction

grand_universe_by_antifan_real1

AKA “The Universe hates/loves me”

Some time ago, I ran a Traveller one-shot that focused on a race-against-time to complete a rush-job. But as GM, I dislike arbitrating little things like how long someone has to stand in the queue at the bank, and in the case of this one-shot, it feels a bit like GM “cheating” anyway. So I came up with the concept of the Universe Reaction Check, to circumvent my arbitration-guilt. It works like this:

First, you mentally ask the question, “What is it the PCs are trying to do right now?” Then you figuratively turn to the Universe and ask if it will help or hinder their efforts, at which point you roll (for GURPS) an unmodified Reaction Check (B560) and consult the appropriate Request for Aid entry for the answer, as if it were an intelligent being with the power to smooth things along or get in the way. Simple.

In the case of the aforementioned one-shot, I translated this effect into minutes/hours/etc. of delay or acceleration of their timetable—because that’s what was at stake (a “base” time-increment will be required, though, to use it this way). But the effects would probably differ in other situations based on the PCs’ intentions. For example, if some post-apocalypse PCs are scrounging through some ruins for food, a “helpful Universe” would mean that some food is available at that location (the amount dependent on how helpful the Universe is feeling), and an “unhelpful Universe” would mean there is none to be found, or worse, an ambush awaits—this might be independent of whether or not the PCs are able to find that food, only indicating how much is available to be found. As some of the other GMs in both of my groups have started to use Universe Reactions in their games, I’ve seen it used during chases to determine if “suitable terrain” exists for a stunt. As it is, the concept is widely adaptable to any number of situations, but the more industrious GM could also build out more situation-specific Reaction tables for greater detail or less improvisation of effects.

Of course, the standard GURPS Reaction system allows for modifiers to the check, and that can still be incorporated. In the Traveller one-shot, a PC with Bad Luck insisted on penalizing those checks in his case. Conversely, “good” Luck is really just a favorable Reaction result, so one could reasonably treat is as an Influence success against the Universe. There’s no reason one couldn’t assign modifiers based on PCs “karmic” status, or add cumulative penalties as the adventure progresses to increase the stakes. Using GURPS Action 2, BAD could sensibly be applied as well.

Lastly, it is easily possible to use the same concept in other game systems, either using the GURPS check/table as-is or a similar mechanic from whatever system is being used.


Edit: See also Universe Reaction, Extended