Darknight

Section 2 - (the adventure)

Here is the second part of the Darknight Special Games project. This has a lengthy adventure with the players as Interceptors. If anyone runs this, I recommend waving your players off this or changing things around enough to prevent spoilers. Hope you enjoy it.
Comments and feedback on how it turned out appreciated as always


"Live at Eleven"

1. 0 Setup

This scenario is designed to be a one-shot but will probably cover a few sessions unless the player's cell makes a mistake.
Characters are all members of a Darknight cell operating on Mort and know each other reasonably well. They have the general goal of bringing SLA down and are free to devise their own missions while awaiting orders from Darknight's Central Control. For this adventure, one of the characters needs to have a dependent (with or without the point value advantage) that knows about their connection to Darknight and strongly objects.

This scenario is written like all of the BPN's and adventures I put together and is wide open for player options. The adventure is not tightly scripted with the exception of the basic plans of the NPC's and may take some quick thinking on the part of the GM to keep up if the players go off on a tangent. I've provided basic descriptions and equipment for the NPC's at the end, but left the stats and skills open so that they can be adjusted to challenge the characters.

Optional Complications

  1. A new recruit is an undercover (unchipped) Slop whose goal is to bring down the cell.
  2. An older, established member is a deep cover Slop.
  3. If using 1 and 2, neither Slop knows about the other one.
  4. A valued family member or lover (dependent disadvantage) knows about a character's DN connection and wants to get them out, no matter what the cost. This complication is needed for the following adventure.
  5. One of the characters is romantically involved with a Slop.
  6. One or more of the characters has an active termination warrant out on their head.
  7. A monthly audit is approaching in which the team is interviewed by Troubleshooters. This has everyone on edge, since Troubleshooters tend to be as overzealous as Darkfinders when looking for infiltrators or weak links.

2.0 Synopsis

A call goes out to the cell leader that a DN cell's location and identity is about to be turned over to SLA operatives. As the characters rush to intercept the leak, they realize that it is one of their dependents/lovers/kids/etc. that is turning them in. Forced to make a hard decision, they try to prevent the meet and are engaged by a SLA Contract Killer. Unfortunately, a third party catches the combat on tape and decides to takes advantage of them. Later, the cell receives a package containing a copy of the recording and a list of demands that must be carried out to prevent its release to SLA authorities. Most of the demands are in line with their agenda, but several are pure treason from Dark Night's point of view. The cell is confronted with tough choices and cannot report the event to Central Control, unless they want to risk a termination by Darknight's own version of internal affairs.

3.0 Start

The cell is quickly gathered when a Code 2 message is received by the cell leader (hopefully a PC). Code 2's are the equivalent of Red BPN's and are issued from Central Control or one of the intermediary stations. In this case, the information originated from a local DN listening post and has been encoded and dispatched to the player's cell. After several moments, the first batch of the message is decoded:

START CODE 2 REPEAT CODE 2 STOP A CELL LOCATION COMPROMISED STOP LEAK IS ENROUTE TO EXCHANGE STOP INTERCEPT AND TERMINATE ALL HOSTILES BY ANY MEANS NECESSARY CONTINUES

A few moments later the rest of the message is transmitted and can be unscrambled:

CONTINUES LOCATION OF EXCHANGE SIXTEEN HUNDRED HOURS BUBBAS BAGEL SHOP 54 STREET NEAR MIDTWN MALLPLEX STOP SLOPS ENROUTE STOP MOLE WEARING RED AT SHOP FRONT STOP CODE 2

A DN cell's identity is about to be handed over to Slops on a silver platter and the character's cell is ordered to prevent it. They have been given permission to use maximum force to prevent the meeting and terminate the persons responsible at all costs. Failure is not an option.

4.0 What they Don't Know

The cell that is about to get turned in is the one made up of the characters (see complication #4 above). The loved one/dependent has had enough and in desperation, contacted the local Shiver station for help and spoke with Sgt. William Ross. The good sergeant was more than willing to listen once Darknight was mentioned and promised to be able to "free the character from the clutches of Darknight" without harm. He sees the opportunity for a major promotion coming and wasn't even upset that he couldn't persuade the person to provide names. The dependent was so upset that his claims were believed and they agreed to meet later that day at a familiar place suggested by the dependent. Sgt. Ross is overly ambitious and didn't report the conversation to anyone above him. He intends to bring the person in for questioning and beat the Darknight information out of them, then personally direct the apprehension of the entire DN cell. He will of course take all of the credit.

Meanwhile, a random tap by a DN listening post picked up the call to the ambitious Shiver sergeant and forwarded the information to Central Control. A red flag went up and a local cell (the players) was selected to take care of the problem. So far no one at DN Central knows that the player's team has been compromised. Once a particular team is identified, a Troubleshooter will be dispatched to determine and plug or cauterize the leak.

5. 0 Bubba's Bagel Shop and Midtown Mallplex

The midtown mall is located on the rim of a conapt/mid-level residential area and filled with various shops near the character's residence. Most of the locals are SLA employees, but a decent number of Slops live nearby. The area is also less than a block and a half from a Shiver station, so any response time to reports of shots fired will be very quick.

Bubba's Bagel Shop is a popular deli with limited space that is standing room only during meal times. Around the time for the exchange, traffic for this and two other eateries ("Pizza by the Slice" and a Chang restaurant called "Wok the Dog") spills onto the sidewalk and sometimes into the street. Steady traffic from the mall behind the shops contributes to the pedestrian traffic and will make both spotting and pursuit of a target difficult.

Around the time for the meet, the crowd has blocked the street in front of the other two restaurants drawn by a price war. As a result, the bagel shop is not as busy and the crowd has thinned a bit. Near the front door of the shop under an eave is the dependent waiting for Sergeant Ross or his people to show up. They are wearing a bright red article of clothing (hat, scarf, etc.) to make it easier for the Sergeant's people to locate.

6.0 Lock and Load

One note to keep in mind: If the cell runs in with masks in place and weapons drawn, a Red BPN is immediately issued and they may have to contend with an angry mob of anti-Darknight sympathizers in addition to a well organized bunch of Shivers. The sheer number of people could potentially tear them apart or at least tie them up long enough for Slops and/or SCAF units to arrive. If the cell tries this approach, let the chips fall where they may.

As the team moves to intercept the exchange, they notice a strong Shiver presence in the area and see a full squad of the boys in green moving towards the front of Bubba's Bagel shop. At the front of the shop, the dependent is wearing a red article of clothing (as above) and looking scared. It's up to the cell to decide how to handle this.

6.1 The Pickup Squad and Tactics

Sgt. Ross expected trouble and has put three Shiver teams into the area.
Team One is moving to apprehend the dependent and will make a beeline once they've spotted him/her.
Team Two is on hold behind the restaurant and will respond by charging in or around if they are contacted.
Team Three is in an APC further down the street and has been tied up with crowd control for the moment (they can get free it/when the GM decides is useful or if weapon fire is reported).
All three teams are in radio contact and will respond to calls for help as needed. If they start to take fire, they will not hesitate to call for SCAF support (arrives in d6 minutes) and a Red BPN is issued. Browbeaters may not kill but they will hurt like hell up close.

6.2 Surprise It's a Trap

If the dependent is reached by the cell first, he/she is confused, embarrassed, and acts defensive if it is in character. If asked if he/she is here to meet Shivers, the dependent first denies it then may explain that this is the only way for them to save the character. Whatever conversation takes place will have to be quick since Shiver Team One is close. If the Shivers see their suspect leaving, talking to someone they appear to recognize, being escorted away, or attacked, they will immediately call for Teams Two and Three then charge in. They have no compulsion against using teargas on the crowd if it will help them bag the DN cell. They will not pull punches since they are dealing with a known dangerous subversive group.

The bustling crowd will make it hard for either the Shivers or the cell to run effectively. Also the crowd adds a +2 to Streetwise rolls to avoid being spotted initially, but a –2 to lose pursuit if moving faster than a walk. Shiver Team Two moves around to seal the area and close off the easiest escape routes. In general, the Shivers aren't equipped well enough to deal with well-armed Interceptors and the cell could probably escape without problems if it wasn't for a few major complications.

6.3 Can I Get Your Autograph?

Unfortunately for Sgt. Ross and the cell, the well-known Contract Killer Sour Blood is in the crowd signing autographs. Actually it's an unknown actor/Sour Blood look alike named Mark Croix who is subbing for him while the Contract Killer heals up. Mark is bored, short-tempered, and anxious to do anything to make a name for himself. If he can improve Sour Blood's image after the recent thrashing on Gorezone by some nobody, he may get a shot at a bigger role. Right now, he doesn't think public appearances for a Pizza Shop chain is doing anything for either his or Sour Blood's career prospects.

When the commotion starts, he looks for the cause and dramatically leaps into action. Assuming this to be just a case of an over-possessive boyfriend/girlfriend/parent pulling in some property, he doesn't expect any real trouble. The Sour Blood pretender is overconfident and takes every opportunity to posture, pose, and drop sound bytes, giving the cell their main advantage. Once he sees that he's tangling with a serious threat, he'll pull out the firepower/powered melee weapons and do his best. After all, he'll never get another job if he gets his rear kicked in the public light and Sour Blood would never back down from a fight against half a dozen well armed, gun toting subversives. The actor, unlike the star he's portraying, will not be resuscitated or compensated for his pain.

6.4 Going Live at Eleven

When Mark Watson heard that Sour Blood was going to be making an appearance at "Pizza by the Slice", he couldn't wait. He packed his camcorder and his copies of "Confessions of a Humble God" and "I Am Sour Blood - Hear Me Roar!" (Two best sellers by the Contract Killer with lots of big colorful pictures) and headed over. He doesn't have much excitement in his life anymore, but this is about to change for both him and the characters.

Watson used to be a Monarch cop with black market connections until about a year ago when a funding cutback forced a downsizing. Four cops in his section lost their jobs and three of them let it ruin their lives. He was number four and saw it as life's way of telling him to move on to better things. He turned to the black market full-time since it paid better and fell in with arms merchants. Using his standard 40 cr a week that he gets from SLA for play money, he lives happily on what he earns and spends his free time absorbing Gorezone sound bytes and trailing his heroes.

When the fight starts and his hero leaps to the rescue, he of course has his camcorder out and gets it all on tape. As the fight progresses, his cop instincts kick in and he concentrates on the people that Sour Blood is fighting – the weapons, the faces, the scared face of the dependent. He will also get up close on any bodies left behind and try to get an idea of their identities. He doesn't know whom these people are with, but thinks it will be worth something to those in power.

7.0 Aftermath

If the cell followed their instructions and simply killed the dependent, the body can still be identified and it will lead SLA right to them with a White BPN. If there are a number of dead Shivers or if Sour Blood was killed, the situation also triggers a white BPN. The best option would have been to extract the dependent without violence, but the overzealous Shiver teams and starving actor probably won't allow it. If the cell takes Sour Blood down, Central will be very pleased and commend the team for their heroics.

From a scenario view, whether or not the dependent is extracted is unimportant, but the roleplay after the event should be interesting. It is important that Watson escapes or remains unnoticed as he tapes the cell's action. Either option is possible considering the pandemonium in the crowd and with the overwhelming number of boys in green heading their way.

7.1 After Action Report

Central Command will demand a report of what happened and be very pleased if the cell took care of the leak and escaped the apparent trap. If they managed to kill Sour Blood or get this on tape for Channel Resistance, CC is ecstatic and commends them for their efforts. The cell is ordered to lay low for a few days and await further orders.

8.0 Blackmail

A day after the fight at Bubba's Bagel Shop, a package arrives at the home of the dependent that was extracted. If the player character's name is on the lease, it will be addressed to him or her. The apartment's address, a set of basic directions from the local subway link, and the name is scrawled in a loose script in black marker. Contained is a recording of the fight that clearly shows the faces and equipment of the combatants and a note that reads as follows. It is made out of cutouts of newspaper and magazine articles:

YoUr FiGhT wItH tHe sHiVeRs aNd sOuR bLoOd dId nOt gO uNnOticEd. iF yOu dO nOt wAnt oTheRs tO eNjOy tHe fiLm yOu wiLL pErFoRm tHe fOllOwInG tAsKs.

oNe kiLL cApTaiN jAcOb LeaRy oF mOnArCh sTaTiOn 534 iN a pAiNfUL fAsHiOn wiTHin tHrEe dAys.

TWo KiLL mS. mArCiA cOx 1733 eAst pArAde bLock aPt 525b iN a pAiNfUL fAsHiOn wiThiN 5 dAys bUtChEr tHe biTCH! BUtChEr tHE BiTcH! BUtChEr THE biTcH!

tHrEE kiLL tHe sLoP sQuAd hArD kNoCks wiThIN SEVEN DaYS bUtChEr! bUtChEr! bUtChEr!

iF tHeSe FaVOrs aRE nOt pErFOrmED iN THE tImeLiNE pRoViDED tHe tApe wiLL bE GiVen tO tHird eYe aNd cLoAk diVIsIoN.

yOu wiLL bE cOnTaCtEd sHoRtLy wiTH fUrThEr iNsTrUCtiOnS

hOw dOeS iT fEEl tO bE mY biTCheS ?

9.0 Reactions

The reactions of the cell could go anywhere from defiance to complacency where they ignore the demands. If the timeline is not followed within a day or so, Watson turns the tape over to SLA and things go to hell immediately for them. See Section 15 for suggestions and possible outcomes.

The second option is to simply follow the instructions and hope he goes away. When Watson has finished with them, he either turns the tape over to SLA and watches the fireworks (see Section 15.32, On the Run) or periodically drops a list of demands on them as before (see Section 15.2, Watson's Puppets). The latter is useful as occasional plot hooks if a GM wants to extend the character's servitude with this character.

A third option is for the cell to comply with the orders while trying to find out who is blackmailing them. This is the direction that is detailed for the remainder of the scenario.

9.1 Notes on the Demands

The first set of demands that Watson sent to the cell is mostly to see if they will do what he wants and jerk their chain a bit.
Items # 1 and # 2 are not connected to him in anyway – these are simply people he has met and came to mind when he wanted to test their resolve. The third item (the attack on the Hard Knocks squad) is something that he needs to have done. They are closing in on the operations of some of his associates and need to be taken out.

If these demands are met, he has another batch to send to the characters (more if the GM is evil). The second set is much more serious and including several requests that DN would consider high treason.
For once Darknight is not the predator in SLA's jungle.

10.0 Tracking the Blackmailer and Fighting Back

There are a number of paths that the cell can take to track the blackmailer. The most important thing is for the team to avoid drawing attention to themselves by their superiors or SLA. Several possibilities are discussed in this section, but the players are bound to come up with good alternatives.

10.1 The Shivers

One of the first questions the cell could come up with is how did the Shivers know about the meet, but interrogating the dependent will give up the connection to Sgt. Ross. The characters could try to kidnap and interrogate Sgt. Ross, but he doesn't know anything that would be of help. If this action is taken, a White BPN is issued to find the Sergeant and his kidnappers. Infiltration of the Shiver station isn't going to give them anything either, but could be a fun mission on its own.

10.2 Interviewing Witnesses at the Scene

Unfortunately, since Watson has no outstanding features, few people in the area will remember him or if they do will not have seen him before. Speaking with the staff of the restaurants will let them know that the Shivers arrived an hour earlier than Sour Blood and his crew and seemed to be waiting for something. Their accounts of the fight will vary widely and they won't be able to identify any of the PC's unless someone has a distinct appearance (such as the Good/Bad Looks advantage/disadvantage). A connection to Shivers purchased during character generation will indicate that the operation was thrown together quickly and was the decision of Sgt. Ross.

If the players saw someone with a camcorder at the fight, they have a minor leg up on the problem. but identifying him from existing SLA or Darknight records isn't going to be possible. One thing they know is that he didn't look like a Slop (too old, not good enough shape, etc.), so they're probably dealing with someone in the private sector. Since he isn't from this general area, locals won't recognize him from descriptions but may be able to recall that he came back later and asked a few questions about the dependent. Since no security cameras are in place in the area, the camera was definitely handheld, but no visual is available of the man either.

10.3 Interviewing Neighbors at the Apartment

If the roommate for the dependent is on good terms with the neighbors of the tenement they live in, they may be able to get some information on how the package was delivered. Most people are going to either not know or be completely uncooperative, but good roleplaying with bribery or threats may yield a lead. The package was delivered by a bike courier service called Pablo's Peddlers Bike Couriers. An address is easily found through an area directory. Note that no receipt was left with the package when it was delivered.

10.4 Analysis of the Package

Darknight has very limited forensics capabilities and cannot offer a detailed analysis of the package or its contents. Additionally if the cell uses the organization's labs, they will be running a serious chance of discovery; if this happens see the section 15 for repercussions. If a contact in Shivers or Slops are purchased in character generation, forensics can be run and will give the following information on the package.

  1. Common packaging material tape and glue was used.
  2. Fonts and letters were cut from various consumer publications that are easily accessible.
  3. No fingerprints were found the inside of the package, but traces of latex are present. (the perp assembled it using gloves, tongs, and tweezers).
  4. Traces of an explosive material (C-4 equivalent) was found on the packaging material, although none was in package.
  5. Samples of a compressed wood material and other substances re present on the outer wraps.
  6. At least seven sets of fingerprints are present on outside of the package. Some of these correspond to the PC's, one is the dependent that caused this mess, and four samples are unidentified but may be traceable.

If the unidentified prints are traced, they do not produce any matches in a DN database, but SLA does bring a match up within a couple days. Two sets of prints correspond to a brother and sister (Jamie and Paul McClain), employees at a bike courier shop called Pablo's Peddlers Bike Couriers (the address is easily available from in a local directory). Other prints on the package are not on record.

10.5 Waiting for the second drop (if there is one) and picking up the courier

If the players stake out the apartment and wait for a second drop, it comes only after the third mission is completed. This courier is from Lau's Fast Mail carrier service and the person claims to not speak Killian when confronted. If pressed with threats or bribes, the language barrier miraculously breaks down and he says that he is the owner of the service and was paid to bring this package to the apartment. He will be able to confirm the description of the person (a Gwailo which means Ghost Man, a common Chang insult to non-Chang) but does not know his name. He was paid well to do this minor service and is willing to negotiate with the cell to provide more information.

Mr. Lau can provide a more in depth description of the man and appears to have an excellent memory. He describes the man as looking like a cop with the same heavy dark jacket, nice shoes, and a weapon and explains that he wasn't a Sloperative. Mr. Lau happily embellishes the story and adds details such as bodyguards and a feeling of conspiracy to the transaction when actually there was none. In reality, Mr. Lau is a person desperately desiring excitement and will happily help the cell if they appeal to this side of him. He could become a convert if properly manipulated.

10.6 Going to Pablo's Peddlers Bike Couriers

When approaching Pablo's Bike Courier shop, the place bears a striking resemblance a hornet's nest. The area is a flurry of activity as people on bikes whip in and out of the relatively small shop with packages strapped to their backs or on the carriage rack on the front of bikes. Most are very adept and take great care at avoiding the pedestrians in the area. While the cell members probably won't get run over, a few close calls are perfectly reasonable if they aren't paying attention.

Getting someone's attention is a little difficult, but patience pays off and a young woman (Jamie McClain) makes it to the other side of the cage to speak with the characters. She is not really sympathetic to complaints of a damaged package received at the customer's home and points out a large sign on the wall stating their policy on the matter. When pressed for information on who sent the package, Jamie checks the log and tells the character that the info was withheld at the request of the sender. Again good roleplaying, bribes, or threats will work to get some information out of the clerk. The sender is listed as "John Q. Public" at "Everyfuckingwhere Street" and is an obvious joke. If the description of the person with the camera is provided, Jamie will recognize him and confirm that he is the sender. If presented with a good bribe, very good roleplay, or serious threats, further information can be provided such as the pickup area (at a bar called the Brewery).

10.7 Hitting the Brewery

The Brewery is a clean bar that caters to mostly SLA employees, Monarchs, and the occasional slumming Slop. The place has a regular clientele and offers a clean, safe place for its patrons to relax. Security is provided by off duty Shivers or Monarch cops and the doorway and bar areas are covered by security cameras.

Several of the employees, including the bartender and several waiters/waitresses will recognize Watson's description since he is a regular. They will be suspicious if asked about him and try to find out who the characters are and what they want with him. The employees know that Watson operates outside of the law and are hesitant to give out much information besides confirming that he was here a few days ago. They honestly don't know where he lives or works, but will mention that he used to be an operative or something.

After the cell has questioned the staff and left, one of the employees will call Watson and let him know someone is looking for him. Making things worse, the security tapes from the bar will be provided and give him with a bit more weight to put on the team. Shortly the cell will figure out that they are dealing with someone more dangerous than the standard Sour Blood fanboy.

11.0 Performing the Missions

Following are basic descriptions of the missions in Watson's demands and suggestions on how they can play out. Again these demands are simply tests to see if the team will jump through hoops. The more important missions come later on and pose the real problems.

11.1 Mission 1 – Killing Capt. Jacob Leary, Monarch Station 534

Watson met Capt. Leary a long time ago and for some intangible reason, took an immediate dislike to him even though they never worked together. Maybe it was because the two men were so different, with Leary being a good cop and Watson a slacker. No matter the reasoning, Leary has to die if the cell is to avoid being turned over to SLA.

The victim can be killed enroute to or from work, remotely with a bomb or sniper, or in the comfort of his meager apartment. Hitting him in the station however, while much more flashy, draws an immediate Red BPN and far more attention than the cell can afford. If the team wants to kack him in the station, let them suffer the consequences. Think Dog Day Afternoon meets Reservoir Dogs and the scene should play out pretty well.

11.2 Mission 2 – Killing Marcia Cox, Civilian (1733 East Parade Block Apt. 525b)

Marcia Cox was a worker at Pancake Nirvana, an all night pancake house that Watson and his partner used to frequent. She never gave him the time of day (or night) and he saw this as arrogance and stupidity on her part. When thinking of a few tests for the cell, she came to mind immediately. She has to be killed within the prescribed time period or Watson makes good on his threats.

Unlike Leary, this person can be killed in any place and in any way without drawing much more than a minor Shiver investigation. If she is butchered in her apartment (say by someone with the Psycho for Hire mentality), there is a chance that a White BPN will be issued to apprehend the new serial killer.

11.3 Killing the Operative Squad Hard Knocks

Of the three initial demands, this one is going to be the most difficult by far. The Hard Knocks squad is looking into the arms dealing that Watson's associates dabble in and needs to be stopped. He figures that using free and disposable assets like the characters is his best option.

Information on the squad is scant on 3rd Eye or publications since a camera has only followed them once or twice. The squad is made up of:

12.0 The Next Package Arrives

The next package arrives from Lau's Fast Mail carrier service as detailed in section 10.5 above. The following message is contained:

GoOd jOb oN mY pReViOuS rEqUeSts

hErE iS tHe nExT sEt

iF tHeSe aRe nOt cOmPLeTeD iN tHe fOLLoWinG tiMEtAbLe yOuR pErFoRmAnCe wILL bE eNjOyeD bY cLoAk diViSioN

fOur sAbOtAge tHe fUeL sUppLy dePoT aT 1255 gArRiSON sT. iT mUst bE dEsTrOyEd wiTHiN 2 dAys

5 dEstROY thE cOvErT SLA mOniTorIng sTaTiON oN tHiRd fLoOR oF tHe oLd bRadBuRy hOtEL 5150 E foRD bLoCK. nO sUvIvOrS fOuR dAyS

SiX kiLL tHe wOmAn wHo liVEs aT aPT 138b gOtHaM tEnEmENT iN a bRuTal faSHiON 6 dAys

If the players went to the Brewery and snooped around, another tape is enclosed (the security tape from the bar) and the message is far more hostile. Also the time limit is shorter:

yOu biTcHeS sEem iNtErEsTed iN wHo i aM

tHiS iS nOt yOUr cOnCeRn

tHe tAPe fRoM tHe bAr is vErY cLeAr aNd yOu aRe vErY pHoToGeNIC aNd cLoAk DiViSIoN wiLL aGrEE

iF yOu fUcKeRs pErSist bOtH tApeS gO tO cLoAk diVIsion aNd tHiRD EYE

fOLLoW tHeSe iNsTrUcTiOns NOW oR eLse

fOur sAbOtAge tHe fUeL sUppLy dePoT aT 1255 gArRiSON sT. iT mUst bE dEsTrOyEd wiTHiN 1 dAy

5 dEstROY thE cOveRT SLA mOniToRing sTaTiON oN tHiRd fLoOR oF tHe oLd bRadBuRy hOtEL 5150 E foRD bLoCK. nO sUvIvOrS tHrEE dAyS

SiX kiLL tHe wOmAn wHo liVEs aT aPT 138b gOtHaM bLoCK tEnEmENT iN a bRuTal faSHiON 5 dAys

13.0 Completing the Next Demands

The next several demands will only serve to make things worse for the cell. Now the information Watson is providing is as accurate as SLA's BPN (complete lies).

4. Sabotage of a SLA fuel/supply depot at 1255 Garrison Street. The "SLA fuel/supply depot" is actually a supply depot for a soft company called HARDCORPS that specializes in armaments for other soft companies and gangs. They produce weapons like the KACK submachine gun (used by enforcers in the Trade), machine guns, and explosives. The depot is well guarded by seasoned troops recruited from gangs.

The facility is situated in partially collapsed subway tunnel that is open to the surface, thanks the fall of Salvation Tower. With a little fortification, the soft company turned it into a 50-meter wide concrete bunker and weapons depot. A barricade of barbed wire, debris, and a set of low guard towers seal the main entrance. The second entrance, an old subway access stairway, is sealed by a heavy garage style door and barbed wire. Both entries are fairly well guarded and offer good cover to defenders.

There are two alternate approaches into the facility that are not actively guarded, but each has its own set of hazards. The first option is to enter the tube beyond the wreckage and hike to the facility's rear wall. At the GM's discretion, the area could be populated by Scavs, Carrien, or a manchine or be subject to instability. The second approach would be through one of the ventilation ducts that feed in air from a level above. To do this, a fan or two will have to be disabled but there are less likely to be guards. The main disadvantage to this approach is that it is narrow and will prevent characters from carrying heavy equipment or operating if they have taken claustrophobia as a disadvantage. Also, navigating the shaft will be difficult without some sort of climbing apparatus since it is quite steep and/or unstable in some areas.

If the team tries to take the depot in a straight out attack, they are in for a very tough fight since they are heavily outgunned and outnumbered. At any given time, (20-30 armed employees and guards are on duty at any given time and a backup of 20 additional soldiers can be active within ten minutes of an alarm being raised. Infiltration to set charges on the munitions stockpiles is not a bad idea and can be accomplished through good roleplaying or stealth if using one of the alternate routes. A more under handed method of shutting down the depot is to rat on the soft company to SLA and let a squad of SLOPS take care of it. As long as the depot is put out of commission, the demand is met. Watson doesn't care how it is done but will appreciate creative approaches.

5. Destruction of a Covert SLA Monitoring Post on the 3rd floor of the Bradbury Hotel at 5150 East Ford Block. This is the first demand that is really going to cause the team problems. The "Covert SLA Monitoring Post" is actually a Darknight listening post. Once the cell figures that out, they may be in a quandary on how to proceed. Unfortunately, they are already in deep and have to make a decision quickly.

The old Bradbury Hotel (liberally ripped from Bladerunner) is in disrepair and labeled as condemned with signs, boarded windows/doors, and yellow crime scene tape. The third floor (accessible through stairs or the still functional elevator) shows signs that someone has been here recently. With a small amount of searching, the post can be found in one of the larger suites. There are a number of sensors and hidden cameras for in-house security that will detect the characters if no precautions are taken. When the occupants realize that they have visitors, they shoot first and ask questions later. If under heavy attack, they send out a distress call with will draw a team of Interceptors within fifteen minutes.

As soon as the combat starts, the cell will realize that their opponents are using DN instead of SLA weapons. The post's equipment is also of the variety used by DN and can be examined once the raid is finished. If the employees recognize any of the characters and manage to escape, a squad of Troubleshooters is dispatched to terminate them.

6. Kill the woman who lives at Apt. 138b Gotham Block tenement. The woman that has been selected is actually Lisa Forbes, the Channel Resistance figurehead. The target can be intercepted (no pun intended) either in transit to/from her apartment or attacked in the apartment if the cell prefers. If the team gets close to her, they will recognize her face and realize how deep of trouble they are in. If Ms. Forbes or her bodyguards/roommates identifies the cell, Darknight will consider them traitors and do its best to hunt them down.

14.0 Catching Up With Watson

Watson can be found through a number ways and paid back for all of the fun and games he has been putting the cell through, or he could easily be out of reach at the GM's discretion. A few possibilities are listed below

1. Staking out the Brewery to pick him up. Expect up to half a dozen well-armed bodyguards to intervene. The outcome is up to the GM.

2. Shaking down and interrogating one of the Brewery's employees could yield a little more information on him and a phone number. If the number is traced, an address can be found and a raid staged. The security is similar to the assault on the HARDCORP depot, but SLA can't be involved if they want to get involved personally.

3. Tracking Sour Blood's public appearances and hoping that they run into him.

4. Anything that the GM devises.

15.0 Endings and More Beginnings

A few of the more possible outcomes are presented here. Each lends itself to more adventures and can be expanded easily into a campaign against SLA if a change is needed.

15.1 Watson is Dead and the Tapes are destroyed

If the cell catches up to Watson and takes him and the tapes out, they can never be sure that they got all of them. If the GM wants to be cruel, one of his associates has a copy of the tapes and starts leaning on the cell for new and even more dangerous jobs. Possible bastards include one of Watson's partners or the owner of the Brewery. The other option is that the evidence is destroyed with Watson and the cell lives happily ever after.

15.2 Watson's Puppets

If the team follows the instructions that they are given and completes them to Watson's satisfaction, he may decide to simply hold on to the evidence. This can be interspersed into an ongoing campaign to create new plot hooks or diversions where he calls on them for more services. As long as they are useful to him, he doesn't turn them in but SLA is still very interested in finding the perpetrators. They receive the following message from yet another courier:

weLL doNe biTcHes

i tHiNk wE wiLL hAvE a LoNG hAppY rELaTiONsHiP toGeThER aS LoNG aS yOu

rEmEmber wHo iS hOLdiNG yOuR bALLs

I cAn sQuEEze wHeNeVer I wAnT

I wiLL bE iN tOuCH

yOuR oWner

15.3 Sold Out by Watson

If Watson decides that the cell is no longer useful or is too dangerous to control further, he cuts his losses and turns the tapes over to Cloak Division and 3rd Eye. SLA immediately issues a Red BPN to pick up the cell members who were captured on tape. Upon realizing that the cell has been compromised, Darknight issues termination warrants and tries to cut its connections to the cell. Everything hits the fan, but it's not over yet.

15.31 Cleaned and the Flipside

If Darknight suspects that the cell's identities have been compromised but not yet known to SLA, a team of Troubleshooters is dispatched to interview the characters. This consists of hunting down each of the characters individually and beating the truth out of them. Anyone that raises any doubt is duct-taped to a chair and tortured until they spill everything they know. Once the Troubleshooters are satisfied, the character is butchered and left as an example.

This could make for an interesting hook if the players would like to pick up this adventure from the other side. Have the normal SLOP characters take up a White BPN to track the killer of 4-7 people by a suspected and unknown serial killer. I'll write this up if anyone is interested.

Example:
BPN#: LMK12283776/C
BPN: White
SCL Requirement: 9
BPN Created: 5: 03 pm. Sept. 15, 900 SD.
Contact Dept. of: Cloak Division
Training Package recommended: Investigation/Any
Description: Operatives required to locate and apprehend new serial killer that has taken third victim. Shivers and forensic personnel are currently onsite at crime scene pending operative arrival. Payment: 500 cr per operative.

15.32 On The Run – A Fugitive Campaign Start

If the cell member's identities become known to SLA Industries, SLOPS relentlessly hound them and they are on the run. If not caught within a reasonable amount of time, termination warrants will be issued and Contract Killers may join the search. As mentioned earlier, Darknight reacts badly to this and will dispatches a Troubleshooting team to remove the leak. Now both their former sponsor and SLA Industries are hunting the characters. This could lead to an interesting campaign, but it is beyond the scope of this oneshot. If there is enough interest, I'll expand upon my notes and send it to the list also.

15.33 Under the Thumb of Cloak Division

The third final option is for the tapes to fall into the hands of Cloak Division and instead of termination warrants, Cloak lets the cell know that they now work for SLA as double agents or to eliminate threats designated by SLA. The possibilities are endless.


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