Sunday, 8 November 2026

Space Traveller, Part 2


AD5524-359, Campinas Downport, “Iceburg” - Camptown Racers Recording Studio.


As Perdix distracts the driver, Freydis simply strolls up in all his weapons and armour, plants himself in the middle of the yard, and says “Security”, flexing his muscles and hefting his mighty sledgehammer, glaring at everyone as if daring them to challenge him.


Freydis uses the distraction from Perdix to get +1. He doesn’t have Persuasion so he uses Melee(-2)+STR(+2)+Assist(+1) to browbeat the workers. 2d6+1 = 7, Success but “Rival”. Rival is Human or Bot (50-50).


A few of the workers are looking at the delayed forklift, but one with a clipboard says “This is a lot of security for a simple job”, pointing at another large, armed (d2=) man approaching the main gate. The eyes of the two big men narrow as they size each other up, and the crowd starts to talk in hushed anticipation of a duel. Syar takes the opportunity and slips round the back of the forklift, then uses parked vehicles as cover to approach the building.


Syar takes the assist from Freydis and rolls Stealth(0)+DEX(+1)+Assist(+1), 2d6+2 = 10, Success. All eyes are on the big men, and she quietly slips through the door and enters the studio. The plug-in from the Patron, Faraz, detailed the layout, door codes etc so the “investigation” in scene 2 will be how to discover and disable the Vocaloid effectively, quietly etc.


While Syar creeps through the building, and Perdix has resigned to spend the next half hour talking about horoscopes, Freydis is squaring up to the newcomer. “Push off, soft lad, or I’ll crack your head like a walnut”.


This is another intimidate attempt. He uses Melee(-2)+STR(+2), 2d6+0 = 7, Success but “choice of 2 evils”. An obvious ‘evil’ is that someone is about to run into the studio, risking the plan. The other ‘evil’ is that Freydis might bring more attention down on himself.


“Alright mate, clearly some mix up, no harm done” the burly newcomer says, backing away hands up. Freydis nods, but then hears one of the workers say “the boss needs to know about this” and starts heading towards the studio doors … Freydis thinks quickly: “Oi, get back here, nerd! Nobody’s going in there until we get to the bottom of this mess.”


Yet another intimidate, but this time with Language/CHA as he is not in the face of the guy who wants to head indoors. Language(-2)+CHA(+1), 2d6-1 = 10, Success.


“Alright, alright!” The worker sheepishly comes back to the crowd, and everyone fully accepts his authority - so Freydis makes a point of checking everyone’s names, badges, astrological signs …


Meanwhile, Syar hustles through the studio looking for the Camptown Racers section. She passes down identical-looking steel hallways, past soundproofed doors and rooms until she spots the right one, punches the code and sidles through the door. The window is opaque, so Syar breathes a sigh of relief and switches on the lights. The recording studio is split into 2 sections, the entrance being into a control room with computers, sound-boards, control panels and speakers. A transparent and soundproofed room is accessed via another door, which contains stools, chairs, microphones, screens, cupboards and more computer banks. Syar looks around scratching her head, then enters the soundproof room and opens the largest cupboard - inside is the vocaloid, a simple, featureless humanoid robot which can have any image holo-projected onto it. A nice piece of kit, but the holo-input port and the audio-input-port are both open and the motherboards - which are the real prize - are missing.


Syar decides to do a trivial sabotage of the Robot - she has many applicable skills so it’s easy to snip a few wires and de-magnetise some important components. She then searches the area for any sign of the motherboards. She again has all sorts of relevant skills, so chooses Observation(0)+WIS(0), 2d6+0 = 8, Success but finds 1 thing only. 50-50 (Soundboard/Holoboard). Is it protected in some other way? 50-50. Results below:


Syar rifles through the cupboards, finding nothing of interest - she bends down to pick up a pair of dropped headphones when her eye catches sight of a magnetic box sealed to the underside of the recording deck. She raises an eyebrow and removes it - there is only a simple latch, with no lock or other security and when she opens it, she sees the soundboard! Syar pockets it, and leaves their “calling card” which is an AI picture of Laudius hanging by a noose, with the words “keep music human”. She leaves another in the port of the damaged vocaloid, and scratches its face, tying a noose around its neck for good measure. Nodding to herself, she retraces her steps back to the main door, seeing Freydis has the crowd fully under his control, she sneaks away. 


Syar uses Stealth(0)+DEX(+1), 2d6+1 = 11, Success. Syar escapes, Freydis moves over to yell at the forklift operator, finally giving Perdix the opportunity to get away from her admirer. The PCs retrieve their stashed equipment and head back to their hostel, with a short detour to the apartment of Laudius to slip another calling card under his door ...


Monday, 2 November 2026

Space Traveller, Part 1


AD5524-358, Campinas Highport “Titanic”


Perdix, Freydis and Syar head to an out-of-the-way bar to discuss their next move. The WorldNet screen on the table of their booth shows scrolling text of the latest news: the Chief Science Officer of the nearby naval base has stepped down (Oracle = “overwhelm burden of knowledge”) 


“Alright, we need cash - let’s have your ideas then”, opens Freydis.

“We could see if our mobster friend - Ulfrun - needs any help?” offers Syar.

“Let’s … keep that in our pocket for now” suggests Perdix. “I could probably pick up a piloting job, and you can hire on as a water-taxi driver, Freyd”


Freydis shudders, and it’s not clear if it’s from the thought of taking on a regular job again, or from the cheap “prawn cocktail” drink made from fermented crustaceans. “We can check the bars here, or the DarkNet?” He looks at Syar, who nods - she knows how to access it. Freydis continues. “People are always looking to hire guys for hits or protection.”


“Or … robbery? Stow away?” says Syar tentatively. Perdix pats her on the hand by way of reply. “Let’s check around for jobs we can do while laying low from that mob after you, Syar - if nothing then we’ll have to see if Ulfrun has any ‘offers we can’t refuse’ …”


No rolls to see if they can find the jobs, we’ll hand them a couple free to get started.

(1d3+1=) 2 random jobs available from seedy street contacts and DarkNet links:

Encounter Type / Skill / Focus / Twist or Complication


Rolls: Robot/Drone, Artist/Performer, Secrets, Someone hates another in the same group.

Plot: A band member secretly wants to get rid of their vocaloid (robot/AI) singer.

Job: “Looking for discrete multi talented individuals to help ‘fix’ a robot”


Rolls: Patron (more jobs in future), Groundcraft, Debt, Someone would rather not fight

Plot: Offworld wheel-racer foolishly accepted a race challenge (duel) on an ocean world.

Job: “Need help with a water-race, winning or avoiding. Peaceful solution required.”


Freydis and Syar come up with 2 leads. Syar leans towards the Robot job, while Freydis fancies his chances in a submarine race. Perdix has no strong feeling either way, so she has the casting vote and chooses (d2=) the Robot job.


“Who is this?” says a synthesized voice.

“My name’s Perdix. There’s 3 of us. We’re the robot fixers”

“Meet me in 2 hours at the Nautilus Downport, ping this contact again when you get here”


2 hours later, a rattling air/raft drops off the PCs planet-side at Nautilus downport, which is little more than a combination of jetties, docks, submarine pens, and landing berths. Perdix pings the contact and receives a “Find Me” signal, leading the trio to the Arrivals area, where they see a tall figure wearing hooded overalls pinging them in return. (d2=) He nods and moves to an unoccupied row of benches. Perdix introduces her group, and the man nods again and removes his hood revealing a good looking man with long black hair and green eyes. “Name’s Faraz”, he begins “I play dub-guitar and e-banjo in our band, the ‘Camptown Racers’. We play simple songs and folks around here seem to like the cut of our jib. Recently it’s been a real shipwreck, our manager Laudius brought in a Vocaloid singer, and sure it hits the notes but it’s got no soul! And I’m totally an artist and not in it for the money, but now he’s claiming manager and member shares, which cuts into my percentage. I’ll pay 5000 to get rid of that vocaloid somehow that doesn’t sail back to me. Meet back here in a week”. He leans closer, whispering “And if you find a way to get Laudius out of the band, I’ll pay double”.


Before Faraz leaves, he hands over a null-ID plugin with details of the studio, the vocaloid, Laudius and the band etc, plus a cred-card worth 500 as a “retainer”.


…..


AD5524-359, Campinas Downport, “Iceburg”.


The next day, as the day-cycle begins, the PCs leave their simple shared hostel room in the Highport and take a grav-taxi to the surface. Is 10k enough of an incentive to simply kill Laudius and dump his body? It’s a lawless world, but the reward is not really enough for murder when split 3 ways. Base 1-3 on d6 per PC, but Perdix is compassionate and Syar thinks she’s smart enough to think of another way, so 1-2 for them. (3d6=P4, F4, S1) - so in fact Syar thinks she’s smart enough to get away with murder, but the others talk her down.


Instead they decide to break into wherever the Vocaloid is stored, vandalise it, and leave a threatening note for Laudius in the guise of a “disgruntled fan”. The Vocaloid is stored in: Laudius’ apartment, Secure storage, Recording studio (d3=Studio)


Expected Scenes in short adventure = 1d6+1 = 2.

These are rolled using my Encounters and Events tables inspired by Traveller and SWN.


Scene 1: Trade/Cargo + Infiltration.

Scene 2: Robot/Drone + Investigation.

(I honestly rolled these - looks like the plan will go as expected)


The Recording Studio is in the downport of “Iceburg” - a simple and mostly flat structure at sea-level but with multiple underground levels and facilities. The studio is on Level -2, about the size of a football field with a yard for vehicles in front, all surrounded by a chain-link fence that reaches to the ceiling above. It is (50-50 buying/selling) currently receiving a container load of electronics. A (d3=) hover forklift is transferring it from the street into the studio grounds, and a crew of staff stand nearby with various hardhats, clipboards, toolkits, carts and so on. Pistols are the only weapons in evidence, so Perdix and Syar relieve themselves of their larger armaments and stash them behind a nearby dumpster - although Freydis will not give up his hammer and rifle! They approach the studio.


Their plan is to cause as many distractions as possible to allow Syar to sneak in. “Assistance” gives +1 to the dice roll, but usually only 1 assistance is applicable.


“Hey buddy!” Perdix calls to the forklift operator, “I hear a rattling from your starboard intake, it might be a blocked injector - you may want to power down for a second to look at it”.


Perdix uses Groundcraft(0)+CHA(+1) at full effect to try and distract the driver. (Using Jack-of-the-trade, a replacement skill, or no useful skill would give her an increasing penalty). 2d6+1 = 8, Success but “Mysticism”.


“Rip tide!” Curses the forklift operator, a middle aged man covered in tattoos. “My horoscope said this was going to happen! ‘A lady in gold will save you!’ It means your jewellery! Come here, I need to shake your hand for luck. What’s your name? Mine’s Wayan. What’s your sign? I’m Aquapricorn! Let me buy you a drink after we get this sorted?”. Perdix thinks she perhaps succeeded a little too well …