code:
#+TITLE: It's Never Aliens

* Dramatis Personae
** Daifin Group

*** Big Mac

A hired gun on the Daifin Group's payroll.

| Stat     |           Rating |
|----------+------------------|
| Size     |           Medium |
| Being    |      Dwarf/Troll |
| Align    |  Chaotic Neutral |
| AC       |               15 |
| HP       |               40 |
| Speed    |                6 |
| STR      |               14 |
| DEX      |               15 |
| CON      |               16 |
| INT      |               18 |
| WIS      |                9 |
| CHA      |               12 |
| DEX Save |               +4 |
| CON Save |               +5 |
| Armour   | Combat Bus. Suit |
| Weapon   |     Warhammer +3 |

*** Big Karl

A dangerous ork shaman employed by Daifin. Little known about her
other than she has few enemies because they all end up dead.

| Stat        |                    Rating |
|-------------+---------------------------|
| Size        |                    Medium |
| Being       |                       Ork |
| Align       |           Chaotic Neutral |
| AC          |                        15 |
| HP          |                        40 |
| Speed       |                      6;30 |
| STR         |                        14 |
| DEX         |                        15 |
| CON         |                        12 |
| INT         |                        18 |
| WIS         |                        12 |
| CHA         |                        16 |
| CON Save    |                        +4 |
| CHA Save    |                        +5 |
| Armour      |          Combat Bus. Suit |
| Melee       |                Stun Baton |
| Missile     |            Daifin Type 19 |
| Cantrips    |                         4 |
| Spells      |                       4,2 |
| Dead Switch |         Grenade, Frag M67 |
| Lair 1      | 1d4, 4 for 1 combat drone |

*** Mad Scientist

An advanced version of Big Karl. Can one time use a modified verison
of magic missle that uses necrotic damage. Dead switch is an acid
shower. Regeneration as a small mutant to escape the area.

| Stat        |                         Rating |
|-------------+--------------------------------|
| Size        |                         Medium |
| Being       |                     Winged Ork |
| Align       |                           Evil |
| AC          |                             15 |
| HP          |                             45 |
| Speed       |                           6;30 |
| STR         |                             14 |
| DEX         |                             15 |
| CON         |                             12 |
| INT         |                             18 |
| WIS         |                             12 |
| CHA         |                             16 |
| CON Save    |                             +4 |
| CHA Save    |                             +5 |
| Armour      |                Custom lab coat |
| Melee       |                        Unarmed |
| Missile     |             Necrotic acid dart |
| Cantrips    |                              4 |
| Spells      |                            4,2 |
| Dead Switch |                                |
| Lair 1      | 1d4, 4 for 1 cyberangel, max 1 |

** Nightshade Logistics

A carefully disguised subsidiary of an unnamed megacorp.

*** Big Cheese

CEO of Nightshade Logistics. Also the owner of the Void Room, a
popular spot for hackers.

*** XJammer

Accountant for the Void Room. Also goes by several other handles and
aliases. Spends much of his spare time laundering cryptocurrencies.

*** Boots

A hired gun who Big Cheese typically sends to tail jobs, in case they
need extra support, a sudden lucky shot, quick removal, or even early
retirement.

*** Puck
Elf, Male, Senior

A grumpy but competent rigger, who speaks very little.

** Seattle Police

*** Retired Chief Ocsir B Tony

*** Agent Smithereens

A completely androgenously armoured and masked Police Officer. Uses a
voice scrambler. Typically operates drones.

| Stat       |        Rating |
|------------+---------------|
| Size       |        Medium |
| Being      |       Unknown |
| Align      |   Lawful Good |
| AC         |            14 |
| HP         |           100 |
| Speed      |             6 |
| STR        |            11 |
| DEX        |            11 |
| CON        |            13 |
| INT        |            18 |
| WIS        |            21 |
| CHA        |            17 |
| INT Save   |            +7 |
| WIS Save   |            +8 |
| Insight    |            +8 |
| Perception |            +8 |
| Armour     | Special Issue |
| Weapon     |  XSS-12 Phase |

*** Torch Operator SPD5689

| Stat     |          Rating |
|----------+-----------------|
| Size     |          Medium |
| Being    |         Unknown |
| Align    | Chaotic Neutral |
| AC       |              20 |
| HP       |              30 |
| Speed    |               5 |
| STR      |              14 |
| DEX      |              15 |
| CON      |              16 |
| INT      |              18 |
| WIS      |               9 |
| CHA      |              12 |
| DEX Save |              +4 |
| CON Save |              +5 |
| Armour   |   Special Issue |
| Weapon   |    Flamethrower |

** Secure Ascii Face Emergencies (SAFE)

A group of hired security. >=)

** Thugless Inc

Another group of hired security.

** Space Hams

Labeled as either a terrorist or freedom fighter group, depending on
who does the talking. They mainly act as a group taking from the rich
and giving to the poor. They seldom carry lethal weapons.

*** Drag Tuck
Elf, Male, 40s

Famous for the magical ability to change size at will.

*** John Little
Dwarf, Male, Youth

Wanted with a price on his head (100k) for terrorism.

*** Red Wilma
Elf, Female, Youth

An independent contractor mechnaized window washer by day and member
of the Space Hams by night.

**** Mech stats

| Stat        | Rating                    |
|-------------+---------------------------|
| Size        | Large                     |
| Being       | Elf                       |
| Align       | Chaotic Good              |
| AC          | 22                        |
| HP          | 40                        |
| Speed       | 8;40                      |
| STR         |                           |
| DEX         |                           |
| CON         |                           |
| INT         |                           |
| WIS         |                           |
| CHA         |                           |
| CON Save    |                           |
| CHA Save    |                           |
| Armour      | Built-in, mech            |
| Melee       | Industrial saw arm        |
| Missile     | Water cutter, electrified |
| Dead Switch |                           |

* Abstract

This Fenris Punk campaign starts in Seattle in 2062, late July, with a
cold opening in Chapter 1. Though most of the story taking place two
months later in September. The PCs should all start on level 2, though
one-player mode could use a higher level. The group has already met,
have an established temporary HQ in a renovated shipping container
apartment building and transportation via a large passenger van. The
heroes will encounter a series of MacGuffins, each with a different
technological breakthrough.

** The Group Details

*** HQ
The group operates from an old shipping container (intermodal
container) apartment building from the 2020s. It has tight quarters,
poor but existing ventilation, but dry and remains mobile and bullet
resistant.

The front modified double doors can also roll up like a garage and
have an extra, retractable shutter with mechanical and electrical
operation. Inside to the right sit two salvaged couches at a right
angle with a table between them. To the left are a series of lockers
that run up to a larger phone booth room, one of only two private
chambers in HQ. In the middle of the main area, a round table takes up
the largest footprint, surrounded by seven chairs of various types and
condition. To the left of the large table, two appliances, a
full-sized freezer and a similarly sized refrigerator run
quietly. These two appliances represent the two newest and cleanest
furnishings. After them, the kitchen, full of cabinets and a sink run
around the corner up to the pocket, sliding door that leads to the
living quarters. The beds in this pack three sets of triple bunk beds
and some minimal bedside shelving. Before the beds near the entrance
sit the laundry appliances. To the left of the door, two tightly
packed single occupant toilet and shower combos face the back
wall.

Two ducts run the length of the HQ on opposite sides of the
ceiling. The left side vents out, with strong fans near the kitchen
and toilets. The right side was designed to bring air in, but the
exhaust fan from the other duct seems to do most of the actual work.

*** TODO Van
Seating enough for 11.

** MacGuffins

All the MacGuffins came from the Mad Scientist's lab.

*** Big Mac's

A critical penalty reduction kit that works automatically. Has two
charges. Using Chief Tony's device once can restore both charges.

Housed in a Goya Elite Briefcase.

*** Chief Tony's

A nanotech power source generator that runs on ambient heat. It binds
to the users. It will recharge any used technology energy or heal any
serious injury, three times per long rest. Users roll a CON
DC. Sometimes, however, it works in auto mode, but this will not count
towards the uses per day. It also has a secondary mode that only magic
and technomancers can wield, once per long rest. Critical failures
result in frost damage 1d4. Three failures in a row and the item
deactivates. Deactivated devices can only reactivate from another
device or by one of the creators.

Housed in a Goya Elite Briefcase.

*** Little Prince's

Intended to transport a vessel or vehicle such as a tank to the
alternate reality Midgard which closely resembles the world from Norse
mythology. Uses a spellcasting AI to automagically calculate the
vessel.

Housed in a Goya Elite Briefcase.

**** TODO Secondary Mode
|   |   |
|---+---|
|   |   |

* Chapter 1

** Cold Opener

In the early afternoon on a cloudy day in July 2062, a van heads
downtown to drop off the PCs in a busy downtown area to obtain a
briefcase, the MacGuffin, held by a very tall dwarf called Big Mac by
whatever means necessary and return it to an office building on
Capitol Hill to Big Cheese.

Puck will drive the van for this first mission. He will not exit the
van unless forced.

** Downtown

The downtown area has bystanders all going about their business. Most
of them wear business suits, and some of them probably also have
combat armour and consealed weapons. Big Cheese has supplied the PCs
with complete surveilence from various sources including building
cameras and high altitude drones. Among the bystanders are a group of
private security officers from Thugless Inc, a window cleaner in a
mechanized suit (Red Wilma), an extremely dirty looking dwarf (John
Little), and Big Mac. Boots blends in among the bystanders, but the
PCs should not recognize him.

The PCs park off to the edge of the busy area to remain out of sight
from Big Mac. As the PCs approach, a not-so-well-dressed dwarf,
John Little will begin to follow the PCs down the street. He will
eventually ask for help.

During this time, Thugless patrol the area, questioning the bystanders
for information about any suspicious behaviour in the area. They will
attempt to arrest John Little. If Thugless makes enough noise, Red
Wilma will come to the rescue and attempt to leave the scene with John
Little.

As soon as Big Mac can see the group, he will attempt to flee the
scene. In case the PCs cannot prevent him from escaping, Boots will
engage with nonlethal force until Big Mac loses the MacGuffin. Big Mac
will flee the area after losing the MacGuffin.

** See Also

/See the dokk-ttrpg play-tests 1./

* Chapter 2

** Nightshade Logistics Main Office Building

Following the events in Chapter 1, the PCs return the MacGuffin to the
offices of Big Cheese. They take the elevator to the 11th floor of the
13-story building. In the lobby, a group of security guards escort
them to Big Cheese where the PCs can negociate payment.

However payment negociations resolve, before the PCs leave, a group of
mostly non-uniformed assassins will storm the building and attempt to
steal the MacGuffin. Under the element of surprise, the assassins
should have no trouble wiping out Nightshade forces completely.

The PCs can either decide to escape and leave Big Cheese to fend off
the attackers or they can provide help. Either way, Big Cheese will
keep the MacGuffin.

If the PCs decide to flee the scene, they will meet more SAFE
assassins blocking the elevator and perhaps all the way back down to
their van.

- Investigate the bodies :: The assassins' only marks look like >=)
     and (=<. DC 15 for History or Survival gives the PCs a clue that
     these assassins work for SAFE.

** See Also

/See the dokk-ttrpg play-tests 2./

* Chapter 3

Two months later at the beginning of September.

** Seattle PD
The party meets with the Seattle Police Department one morning at 9am
during the summer. They meet an Agent Smithereens who remains masked
the entire visit, revealing only basic humanoid features.

At this day and age the PD had been reduced to minimal staff, mostly
drones operated by Technomancers. The PD outsources most work to
megacorp contractors. Most actual humanoids keep an anonymous profile
and rarely leave their headquarters.

Agent S pitches to the party, "Seattle PD needs to hire someone
without megacorp interests to investigate the death of Retired Chief
Ocsir B Tony and bring in the killers. Chief Tony had taken a high
altitude airship leaving from Anchorage to Seattle which landed at
SEATAC at 11:38 pm last night. We need physical presence on the scene
immediately to assist our forensics drone team. If you accept this
mission we have a direct subway to the airport. You can leave
immediately. Your compensation would include 20,000 nuyen for solving
the case, include a bonus for any of those involved, depending on how
alive or guilty, as well as a daily rate."

- Can you tell us more about what happened?
Chief Tony went up to Alaska to bring something back to Seattle.

- What killed Chief Tony?
An explosion while landing killed most of the crew.

- Where are the survivors?
Emergency crews flew them to hospital.

- What about the flight recorder?
Investigators have it and need to repair before they can get the data.

- How long retired?
10 years.

- Can we see the call logs with Chief Tony?
No, they're classified.

- Hack the call logs.
DC 20. Metadata is clear, but the recordings are encrypted.

- Who was on board?
4 crew, 31 passengers.

- Is anyone missing?
1 crew and 1 passenger are missing as not dead or hospitalized.

- Anyone else?
There was an airmarshal, but they died in the crash.

- What are the names of the missing people?
Lt Plato, Passenger Yl Bnot

- Flight recorder status.
DC 15 from the bridge, totally fried flight recorder.

*** Accept
Proceed to SEATAC.

*** Refuse
Head back to the elevator to exit the building. But before leaving,
you notice a group of thugs entering the building with explosives.

** Wreckage at SEATAC

The air smells like burned rubber. Forensics drones are working away.

- Bridge

- Starboard Baracks

- Port Baracks
Chief Tony rented this suite for himself.
DC 15 Investigation to notice the MacGuffin B.
DC 15 Perception to notice this is almost the same as the one you gave Big Cheese.
DC 20 for player's choice to open the case.

- Rear Baracks
-
- Sickbay
-
- Main Common Area
-
- Rear Center Private Room
-
- Starboard Head
-
- Starboard Rear Engineering Office
DC 15 to see the explosive type was magical and you sense some remaining magic.

- Air Marshal 2
AC 17, 1d10+1, 15 HP, 15 for all attributes
-10 HP

- Lt Plato
AC 12, 1d8+1, 15 HP, 13 for all attributes

** Back at Seattle PD

DC 12 to keep the MacGuffin a secret.

* Chapter 4

This can either happen at the same time or in parallel to Chapter 3,
depending on the players available.

** Big Cheese
Big Cheese calls the party back to the office. She's decided, "I can
no longer keep the MacGuffin and asks the team to take it to a drop in
Stanley Park at the aquarium. If you accept I will give you a
helicopter lift to the train station. Complete of the mission and I
will pay 20k nuyen. Fail and you'll just have to deal with the faction
currently after me."

- What's happened on the floor?
We've sold the building and everyone else has left.

- Who exactly are we meeting?
CHA DC 20: It's a non-human and they need to be at that
location. Fail: You'll have to figure it out when you get there. The
person has a very pail complexion.

- Why the change of heart to ask us back?
We ran into additional security issues.

- Can we expect any issues on the train?
CHA DC 15: We know that two agents survived and will continue to
follow you. Keep your comlinks ready and when I detect them I will
send you an alert. Fail: You should expect to be followed.

- What's in the case?
I've placed it in another case inside a drone that you can take
control of. If you try to open it, you'll set off an explosive.

*** Accept
Continue to the train.

*** Refuse
Ambush in the office of Big Cheese. Overwhelming hostiles should push
the characters to the roof, forcing them to take the helicopter.

- 4 malicious folks at a time :: AC 12, 1d12 pistol, 15 HP, ATTR 13

** Maglev Train to Vancouver
Take the 5:00pm maglev express from Seattle to Vancouver BC. ETA
5:55pm.

Big Cheese sends a message to the group:

The train has been highjacked, but I'm not sure who did it. You need
to take control without causing a panic.

*** GM Notes
The train contains over 100 passengers and 10 crew.
Crew:
- 2 engineers :: AC 12, 1d8, 15 HP, ATTR 13
- 1 conductor :: AC 10, 1d8, 15 HP, ATTR 13
- 7 servers :: AC 10, 1d4, 10 HP, ATTR 13

Passengers follow:
- 4 uniformed guards :: AC 12, 1d12 pistol and 1d6 stun batton, 15 HP, ATTR 13
- 1 undercover marshal :: AC 18, 1d20 pistol, 20 HP, ATTR 14
- 3 malicious thieves but unknowing :: AC 12, 1d6 stun batton, 12 HP, ATTR 12
- 2 malicious and know about the MacGuffin :: AC 12, 1d12 pistol, 50 HP, ATTR 13

** Stanley Park
Meet near one of the aquariums. More instructions from Big Cheese via
the comlink say to head below to one of the underground viewing
rooms. In the room the party finds a large exosuit, lying on its back,
that looks like it could hold a very large troll.

Big Cheese sends a message saying they can now open the case and that
they need to put the contents into the rear hatch on the exosuit.

If the 2 bad folks survived the train, MacDuff A enter the room and
ambuse the group. If the party made contact with any of the 3
malicious know-nothings on the train, then MacGruff B enter from the
other side.

If the MacGuffin makes it into the exosuit:

Beluga-O-War
AC 18, 2d8, 25 HP, ATTR 15

* Chapter 5

This happens immediately after the end of Chapter 5.

** The Hideout

- Open the MacGuffin.
DC 20 to open it to the inner case.

** Seattle PD

Agent Smithereens calls the group with the news about someone who
Chief Tony was trailing before he died...

He says: We got a delayed transmission from Chief Tony that a person
of interest, Mr Interesting, was last scene entering the void room. We
need someone to follow Mr Interesting into the void room. Minimal
money this time, only 5k each, but I can offer you both an XSS-11
Phase Rifles, to be returned after the mission.

- What can you tell us about the Void Room?
The bar opened five years ago and has since made a profit as a hangout
for hackers and spies tend to gather.

*** TODO Add more Q&A.

** The Void Room

The portal brings the PCs to a typical, darkly lit bar with a bouncer
at the front entrance. Loud music and black lights bathed the main
room of the bar. The PCs should have no trouble entering, but should
feel like someone will watch their every move. Patrons move in and out
and drone deliver drinks. The only physical, fleshy person looks like
Bar Tender. Big Mac and Big Cheese have a private conversation at the
back of the establishment. An infamous hacker named XJammer sits near
the front with a few other patrons.

*** Ref Notes

XJammer uses the alias for Mr Interesting when dealing directly with
government officials, but the PCs should not figure this out until
after they defeat Big Mac.

Big Mac will eventually leave if the PCs want to talk to Big Cheese
alone. But if they interrupt the meeting, Big Mac will attack.

**** TODO Big Mac Skirmish
A goblin-esque being in a mech suit will storm in. Bar Tender will
come to Big Cheese's rescue if in danger. The Mechanized Gob instant
kills Bar Tender if within range. If not within range, XJammer will
join the fight, protected with a shield of 8 drones. He will attack
but always miss.

Big Cheese and XJammer should not permanently die from this skirmish.

- Add Big Mac's stats
- Add Mechanized Gob stats
- Add drone stats

*** Actions

- Access the terminal.
DC 15, then DC 10, Mr Interesting knows how to open the case.

- Persuade the bouncer.
DC 15 or 500 credits.

- Search for bounties.
DC 15 to know about 1 person.

- Big Cheese
Talking to Big Mac.
She owns the Void Room.
DC 15 or 1k to arrange a meeting with Mr Interesting.
DC 10 who was Big Mac? Former business partner.

- Bar Tender, standard Sword Ape.

- SIN detection
19 DC to know all physical.
20 DC to know all Web.

- XJammer
DC 10 or something witty for a delayed response.
He saw Mr Interesting last week.

DC 20 to know he's currently stealing crypto credits.
DC 18 to know where from.
DC 15 to get a face to face meeting.

- XJammer, face to face
DC 20 to find out true identity of Mr Interesting. If this happens
near the beginning, it immediately triggers the Big Mac Skirmish.

He wants an XSS weapon.

- Big Mac
DC 19 to take comlink.

* Chapter 6

Immediately following Chapter 5, the PCs get a chance to sandbox minor
tasks until early the next morning. At 3am, XJammer sends an email to
meet him at Woodland Park at 6:30am.

** Woodland Park 1

XJammer points

Mechanized Trash Collector

Thugs x3

RentaCops x2

** Bunker

Dire Tiger

HP 20
15 stats
+2 stats
1d10

- Inspect the tank
DC 15 to find a really cool.

- What happened to the drone.
DC 15 to find out something blew it up.

** Woodland Park 2

7:30am

- What are the sirens?
DC 15

** Back at the HQ

*** The news report on KING 5.2099

Eight Dead Including Four Officers, Woodland Park

Uploaded 2062 September 9th, Saturday by Adaku Smith, KING 5.2099 News

POLICE in the Green Lake neighbourhood have launched a folkhunt after
multiple killings thought to have been sparked by an argument over
gang territory, which lead to 4 dead officers, 4 dead suspects, and
several injuries, and an explosion which sent a wake-up call to folks
miles around.

It started with a group of Ork Supremacists beating to death two
supplemental security guards patrol. One witness, 27-year-old Lee Wai,
city employee described the scene as horrific.

Wai: "It was horrific!"

Reporter: "Can you tell us about the events leading up to it?"

Wai: "I start my shift each morning at a different city location. This
morning I stopped by because somebody'd vandalized all of our
maintenance drones and tipped the garbage bins. I just don't get it,
who would want to just go around breaking random drones? They didn't
just do the usual paint and tags. They tore these apart."

Reporter: "And then you heard the blast?"

Wai: "It was horrific, like I said. I heard it, but not all my surveil
tools had come back online. But I operate an Aramko M22 Mech, so I
could take some abuse if some gangs messed with me. I charged in
there, and saw parts of those two kids. I think they were both younger
than me."

Reporter: "What did you do then?"

Wai: "Well, I was pretty sure I saw someone running away, so I chased
after them, but lost them."

Less than an hour later, just after 7:30 am, another group of
supplemental security officers were attacked again. This time,
innocent bystanders were involved. Two more officers lost their lives
along with one other suspect. No bystanders received any injuries.

Anon. Officer: "It's a miracle none of the bystanders received any
injuries."

Police are warning members of the public not to use the park for the
rest of the week while they continue searching for another gang member
who they believe is armed and and may have information related to the
killings.

* Chapter 7

XJammer opens the case. If any PCs have yet to rejoin, use this
opportunity to regroup. Suddenly a flash of light from the case blinds
the group and renders them unconcious.

Hours later, 2am, the group all wake around the same time. Roll CON DC
to find out who wakes up first. XJammer seems to have fled, but he
left a note saying he'd figure out what just happened, though Big Mac
might also have some answers.

All comlinks have a message from Agent Smithereens, asking for the
group to come down to the station for another job offer. "It's
important! Turn on the news!"

News: Seattle PD Attacked by Terrorists!...

If someone collected Big Mac's comlink, then at this time it cracks a
layer of encryption. Some messages have details about Big Mac's
MacGuffin and its abilities. It also mentions Chief Tony's, but only
that they knew about it.

- What "really" happened? :: Megacorps sent a hit squad to thin out
     existing SPD personnel in order to increase their security
     contracts with the city.
- Where are you, XJammer? :: I'll get back to you.
- Examine self for physical damage. :: You look better than you
     expected.

** Seattle PD

The place looks completely trashed. Drone pieces are
everywhere. Paramedics run up and down the stairs and some look like
they are carrying bodies. One heavily armed officer, Torch Operator
SPD5689, guards the door with what looks like a flamethrower and
motions the PCs inside.

- From the outside, SPD looks like a 12 story building, with
  presumably at least one basement.
- Building security has places all portals on lockdown (offline).
- The tram to the airport still works.
- Most floors are also locked down.

*** Smithereens

The PCs enter the office of Smithereens. A heavily armoured paramedic
closes up their case. "Next time you're buying drinks."

Smithereens grunts in pain, but brushes it off. "If I live that
long. Get out of here, Fuster. I'm fine. See you at XNU2000's wedding
next month." He looks at the PCs. "Ah, so you got my message. Seattle
PD got hit by the same group that hit Big Cheese a few weeks
ago. Yeah, we knew about that. That's how we found out about your
team. Well, I have another job for you to go track down the
suspects. They might have attacked in attempt to break out Big
Mac. You should go talk to him. We have him in the jail on the sixth
floor."

By the time all the PCs finish talking with Smithereens, all the
paramedics have left.

*** Big Mac behind bars

Ask questions, etc. Using either Persuation or Intimidation.

- Who attacked the station? :: A bunch of thugs that want someone
     dead. DC 15 names Daifin. DC 20 names Big Karl.
- What is your relationship with Big Cheese :: We sometimes do
     business.
- What's on your comlink (DC 20) :: The special pin for the contents
     of his comlink which has 23000k of crypto currency and lots of
     messages with someone named Big Karl (also further encrypted).

Big Mac wants the group to return his comlink to the address that
appears when they email his secret address.

**** Big Mac's Comlink Messages

"I can't believe you... We needed it yesterday. Can't believe you lost
it in daylight! Tony's isn't important, we need the other one!"

'Don't worry I can get it back. Your boss won't have to suffer much
longer. Big Cheese and I have an understanding. Just need to remind
her.'

"You better, or >=)"

** Second wave of attacks

As soon as the group decides to leave, possibly to investigate Daifin
Group, or after they finish talking to Big Mac, another wave of
hostiles attacks. Their primary target is Big Mac, though the PCs
might think it's them or Agent Smithereens.

The entire building goes into lockdown.

Belligerents and other NPCs:
- SAFE Thugs
- Smithereens
- Torch Operator SPD5689
- 2 SPD special issue combat drones
- 2 SPD officers in the inner lobby
- 1 other Paramedic who hadn't left yet near the tram
- 1 other SPD officer, wounded near the tram
- Big Mac

The SAFE Thugs arrive in waves of 5, and call for backup as soon as
the current group reduces to 1. The heroes should become overwhelmed.

After the 4th wave of SAFE Thugs, or if the Torch Operator dies, the
flamethrower explodes, the entire building goes into lockdown, and the
main floor of the building catches fire and fills with smoke. If they
still don't want to leave, XJammer sends messages to all PCs to escape
via the tram in the lower levels.

*** SAFE Thugs

| Stat       |          Rating |
|------------+-----------------|
| Size       |          Medium |
| Being      |          Varies |
| Align      | Chaotic Neutral |
| AC         |              13 |
| HP         |              10 |
| Speed      |               5 |
| STR        |              14 |
| DEX        |              13 |
| CON        |              12 |
| INT        |              19 |
| WIS        |              11 |
| CHA        |              10 |
| Perception |              +2 |
| Survival   |              +2 |
| Armour     | Combat Bus Suit |
| Weapon     |          MP7KA2 |

** Escape via SPD-Seatac Tram

Assuming they escape via the underground train to the airport, there
will be one more battle with the wounded SPD officer if they lived
that long and if Big Mac has escaped with the group. They will attempt
to kill Big Mac and upon dying will reveil that Daifin hired them.

Completely alternately and optionally, from out of a hidden
compartment, or the other surviving officer will jump out and attempt
to assassinate Agent Smithereens or whomever has the highest AC/HP
combination as to not actually kill off an important PC.

**** Wounded SPD Defector

| Stat       |        Rating |
|------------+---------------|
| Size       |        Medium |
| Being      |       Unknown |
| Align      |   Lawful Good |
| AC         |            14 |
| HP         |         5/100 |
| Speed      |             6 |
| STR        |            11 |
| DEX        |            11 |
| CON        |            13 |
| INT        |            18 |
| WIS        |            21 |
| CHA        |            17 |
| INT Save   |            +7 |
| WIS Save   |            +8 |
| Insight    |            +8 |
| Perception |            +8 |
| Armour     | Special Issue |
| Weapon     |  XSS-12 Phase |

**** Agent X45611

Shot four times in the chest. Nearly dead and extremely high on pain
killers given by the medic.

*** Rewards

The players should receive some kind of compensation for risking their
lives.

- Bonus for if Agent Smithereens survives.
- Bonus for if Big Mac survives, if for some reason they broke him or
  he broke himself out of jail.
- Bonus for if anyone else survives.

*** Ears Only Libre Channelz Broadcast

Do not attempt to reload your browser. This is a Libre Channelz
Broadcast. This video hack will last exactly 60 seconds. It cannot be
tracked, it cannot be aborted, and it is the last free signal in
Seattle.

Sunday the 10th of September 2062

Early this morning at 1:39 am and later at 5:39 am, the Seattle Police
Department were attacked twice by Secure Ascii Face Emergencies, also
known as SAFE, a smaller company of mercenary contractors branded by
their love for emoticons. They were hired by the Daifin Group to
disrupt building security for the purpose assassinating one of their
own employees rather than risk losing corporate secrets.

The first attack involved a flash mob terrorist attack which flooded
the first floor of the station, destroying most of the internal
security. Two officers lost their lives, several others were
wounded. The mob left none of their own casualties behind and no
arrests were made. Paramedics and contractors arrived shortly after.

The second attack happened exactly four hours later. This time,
uniformed troopers stormed the station. The main guard on duty
suffered a ruptured napal tank and exploded setting the building on
fire. Within 10 minutes firefighters arrived to contain the blaze.

Daifin plans to contract additional staff to the SPD in order to
tighten their grasp on the city. They also will not stop until they
have secured their jailed employee. They may already have moles,
waiting. Daifin must be stopped, or our city will never have justice.

* Chapter 7, alternate events

PCs who join later in the story might want some backstory. This
alternate for Chapter 7 takes place moments before the first explosion
at the SPD.

The PCs exit an elevator to a lower basement of the Seattle Police
Department at 1 am. Someone has hired them to find a safe an smuggle
out the contents. Above, the busy SPD has dozens of civilians waiting
in the lobby to talk to officers.

- DRONE-P :: A maintenance drone wandering the floor, running on auto
             during the night shift. It a keycard to access locked
             rooms on the floor. AC 10, HP 10.
- SAFE-1 :: Starts in the back offices. AC 14, max 15 => -17
- SAFE-2 :: Exits the the elevator as soon as the PCs have left
            range. AC 15, max 20 => -2

Assuming the PCs stealth around the floor, most of the beginning
action should happen out of sight. SAFE-1 should be uncatchable and
SAFE-2 should destroy the drone.

As soon as they open the safe, the first explosion hits the SPD. They
can either fight their way out to get back to the elevator, drop down
a floor by openning a hatch in the floor, or use the trash compactor
to go up the service elevator. By this time, SAFE-1 will appear, and
mistakenly assume the PCs are also working with them to sabotage the
SPD.

The lower floor has automated conveyors and sorting robots, with a
service catwalk high above. From the corner of the operations center
in one corner, a group fugitives blow out the ceiling and drop into
the room just as a squad of police appear in the opposite
corner. Though both groups will act hostile towards the PCs, they will
prioritize their attacks on each other. To exit, the PCs can go back
up the floor using the catwalks, or they can find the hidden elevator
the SPD used.

* Chapter 8

This continues the events starting around 6am Sunday the 10th of
September 2062.

Agent Smithereens pilots the van to the Seatac so the PCs have an easy
option for travel. He also volunteers to move it to wherever.

Sandbox chapter with several options.

- The PCs arrive at Seatac.
- SPD survivors pay the PCs for their work.
- Determine if the SPD knows if anyone took any contraband from the
  armoury.
- PCs have the option to message the contact for Big Mac and deliver
  his comlink
- XJammer gives another hint about what Chief Tony's MacGuffin does.

Probable list of destinations:

- Web IR
- HQ
- Seatac
- Daifin
- The Void Room :: Comlink drop-off

** Send Message to Big Mac's Contact

Immediate text-only response: "Go to the Void Room. I will meet you
there."

Depending on how the PCs interact and how much information they
disclose, the message will also offer payment.

Alternately, the PCs might decide they want to send the comlink, in
which case it is possible for the events to take place via the Web.

** Seatac

If the PCs make it to Seatac, an unusual greeting of 80 police
officers will meet them. This should make the party feel very uneasy.

** North Seatac Park

The PCs can ditch the tram and exit via a hidden hatch that leads to
North Seatac Park. The PCs should encounter some SAFE scout drones
with sniper carbines.

** The Void Room

The PCs return to a renovation-in-progress Void Room after the
fighting from just a few days prior.

The contact is Big Cheese. She wants the comlink because it will fill
in many of the missing questions. If she gets it she will arrange for
the release of Big Mac if she gets it. And if so, at this point Big
Mac has defected from Daifin to work for Big Cheese. She will offer
100k for the commlink and will go up to 150k depending on role
playing.

"I have bad news and good news for all of you. Which do you want
first?"

- The good news :: "All of you have been exposed to technology that
                   makes cyberware look like torture."
- The bad news :: "They'll come for you now. The contents of Chief
                  Tony's case exploded all over the lot of you and now
                  Daifin has figured it out. XJammer has it too."
- How does it work :: Chief Tony's has a healing ability that you can
     set up to three times per long rest. It also has a time delay so
     you can use it now so if you lose consciousness your body might
     heal itself at the time you choose.
- Is Chief Tony still alive? :: Good question.
- Where is XJammer :: I sent him to go infiltrate Daifin. If you go
     with him, I'll compensate you.

If the PCs do not ask about XJammer, Big Cheese will ask them to help
him out.

*** TODO Super Big Jerk

An ork wanted for cracking into Daifin via his contact (Damn Big Jerk)
on the inside. He has a bounty for 40k, delivered dead.

** TODO Big Mac's Undead Vikings Game

If the heroes have not on their own ventured here, Big Cheese will
force them to enter the game. Victory releases the information she
seeks.

Yellows
HP 4
AC 10

Greens
HP 8
AC 10

Reds
HP 16
AC 14

Necromancer
HP 25
AC 15

** TODO IR Web Address 0x0f1133aa

XJammer

* TODO Chapter 9

4pm Sunday the 10th of September 2062.

** Recap

By now the PCs have probably obtained at least one MacGuffin, have
some megacorp spies trailing them, and have learned that XJammer has
become detained while attempting to infiltrate Daifin Group.

Damn Big Jerk.

4pm of the next day.

** Choose Path

Regardless of the setting and path, Big Karl will seek out and attempt
to kill as many of the PCs as possible.

*** Infiltrate Daifin Group

Save XJammer who has physically entered a Daifin Group building as a
night shift drone operator mechanic. He has holed himself up in a
telco MDF on one of the lower floors.

*** Avoid and/or Run

If the group decides to ignore XJammer and Daifin, the various
megacorps will place a bounty with SAFE to apprehend the PCs.

* TODO Chapter 10

6pm Sunday the 10th of September 2062.

** Teaser

*** The news report on KING 5.2099

Breaking News: DA Found Dead at the Polar Nanoq Restaurant

Uploaded 2062 September 10th, Saturday by Adaku Smith, KING 5.2099
News

DISTRICT Attorney Takata Honda was found dead just earlier this
afternoon in the restroom of the 5-Star Polar Nanoq Restaurant near
city hall. Police have not released any additional details about the
DA. No other injuries have been reported.

Anon. Officer: "Our officers have spread themselves extremely
thin. When we know more, we will make a formal announcement."

In other possibly related news, explosions continue to rock the
Seattle Police Department for the second day in a row. Many believe
the two to be related, but SPD has yet to comment. However, the
incident has sparked controversy within public staff members.

Fire Marshal: "Our FD has the talent and means to pick up the pieces
where the SPD has failed to uphold the safety of our city."

** Recap

By now the PCs have fought and defeated Big Karl and the van has blown
up leaving them stranded. If any of the PCs got captured, they
probably just got rescued after defeating Big Karl.

** Escape in the Van

Puck arrives in a new van. If the PCs never met, Big Cheese sends a
message. If any new players join, they can also arrive in the van.

** Big Cheese sends a message

* TODO Chapter 11

Break into Daifin Group Tower to save XJammer, early the morning of
September 11, 2062.

** Recap

With the help of Big Cheese, Agent Smithereens, and the hacker Super
Big Jerk, the PCs have disguised themselves as firefightes and police
officers and arrived at the main Daifin Group skyscraper building to
rescue XJammer and dig up any dirt on Daifin Group they can. XJammer
waits on one of the upper floors, ready to set off a
diversion.

Once the PCs get inside, XJammer detonates an explosive on one of the
upper floors which sets off an alarm. Real police officers enter the
building and charge past the PCs, followed a moment later by a group
of real firefighers. Daifin office workers start exiting the building
in a panic and another explosion hits the ground floor, shattering all
the windows. In front of the PCs stands an armoured mech ready for
battle.

** Get to the elevator

Two real firefighters stand with those of the PCs who have dressed as
firefighters. The mech blocks the way an acts agressively towards one
of them, in particular.

"Traitor! Have you seen what they've done to us!"

The mech operator sounds like a young woman, but no one can see her
face. The right arm looks like a window buffer replaced with an
industrial saw. The left arm has a nozzle that looks like a water
cannon, but around it two eletrodes with arcs sizzle and zap in fast
pulses.

The police ahead keep running to wherever they were going, ignoring
the mech.

*** Interactions with the mech warrior

Try to work in an IU reason rather than just giving the
information. The mech will attack and hunt down any of the
firefighters, unless they giveup their cover.

- What weapons does the mech have? :: DC 15 The right arm is obvious
     and nothing special, though a deadly saw that could cut someone
     in half in a snap. The left arm is an uncommon terrorist mod for
     window washing mechs that sprays high powered, electrified water,
     also capable of cutting someone in half.
- ID the mech warrior :: DC 20 or if someone remembers Chapter 1, this
     is Red Wilma, an active member of the Space Hams.
- ID the firefighter :: DC 10 Definitely a real firefighter. DC 5
     Mister FD, from the badge.
- Ask why the firefighter is a traitor? :: DC 20 Sold out Drag Tuck to
     Daifin. Famous elf would could magically change size at will. DC
     15 Formerly a member of the Space Hams, and we have internal
     business.
- Space Hams, who? :: DC 15 gets the blurb from the above section. DC
     20 and it's also odd to see one of them with lethal weapons.

*** Keep going with the police

The police go down the back hallway to a locked passageway leading to
a round room. Inside, bandaged person hooked up to medical monitors
lies on a hospital bed.

Fail two interactions with the real police and they will assume the
person is a memeber of the Space Hams.

- Who the heck is this freak? :: DC 10 What you didn't hear? This is
     Drag Tuck the size shiftin' Elf! They finally caught him, damn
     terrorist.
- What are we doing with him? :: DC 10 We're going to take him to the
     jail.
- What was Daifin doing with him? :: DC 10 I heard they were using his
     genes in some patent.
- Heal Drag Tuck with the MacGuffin powers :: He will wake up and
     immediately wake up a berserker, but will ignore the person who
     saved him. He is nigh unstoppable and will take all attention
     away from the PCs. If Red Wilma is still alive, she will attempt
     to get him to leave with her, unsuccessfully for the time being.

*** Together again, but still not to the elevator

The police will attempt to leave the way they came with Drag Tuck, so
they might reunite with the firefighters and Red Wilma. She will try
to rescue him.

** Aliens on floor 15

The elevator doors open and the smell of death and hot air like a
sauna immediately fills the noses of the PCs. Outside the doors, in
front of the elevator sits a brown-green blob, dripping what looks
like water on the floor. Everything is quiet and the only light comes
from the inside of the elevator.

XJammer sends a message:

"Thanks for stopping by! Most of the fun is over, but man did we
party. I have one hell of a hangover and I think everyone else does
too, so you might want to be quiet. Watch out for anything that looks
like a pudding. I'm over here."

CON Save 10 to not throw up if not wearing a respirator of some kind.

If the PCs make too much noise, the mad scientist will seek them out
and engage.

- Smoke? :: DC 5 not smoke, just hot.
- Motion sensors in suits? :: DC 12 survival to unlock.
- What are these blobs? :: DC 10 some kind of life form.
- What's in this random locker? :: DC 20 flamethrower with TBD stats,
     once. All other DC 20 hits get medpaks. DC 1 gets wandering
     monster.
- Heal a blob :: Someone comes back to life. DC 20 Damn Big Jerk. DC
                 19 friendly victim of experiments who can fight. DC
                 10 friendly, but uselessly terrified victim who asks
                 for help to escape. Else, a wandering monster.
- Unlock the first door, directly to XJammer :: DC 20 quietly unlocks
     it by force. DC 15 using police cryptokeys will quietly unlock
     it. DC 10 without being quiet or explicitly stating use of
     DBJ/SBJ's cryptokeys quietly unlocks it.
- Unlock the second door, opposite XJammer's closet :: DC 20 quietly
     unlocks it by force. DC 15 using police cryptokeys will quietly
     unlock it. DC 10 without being quiet or explicitly stating use of
     DBJ/SBJ's cryptokeys quietly unlocks it.
- Search the front desk :: DC 15 finds a keycard to the floor which
     will open any door quietly on the floor without a DC (as long as
     there's still power).
- Search the mad dead body :: DC 20 macguffin 3, DC 5 comlink, badge,
     medical bag

XJammer will open the door to his hiding place as soon as a friendly
is standing on the other side of the door, revealing he's heavily
wounded missing an arm, but carrying rifle in the other hand.

"Before we leave we need to kill the mad scientist behind all this."

- How badly hurt is he really? :: DC 15 His left eye looks blind and
     he's missing most of his left arm.
- Heal XJammer with the MacGuffin powers :: DC 10 Fully healed.

If the group decides to hunt down the mad scientist, they'll find her
in the operating theater. Otherwise she will engaging them as the
attempt to escape using the elevator.

*** The mad scientist

/See above for the mad scientist stats./

**** Griffon

- 20 AC
- 60 HP
- 1d10 necrotic breath attack
- 1d8 slashing melee, reach 2;10.

**** Cyberangels

- 15 AC
- 30 HP
- 1d8+4 DMG

For their dead switch attack, they fall on their target if within
melee range for one last blade attack.

** Escape the building

Minor skirmishes for the PCs. If someone healed Drag Tuck, but no one
helps Red Wilma calm him down, he will eventually end up dying in a
rage of battle against firefighters, police, and hired security
forces. If no one healed Drag Tuck, but the group left on good terms
with Red Wilma, they will find her at the bottom of the elevator with
the dead body of Drag Tuck. She will offer to charge through the
onslaught, taking all the fire, so the PCs can escape. Otherwise the
PCs will see her fending off the entirity of the security forces while
they silently escape. Once all the PCs exit the building, a final
blast explodes all the walls and a dust cloud provides cover for their
escape.

- Loot the ambulance :: DC 20 has 10 medpacks, stimpacks, etc.

** Docks

* TODO Chapter 12

Drag Tuck of the Space Hams needs help to escape the SPD.

** Pike Place Market

** The Gutless Boar

** Everett Safehouse

Upon reaching the safehouse, the air goes quiet and light clouds cover
the sun. A small clearing among the surviving thicket of reprod woods
planeted by drones in the 2030s surrounds the group. A small creek
flows between the party and the safehouse, and a weather battered
bridge leads down a wide gravel path to the front door. Suddenly, a
side door slams shut and someone shouts at the group that they've
given away their hiding spot. Coming from the distance, a chopping
sound gets louder and an assault gunship appears from the same
direction the group had walked.

*** Combat with the gunship

The gunship will prioritize killing Drag and any other Space Hams.

- It's a trap :: there are no survivors.
- The gunship is a drone :: DC 15 for hackers or DC 5 if boarded while
     still in combat.
- The pilot of the gunship is the person in the safehouse.
- Take over the gunship :: nat 20 or DC 22. DC 15 to take over one of
     the weapons or move.
- Locate the pilot :: DC 15 for hackers.

**** Stats

***** Proxy the drone pilot

 AC 12
 HP 30
 Heavy Pistol
 DC +3
 1d12+1
 CHA -1
 Dead Switch Knife
 DC -1
 1d4+2

***** T89A1 Daifin Boeing Gunship

One attack per section:

****** Hull
 AC 15
 HP 50
 Resistance against ballist attacks
 Heavy machine gun
 DC +1
 1d12

****** Port and Starboard Rotor (each)
 AC 15
 HP 50
 Heavy machine gun
 DC +2
 2d12

*** Inside the safehouse

Only the duty light rays coming through the door of the sun peeking
through the clouds illuminate the room. Two bodies lie in the corner,
hinted at by the smell of evacuation. Not enough time has passed since
the had died.

- Cutscene :: DC 5 a slam sound, DC 10 someone just fled through a
              trap door, DC 15 someone with shiny fins fled through a
              hatch in the floor, DC 20 it was a cyberangel like from
              the Daifin Group Building.

If any of the Space Hams are still alive they ID them as other Space
Hams.

*** After combat

The safehouse is located on top of another megabunker that goes deep
underground.

- Where are the Space Hams :: Interogation DC 15 after combat The
     gunship killed the Space Hams.
- Who do you work for? :: DC 10 Thugless, DC 20 working for Big Karl
     until her recent retirement.

** The Seattle Sprawl Underground

* Chapter 13, Always AR Syndrome

** For the ref

The PCs find themselves stuck in an underground after Little Prince
destroys the secret lift to the Space Hams' safehouse. With no other
way to go, they follow the caves to an underground city, Underett,
currently on military lockdown due to an illness, known as "always
augmented reality syndrome", or AARS, that afflicts non-techno and
non-adept magic users with a waking hallucinogenic and nightmare
causing illness accompanied by acute vertigo, lasting weeks. All
others who catch the illness typically only suffer minor VR glitches
if anything and have not reported any debilitating symptoms.

In late 2059, Daifin Group hired Thugless to spread AARS in Underett
before they try to market it as a bioweapon in Eurasia.

In 2055, Little Prince had sold out the Space Hams, which led to the
illegal medical testing on Drag Tuck. In exchange, Little Prince would
secure a trade monopoly between Underett and the surface while also
running a black market. Additionally, Daifin would stay out of the
Seattle Sprawl Underground. However, the recent Thugless presence has
forced him to compromise the original agreement.

Soon after Thugless arrived, Little Prince contracted AARS. It took LP
a month to recover. During that time the military quarantined the city
and eventually opened up one of the exits to the rest of the sprawl
underground. The military has a cure for AARS, but they use it
sparingly due to the cost. Thugless took over all operations of the
existing black market and started kidnapping and taking hostages in
order to bend the will of political figures.

Steam worked as a combat medic. Thugless kidnapped his family in early
2060 in order to force him to work on the underground side of illegal
operations.

** Prompt

The way back up the lift to the Space Hams' safehouse suddenly
thunders and crashes as the doors fly off and smoke and dusk settle in
the cavern.

*** If Steam lived/remains conscious:

"There's nothing you can do. I'll show you how to get to the nearest
way back to the surface. We just need to take this cave to Underett,
the city under Everett."

*** Little Prince the hologram:

"If you can make it out alive, maybe I can use you for something
actually important!"

** Call Agent Smithereens

- Who is Little Prince? :: The original founder of the Space Hams. We
     know he had sold out the Space Hams for some time now, but only
     just recently discovered yet another link to Daifin.
- Can you get us out of here? :: Stand by. You're all on lockdown
     right now.

** Underett Square

Far less dystopian than the current state of Seattle.

You can drink in public as long as not a nusiance.

*** George McFly

Wealthy business man.

*** Bucket Head

Recovering death mage. 60 year old elf.

** Exit

Outside the main cavern of Underett, a military checkpoint funnels all
who pass to and from the surface.

"1000 creds each, and we'll let you out if you can get the hospital to
sign off that you're not sick." -Agent Company Man

** Hospital

Sgt Nurse Beckett. She's an orc 8ft tall and is armed to the teeth.

Currently working on cracking the virus to produce a cure and/or
vaccine. They hope to have one before any in the rest of the SSU.

DC 20 to find Little Prince, who still makes regular visits to recover
from the AARS.

** Gen Food Mart Inc

They have an infamous reputation for disliking drones and androids. In
reality, they use this to distance themselves from Garra who has an
equal reputation for using drones and holograms.

** Buffalo Pub (Thugless Hideout)

Steam's family is trapped inside. See the chapter "Thug out the trash"
for more details.

** Buffalo Sapper

Swift the tailor sells a variety of clothing and styles.

** Flea Market

Garra owns and ops. But she's a hologram and lives somewhere else.

Each time Garra gets beer from the food mart, it also contains some
kind of smuggling item.

*** Items for sale

**** General inventory

- frag grenage, 1 in stock

**** Mining Drone

One in stock.
Price varies depending on the interaction.
HP 10
1d10 drill melee
10 mining charges

**** Mining Charges

Large stock
300 credits
3d12 5x15, 4-6 15x15

* Chapter 14, Thug out the trash

aka Chapter 13, Part 2

** For the ref

Refer back to chapter "Always AR Syndrome" for more details.

Make the PCs roll for these:

- 1d8+1 for bystanders in the pub main. 5=>6
- 1d6+5 for members of Thugless in the pub main. 1d2 another one is
  hiding in the kitchen. 2=>7,15 not in the kitchen
- 1d6+4 Thugless in the hideout lobby. Then 1d2 one of them has magic
  powers.

** Prompt

The PCs have found themselves stuck in Underett during a lockdown. The
disease, known as AARS or "arse", seems to only affect magic
users. Common symptoms include halucinations, vertigo, and madness. In
order to escape, Garra, owner of a local flea market, has promised to
get them back to the surface if they can get rid of Thugless.

** Buffalo Pub, the pub main

The PCs walk into a bar. Buh dum bum! Patrons sit in a surprisingly
well kept bar. The room looks like an old fashioned diner, with booths
on the right, each with a 3DTV of an outdoor landscape series. Today's
show looks like a green golf course on a sunny day. On the left,
barstools line the counter. Neon-style decorations run along the
edges, providing most of the light, aside from the 3DTVs. Behind the
bar, a short elf gives a suspicious look at the PCs and jumps to the
top shelf, near the middle and grabs a bottle of something brown
before jumping back to mix something at the bar.

A door leads from the left of the entrance, probably the
toilet. Behind the bar, double doors lead to what looks like the
kitchen. There's another door on the other side of the pub; it doesn't
look like an exit.

- Perception DC 10 :: this bar has autowash installed.
- History/Survival DC 15 :: autowash can be weaponized. DC 20 Daifin
     manufactures the most popular autowashes.
- Perception DC 20 :: You have a really bad feeling about the door at
     the back of the room.
- DC 20 :: 14 folks inside. There are two security cameras looking out
           towards the doors.
- There's a strange looking broom.

** The kitchen

The cooks are all automated drones. None of them look threatening.

There's a sandwich on the grill. Probably Kozmo brand soya-cheez.

- Eat the sandwich for CON save 10 :: A pass gives +5 to all movement
     for the next hour. Fail and the person throws it up.

** The head

A larger dwarf wearing headphones with AR sits on the toilet with a
heavy assault rilfe propped up just within arm's reach.

** The corridor

This is essentially the roughest looking tunnel the PCs have seen in
Underett. It's an artificial cave leading away from the pub.

** The hideout lobby

From the lobby, four rooms branch off.

** Room 1

This room has a squat toilet.

** Room 2

This room has a squat toilet.

** Room 3

This room has a squat toilet.

Steam's child, Alex is inside.

*** If Steam lived and made it this far:

Alex looks up and shouts "Mom!"

Steam holds up his comlink and deactivates his active camo. Turns out
Steam was really his wife Smoke the entire time.

*** If Steam didn't make it:

Alex explains their parents were Steam and Smoke.

** Room 4

This room has a (western style) toilet.

- Investigation/Strength DC 10 :: Pushing on the toilet at a certain
     angle makes it go down into the floor. Pushing on it enough makes
     it look like a squat toilet and a secret entrance opens in the
     wall behind it.

** The Annex

In the back of Room 4, after pushing down on the toilet and walking
in, the PCs find an open safe with the following:

- a pile of 1d8+2 frag grenades
- a loaded M1911A4 (9 shots)
- a comlink with "AAA-THUG" written on it
- a medical bag
- 1d10 medkits
- a case :: Investigation DC 15 opens the case and finds several empty
            test tubes with their caps off.

* Chapter 15, NAME TBD

The group fought Thugless and can now go speak to Garra who promised
to help get them back to the surface.

* Chapter 16, NAME TBD

The group smuggled Little Prince out of Underett back to the surface.

** For the ref

Agent Smithereens was able to get the Underett security forces to let
the group pass because they leaked the news that one of them was
Little Prince. This prompted Daifin to pay off Underett security and
send a group of Thugless dressed as Everett police to the top of the
lift. AS will send SPD drones to help, if necessary. Little Prince
will aid the group as well as a short term ally, but will suffer a
ThrowException when rolling less than a 5 to hit due to AARS.

The group has a few high level options:

- Give LP over to Daifin either accidentally believing they were
  police for a price, 100k credits.
- Give LP over to SPD for bounty, 10k credits.
- Convince LP they need to become long term allies

** Official AARS

Always augmented reality syndrome, or AARS, afflicts non-techno and
non-adept magic users with a waking hallucinogenic and nightmare
causing illness accompanied by acute vertigo, lasting weeks.

Those who make it past the severe effects still suffer the following:

- Suffer a ThrowException for rolling less than 5 (not just 1).
- Half movement.

All others who catch the illness typically only suffer minor VR
glitches if anything and have not reported any debilitating symptoms.

- All matrix, VR, or AR perception rolls glitch when rolling less than
  5 (not just 1).

** Ride the lift up

XJammer sends the group a message:

"I've got all the details on the Chief Tony's briefcase as well as
what happened to the other one. Meet me at the Void Room. Don't bring
any AARS."

** Exit the lift to Everett

The lift doors open wide to the western facing sky at dusk to a group
of four police officers casually drinking soya-kaffi through half
opened helmets with holographic masks to hide their identities. One
officer waves their mug, "Oy, they made it!" Two loud combat drones
turn to face the group. One of the officers walks forward "We better
detox everyone first, and then we'll take Little Prince in for
booking..."

*** Awareness checks

- There's an ambulance out of sight to left of the exit.
- One more officer inside the ambulance.
- Bipedal drones are Trusted Security XT-7 crowd exhaustion models
  each with one charge of area-of-effect exhaustion pulses, once per
  minute, CON DC 10 or single target CON DC 15. They also have
  anti-viral detox mods.
- Daifin acquired Trusted Security in 2058.
- If the group enages combat, 40% for each SPD combat drone to help.

** Void Room

The droid on bouncer duty waves the group in, "You again. Whatever,
just buy a drink minimum. And try not to trash the place again!"
XJammer is sitting at the front near the bar where he normally sits.

XJammer is a hologram, so it doesn't matter when the group gets
there. But if LP is there, he throws a bit of a fit about it.

/See above for Chief Tony's MacGuffin details./

** Vancouver

* Chapter 17, NAME TBD

** Seattle Center

* Chapter 18, NAME TBD

* Chapter 19, The Portal

* Chapter 20, The Portal 2

* Chapter 21, The Portal 3


code:
#+TITLE: Keep Your Hands Out of the Bag

* Dramatis Personae

** Government

*** TODO Sheriff Smithereens

A heavy plate armoured, masked law enforcement official of unknown
background, presumably male.

** Nightshade Guild

*** TODO Big Cheese

** Daifin Guild

*** TODO Big Mac

* Abstract

This high fantasy campaign, an extra-universe spin-off of [[file:it-is-never-aliens.org][It's Never
Aliens]] starts in a town after the birth of Sleipnir, the return of
Sif's hair, and the return of Idunn's apples. The group has already
met, have an established wagon outside of town near a friendly
farmer. The heroes will encounter a series of MacGuffins, each with a
different magical property.

* Chapter 1

** Intro
Cold opening for the PCs with random battles and a bounty.

** Session 0
The PCs skirmish outside of town with some small trolls/goblins.

** Session 1
Attempt to capture Big Mac.

** Session 2
Capture

** Session 3
SA gives back manicles.
300 for the person.
300 for the bag.

* Chapter 2

** Intro
Sheriff Smithereens offers a job to the PCs to investigate a
shipwreck.

** Hospital
Went to hospital. Meet with the deputy on guard Onguard The Gaard.

Captain Tony is dead. First Mate Plato and one of the passengers are
missing.

- How do the survivors look? :: All unconcious. Blood spots on
     bandages, burns on the bodies.
- How does it smell? :: smells bad and like rubbing alcohol
- Detect magic? :: DC 15 todo

*** Visit a doctor if anyone put their hand in the bag.

Doctor wants nail clippings. They continue to glow after clipped.

*** Visit the morgue

- Inspect the body :: DC 15 Has a slight shimmer kind of like if
     someone had stuck their foot in "the bag" and it had worn off.
- Inspect the clothes :: DC 10 Find the sand in the boots.

** TODO Shipwreck

/maps to chapter 3/

"I didn't touch anything with my hand, but that guy put his foot in something."

- Detect Magic :: DC 10 magic on the ship, DC 15 lowest deck near the
                  blast area.

Main deck is in a mess.

There's a hole above.

repo_name: vaeringjar/fenrispunk

license: unknown


code:
#+TITLE: Midgard Madness

* Dramatis Personae

** Daifin Group

*** Mad Scientist

Resides at the tower in the middle of the city. Once per long rest can
use a modified verison of magic missle that uses necrotic damage. Dead
switch is an acid shower. Regeneration as a small mutant to escape the
area.

| Stat        |                         Rating |
|-------------+--------------------------------|
| Size        |                         Medium |
| Being       |                     Winged Ork |
| Align       |                           Evil |
| AC          |                             15 |
| HP          |                             45 |
| Speed       |                           6;30 |
| STR         |                             14 |
| DEX         |                             15 |
| CON         |                             12 |
| INT         |                             18 |
| WIS         |                             12 |
| CHA         |                             16 |
| CON Save    |                             +4 |
| CHA Save    |                             +5 |
| Armour      |                Custom lab coat |
| Melee       |                        Unarmed |
| Missile     |             Necrotic acid dart |
| Cantrips    |                              4 |
| Spells      |                            4,2 |
| Dead Switch |                    Acid Shower |
| Lair 1      | 1d4, 4 for 1 cyberangel, max 1 |

**** Drops

- A cure of AARS.

** Paper Inc

*** Bendis the Accountant

A death mage summoner who has moved down the socio-economic hierarchy
of life into underemployment.

Claims to have cast the summoning spell that brought the party to
Midgard.

Has really good hearing.

** Contacts

*** Bare Knuck

*** Bowthat

*** Garra

Owner of the Underette Flea Market LLC. Originally from Underette. If
the party has met, then Garra will remember.

**** Equipment

- 2042 MP99
- AI with low battery

*** Derf

*** Tibby the Tailor

Half troll half elf. Can't go outside during the day else turns to
stone, temporarily.

** Sheriff's Office

*** Sheriff Stanley

Not an ork, not a troll. Very short elf. Technomancer.

Has found a way to hack m-paper to not only bamf, but also to track
nearby bamfs.

** Varikset Outcasts

*** Clare the Chimney Sweeper

A sentient crow who leads a group of lower-class citizens of crows in
a city of orks and trolls.

** Bodysnatching Trolls

They slime their victims and create a complete copy, usually also with
memories and some or most equipment as long as they keep the
form. Changing back to their natural form takes an action in
combat. They must wait 24 hours and have a long rest after changing
back to their original form before they can copy someone again. They
do not change back after losing consciousness or death.

Victims of the copying tend to get slimed and typically suffer
disadvantage on all skill checks, attacks, and saves for a temporary
duration. Time is 10 turns divided by the CON save and then floored
(rolling a dirty 10 and the next turn the victim has disadvantage, but
rolling an 11 or greater saves).

Attacking or specifically shooting them in the head deals double
damage. They leak a greasy oil and also sometimes slime their victims
in the process of copying them.

* Abstract

An IINA story.

Midgard exists as a world out of timelines, though with its own
irrational timetravel trickery they usually makes no sense. It has
four quadrants, named after the seasons. Each quadrant has a contact
to help break into the middle where the mad scientist has escaped to.

The city has a wall around it with four magical portal doors. The
north door goes to the troll under the Aurora Bridge in Seattle, Earth
2062ish. The south door goes to the same spot in 2262. Jumping over
the wall will leave the city but not send the traveller through a
portal.

The middle of the city has a tall tower, the tallest point in view. No
mountains to see past the walls. But from the walls one can see the
icy mountains in the distance.

Unless otherwise noted, assume folks of midgard are orkish or trolls
and they speak a pidgin of primarily of Orkish, French, and some
Troll. The average adult height reaches a mighty two meters.

The PCs should come to Midgard after having openned Little Prince's
MacGuffin. Midgard will have somewhat recently/locally invented
m-paper but also suffer from an invasion of bodysnatching trolls (BST)
from an alternate timeline working for the Mad Scientist.

Most buildings in the city have masonry construction, with an average
height of four stories each.

* Treasure

** M-Paper

A relatively common techno-magical paper in Midgard, invented by
Daifin in March of 2064. Some users (MadSc, Bendis, and the Sheriff)
have hacked it to use as a transporter, but most of the time folks use
it to cast spells they do not know without the possibility of a
ThrowException side effect.

Adding m-paper to Little Prince's MacGuffin case will allow the user
to bamf their vehicle (or storage container) to a location of their
choice from a given selection.

** The Magic Dice

** The Magic Flute

** TODO The Magic Stick

Fire damage.

** The Magic Cloth

** The Life of Mister Interesting

Not necessarily part of this module, but related by context:

XJammer left behind an encrypted diary of information. These are the
more interesting details.

Easily unlock XJammer's book using a piece of m-paper. It has a
documents that detail:

- A plot to assassinate Agent Smithereens by Daifin.
- The likelihood that the Mad Scientist probably has the cure for
  AARS.
- Chief Tony had a contact in Alaska. "I'll followup on this person
  later..."
- Big Cheese and Big Mac grew up together.

"If yer reading this, I probably died. No big deal if I have: Just
plug in the M-paper chip hidden in the back of this book to an extra
comlink."

The back of the book (if paper or electronic format) has a page or
print off of a small chip that looks like it will fit nicely into a
comlink. Doing so will activate the matrix-ghost version of XJammer.

* Locations

** Summer Square aka the G-Square

The buildings around the outside of the square, anti-clockwise from
the south:

- The Warehouse ::
- House of Worship ::
- Appartments East ::
- Appartments West ::
- Paper Inc :: A subsidy of Daifin.
- Appartments South ::

In the middle of the square:

- Public Market ::
- The Obelisk ::

** Jormundgand Tower aka The Tower

- Made of a highly non-reflective material.
- Equivalent of around 20 stories high.
- Has a connection to the matrix but only if physically inside the
  building. Has a magical firewall to shield the as-is signal from the
  outside of the building, unless someone sets up a bridge.
- The top floor has electricity.
- The rest of the building has natural gas and magical lighting.

* Tables

** Quadrants
  :PROPERTIES:
  :ID:
  :END:
#+TBLNAME: Quadrants
| ID | Name            | Treasure    | Contacts   | Properties   |   |
|----+-----------------+-------------+------------+--------------+---|
|  1 | Winter Quadrant | magic dice  | Bare Knuck |              |   |
|  2 | Spring Quadrant | magic cloth | Bowthat    |              |   |
|  3 | Summer Quadrant | magic stick | Garra      |              |   |
|  4 | Fall Quadrant   | magic flute | Derf       |              |   |
|  5 | Tower           |             |            |              |   |
|  6 | North Door      |             |            | One-way exit |   |
|  7 | East Door       |             |            | Locked       |   |
|  8 | West Door       |             |            | Locked       |   |
|  9 | South Door      |             |            | Locked       |   |
| 10 | G-Square        |             |            |              |   |

* Maps

#+NAME: Midgard
#+BEGIN_SRC text
    ###########+6##########
   #.......................#
  #.........................#
 #...................10......#
#.............................#
#.......4.............3.......#
#.............................#
#.............................#
#.............................#
+.............+##.............7
8.............#5#.............+
#.............###.............#
#.............................#
#.............................#
#.............................#
#.......1.............2.......#
 #...........................#
  #.........................#
   #.......................#
    ###########9+##########
#+END_SRC


code:
#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: Characters
#+Description: Characters, mainly pre-builds and NPCs.

* Characters

/Stub page./

- Hood
- Rewind
- XJammer
- Garra
- E1M1
- Taka The Wise
- Coach Signe
- Medicoid
- Ulfy
- Brick
- Brock
- Jinx

** Hood

Born Henry MacDuff on 2040-02-08 in Seattle. Multi-archetype.

Stats as of the mid 2060s.

| Stat       |          Rating |
|------------+-----------------|
| Size       |          Medium |
| Being      |           Human |
| Align      | Chaotic Neutral |
| AC         |                 |
| HP         |                 |
| Speed      |               8 |
| STR        |              12 |
| DEX        |              18 |
| CON        |              14 |
| INT        |              18 |
| WIS        |              12 |
| CHA        |              12 |
| DEX Save   |                 |
| CON Save   |                 |
| Armour     |                 |
| Weapon     |      Explosives |
| Handedness |           Right |


code:
#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: Action Economy
#+Description: Action Economy for combat in Fenris Punk.

* Action Economy

** Entering Combat

Ordered:
1. Determine surprise
2. Establish positions
3. Roll initiative - Determines turn order.
4. Take turns - Begin the round.
5. Begin the next round

** Turns

Unordered:
- Movement :: Characters may move via walking, running, rolling, etc
              up to their maximum Speed during their turn. May also
              divide movement before or after other parts of the turn,
              such as moving 3 spaces, attacking, and then moving 3
              more spaces.
- Action :: Typically used for attacks, but also can trade an action
            for any other type, such as for doubling movement, unless
            stated otherwise.
- Bonus Action :: Typically a set of additional actions a character
                  can make during their turn.
- Other Activity :: Characters get one Other Activity, typically
                    something else that does not require a DC such as
                    anything from, but not limited to, the Interacting
                    with Objects list.
- Reaction :: Interruptions from other actors.

** Effects

See also the [[file:../tables/Descriptions.org][Descriptions table]].

- Scatter :: Where an effect happens, offset from the target.
- Splash :: Where an effect happens, in addition to the target.
- Roll :: TBD

These optional rules address where an effect happens, often for
determining friendly fire or where an effect actually happened. In
general use a die that best maps to the coordinates around the
target. These rules will assume a square grid map.

*** Scatter Example

Alex throws a Molotov cocktail at Billie. Alex needs to a throw a DC
15 to get the grenade on target. Typically a critical failure means
either a dud or attacking oneself. In this case Alex rolls a 12, a
miss, but the Molotov cocktail still travels. Alex rolls a 1d8 => 5 to
get the direction and places the landing position of the Molotov 3
(15 - 12) spaces away.

#+NAME: Scatter
#+BEGIN_SRC text
.....................................
..................234................
.........A........1B5.X..............
..................876................
.....................................
#+END_SRC

*** Splash Example

Billie did not enjoy the Molotov cocktail so they shoot back at Alex
with a shotgun. Typically we would simply use the AC abraction rules,
but in this case, shotguns have a side effect; the buckshot spreads
out in a cone. Anyone next to the path of the shot has a chance of
getting hit. Alex has an AC of 15, so as long as Billie rolls a 14
(15 - 1) Carol has a chance of getting hit with splash damage, for
whatever remains from the potential damage that would have hit
Alex. Billie rolls a 15 to hit and a 1d10 => 4 for Alex. Carol has a
10 AC, so Billie hit them also, with a 1d10 with a max potential
damage of 6 because 4 of 10 already went to Alex.

#+NAME: Splash
#+BEGIN_SRC text
.....................................
.....................................
.........A=========B.................
.........C...........................
.....................................
#+END_SRC

*** TODO Scatter and Splash Example
Similar to above Splash example, but with another person standing next
to Alex.

*** TODO Scatter and Roll Example
Similar to above Scatter example, but with an explosive that has a
timer and can roll rather than a Molotov which explodes on contact.

*** TODO How could you possibly miss!? Example
Analogous to hitting the broad side of a barn. Even if missing the
intended target, surely something or someone suffered the effect,
assuming not a critial failure.

#+NAME: Hitting a barn
#+BEGIN_SRC text
.........F...........................
.........E...........................
........GA=========B.................
.........C...........................
.........D...........................
#+END_SRC


code:
#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: Character Creation
#+Description: Create a character for Fenris Punk.

* Character Creation

Fenris Punk assumes players want to role play their characters, not
roll play them. We suggest but do not insist on the following order to
create your character:

1. Choose background details
   1. [[file:../beings/index.org][Being]]
   2. [[file:../archetypes/index.org][Archetype]]
   3. Distro
   4. Attributes
   5. Spells
   6. Languages
2. Calculate stats
   1. BaseScores
   2. Health
   3. Talents
   4. Skills
   5. Saves
   6. Wills
   7. Initiative
   8. Speed
   9. Actions
   10. Tasks
3. Choose items
   1. Equipment
   2. Cyberware
   3. Vehicles
   4. Homes

** Choose background details

*** Being

*** Archetype

*** Distro

Choose a Distro or a BaseScore distribution. For a more well-rounded
character, choose the Standard BaseScore. Then decide how to
distribute or allocate each score, usually with consideration to Being
and Archetype.

/See the [[file:../tables/BaseScoreDistributions.org][BaseScoreDistributions table]]./

*** Attributes

*** Spells

*** Languages

** Calculate stats

Fenris Punk uses deterministic stats; no random dice rolling when
calculating character stats.

*** BaseScores

BaseScores influence the outcomes of decisions a player makes for
their characters.

#+BEGIN_QUOTE
Being - Elf

Archetype - Death Mage

Base Scores - Standard

15, 14, 13, 12, 10, and 8

A player can then choose to distribute these however they could like,
such as this, with the highest scores in wisdom and intelligence:

Strength 8, Dexterity 12, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 13

Elf characters get +1 to dexterity and +2 to charisma, so the result
BaseScores in this case become:

Strength 8, Dexterity 13, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 15
#+END_QUOTE

*** Health

Health scores derive from the archetype HealthDice and the CON. HP at
character level 1 always takes the max number plus the CON. All other
levels take half the max plus 1 plus CON.

#+BEGIN_QUOTE
Base Scores - Standard with Constitution 13

Dwarf - Constitution +1 so Constitution is 14, and CON is 2

Bounty Hunter - Health d12

Character Level 1, Bounty Hunter 1 : MAX(d12) + CON => 12 + 2 is HP 14

Character Level 2, Bounty Hunter 2 : PREVIOUS + half(d12) + 1 + CON => 14 + 6 + 1 + 2 is HP 23
#+END_QUOTE

*** Talents

**** Talent Modifier

A character's talent modifier score comes directly from their
Character Level. All characters at level 1 start at +2. Use this
modifier for dice rolls for related action, save, or skill checks that
match the related SkillGroup and/or TalentScores.

/See the [[file:../tables/CharacterLevels.org][CharacterLevels table]] and the [[file:../tables/Archetypes.org][Archetypes table]]./

*** Skills

Choose a number of skills from the SkillGroups to add the Talent
Modifer.

#+BEGIN_QUOTE
For example, a level 1 character with Dexterity 15 who has chosen
Stealth but not Acrobatics would roll 1d20+4 for Stealth, but only a
1d20+2 for Acrobatics. For Stealth they can add both their Talent
Modifer and their Score Modifier (DEX in this example), but Acrobatics
only add DEX.
#+END_QUOTE

Except at character level 1 or by the Athlete, choose a skill
more than once to use the Talent Modifer.

*** Saves

Rolling and calculating scores for Saves works like Skills, but Saves
almost always happen as a reaction to something.

*** Wills

As long as a character remains conscious they have a set of automatic
wills which set an Attempt threshold not for themselves, but for their
adversary or the ref.

*** Initiative

A special case for rolling a Dexterity Attempt to determine the
actor's order in combat.

*** Speed

An abstraction for the distance someone can move during their turn
during combat. All humanlike characters start with a default of 6.

*** Actions

Most actions in combat take only a moment or a few seconds.

*** Tasks

Choose a Tool available from the related Archetype.

Some Attempts take more time than an Action. Often, these will not
happen during combat. Roll for the outcome if the task has a
reasonable chance of failure or if the ref simply prefers it. Instead
of a Skill Attempt, players can choose to use a relavant Score
Modifier to the Attempt and their Talent Modifer if the task involves
one of their Tools.

#+BEGIN_QUOTE
For example, a level 1 character with Intelligence 16 who has not
chosen History from their SkillGroup but has chosen Computers from
their Tools can use a computer to help perform the task of looking up
information. Without the computer this person would roll 1d20+3, but
with the computer they would roll 1d20+5.
#+END_QUOTE

** Choose items

#+BEGIN_QUOTE
Welcome to capitalism! If you bought it with money... But remember,
spending money might not always mean fair and square, if the merchant
uses slaves!
#+END_QUOTE

*** Equipment

- 1 projectile weapon
- 1 melee weapon
- 1 armour
- 1 libre comlink, the Flossy X7 with subvocal mic
- 1 medkit (modified version of the Healing Potion)
- 1000 credits
- 1 cyberware or 1000 credits
- 1 cyberware or 1000 credits (again)

*** Cyberware

Choose any two from Version 1 (unless taking the credits instead). If
you cast spells, your critical failure now equals the greatest Critical
Failure.

#+BEGIN_QUOTE
For example, a level 1 character chooses a Glass Eye, a Corporate
Head, and a Datajack. These have a Critical Penalty of NA, 3, and 2,
respectively. When (or if) casting a spell, this character will suffer
a critical failure if rolling 3 or less.
#+END_QUOTE

*** Vehicles

*** Home


code:
#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: Glossary
#+Description: Terms, jargon, definitions for use with the campaign setting.

* Jargon

- Campaign :: A standalone adventure.
- Campaign Setting :: /See Universe./
- Module :: /See Campaign./
- Universe :: Separate realms of existence usually split into
              in-universe, the game, and out of universe, the reality
              of the players.

** General Terms

- Actor :: A general term for any individual capable of performing an
           Attempt such as a player character, non-player character,
           AI, monster, being, etc.
- Attempt :: The roll of a d20 for any time an actor needs to
             determine success or failure for any kind of activity,
             action, etc.
- AvoidCasualty :: Most games call this "Armour Class" but it rarely
                   involves or necessitates armour, so Fenris Punk has
                   retconned this to mean the AvoidCasualty rating.
- Cyberspace :: Use to avoid trademark issues, aka The Web or The
                Net. An intersection of the internet and the high
                level immersive experience.
- CritialPenalty :: Typically the min dice roll from an Attempt,
                    though some cyberware can affect this number.
- Distro :: BaseScoreDistribution
- Mana :: The source of magical power, given in units of Mana.
- MAX :: The highest number on a given die, which for example means a 20 for a d20.
- MIN :: The lowest number on a given die, which in almost all cases means a 1.
- ThrowException :: Casting magical spells can cause fatigue, pain, or
                    even injury for the caster.

** Abbreviations

- AC :: /See above AvoidCasualty./
- AL :: At Level means the player gets the described buff as soon as
        they reach level x.
- AR :: Augmented Reality. A VR technology that uses refraction,
        holography, haptics etc to modify sensory input.
- CR :: Challenge Rating.
- EU :: extra-universe
- IU :: in-universe
- IR :: Immersed Reality. A VR technology that connects directly to
        the user's nervous system, often to completely replace sensory
        input with a highly lucid dream state.
- MP :: Magic Points which commonly have two forms, Mana and
        Cache. These represent a unit that spell casting requires.
- OOU :: out-of-universe
- PTM :: The Prouhet-Thue-Morse (PTM, sometimes just referred to as
         TM) sequence describes a method of equitable sequencing or
         fair turns.
- VR :: Virtual Reality. General term, or also meaning the old school
        technology for placing a modified television scope close to
        one's eyes to replace one's view.
- WL :: With Level means after adventuring with the items for x
        levels, the player gets the described buff.


code:
#+SETUPFILE: ../../template/level-1.org
#+TITLE: Fenris Punk Core Rules
#+Description: Core rules index.

* Work in progress note

While the sitemap does contain a list of all documents, please use the
following to avoid spoilers or older game data.

* Quotations

Unless otherwise attributed, the quotations throughout the rules came
from Fenris Co-op's bulletin board. But most of them appear all over
the net.

* Core Rules

- [[file:./universe-campaign-setting.org][Campaign Setting]]
- [[file:./character-creation.org][Character Creation]]
- [[file:./action-economy.org][Action Economy]]
- [[file:../tables/index.org][Tables]]
- [[file:./glossary.org][Glossary]]

#+HTML:

#+HTML:
#+HTML:

* Role playing vs Roll playing

Players often either act in in the role of their character or they
roll dice to determine how their character performs or sometimes
both. Combat typically uses rolling Attempts to determine success or
failure and then another die to determine the significance of the
effect (such as damage or healing).

** Attempts

The primary rules use dice to randomly determine success or failure of
an Attempt. Most systems use either a twenty-sided die (d20) or a
six-sided die (d6). Some systems use more than one.

Fenris Punk uses a d20 to Attempt to do something and then add any
related modifiers. Often, rolling a 1 or a 20 causes an exception to
the normal rules. Usually rolling a 1 causes a CritialPenalty and
rolling a 20 is a critial success.

*** Alternate Attempt rules

Most of the rules assume a d20, but players can use a different
Attempt dice. Please note that changing it will have drastic dialation
effects. The CritialPenalty should always remain fixed, when lower
means worse, as the MIN value.

* Health and Damage

Fenris Punk uses Health, commonly known as HP, as an abstraction for
how hurt from damage, such as pain or bruises, a person can become
before other serious Conditions begin to affect the person, often
leading to permanent injury or death. Instead of making up a game
system, Fenris Punk will do its best to keep to medical terms for
trauma and injuries.

When an actor reaches 0 health or when they receive a critical hit,
they must take a Condition based on the DamageType they receive. The
more specific the details become, the possibility of more dramatic but
slower gameplay.

** InjuriesProtoMatrix
  :PROPERTIES:
  :ID:       e7658f17-54e1-49a3-9ab3-16fe9ba273e7
  :DESCRIPTION: Optional gameplay details.
  :END:
#+TBLNAME: InjuriesProtoMatrix
| List of Regions | x | List of Injuries |
|-----------------+---+------------------|
| Head            |   | Cut              |
| Leg             |   | Crushed          |
| Chest           |   | Severed          |
| Abdomen         |   | Punctured        |
| Arm             |   | Rotten           |
| Hand            |   |                  |
| Foot            |   |                  |
| Spine           |   |                  |
| Face            |   |                  |
| Groin           |   |                  |

* Health Conditions

Use Conditions to add drama to tense game situations and
ConditionLevels to add severity. The tables have the general cure or
fix for each of them, but also remember that magic and some
technologies can fix anything.


code:
#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: The Fenris Punk Universe
#+Description: History and background for use with the campaign setting.

* Introduction

Fenris Punk takes place typically in the Seattle metro in the
2060s. Fossil fuels and jet travel have become so expensive that North
America has finally joined the rest of the world and adopted train
technology. Megacorporations have risen in power. Wizards, elves,
sentient AI, and cybernetic technologies have reshaped the world.

* History

** 9/11

A series of six coordinated terrorist attacks by corporate-funded
terrorist groups and mercenary contractors attacked the United States
and Canada on the morning of Tuesday, September 11, 2001. The attacks
killed 9,433 people (not counting the terrorists who also died),
injured over 11,000 others, and caused at least $29 billion in
infrastructure and property damage. Additional people have died of
9/11-related cancer and respiratory diseases in the months and years
following the attacks.

The attacks included four passenger airliners and two private
jets. Two of the passenger airliners hit the New York City WTC
Buildings One and Two, respectively. The third airliner hit the
Pentagon. Hijackers of the forth airliner, Flight 93, originally had
intended to also strike the Pentagon, but quickly changed course and
flew for an emergency landing in Toronto. Before anyone suspected foul
play, the hijackers detonated a 3 kiloton nuclear weapon which had
been smuggled on as luggage. The fifth, a private jet, flew over Los
Angeles and detonated a 20 kiloton nuclear warhead. The sixth jet, the
second private jet, took off from Las Vegas but made an emergency
landing due to engine failure. The terrorists were unable to detonate
their warhead, but crashed their plane into the middle of the tarmac.

** War on Terror

The attacks lead to a series of world-wide policy shifts in democratic
nations, trading personal freedoms for security. Also, in the name of
democracy, many of these democracies declared war on several nations
in the Middle East. Canada and the United States responded to the
September 11 attacks by launching the "War on Terror". Both countries
drew up their own domestic surveillance plans, aided by the Canadian
Anti-terrorism Act and the US Patriot Act and eventually as a NATO
treaty The Act. The new law devastated the air transportation
industry. Fewer and fewer passengers wanted to travel by air.

In the beginning, only a single terrorist group received much of the
blame for the attacks and the rest of the world were none the wiser
about the corporate funding. However, as wars in the Middle East
devastated and completely wiped out the terrorist groups, government
contracts with NGOs continued to rise. Scapegoat after scapegoat,
invasion after invasion, the military campaigns continued until no
Middle Eastern country remained the same. Military occupations turned
into corporate propaganda machines for restoring peace,
infrastructure, and security. Many US-based corporations grew and grew
until 2025 when the last Middle Eastern war ended.

** Fossil Fuels

Canada and the United States declared they would discontinue all
petroleum trade with the Middle Eastern countries in 2007, except for
Saudi Arabia. Within months the economy took a downward turn but the
sharp increase in employment in North America pulled the two countries
out of the recession while other countries suffered for the next five
years. This increase in fossil fuel use dropped the value of oil in
North America, sparking a feedback loop that dropped the cost of
transportation, increased the use of petroleum, and skyrocketed the
amount of greenhouse gases. This also opened a new market for
clean-air products.

But by 2020, fossil fuel prices caught back up with the rest of the
world again. The airlines continued to suffer. Many of them
consolidated to survive the economic hardships. Other corporations
grew and filled the gaps in transportation that the airlines left
behind. Several high speed trains started to show up across North
America. And a few years later, by 2024, breakthroughs in safe
hydrogen storage, helium production, and grapheen technology put
airships back into commercial use for the first time in almost a
century.

** Apophis

On Friday, April 13 of 2029, the comet Apophis which originally most
scientists predicted would pass between Earth and the Moon, crashed
into a top secret satellite. The impact gave Apophis enough of a
change in trajectory that it plummeted into the middle of Greenland.
The impact from the comet and the debris that followed melted a
significant portion of the ice sheet. Initially this caused winter
effects around the globe, but it also increased sea levels and
decreased the reflectivity from the ice, trapping in more heat.
Unbelievably, the impact itself caused no deaths. However what
followed changed the world forever.

** The West Secedes and Magic Appears
:PROPERTIES:
:CUSTOM_ID: cascadia
:END:

During one of the worst fire seasons ever in recorded history, on
September 16 of 2032, the western half of the City of Portland, Oregon
burned to the ground, including the downtown area and surrounding
suburbs west of the Willamette River. The smoke covered most of North
America, and drifted across the globe. Smaller fires from California
all the way up to Alaska turned the sky dark red. The fires and the
smoke alone killed a half million people. Neither the US nor the
Canadian governments offered any direct support, claiming political
mismanagement and corruption caused the deaths and the damage. A
mutiny of officers intending to lead a group of aid from Fort Lewis,
Washington turned bloody when the entire convoy was bombed by a US
drone. Idaho deployed its national guard to assist the civilians and
to deescalate the situation. But an opportunitic terrorist attack on
the Puget Sound Naval Shipyard did the opposite. More drone attacks
forced Idaho back. Refugees from Oregon and Washingon fled to the
surrounding states and provinces all the meanwhile Oregon's metro area
continued to burn. The US Marshals deployed paramilitary to take
control of the capitols in Oregon and Washingon and warned Canada to
discontinue taking Refugees because it might provide a safe haven for
terrorists. The Canadian government backed down, but the provincial
govnerment of British Columbia refused to comply.

By November 11, the sitting president of the US had won a second
term. But a group of the richest celebrities of California along with
the state government offered an ultimatum to the US federal
government. Either help control both the fires and the unrest or
Hollywood would fund the act to secede from the union. The federal
government refused and declared war. BC allied with the West while the
Canadian federal government allied with the US federal government.

By Inauguration Day, on January 20 of 2033, the insurrection of the
West was considered almost a sure victory. In an act of military
might, the president continued with the customs. But then the first
recorded magical terrorist attack and the first sighting of a real
dragon, a reptilian, winged creature flew to Pennsylvania Avenue and
incinerated the entire procession. No one claimed responsibility. The
next day, another dragon was sighted incernating the Alberta-Dakota
Access Mega-Pipeline.

With so many political figures assassinated by the dragon, not wanting
to continue the carnage, the military generals offered a ceasefire on
January 23. California declared independence on Febuary 14. Alaska and
the unified Cascadia bioregion each declared independence on
Febuary 15. The Alaska Panhandle joined Cascadia, though the two
nations remain strong allies.

** TODO Fifty United States

The same year, in 2033, American Samoa, Guam, Northern Marianas, and
Virgin Islands all became states of the US shortly after the western
secessions. Puerto Rico declared independence.

** General Earth Currency

The formation of the new governments required a new type of currency
in order for each to maintain their independence and autonomy. As a
result, 2033 also saw the birth of a global currency, originally
adopted by Cascadia, Alaska, and Puerto Rico under the common term
"credits". The system uses a post-blockchain, quantum distributed
ledger to ensure secure and private holdings and transfers.

** Underett, the Underground City

However, years before Apophis, a small group of engineers backed by a
rich investor began digging an underground shelter to survive a
massive asteroid impact. Rumours about the project surfaced in the
late 2010s, but nothing rose to the mainstream media coverage until
after the Big-Your-Fault Dig. Most of the history remains buried.

** The Big-Your-Fault Dig

In 2035, the Big Dig Rail from Anchorage, Alaska and to Vancouver, BC
Cascadia collapsed with multiple cave-ins from a massive
earthquake. It would have replaced some of the marine highway traffic
with safe, underground, temperature regulated rail. However, they
never completed the project, instead spending the remaining funds on
rescue and in court, paying out the families of the victims. The
Underetties revealed themselves to the world and lead many of the
tunneling rescues.

** Daifin, Big Financial Merger

In 2036 the merger between the Cascadia Financial, a state-owned
corporation, and the Japanese company Daimyo Inc to form Daifin became
the biggest merger in Cascadia. Daifin subsequently started buying up
failing companies.

** TODO Marine Arcology

Located in Whittier, Alaska. Construction started late spring 2036 and
finished summer 2038.

** You'll find it at Fenris

Fenrir was just a cracked old timer down in Portland. He owned a
co-op, but the crowd visiting didn't always look like the typical
folks looking for groceries. On the community bulletin board it said,
'You`ll find it at Fenris'.

* See Also

- [[file:../archetypes/index.org][Archetypes]]
- [[file:../places/cascadia.org][Cascadia]]


code:
#+SETUPFILE: ../template/level-home.org
#+OPTIONS: ^:nil
#+OPTIONS: _:nil
#+TITLE: Fenris Punk | Home
#+HTML:

#+HTML:
Home • About • Sitemap

* Fenris Punk

A cyberpunk ttrpg full of satire, groaner jokes, and propaganda.

[[file:core-rules/index.org][Get started with the core rules here]].

Distributed under the CC BY-SA 4.0.

* Headlines

Fenris Punk is playable, but please consider the available rules in
Alpha state.

Currently working on:

- Refining [[file:core-rules/character-creation.org][character creation]]
- Decoupling from other game systems
- Applying feedback from others
- Entering notes into the website

* 2020-12-03 Thu 12:12 - The Lightspeed Barrier
[[file:./archive/meta/the-lightspeed-barrier.org][A death mage and a group of dwarfs try to create a weapon using a spell that out of universe is a commentary on turn-based games....]]

* 2020-11-27 Fri 10:44 - Working on roadmap items, mainly archetypes
[[file:./archive/news/archetypes-feedback.org][A quick update on the rules....]]

* 2020-11-12 Thu 11:15 - More work on the website
[[file:./archive/news/more-work-on-the-website-20201112.org][More work refining the new website....]]

* 2020-11-01 Sun 11:37 - Playtest 2019 Character Creation
[[file:./archive/play-tests/character-creation.org][Notes dump for early version of character creation....]]

* 2020-10-28 Wed 23:14 - Website and a new name
[[file:./archive/news/website-and-new-name-20201028.org][New name and refactoring dokk-ttrpg to a website....]]

#+HTML: