Tag name:rpg

Cyberpunk Session 3a and 3b

First published 2nd November 2023 (Last Modified 3rd November 2023)

(Played on 24th September and 30th October 2023)

Tremen's log

A single storey warehouse surrounded by a fence and showing a driveway into parking adjacent to the warehouse

A view of a similar warehouse (admittedly located in the UK) taken by Thomas Nugent

Team Members: Spooky Witch (tech), Tharbinsan (medtech), Wakiya Kiku (Sniper/Paranoid), Ricky (Lawman), Tremen (Lawman)

Following on from the leads generated from the investigation of the victim's apartment we decided to pay a visit to Sato Imports. This is based on its own small island (not that unusual). The island has a number of connections but the main point of interest is a warehouse operated by Sato Imports. This has fairly standard looking security with no signs of additional security. There is a security camera with a view of the entrance to the warehouse's compound1:

Map of the warehouse surroundings

Map of the warehouse surroundings

A map of the warehouse showing a road on the right hand side of map (going up and down the map). Adjacent to the road is a parking lot with three cars at the bottom of the lot and a truck in the centre. The main entrance to the warehouse is to the left of the truck and there are several rooms off of a central loading dock.

Actual map of the warehouse as used in our fantasy grounds session

We (myself, Ricky and Tharbinsan) approach the building (Spooky staying with our van and Wakiya covering us from nearby). However as we annouce ourselves the night security basically respond with "oh shit" and a fight ensues. Spooky screeches into the compound (happily ignoring the tire spikes) and she joins the fight as does Wakiya.

The fight itself goes surprisingly smoothly if you ignore our minor injuries (several on Tharbinsan as it happens) and the poor quality of gun work (several gun jams) and the discovery that Ricky may not be the most persuasive one of us. However we do overcome the security team (two relatively junior night watchmen overseen by more highly skilled solo) and arrest all three of them and get them shipped off to the local police via their paddy wagon.

There is, however, the question of why there's been no interference from the management and/or legal department of Sato Imports - at the least you would have expected someone to turn up!

We then proceed to search the building. In the main it is what it appears to be: a warehouse for the import of alcoholic spirits albeit with the occasional (illegal) additives including High Noon2. There's a weapons rack holding 4 assault rifles in one of the lockers (which was locked).

Finally there is, hidden in the floor of the warehouse's only shower cubicle, a secret entrance to a spiral staircase leading down....

Screenshot of my Fantasy Grounds Unity screen at the end of the third (fourth?) session of Neil's cyberpunk game

Footnotes

  1. The left hand image is from my notes, the right hand version is the actual map
  2. One dose gives a high, multiple doses do increase the duration of the high, but also increase the user's paranoia.

Cyberpunk Session 2

First published 28th August 2023 (Last Modified 2nd November 2023)

(Played on 27th August 2023)

Tremen's log

Crime Scene Tape and a camera

Something we did in the background of our crime scene investiagation

Team Members: Spooky Witch (tech), Tharbinsan (medtech), Wakiya Kiku (Sniper/Paranoid), Ricky (Lawman), Tremen (Lawman)

As our investigations continued I was distracted by a faint buzzing sound comming from next to where I was standing - this turned out to be a burnt out listening bug planted between the (very) large screen TV and the light bar above it. The bug had burned out before we arrived in the apartment and had probably burnt out shortly after it had been placed.

Closer examination of the body by both Spooky and Ricky showed (after some initial contamination of the scene by Ricky) that the body had been shot from some range, most likely from about the bathroom door. Ricky also confirmed that the body was that of Hayato Kita. Kita was employed by Sato Imports, a import/export business dealing in alcoholic drinks1. Kita was wearing ordinary street clothes with no sign of any robbery (other than that of his brain) as his rings and other items were still present.

Current theory is that the Victim let the perpetrator into the apartment who then shot Kita as he returned to the lounge. The perpetrator then removed Kita's brain without finesse and left.

Tharbinson reported that in addition to the cash2 and cards, there was a little black book of contacts and dates. While almost all the dates are in the past there is an entry for tomorrow: Maria, 12:30 tomorrow, Shinchuko station, pink carnation

Spooky examined the brain case found earlier by Wakiya in the bedroom3. This was battery powered whose battery was capable of running the brain case for seven days (and had about four days of juice remaining). She reports that this brain case was made in america (as opposed to the cybertech of the victim which was manufactured in Japan).

Examining the lobby CCTV and the apartment building's records shows that Kita had lived there for about six years. He returned to the apartment at around noon and was murdered at about 1pm. Her returned wearing a business suit. Close exmination of the CCTV showed that the front door closed a fraction of a second later that it does normally after an inhabitant of an apartment on the fourth floor returned from getting some supplies from the local store4. Withe the help of Wakiya cameras watching the street were identified and their footage checked - these do not show anybody unexpected arriving (and in particular then disappearing behind any form of stealth technology). This suggests that the individual who presumably entered the apartment block was both stealthed and competant.

After some discussion a through search of the apartment for more survelliance devices leads to a well hidden and still operating bug. Spooky tracks the signal it is sending to the Jonanjima Port District which, as it happens, Sato Imports has a building. She believes her tracking was not detected.

Tremen's current theory5

Hayato Kita was involved in Sato Imports illicit business but had betrayed Sato Import (either by defecting to another gang or selling some of the illicit goods on the side). He had betrayed Sato Imports because he was being blackmailed by someone relatively imcompetant who got their blackmail from the first, now burnt out, bug. However Sato Imports are much more competant and had placed the second functional bug, possibly when they recruited Kita, They discovered Kita's betrayal and took him out in a way that demostrated to others working for Sato Imports that you don't betray them. They took the brain to find Kita's other contacts. However by making a noisy demonstration they did not leave themselves enough time for a search of the apartment.

Items taken by us from the crime scene

A set of investigative tools on a workbench

Getting ready to investigate our finds back at the lab

  • Fake ids
  • Money found at the scene
  • Bugs (both the broken one and the second one6
  • Brain case found in the bedroom
  • Black Book found in the bathroom
  • Blood samples
  • Brain Dances
  • Copy of the lobby security footage
  • The body
  • Photographs of the apartment

Follow up actions

  • Meet and/or follow and/or surveil Maria at the train station
  • Keep ear to the ground/street for any rumours swirling about Kita and/or Sato Imports

Footnotes

  1. after bypassing some additional security on the departmental files, rumoured to be dealing with adultertated drinks laced with narcotics amongst other things - however, even with a raid on their premises, there's no solid evidence of this.
  2. Which are currency notes in general circulation
  3. i.e., not on the body, which had its own brain case from which Kita's brain had been ripped
  4. This individual was interviewed later and didn't report anything unusual.
  5. Note: there are holes in this theory, just like any other theory, but it's the best theory I have at the moment
  6. Disabled by Section 9's security as we return.

Cyberpunk Session 1

First published 31st July 2023 (Last Modified 28th August 2023)

(Played on 30th July 2023)

Tremen's log

Hooded Man standing with his back to us in a graffitied and neon lit alley way

Could this be our victim?

Team Members: Spooky Witch (tech), Tharbinsan (medtech), Wakiya Kiku (Sniper/Paranoid), Ricky (Lawman), Tremen (Lawman)

My team called to assist in the investigation of a murder at apartment block. Traffic to get to the scene of the crime terrible (so terrible that Spooky Witch (who lives nearby) was able to easily beat the rest of the team to the scene. Local attending police numbers six (and three squad cars and Crime Scene Investigation Van).

Inhabitants called in the Police after an altercation on the tenth floor. When the Police attended there was no reply from the relevant apartment but there was a blood and cyberfluid trail (of droplets) leading to (or from) the apartment to the lifts. Given the lack of response a drone was deployed through the mail slot to scan the inside of the apartment. My team called when the drone spotted the body of a male with both a gun shot wound and a head split open to reveal an empty brain case

Entered the apartment building and checked out the entryway and the lifts to assess risks and whether the perpetrator was still present at that level. No sign of either the perpetrator or of any additional blood/cyberfluid.

Proceeded up the stairs to the tenth floor, checking as we went for more signs (none found)

Entered the victim's apartment and conducted a search. Victim was Hayato Kita. Outward signs of just being a low level corporate drone but Tharbinsan discovered (hidden in the bathroom) a considerable quantity of cash and credit cards which suggests that the victim's could be something much more important. Investigations continued in the next session.

Screen shot of FGU as at the end of the session

Note: This is a compressed view - to see the image at full size click on the image (and then on the subsequent page click again (and, depending on your browser, an additional time!))

Mu'on Lazhato

First published 8th May 2022 (Last Modified 30th August 2022)
  • Note: Based on Linrodeth rule set 2014a.

Character Name: Nobody Noname

Genre: Linrodeth

Gender:

Player Name: dave

Description:

Birthday: Game date:
Basic Attributes Derived Attributes
Strength Morale
Dexterity Interest Points
Agility
Constitution
Appearance
Intellect
Wit
Will
Armour: None
           
Shield: None Light Shield Medium Shield Heavy Shield  
Protecting: Head Chest Abdomen    
Having no shield means no locations are protected by a shield.
           
Favoured weapons
           

Skills

Description

Months (inclusive)

to

, The merry month of

Childhood Language
Fluency ( ) 1000 points                         
Interests

None of the interest points available to this character have been used.

0 Interest Points

Brother Cedric

First published 25th July 2021 (Last Modified 22nd May 2022)
  • Note: Based on Linrodeth rule set 2014a.

Character Name: Nobody Noname

Genre: Linrodeth

Gender:

Player Name: dave

Description:

Birthday: Game date:
Basic Attributes Derived Attributes
Strength Morale
Dexterity Interest Points
Agility
Constitution
Appearance
Intellect
Wit
Will
Armour: None
           
Shield: None Light Shield Medium Shield Heavy Shield  
Protecting: Head Chest Abdomen    
Having no shield means no locations are protected by a shield.
           
Favoured weapons
           

Skills

Description

Months (inclusive)

to

, The merry month of

Childhood Language
Fluency ( ) 1000 points                         
Interests

None of the interest points available to this character have been used.

0 Interest Points

Thomas Pyecroft

First published 19th July 2019 (Last Modified 16th May 2022)
  • Note: Based on Linrodeth rule set 2014a.

Character Name: Nobody Noname

Genre: Linrodeth

Gender:

Player Name: dave

Description:

Birthday: Game date:
Basic Attributes Derived Attributes
Strength Morale
Dexterity Interest Points
Agility
Constitution
Appearance
Intellect
Wit
Will
Armour: None
           
Shield: None Light Shield Medium Shield Heavy Shield  
Protecting: Head Chest Abdomen    
Having no shield means no locations are protected by a shield.
           
Favoured weapons
           

Skills

Description

Months (inclusive)

to

, The merry month of

Childhood Language
Fluency ( ) 1000 points                         
Interests

None of the interest points available to this character have been used.

0 Interest Points

Life on Mars Bars

First published 22nd January 2018 (Last Modified 9th January 2021)

Thursday Lunchtime

Robbie and Ash skipped the morning lessons (with Tank successfully updating the registers to indicate that they were actually present!) to head back to check the den. Apparently there was no sign of Andy and it looks like the D&D game ended normally. The pair then tracked our route back from the den to the Ladygrove Underpass. There it would seem that our bike tracks go in the buddleia bush and stop. The bollard there shows signs of a cream coloured paint and there's a strange swirly pattern on the ground and, knowing us, we stopped to investigate a strange vehicle. The tracks indicate that the vehicle reversed back into Dedcot itself.

After some thought we conclude that the tracks must have been from a Magnatreen lifter such as those used on military and/or emergency service vehicles. One big problem with those (and why they've gone out of fashion) is the massive disruption caused by them to electronics.

Thursday evening

We decided to skip the afternoon lessons (and the coppers who had turned up at the school to investigate Andy's disappearance- we have no plans to explain what/where we were during and after the D&D game - during would reveal the den and after is a bit problematic given we've no idea!). Checking the traffic lights shows that the patterns of some of them have been disrupted and we recalled that there's a security camera overlooking the underpass. We track the cables from the camera back to an office at the station and, after some sneaking, get the tape for last night and take a look. The video signal looks boringly normal until 21:15. The tape shows an old ambulance arriving at the underpass, a burst of static, the video whiteouts for five minutes, and then the ambulance heads back out and turns east. There's no other sign of interference on the tape.

A quick check on our bikes shows a magnetic field has been induced in them. Reexamining the underpass shows a heavy boot tread.

We head to the local cottage hospital where (a) the ambulances are all new(ish), (b) Robbie is recognised and collected some medicine and (c) we remember there's that Zulu Farm place for those from Harwell who aren't mad enough for the Looney BinLittlemore Hospital, but mad enough to stop working

Big Sis, Alison, chooses to cash in her favour for not ratting out Peter this morning by getting Peter to confirm she went to the Gym instead of Reading.

While I headed off for running practice and then home, the rest rounded off the day at Tank's Farm where the coppers caught up with them and had an conversation:

What do you know about Andy's disappearance?
I dunno - we was playing D&D and then we headed home.
What about Cackhambly's camp?
I dunno - where's that
What about an 'Uncle Chuck', or 'Charlie' or 'Chaz'?
Who?
Where did you look for Andy
Err, Hmm, here, there...

Friday morning

Last night, we all had bad dreams of running away, hiding or similar. Lots of parents dropping their kids off at the school today and there's reporters all around the school. Ash briefly though that one of those drag-a-long cases was a box with many legs. All of us apart from Robbie (and Andy of course) attend School today. School assembly is about Andy's disappearance and to let the teachers/police know if there's any information to share (at which point an invisible ring opens up around us.

Friday first break

The first lesson was English and we had to do a composition. Teacher was a little freaked out that we all ended up with same story - a big old house with a new family. The kid explores the house, encounters a ghost and gets exchanged with the ghost. All except Tank that is, who wrote some kind of romantic story. Tommy swears that the teacher on playground duty was dragging copper chains behind her - but it's just some shoelaces.

There are a couple of coppers outside the school corralling the reporters.

Friday afternoon

During afternoon sports, Kin is checking out the light conditions for his photography, when a small kid runs over to collect one of their tennis balls. Very briefly it flashes blue and the kid says Errand.

Friday Evening

Robbit reported that she had scouted the farm shop at Zulu Farm - and had seen a rabbit stealing a carrot, which she woldn't have been that worrying except it was wearing a blue waistcoat!

After Robbie and Tommy check out the Ladygrove underpass again (it's now sealed off with police tape) they get a memory of the sound of an increasing whine, a bright flash and a smell of ozone.

We head out to Zulu Farm (Tommy fell in the surrouding ditch as we tried to sneak across - luckily no one came to investigate, though Tommy was covered in mud). Round the back was an old ambulance which matched that in the security video. In the centre of the courtlight is an old victorian gas lamp.

Robbie tries, but fails to look through the windows of the old stable block on the north side of the courtyard which have been converted into single room cottages, and then I fail to get onto the roof. Despairing of us both Kin breaks into the adjoining workshop and passes a set of bolt cutters to Tommy so that we can actually get into the courtyard and then into the workshop. There a lot of mechanical junk in the old hayloft above the workshop. The hayloft also has a door into the first of the stable block cottages. Robbie sneaks a peak into the cottage setting off an alarm in the process. In that cottage is a pile of electronic looking junk and two dentist-style chairs. One had an old lady in it, the other had Andy. Both had contraptions on their head connected to a football sized weird globe. A janitor man enters the room to investigate the room.

We swiftly make a plan and I jump in the room and start chasing the janitor. He looks very weird and mean and he seems to be threatening Andy, so I get scared and run away from him a lot and Robbie calmly sprays him with some Old Spice she'd nicked from her brother earlier in the day. As the janitor tries to deal with me and Robbie, Kin and Tommy jump down into the cottage and manage to disconnect Andy and nearly do the same for the old lady too by overloading it. The janitor turns to another device, flicks a switch, and we run for it, with Andy over my shoulder. Tommy trips up as we leave, but Robbie grabs him and we're off and away.

Kin makes an anonymous call to the coppers from Dedcot town as the rest of us head over to his house so that Andy can call home. Tank's Dad comes to collect Andy and we all head home for, hopefully, a good night's sleep.

Strange things in Dedcot

First published 12th December 2017 (Last Modified 9th January 2021)

Our den (with the tarpaulin down)

Thursday - First break

Andy has a lot to answer for! There we were enjoying our Sunday game of D&D, when it went all strange! Nothing to do with me or my character (Will was miles away from the box) but the next thing we know we're all a long way from the den in some old military nuclear shelter. How Andy managed that trick is definitely on the (long) list of questions for him! And couldn't he have picked somewhere better for us to end up! And not at 6am in the morning. Having to run several miles home back to Dedcot isn't a problem but explaining to my coach why I missed the early morning training session is definitely going to be a problem (at least I did, in a sense, do a training run - but convincing coach of that could be a problem. At least getting up the drainpipe back into my bedroom was straight-forward, though I need to remember to oil the window hinges - those creaks sounded awfully loud.

How I got though Thursdday without falling asleep I'll never know (though how I passed the surprise maths test in the first period is another mystery). The nuclear shelter looked like it's been abandoned since the fifties and thoroughly looted - only the stuff nailed to the floor (or too heavy to move) was still there, so why Andy sent us there is yet another question!

My character didn't even manage to snag some decent loot in the dungeon - that magic user insisted on using detect magic (though at least I guessed that would happen 🙂 ). I did get a goblin henchman though by sparing his life (I worry though about the paladin trying to kill him just because he comes up as evil (I wonder there's a way to block that?) Was the nuclear shelter part of the dungeon? If so, how and why? (For that matter, if not, how and why?!?

Interior view of the den (tarpaulin up and looking unusually tidy!)

Images from wsr.org.uk. The exterior is by John Wood and the interior by Mike Dunse by used under terms of CC BY-NC 3.0, so this post is also licensed as CC BY-NC 3.0.


Last updated: January 9, 2021 at 10:34 am
22nd January 2018
Minor updates (including changing the day of week)

En Garde! Plugin Details

First published 13th October 2017 (Last Modified 12th January 2023)

Description

This plugin adds support for my En Garde! game by:
  • adding a shortcode, enGardeCharacter, to allow a character table to be generated. Examples of use: [enGardeCharacter id="C"] [str is="9" initial="9"] [rapier is="12" initial="12"] [sabre is="12" initial="12"] [cutlass is="12" initial="12"] [con is="15" initial="15"] [end is="135 of 135" initial="135"] [ma is="1" initial="1"] [cash is="32" initial="44"] [allowance is="12" initial="0"] [regiment is="Royal Foot Guards, Private"] [club is="Hunter's"] [mentions is="1"] [stable has="1 horse"] [appointment is="Trooper, King's Escort"] [mistress is="Catherine de Borgonne"] [level is="11" initial="12"] [location is="In Paris"] [/enGardeCharacter]
  • adding a shortcode to display a form to allow the submission of orders for a character. Examples of use: [enGardeOrderTemplate id="C"]

    The id used must match one of those from a character on the same page (the javascript used for validation needs to look up information from the table).

Change Log

3.226.0 - 12 January 2023

Remove exception from typeof check for unit testing. Remove a line break from the form template

3.168.0 - 04 January 2022

Update to add '!' to En Garde! where possible

3.167.0 - 03 January 2022

Add a break before the horizontal rule after the order template

3.161.0 - 09 September 2021

Fix update detection logic!

3.157.0 - 21 July 2021

Fix updating logic!

3.153.0 - 21 July 2021

Common up updating logic

3.108.0 - 29 March 2021

Update URL of the details page

3.90.0 - 07 February 2021

  • Don't provide a target url for order form if orders aren't being accepted

3.80.0 - 28 January 2021

  • Restore the insertion of the game month in the order form

3.76.0 - 28 January 2021

  • Add support for self-hosted update notification

3.36.0 - 22 December 2018

  • Disable the submit button if submissions are disabled

3.26.0 - 01 January 2018

  • Save last order submit details

3.24.0 - 20 December 2017

  • Fix leaving/joining club

3.13.0 - 05 December 2017

  • Fix investments

3.12.0 - 05 December 2017

  • Add support for investments

3.11.0 - 05 December 2017

  • Fix location @charset directive in stylesheets

3.10.0

  • Remove migration code (for weapon expertise)

3.9.0 - 25 November 2017

  • Add support for automatically updating expertise

3.6.0 - 21 November 2017

  • Fix wealthy companions

3.5.0 - 21 November 2017

  • Version number scheme changes
  • Add support for battle outcomes

20171115-1410 - 15 November 2017

  • email address fixes

20171114-1440 - 14 November 2017

  • Bug fixes

2.0.0.20171111-1313 - 11 November 2017

  • Better admin

2.0.0.20171105-1511 - 05 November 2017

  • Bug fixes

2.0.0.20171105-1148 - 05 November 2017

  • Improved hints and checks

2.0.0.20171105-0917 - 05 November 2017

  • Sort out last_orders (move into own db table)

2.0.0.20171104-1050 - 04 November 2017

  • Add playhouses and admin support

2.0.0.20171030-1717 - 30 October 2017

  • Refactoring of the javascript

2.0.0.20171024-1626 - 24 October 2017

  • Various bug fixes

2.0.0.20171013-1012 - 13 October 2017

  • Initial Version

The information on this page was retrieved by Plugin Information Version 3.230.0.

Giotto Mortovelli

First published 6th June 2017 (Last Modified 22nd May 2022)
  • Note: Based on Linrodeth rule set 2014a.

Character Name: Nobody Noname

Genre: Linrodeth

Gender:

Player Name: dave

Description:

Birthday: Game date:
Basic Attributes Derived Attributes
Strength Morale
Dexterity Interest Points
Agility
Constitution
Appearance
Intellect
Wit
Will
Armour: None
           
Shield: None Light Shield Medium Shield Heavy Shield  
Protecting: Head Chest Abdomen    
Having no shield means no locations are protected by a shield.
           
Favoured weapons
           

Skills

Description

Months (inclusive)

to

, The merry month of

Childhood Language
Fluency ( ) 1000 points                         
Interests

None of the interest points available to this character have been used.

0 Interest Points