Professional Documents
Culture Documents
v05-11-13
HOW TO PLAY
AS THE GM
SPOILER ALERT
2
Stphane Sokol (order #6286545)
How do you play an RPG adventure? A lot of material has been written on this subject over the years.
In Always/Never/Now (aka A/N/N), I assume you already know how to play a roleplaying or story game.
In addition to the adventure info, I offer tips that
worked for me, but Im not the boss of you.
You can bring a lot of tricks and techniques from
your favorite games to your version of A/N/N and
spin the adventure in bold, new ways. I recommend
it. Experiment. Talk shop with your fellow players,
who are taking on the roles of their individual characters, and discuss what you want to say outright and
what you want to leave unsaid during play.
For example, some games ask the GM to stay
hands-off, to keep his mitts off the storys emergent
trajectory. Other games call on the GM to work the
throttle and the tiller to make sure play stays within
certain charged or fruitful areas, to keep the players
from wandering somewhere that might be boring.
Both are legit modes of play. A/N/N draws a bit
from both modes.
A/N/N is built to provide a lot of structure, to
keep things moving forward with a minimum of distractions and confusion. One groups distraction,
though, is another groups welcome breather or dramatic exploration of the characters. So A/N/N modulates to make it easy for you to work the throttle, to
speed up or slow down as you like.
This kind of play requires a dialogue. When that
dialogue is implicit and full of appreciated subtext
when a look conveys volumes and everyones receiving all the signals its a phenomenal experience of
flow. Truth is, though, that its not always like that.
3
Stphane Sokol (order #6286545)
Questions
pre-packaged because theyre clues to whats happened before and whats happening elsewhere,
while the PCs are doing other things. They represent
the agency of the enemy.
vulnerable to untargeted hits, a roll to avoid an attack can even take them out!
Escalation
Reveal Intel
BACKGROUND
the alien signal, liberated the AIs, and fled the Technocracy. Within a few days of being diverted, Josine
and his retinue had disappeared underground.
Life as a Spymaster
up smaller data-backup companies in an effort to solidify their market share. Along the way, they bought
up databanks containing many of Josines memory
shards (in addition to countless other memories and
files). But the Hoefler patriarch was dying. To stop a
feud between his sons, Edgar and Dougray, he gave
them each half of the company. Nanotech quickly
bought Edgar, gaining access to some of the data
the Hoeflers were keeping secure for their customers. Dougray, suspecting his brother was selling
out, offered his own share of the company to the
Technocrats before Nanotech could sift through it
all, while it was still worth something.
So the scheming between Nanotech and the
Technocrats continues. The Hoeflers, Josines data,
and the AI called Vital Beta are all caught in the midst
of it. And last year, Alpha came home.
Now
Nanotechs plan is to lure out Josines agents including the PCs and the AIs (since Nanotech doesnt
know what happened to them) by installing fragments of his memory into custom-built biodroids
designed to match the images of Josine they have
on file (including images smuggled out by spies
within the Technocracy). Nanotech isnt so sure that
Josines people dont know things about the mans
secret plan. Theyre not even sure that the Technocrats arent protecting Josine while pretending to incarcerate him. Now the megacorps going to have
to move up the timeline despite better judgment.
The Technocracys plan is to let some of Nanotechs scheme play out and then intervene if Beta (or
Alpha) turn up. The Technocrats dont realize that
Alpha was transmitted; they think its in hiding like
Beta. (Josine has told them where Gamma is, much
to his own dismay.) The Technocracy might even as9
Stphane Sokol (order #6286545)
can attach Caroline, but here are some ways to assign her to other PCs:
Yoshi: Caroline haunts a barstool next to Yoshi
or is a regular client in his bodyguard-and-driver-forhire service. Maybe shes even there when the text
comes in that triggers the whole adventure. Important text? she asks.
Utseo: Caroline is one of Utseos top assistants.
She keeps on eye on Utseos underlings while hes
away. Ill handle things here. Go do what you need
to do, she says.
Alex: Alex is the tough one. If you assign her to
Alex, dont set her up at all. Instead, in Perugia, reveal how shed been on Alexs case for years. Youre
a hard man to keep up with.
Emily: Caroline is Emilys scheduler or factor for
Europe and North Africa. Caroline pretends not to
know why Emilys canceling appointments. I know
better than to ask questions like that.
Tank: Caroline is a contact of Tanks for moving
hardware throughout Europe and Eurasia. They go
back a few years. I can get you to Reykjavik without
raising any red flags, sure.
Henri: Caroline is a contact of Henris for moving
medicines and gear. She once warned him before a
local operation busted his clinic, saving him a lot of
trouble. I can refill meds while youre gone. Just be
careful.
Once Caroline is established, leave her alone until
Phase 3 and then reveal that shes gone missing, if
the players bring her up. Let the players speculate.
The less of a big deal it is, the better.
Final warning: Some players get rankled by this
bit. Without fair warning that she was a spy, they may
feel cheated. Not once have I actually encountered
this in the wild, but its worth being ready for it. The
tricky part is showing them, in Perugia or in an inter-
ALTERNATE BACKSTORIES
HOW SCENES
CONNECT
The core rundown on this is in the Player File. Lets
build on that.
THE SHAPE OF IT
11
Stphane Sokol (order #6286545)
Linear Mode
mandates. The description of each scene is more informative but can also sometimes set up surprises.
Depending on how the intel shakes out, players
may select a scene that has no new intel for them.
Thats okay! Getting redundant intel can confirm
clues or shed new light on their speculations. If you
want, maybe in the interests of time, you can tell
Hybrid Mode
13
Stphane Sokol (order #6286545)
Open Mode
BEGINNING PLAY
14
Stphane Sokol (order #6286545)
THE SCENES
Printing Note:
The following scenes are arranged for
easy two-sided prints. To include the
flashback scenes, print pages 1655. To
skip the flashbacks, begin with Reykjavik
and print pages 2255 (or on through
to the end to include the guides for intel
and the motif).
FLASHBACK SCENES
they get to describe their characters part in that outcome, at least. At that step, play is about dramatizing the outcome in a way that satisfies the flashbacks
player and entertains all the players.
Stunt-dice can absolutely be awarded during
flashbacks!
What Flashbacks Do
Ideally, flashback scenes make a player secondguess the choice of Tag they were after, even if they
do end up selecting the Tag they thought they wanted in the first place. Its one thing to say I want Yoshi
to gain Support as a Tag, and another to risk Josines
secrecy and protection to get it even if the player
doesnt change her mind.
I dont know your players, though. Feel free to
tweak these to better challenge your players, but
not at the expense of their decision-making. Its okay
to say, Are you sure? but dont goad a player into
choosing a Tag they dont want.
A flashback is also an opportunity to reveal more
details about the game world, the characters relationships, and how these characters are linked to
Josine and each other. Take advantage of these to
show the pasts the characters share and the stories
they have in common.
At the end of every flashback, try asking the player this question: Who else knows what happened
back then, in that scene?
The answer is sometimes obvious because other
characters may have been nearby when it happened. Other times the answer reveals things about
who the character confides in. It also helps players
know what they can talk about in-character.
FLASHBACKS
A: Direct / Evasive
16
Stphane Sokol (order #6286545)
+ If Evasive...
Yoshi weaves the truck across the highway, maybe
tearing across the desert across the bridge to shake
the boarding party. Yoshis player: Describe how
Yoshi evades the pursuing vehicles on the highway
or across the desert. How does Yoshis driving help
him escape his attackers?
B: Protect / Support
+ If Protect...
Yoshi stays quite while the Technocrat speaks,
long minutes ticking by, then finally says just a few
words that send the Technocrat packing without
giving up anything about Josine. Yoshis player:
What did Yoshi say? Did he keep his cool?
+ If Support...
Yoshi speaks up in Josines defense, explaining
why Yoshis loyal to his uncle, and says a little bit
too much something he cant unsay. The Technocrat lays off and leaves. Yoshis player: What did
Yoshi say? Could it have been something that led to
Josines disappearance?
FLASHBACKS
A: Clandestine / Notorious
17
Stphane Sokol (order #6286545)
+ If Notorious...
Utseo storms the place, taking out all the goons
and causing enough damage in the ensuing fight to
ultimately flood the facility but not before he nabs
the drive and flees in his rented submarine. Utseos
player: Describe how Utseo causes all this damage
and how word of his exploits spread from the Nanotech survivors.
B: Nimble /Powerhouse
FLASHBACKS
A: Talking / Fighting
18
Stphane Sokol (order #6286545)
+ If Fighting...
Alex hurls a nearby vase at the guards, kicking off
a hectic brawl designed to distract and disrupt the
guards long enough for Alex to reach the window
and escape on his climbing harness. Alexs player:
Describe how Alex fights his way through the guards
and makes his escape out the window, with the drive
still on him. Describe the injuries he gets in the fight.
Does he disappear into the night or go roaring away
on a hotwired motorcycle? Something else?
B: Rough / Smooth
+ If Rough...
Alex talks too much, stepping on his own sentences, convincing no one. He finally says, And,
you know aw, screw it, and throws down a device that explodes in brilliant, flickering holographic
flames before bolting through the mansion for an
exit, statuette still on his person. Alexs player: Describe what Alex breaks or threatens to break as he
runs through the mansion. How does he get away
without getting shot by the yelling Technocrat?
+ If Smooth...
Alex is suave and sly. He lies about seeing someone in here and asks if anything is missing. We
should warn our host, Alex says, that guy should
be more careful with his guest list. Alexs player:
Describe how Alex talks his way out of the scene,
with or without the statuette. Does Alex storm out,
insulted, or does he seemingly disappear? Something else?
FLASHBACKS
A: Intimidating / Seductive
19
Stphane Sokol (order #6286545)
+ If Seductive...
Emily whispers in the agents ear, luring him to a
suite upstairs. He smiles and agrees. They go upstairs and he goes to the bar and pours them both
drinks. Emily slips a drug into his drink as she takes
hers, smiling the whole time. Shes charming as
can be until he passes out and she can ransack his
phone for data. Emilys player: Describe how Emily
is so smooth that the agent doesnt even realize hes
been lied to, drugged, and robbed. How does she
get out of the guarded suite?
B: Disarming / Turnabout
+ If Disarming...
Emily talks a bit to lower everyones blood pressures, then slips smoothly out of the hold and kicks
the blade away. A murderous dance unfolds in the
office as the security operative, too proud to call out
for help, dodges blow after blow. Emilys player:
Describe what Emily says and how she is disarming.
How is the security operative finally, quietly defeated
there in the office environment? Is he alive or dead at
the end of the encounter?
+ If Turnabout...
Emily quickly ducks and pivots, driving the blade
into the operatives throat. Blood gushes. The blade
detects catalogued DNA and triggers an alarm. A
computer voice announces Operative down in Sector 7. Emilys player: Describe how Emily escapes
the scene with the plutocrats data despite the blaring alarms. Armed guards are en route. How many
of them does Emily take out making her escape?
FLASHBACKS
A: Ruthless / Wary
20
Stphane Sokol (order #6286545)
+ If Wary...
Tank approaches the building carefully, sneaking
close enough for her short-range parabolic mic to
cut through the signal jammer on the cottage and
pick up the meeting inside. The two strangers are
Technocrats there to bring the turncoat in to a safe
house for debriefing, rather than let his intel spur
any kind of corporate espionage or violence. Tanks
player: Describe how Tank manages to hide out and
record the conversation, getting Josine the location
of the Technocracy safe house, before watching in
secret as a Technocracy VTOL craft carries all three
people away. Does she manage to hit the VTOL with
a tracking device? Describe how.
B: Devoted / Surprising
FLASHBACKS
A: Reasonable / Forceful
21
Stphane Sokol (order #6286545)
+ If Forceful...
Henri goes for the gun and gets it. Henris player: Describe how Henri gets the gun. Is it quick and
decisive or is it an ugly struggle? Was Henri able to
treat the soldier after that? Is that enemy soldier alive
today?
+ If Rapid Fire...
Henri grabs the submachine gun and sprays gunfire across the aircrafts hold. Two thugs drop, the
third dives for cover, and the guns potent ammo
blows a canister that weakens the planes skin. A
chunk of it peels free. That third turncoat tumbles
out of a new, widening gap in the fuselage. Henris
player: Describe how Henri gets out of this. Does he
grab a parachute before falling out of the aircraft or
do he and his cohort work together to capture and
crash-land the plane? Who was that cohort?
+ If a Precise Strike...
Henri slips his combat knife from behind his back
and takes out two of the turncoats. The third fires
a shot that drops Henris cohort just before Henri
drops that third turncoat, too. The gunshot also
blows out a cabin window, leaving Henri to perform
combat medicine on the fallen cohort in a howling,
struggling fuselage. Henris player: Describe the
knife fight and Henris reaction to seeing his cohort
get shot. Did Henri save that cohort? Who was it?
Information Suite
R E Y K J AV I K I C E L A N D
YESTERDAY CALLED
22
Stphane Sokol (order #6286545)
The place is long and narrow, glassy like a greenhouse with black steel supports and greenish glass.
The parking lot has two modest hatchbacks in
it, each under a faint dusting of blown snow, plus a
muddy all-terrain van. The lots little gate has been
smashed by that van. A big, brown, windowless
truck has backed up to the front of the building and
sits there with its loading doors open. Lazy thieves,
thinking
Inside, the polished concrete floor, crowded with
racks and racks of servers, drops into the ground
through three terraced levels, making a shape that a
stepped pyramid might plug into. Four glass-walled
offices sit cold at the bottom, built into the walls of
the smallest, lowest level.
Electronic eyes run along the walls and ceiling on
delicate tracks, monitoring everything.
Details
Make An Entrance
Especially if youve chosen not to play out an opening montage, ask each player how their character first
appears on screen. Is it in a flurry of blowing snow
and muzzle flashes? Is it while adjusting a necktie on
her way right up to front gate? Is it crashing through
the glass of the information suite? Give them each a
chance to shine.
OBSTACLES
This fight scene lets the players show off a bit, tests
the characters with gradually more difficult foes, and
introduces rules like location Tags.
Fighting Foes
Easygoing Menace
Information Suite
+Plate-glass Windows, +Falling Glass,
+Razor-sharp Edges, +Jutting Girder,
+Live Wire, +Rack of Hardware,
+Windswept Snow, +Frigid Wind
R E Y K J AV I K I C E L A N D
Getting inside is a question of what kind of dramatic entrance the PCs want to make. They can stride in
or storm in, but the data-thieves arent here to talk to
people they assume are mercenaries coming to take
them out. (Maybe one even says, Its a kill-squad!
Lets get out of here! then sprays gunfire at the PCs.)
This opening sequence exists to help the players learn the game, get the story moving, and open
things with a bang. If things crawl (maybe the players
or their characters are overcautious), remind them
that these PCs did this stuff all the time back in the
old days.
MUMBAI INDIA
LASER SHADOWS
24
Stphane Sokol (order #6286545)
OBSTACLES
The Dive
Dougray talks after the PCs earn 5 total hits to persuade him with targeted rolls, whether thats by
word or deed. Everyone works toward the same total but you should have Dougray address each PC as
they roll, so they feel involved in the scene. If the PCs
are violent with Dougray, maybe ask something like,
Was your character always this ruthless?
Heres what Dougray knows. Each hit after the 5th
nets another bit of info. Characterize this info to suit
25
Stphane Sokol (order #6286545)
Complicating Things
At some point, you might want to toss a complication into the mix. Maybe a porter comes to
Dougrays suite to drop off towels or Dougray
gets a call on his cell from a blocked-out number.
(Its his Technocrat handler.) If allowed to talk,
Dougray works the word incalculable into a sentence alerting the caller to trouble with a prearranged code. Everyones Hunted now.
Make An Exit
Getting off the airship might be as easy as jumping, if the PCs still have the gear they came aboard
with, but devising an escape plan is something
the players can sink their teeth into here. Success
is a matter of dramatic improvisation and two
simple guidelines:
First, escaping the airship requires a roll for
each PC, Difficulty: 4. Escalation: the PC is
Hunted or Trapped by the airship crew and/or
Technocrat scanners. A player can use all the hits
from any roll for their own PCs escape or to provide another PC an escape, but a single rolls hits
cannot be divided over multiple PCs.
Second, each PC then needs a total of 5 accrued hits to escape the area, whether detected
or not. Each roll might dramatize a different approach; for example, one PC might fight free of
pursuing Technocrats while another attempts to
vanish into the hubbub of Mumbai.
MUMBAI INDIA
Make An Entrance
AT L A N T I C A F R E E C I T Y
Party Hell
INSOLUBLE
26
Stphane Sokol (order #6286545)
The Atlantica free city seastead was someones vision of a new world where a small
group of devoted citizens could fashion their own
laws and live according to their own beliefs. Then
Edgar Hoefler bought it and turned the place into a
lawless party haven.
Edgar told his father hed set the place up as a secret file-server installation for secure data storage,
and that he did, but Edgar lives there because the
place is regulated only by Edgar. He gets a cut of all
the liquor, drugs, and intel that comes through the
place and in exchange he quietly skims off experiential memories from the Hoefler backups so people
can escape their own lives by remembering Himalayan climbs and epic lays lived by other people in
other places, other times. The place is a full-time
party, now, with people reveling in shifts, always in
the wake of someone elses party.
Enter the PCs. The party provides easy access to
the seastead with the right cover: forged passports,
cold cash, or a famous face. Getting into the party
isnt in doubt. What matters is how stylish the PCs
look when they first appear on screen here.
Now Atlantica is a sticky, rusty network of submarine-like corridors with cheap plastic paneling,
peeling art, and a kind of graffiti thats no longer in
fashion, all broken up by derelict multi-story machinery spaces transformed into thumping pleasure pits,
lined with bars, teeming with backlit racks of exotic
liquors and painted with luminescent signatures
from parties past. Through the throngs move blacksuited security guards employed by Armingshire, a
Nanotech paramilitary subsidiary, protecting the investment while the details of the sale fall into place.
Through secure doors, beneath the club vibe,
deep in the guts of the rig, next-gen servers and
hardware hum and chirp amid solid-state security
systems. That is what Nanotech is paying for: hardware brimming with other peoples secrets.
OBSTACLES
Coolly become a part of the background noise before slipping away or boldly distract security with
glamour or trouble so someone else can slip away.
Blend. Difficulty: 2. Escalation: Hunted, Recognized, or Trapped.
AT L A N T I C A F R E E C I T Y
Descent
DEZHOU CHINA
STAR WATTAGE
28
Stphane Sokol (order #6286545)
Begin inside the enemy complex with the mission already underway. The drama here is about what happens insideand how the PCs escape. Ask them to
describe the method they use to descend into the
complex (do they drop through derelict ventilation
ducts?) and assume theyre successful. Say something to set up the scene already in progress, like:
Youve dropped through long-cold smokestacks on
microfiber rappelling lines, the sky just a distant disc
of stars at the top of the chimneys. Youre deep into
enemy territory now, surrounded and outnumbered
the enemy just doesnt know it. Yet.
Underworld Architecture
Details
Reverse Engineering
Portrayal: Suzerain
Ascent
Once the PCs have the intel, they can attempt their
escape through the only exit at the top of the factory
complex. This might be a running battle, a stealthy
exfil op, or a tense walk out (if Suzerain let them go).
OBSTACLES
Wired Patrol
Winsome
Talking to Winsome requires care and suavity, otherwise he sics the whole complex on the PCs. Intimidation = Difficulty 5/4; flattery = Difficulty 4/4;
heartfelt sympathy = Difficulty 4/3. Escalation:
Youre going to die like I did,(i.e., Trapped) or
You cant take Josine hes mine but you can
walk out of here knowing that Ill put the Technocrats
on your trail in an hour (Hunted). If Winsome faces
the PCs directly (Difficulty: 4+3), its here or in the
Solar Battleground.
Fight free of the industrial zone in a running battle against an endless stream of 2-hit untargeted
foes. Hits not spent taking out foes can go toward an escape to the surface (5 accrued hits
total needed) but every turn a character doesnt
take out a foe is a chance for... Escalation: Angry, Exhausted, Injured, Dying; or tougher foes
arrive (3 untargeted hits each).
Solar Battleground
DEZHOU CHINA
L AG O S N I G E R I A
SKYLINE VIEWS
igh up in a secure luxury skyscraper, someone is using Josines logins on secure sites and
leaving breadcrumbs in their wake.
Who has Josines data, where did they
get it, and what are they doing with
it? With a bit of social engineering, the PCs have arranged a meeting
with this person who claims to have
some of Josines info from the Hoefler
databases and may be willing to bargain. He or she is willing to meet, sans
weapons, in a posh skyscraper condo
in downtown Lagos. The room: 8008.
The terms: No weapons. Its time to
get some answers.
30
Stphane Sokol (order #6286545)
The Tower
Open with the PCs striding into the sleek and shiny
lobby of the Lagos Grand Tower a mixed-use liveand-work high-rise brimming with hanging gardens
and wide balconies. The place opened just last year
and is teeming with boutiques and restaurants beneath a hundred floors of palatial apartments and
suites. That the contact would choose to meet here
suggests he or she has expensive tastes and the
funds to back them up.
Helicopters and VTOLs come and go from rooftop pads. The ground and rooftop lobbies bristle
with anti-intrusion devices and weapon detectors.
Its clear, though, that the private bodyguards of the
building tenants are allowed to conceal and carry.
Getting inside the tower is easy just sign in.
Getting weapons inside requires some ingenuity.
Characters can attempt to hide weapons on their
person (Difficulty: 5) or they can devise more elaborate approaches like, say, buying a unit in the building. A PC who cant or wont take weapons in isnt
Impaired they just cant use Tags that require that
weapon in hand.
That Face
Your Portrayal
Walking In
The PCs should know theyre walking into a potential ambush. Tell the players straight: the thugs in the
suite with them are armed with guns and move like
theyre wired with heightened reflexes. These are
serious people. The question is if the PCs can get
out without violence or if theyd rather fight their
way to answers.
Remind the players that the PCs have lived
through ambushes before. Maybe remind them that
the moments before an ambush are a fine time to
award each other stunt dice?
The PCs may try to discern if this Josine is the real Josine just by talking to him. Try to handle this through
dialogue if you can. Josine keeps circling back to the
same topics, doesnt remember anything from the
past 11 years, and wants the PCs to do the talking.
31
Stphane Sokol (order #6286545)
Ambush
L AG O S N I G E R I A
OBSTACLES
Details
S E AT T L E U S A
CALL SHOTGUN
32
Stphane Sokol (order #6286545)
Bleeding Out
OBSTACLES
PCs who are driving should make a roll about it (Difficulty: 2 or 3) every time their turn comes up. As the
fictional environment changes, the applicable Tags
should change, too, but repetition is fine. What matters is that each roll is a chance for Conditions to
come up. Apply Conditions to any apt characters in
the drivers vehicle, not just the driver, as the fiction
demands. A passenger might get Angry or Injured,
for example. Escalation: Enhance or add vehicles
in pursuit (a police or news copter might arrive, for
example), raising the total hits needed to escape by
2 hits each time you escalate.
Drivers need to avoid gunfire and the like from
enemy vehicles, too, to protect themselves and/or
their passengers. That takes 2 untargeted hits away
from each roll unless the drivers willing to take a new
Condition on one or more PCs, including herself, to
try and make a quicker escape. So a driver might say
Yeah, well take the Condition so we can add those
2 hits to the escape rather than avoiding attacks.
Each PC-driven vehicle needs to achieve a total
of 15 untargeted hits to escape the scene, before
escalations figured in. (Adjust that base number up
or down for a longer or shorter chase.) Taking out all
the bad guys doesnt end the need for escape rolls;
it just keeps the rolls easy (Difficulty: 2). Once the
target hits are achieved, the PCs then describe how
they vanish under a bridge or ditch the car at an airfield, or whatever they like.
The players, in other words, are rolling to keep
Conditions off themselves while trying to accrue
15 or more hits to secure their escape. If the fiction
works out such that most of the applied Conditions
would logically go away when the scene is over,
great! That requires clever descriptions on everyones parts and is a good thing to reward.
33
Stphane Sokol (order #6286545)
Pursuit Vehicles
Drone Fighters
ARVs on Approach
S E AT T L E U S A
Drive
SYDNEY AUSTRALIA
34
Stphane Sokol (order #6286545)
When the PCs first lay eyes on the target, its easy
to believe that its someone made up to look like Josine, but with a beard and big aviator sunglasses.
The height, the weight, the complexion, the way the
target moves theyre all spot on.
In truth, this is a Josine biodroid and memory
shard released (and monitored closely) by Nanotech to see who it might lure out. The Technocracy
took the bait by putting their own surveillance on the
target and waiting to see who else nibbled. Todays
the day the Technocrats stop waiting. If they dont
get a bite today, they intercept which prompts
Nanotech to remotely kill the unit once its clear that
the Technocrats are too smart to give up intel during
an interrogation of something they know isnt really
Josine. The Technocrats just want the biodroid technical specs from the semi-intact specimen, anyway.
Or Else
OBSTACLES
At each step on the targets route (see Shadowing), one or more PCs can roll to disrupt surveillance in the area using gadgets, social engineering,
physicality, or whatever. Disrupt local surveillance on
the memory shard (Difficulty: 3) without being Hunted (Difficulty: 5). Escalation: If the PC appears to be
an interference: just Hunted. If the PC appears to be
a threat: Impaired, Injured, or worse as Technocracy
agents take action to intercept the PC. A PC might
disrupt surveillance to allow another character to get
near the target.
Quiet Combat
The PCs may corner and isolate undercover Technocrats or mobile operatives in an attempt to thin
the surveillance. Taking one of these operatives out
is doable (Difficulty: 3) but hard to keep quiet (Difficulty: 5). If successful, the manhunt HQ just knows
that agent Mobile One (or whoever) isnt responding to communications. Success also lowers the Difficulty for interaction by 1 (to a minimum of 2) at one
leg of the targets route. Characters can go on ahead
and prepare a leg of the route in this way. Escala35
Stphane Sokol (order #6286545)
Shadowing
The target takes a circuitous route through the harbor front from the yacht, through a market, and back
to the yacht, stopping to browse menus, kiosks, and
merchant stalls along the way. Tracking or following
the target around is easy (Difficulty: 2) but isolating
the target for a conversation, initiating a non-suspicious conversation, or otherwise making contact
without being Hunted has a Difficulty depending on
the targets leg of the route:
1st: Spacious harbor front = Difficulty: 5
2nd: Wide-open avenue = Difficulty: 4
3rd: Crowded pedestrian lane = Difficulty: 3
4th: Coffee stand, bad sightlines = Difficulty: 3
5th: Narrow back alleyway = Difficulty: 2
6th: Wide-open avenue = Difficulty: 4
7th: Spacious harbor front = Difficulty: 5
The style of approach (cleverly blending or bodily
grabbing the target, for example) is up to the players; the Difficulty is not how hard it is to reach or isolate the target (thats just Difficulty 2) but whether or
not surveillance gets wise to whats happening and
moves to intercept, quite possibly triggering a fight
or escape sequence and leading the target to a systemic collapse (see Interrogation).
Using predictive algorithms or careful social engineering, etc., a PC can roll to predict the targets
path. Each hit reveals the Difficulty of one future
leg of the route, in order (so four hits earned on a
roll during the third leg would reveal the rest of the
route back to the yacht, for example.)
Interrogation
Vanish
Escaping this scene requires leaving the operational environment. This can be done subtly, so
that the Technocrats dont pursue (Difficulty: 3)
or through some grand escape if the character
is chased or, say, Hunted (Difficulty: 5). A chase
might occur, but this scene isnt about that. Assume the PCs make a capable escape and incorporate that in the next recovery scene.
Characters may well be Hunted even after the
scene is over if their faces are still in Technocrat
databases as a result of this operation. Cracking
and wiping the database is the job of a recovery
scene, not a roll here.
SYDNEY AUSTRALIA
Surveillance Disruption
The Highlands
RURAL VIETNAM
LUMINOUS BEINGS
36
Stphane Sokol (order #6286545)
Breakthrough Holography
An Old-Fashioned Double-Cross
Putting on a Face
Signal Interception
Physical Grab
Luminous is a dangerous place for a gunfight. Nanotech and the Technocrats dont seem to care. They
try to drop anyone who poses an apparent threat to
their own side in the combat. Outnumbered 2-to-1,
the agents are in trouble but theyre not doomed;
Technocrat agents are serious business (Difficulty:
untargeted 5). The Nanotech troops are less so: (Difficulty: 3). Escalation: Holograms dont block bullets. Every missed roll in Luminous that logically can
should put a Condition on another PC as stray bullets anger, injure, or otherwise mess with allies. The
best way to trump this effect is to fight without guns.
Make the action hectic in Luminous. Shattering
glass, pixelating walls, bamboo leaves everywhere,
vases exploding. Kill off agents and soldiers as you
like to show that both sides mean business.
RURAL VIETNAM
OBSTACLES
BUENOS AIRESARGENTINA
ENEMY SOIREE
38
Stphane Sokol (order #6286545)
OBSTACLES
This scenes about finesse, class, and guile. The challenge for the players should be in assembling dice
pools that arent about grandiose martial arts. Stunts
here might hinge on dialogue, on wardrobe, on
savoir faire and on the subtle stealth of the overseers in the van outside.
Getting NPCs to talk here may be surprisingly
easy; this scene is a good way to get intel to the PCs.
This scenes all about intel and appearances. The
question is how it all gets dramatized. How does an
Angry character manifest that condition here? What
does it look like if a character gets Trapped in a polite
conversation with someone they cant stand? What
dice pool do they roll to get rid of that condition?
The antagonists want to keep everything civil here
but Nanotech and the Technocracy have long memories and strong reflexes so you may have reprisal
scenes to play out after this.
39
Stphane Sokol (order #6286545)
Cutting In
BUENOS AIRESARGENTINA
Ransack A Device
Dark Complex
H O K K A I D O J A PA N
NINJA FACTORY
anotech has a secret development facility running in Hokkaido. The PCs set out to make it less secret, maybe destroy it. This is where
Nanotech builds its biodroids and
not just the familiar model. Open
deep inside the factory complex. The
PCs have taken the facility. Getting
out? Alive? Takes steel and nerves.
The place is crawling with cybernetic
assassins manufactured there from
breakthrough biotech and trained on
the bought and stolen memories of
top-tier street samurai like them. This
is where Nanotech thinks it finally gets
revenge.
40
Stphane Sokol (order #6286545)
In the Heart
Revelation
Between the PCs and the computer lab is a revelation: Nanotech has successfully expanded into the
Uncanny Valley. The factory floor is an automated
assembly plant for the creation of biodroid bodies.
Each one is a mix of vat-grown or artificial organs and
alloy skeletons, running off of organic brains netted
with silicon fibers and packed tight with redundant
veins and wiring.
The factory here is stocked with dozens of unfinished cyborgs with installed cybereyes but blank
faces. No noses, featureless mouths, just holes and
slits in a fine membrane representing flesh and hair
to be added later.
The place is asleep. No biodroids are being built
tonight. Eerie calm.
Exploring the facility yields other doses of vital
intel (see the intel section). Cables running from the
computer lab above to robotic arms on the factory
floor show where memories get installed. Reaching
the computer lab or interacting with the factorys machines or products triggers the first true obstacle in
the scene, however: the ninja.
Hidden throughout the factory and computer lab,
amid the shadows and steel struts, the robot arms
and the unfinished biodroids, lurk prefab biodroid
assassins programmed to kill intruders intruders
they have been waiting for.
OBSTACLES
This scene is meant to be a brutal fight against relentless foes a fight that can be outsmarted. The ninja
have no fear, no doubt, no remorse. Theyre tough.
All the while, as they hunt and try to slay the PCs with
blades and bullets, the cold eyes of automated security transmit all of it back into the biodroids master
control program for real-time training.
Digital Strike
A PC who gets into the computer lab above the factory floor (smashing through the glass works) can
access Nanotech systems by cutting through the
local security (Difficulty: 5/4/4). Doing so gains the
PC intel for the scene (which can be handily downloaded to flash memory if they dont want to wait
around for exposition while their cohorts get cut to
pieces) as well as access to the biodroids master
control program. This tells the PC that a stockpile of
these biodroids waits underneath the factory ready
to emerge, a few at a time, to slay the PCs. Dozens
of them are down there a loaded magazine of artificial ninja. Itll take more than gall and might to take
them out.
Escalation: The PC isnt just fighting against static security, she is also battling Nanotech IT operatives attempting to thwart her efforts from afar. Opponents can Impair her network access or leave her
Trapped in a sub-system, for example. Alternately,
each missed roll attracts one of the already-fighting
ninja, who targets the hacker on his/her next turn.
With access to the biodroids master control program, a PC can give orders to those still lined up
below the factory floor, waiting to come forth
and fight. The PC can put them to sleep, bring
them out to fight their siblings, wipe their training, etc. (Each is primed with a remote kill switch
that Nanotech uses to shut them down via satellite if they leave the compound without authorization, though.)
A Big Idea
H O K K A I D O J A PA N
Faceless Foes
Renaissance
P E R U G I A I T A LY
EX URBIS AD ASTRA
ts time to reach out to the Technocrats and see what they know. Since
youre reaching out, you might as
well put a hand around their throat.
Threat analysis and signal intercepts
suggest a suitable site for contact: a
Technocracy consulate in an urban
villa in Perugia, Italy. Quietly get inside the Technocrat manor there and
put pressure on someone until they
talk. Whats revealed could change
the future for everyone. It all happens
against the backdrop of a lovely nighttime festival in a picturesque town.
42
Stphane Sokol (order #6286545)
Perugia is an intersection of tradition and technology. Tonight, its people celebrate a centuries-old
festival with wine, liquor, local foods, traditional
dances, and old-fashioned music and it all happens
around strings of LEDs, holographic statuary, and
antique art projected on ancient walls. Its a night of
festive revelry on the streets of Perugia.
On the Inside
Counteragent
OBSTACLES
Espionage
Exfiltrate
Escape
Nighttime Celebration
+Live Music, +Lively Dancers, +Banners,
+Sudden Applause, +Strings of Lights,
+Smiling Street Vendor, +Fireworks,
+Laser-light Show, +Peal of Church Bells
P E R U G I A I T A LY
she studied his work and the company he kept. Cornelia is not the enemy. She reminds the PCs of this
she may have helped them out earlier in this story.
This conversation with Cornelia, whether it happens at gunpoint, through bloody teeth, or quietly
whispered under the noise of the celebration in the
streets outside, is the real centerpiece of this scene.
Dont rush it, dont drag it out. Its all about the information. Let the PCs set the tone again.
When things are on the verge of played out, she
fesses up again: I thought you were going to kill
me. My heart rates probably alerted agents by now.
We should get you out of here.
N A N OT E C H R E P R I S A L
Placement: Interrupt
Scene Type: Varies
Synopsis: Nanotechs minions and mercenaries have found you and they dont care if
they get you alive or dead.
Objectives:
Repel, outwit, or escape reprisal
TITAN OF INDUSTRY
44
Stphane Sokol (order #6286545)
Who
Where
Nanotechs reprisals focus on safe houses and nested PCs, but you can remix several of these into mobile raids on private yachts and the like.
The answer to the question, How did they find
us? is inside conditions like Hunted, Revealed,
Recognized, and even Impaired or Injured. Its a
tough and sordid world, full of little betrayals. Maybe someone sold the PCs out. Maybe someone on
the street called in a tip to their corporate masters.
Nanotech may just be systematically searching safe
houses they pretended not to know about or relying
on complex predictive algorithms to track PCs out of
previous scenes and strike before they can recover.
OBSTACLES
N A N OT E C H R E P R I S A L
T E C H N O C R AC Y R E P R I S A L
Who
Placement: Interrupt
Scene Type: Varies
Synopsis: The Technocracy has agents,
assets, and operatives worldwide, all
ready to persuade, pursue, and attack
who their handlers tell them to. A lot of
them are aimed at you.
Objectives:
Outwit, repel, or escape reprisal.
46
Where
A Technocrat without a warrant, without sufficient evidence, finds you at the [bar/caf/club/beach] and
just wants to chat in an unofficial capacity.
Obstacles: Avoid admitting your identity: 3.
Avoid admitting what you did: 2. Get the Technocrat
to give up more information than you do: 4. End the
conversation and get out without being tailed: 4.
Escalation: The talk turns into a shouting match.
The Technocrat is insulted and vows to ruin you.
Your bosss end was a mystery, but yours will be a
front-page disaster. Someone pulls a gun.
Is that person following you? Could be a Technocrat asset in disguise, maybe a local in the
employ. Maybe feel it out, for sure shake them. If
youre hot here, its time to leave town.
Obstacles: Identify a tail whos following
you: untargeted 3. Lose the tail: 3. Tail the tail:
4. Eavesdrop on them discussing you on the
phone: untargeted 3. Eavesdrop without being
detected: 4. Vanish: 4.
Escalation: Being spotted turns into a foot
chase. A foot chase turns into a fist fight. A fist
fight turns into another country you have to flee.
T E C H N O C R AC Y R E P R I S A L
OBSTACLES
MYSTERY INTERVENTION
Mysterious Caller
Placement: Interrupt
Scene Type: Varies
Synopsis: Mysterious messages. Odd
surveillance. Strange, untraceable signals. Someone claims to be trying to
help you out... but who? Is there a third
faction at work?
Objectives:
Trust or doubt; either way might hurt.
IMPOSSIBLE VECTOR
48
Stphane Sokol (order #6286545)
Betas participation in the story should be mysterious and minimal. Beta is a tool in your kit for making things happen without making them seem easy
or reliable. Sure, the voice helps out this time, but
whats its angle and can it be trusted?
Beta can provide support in the form of gear and
resources with minimal effect on the mechanics. If
the players want a stretch limo as part of their entrance to Buenos Aires or a flat bought in Lagos, Beta
can help. But beware! Beta cant solve problems for
the PCs during a scene and even between scenes
his aid should be suspicious. It provides an edge,
not a solution. As a guideline, Beta can make a big
expenditure for the PCs to help establish a scene
and then its done.
The question should be Who does this factor
work for? Never state the answer outright. Let the
players surmise.
INTELLIGENCE
Mysterious Calls
OBSTACLES
Investigating the origin of these messages reveals only wisps of clues, nothing to follow up
on. If a player wants to roll to get more information, tell them its not necessary. Thats your cue
to certify that theyve done everything they can
and that theres nothing to find. Reduce confusion by confirming that theyre dealing with a
masterful factor here.
Tracing a call or a text leads to a burner phone
that never gets turned on again. Tracking a package leads to a for-hire courier who got a call from a
burned number to pick up a dead-dropped package and then received payment through a nowdefunct international digital-payment account.
If you want to build up clues, rather than dispel
confusion, each message leads back to a Victor
Bell, Veronica Bryce, Virginia Bannister, or other
V.B. identity that turns out to be a false front.
Tell the players that theyve been on both ends
of mysterious dead drops and cryptic messages
before. While they know some ways to trace
them back, they also know that some methods
are untraceable.
The question is: Do they trust the help?
MYSTERY INTERVENTION
Unexpected Aid
Broken Up/Down
This is the scene you play after the PCs get defeated
somewhere else. This is a special recovery scene
a bonus over the recovery scene the players are
ordinarily entitled to between action scenes that
you play as an interruption to help them pick up the
pieces and put themselves back together.
This scene may mean players have marked the
Dead condition. It might be the result of ending a
scene with a lot of conditions marked across all PCs
conditions not logically resolved by escaping the
scene. You might cut to this scene when the PCs just
get stuck or stymied in another scene and you dont
want to belabor the point. So, yeah, you play this
scene when things are bad. After this scene, the PCs
get a regular recovery scene and then you all move
on to the next action scene.
Shores of Woe
THE COMEBACK
Start with one or more of the PCs far from where the
last scene let out. Maybe theyve scattered and need
to regroup. Maybe theyre together and scheming
about revenge. Someone might wash up on a dirty
shoreline, be found ruined in a bar across town, or
plug in some stolen memory of a happier time.
What matters is that this low point gets described
so everyone can see it. What matters is that we see
how these characters heal and go on.
NADIR
OBSTACLES
50
Stphane Sokol (order #6286545)
mar gets four hits while targeting the Angry condition, his player can erase that conditions mark off of
any four PCs sheets. A condition can be targeted by
multiple rolls. Special: The top condition on every
PC sheet (Angry/Furious/Confused) counts as the
same single condition for this scene but the other
personalized condition on every sheet does not.
Angry/Furious/Confused
Everyones yelling or arguing in a safe house someplace or no ones talking at all. Fix it with a rousing
speech or a show of compassion or one-on-one talk.
Exhausted
Impaired
Hunted
Trapped
Dead
Broken and banked for parts in some metal basement. Fix it with next-gen tech and illegal meds.
ST. PETERSBURG
Dont Play Both Scenes
Be clear: whichever scene they skip wont get played later. They may be able
to go after the other goal in the long run, but thats up to you all to sort out.
You can keep the adventure going, devise new scenes, and follow the PCs
where they lead you if you like. But this story culminates in this decision and
the decision is diminished if the players can have it both ways. Trying to accomplish the other goal should be a whole other adventure.
Whatever happens, make the choice irreversible. The world is forever
changed in Nanotech gets Alphas data. Josine is hurt, scarred, maybe killed
in a Nanotech attack if the PCs leave him to fend for himself.
Ask the group what it means that theyve picked the scene they have. What
do the players think it means? What do their characters think? They dont have
to agree.
Picking one final mission can make the ending bittersweet, but be sure a
victory feels like a victory. If they succeed in their mission, play that up.
KARAKUM
51
Stphane Sokol (order #6286545)
If, for some reason, you let the players split up their characters and try both
scenes, make sure they know theyre facing obstacles intended for the whole
group at once. When the text says something like a number of foes equal to
the number of PCs, that means at the table not in the scene, in this case. They
are likely to fail both missions.
Use this rule for cross-cutting between scenes: A player must pass the action card to a player in the other scene. That way you alternate between the
two simultaneous situations.
K A R A K U M D E S E RT
Objectives:
Rescue Josine.
Save the future.
ROLLING SIEGE
52
Stphane Sokol (order #6286545)
On the Move
A dozen armored trucks, war wagons, and personnel carriers haul ass across the remains of a desert
road, all bound for the Caspian Sea. The whole mess
kicks up dust under the cover of UAVs and manned
VTOLs. Its like a fortress on the move.
Three drab and identical armored trucks gigantic, many-wheeled monsters steam along at the
center of the convoy, with military utility vehicles,
between them, their turrets watching for trouble.
The rest of the convoy is made up of all-terrain
utility vehicles, (ATUVs) personnel carriers, and
a support vehicle with tow rig.
Josine waits somewhere in that convoy.
The rest of it is staffed with Technocrat agents
and soldiers from the secret Special Operations
force the Technocracy pretends doesnt exist.
Tough foes, each and every.
When the scene opens, the convoys like this:
1st: ATUV with machine-gun turret
2nd: ATUV with sensor turret
3rd: Armored personnel carrier
4th: Armored hulk #1
5th: ATUV with sensor turret
6th: Armored hulk #2
7th: ATUV with machine-gun turret
8th: Armored hulk #3
9th: ATUV with laser turret
10: Armored personnel carrier
11th: Support & maintenance rig
12th: Last: ATUV with machine-gun turret
If the PCs make their move while the convoys in
motion, maybe write each vehicle type on a note
card and arrange them on the table in order. Rearrange them to reflect the fiction. Make marks on the
card as foes get taken out. Remove note cards as vehicles get taken out.
One last time, the PCs get to decide how they enter
the scene. Allusions to previous scenes are as great
as inventive new entrances. Give each PC their moment. Do they skydive in past the UAVs and VTOLs
from high altitude? Do they drive up on razorbikes
armored motorcycles spearheaded by monofilament-edged blades? Do they con the convoy into
stopping at some ruined waystation? Are they camouflaged along the road, ready to hook onto the
convoys bellies and climb aboard? Do they emerge
from a relentless sandstorm just as the cloud descends on the convoy?
Reaching the convoy isnt in question. The scene
begins with the PCs successfully reaching their target. This scene is about the challenge of reaching
the right part of the convoy, finding Josine, and getting away alive. Still, the first obstacle in this scene
is the roll that describes each PCs arrival and how
precisely it is achieved (see Arrival). Even a miss,
however, puts the PC in play.
OBSTACLES
Survival
Reach Josine
Let the players know that they need a fat sum of hits
to locate Josine but dont tell them how many.
Reaching him requires a total equal to 11 untargeted hits per PC. Theyre all working toward
a shared total. The Difficulty is untargeted, so players can devote spare hits from any roll to the cause.
(Maybe they call out, Josine! as they fight, hoping
hell shout back, maybe theyre scanning for him
somehow.)
Josines in the rear-most armored hulk. The others are packed with ammo crates holding millions in
bearer bonds (in the front hulk) or shielded memory
cores (in the middle hulk). Reveal him as the fiction
demands. Accrued hits can represent characters
honing in on him, trying to crack hinges or security
systems, cutting open the hulk, or anything else.
Once the target hits are accrued, they free Josine.
Use bosses to help pace the action here. Maybe a giant metal-limbed cyborg tries to keep PCs
away from Josine... or was locked in there with him
to guard the prisoner.
Once Josines free, he can defend himself (though
hes out of practice). The Technocrats want him alive.
A Technocracy Army
K A R A K U M D E S E RT
Arrival
If you want to take some pressure off, while making it feel like the pressures on, Nanotech troopers arrive and gives the Technocrats other targets.
CLOSURE
S T. P E T E R S B U R G
FUTURE CALLING
54
Stphane Sokol (order #6286545)
OBSTACLES
First Appearance
This scene is about the PCs being just a short distance ahead of Nanotech, so getting them into the
arcology isnt a question of if but how. Model
the PCs infiltration or intrusion with a series of dramatized rolls describing their methods, whether that
means sneaking past the Nanotech army, bluffing
their way past barricades, skydiving onto the arcology, or whatever. This is their final entrance of the
adventure so let the players play.
Nanotech has troops all throughout the arcology already, so theres no one easy way inside. Each
help players build rolls by using the Difficulties below to describe how many goons of what type they
take out or otherwise overcome. 2. Apply a condition for any roll that generates only 0, 1, or 2 hits.
Those 1 or 2 hits apply to the total, still, but at a cost.
A Corporate Army
Room 8111
CLOSURE
S T. P E T E R S B U R G
INTEL
ACT 1, PHASE 1
The intel to reveal in this first Phase is mostly exposition to setup Phase 2, plus a few clues to hint at the
enemies in play. Since Reykjavik is the only scene in
this Phase, it gets all the intel.
A few of the would-be leads here are dead-ends,
because thats the way Nanotech has rigged its participation and because were easing into the intel
and scene-selection experiences here.
Heres what the PCs should be able to glean from
this Phase:
Josines not here and he never was.
The data thieves stormed the building to steal
data by uploading it to their own network via a lessthan-secure satellite signal. That was the same day
the characters go the message from --J.
The thieves stuck around to steal hardware and
harry any corporate security that showed up later
but no one showed up until the PCs and the hit
squad did.
Josine had his memories backup a few times after
he left the Technocracy. A small portion of that memory is stored here and was intact when the thieves
export signal was deployed. That gave the memory
shard the connectivity it needed to call out, as it was
programmed to do by Josine, in the event that it was
captured.
The hit-squad mercenaries have uncommonly
good black-market memory blocks dropped in their
heads, so they cant recall whom they work for. All
they know is that the checks cleared and the mission was to clear out the site. Only if they succeed
would they get their memory blocks broken and get
some semblance of their old lives back. These kinds
of mercs dont live for makes anyway.
The hit squads gear was mass produced by Armingshire Unlimited, a recently acquired subsidiary of
Reykjavik, Iceland
ACT 1, PHASE 2
the way you say the intel from scene to scene, if you
can, even though theyre both pretty similar as far as
intel goes.
Heres the gist of it:
Someone has accessed Josines data from the outside. Its a masterful bit of data manipulation, leaving
no trace to pursue. Josines data hasnt merely been
accessed, it has been downloaded and deleted
from the cloud, removed from storage altogether.
The data in Dougrays half of the cloud is gone.
The data in Edgars half of the cloud is gone.
Access logs, however, reveal that Josines personal login information was used to access and search
the Hoefler services from outside, since the deletion. Logins have occurred from sites throughout
the globe, sometimes just hours apart, suggesting
multiple persons have access to login data possibly
stolen from Josines memories.
Or is Josine still out there?
Unlock: Dezhou and Unlock: Lagos and Unlock: Seattle and Unlock: Sydney.
Mumbai, India
58
Stphane Sokol (order #6286545)
Follow that up with the access-log intel, saying something like, Josines account info has
logged into the Hoefler services since the files
were taken. You see logins from China, Nigeria, the US, and Australia, sometimes within just
hours of each other. Maybe someone is using
data they got out of Josines memories? Maybe
one of those logins was Josine?
ACT 2, PHASE 3
Doling out intel requires you to make some judgment calls. Finesse is great but clarity is better.
Its possible your group will play just one scene
from this phase. Thats fine. Vectors for clues abound
here. Put all the available clues from this phase (or
even this whole Act) into one scene, if you need.
If your group wants to play two or more scenes
from this phase, break up the exposition so that
additional scenes offer additional (perhaps bonus,
perhaps redundant) information. I try to parcel out
all the vital information in one or two scenes and let
other scenes reinforce or support that information,
so the players hear the same facts twice if they play
out all the scenes. That matches what we heard before, they can say and hopefully take confidence in
the confirmation.
Some clues reveal more about the antagonists
motivations and methods, rather than backstory.
These clues help define and dramatize the antagonists so the players can sharpen their own opinions
of them.
In general, the four core scenes in this phase
Dezhou, Lagos, Seattle, Sydney require clues or
intelligence that lead to the two outer scenes in
Buenos Aires and Vietnam, in addition to any other
clues you want to include. Otherwise you can say
that the PCs own contacts and off-screen eaves-
Vietnam
This scene dramatizes the increasingly deadly warfare between Nanotech and the Technocracy. It also
gives you the tablet, which contains any intel you
want it to, including:
Nanotech has several spies inside the Technocracyturncoats who sell Technocracy secrets to
the corporation in exchange for money, sex, territory, or the promise of future power.
Nanotech is ready to tie off some of those loose
threads.
ACT 2, PHASE 4
Hokkaido, Japan
Betas final act, though, might be to reveal the receivers location to the PCs after they blow up Hokkaido. (Or maybe it conveys the number far earlier,
in case they can make sense of it later.) The receiver
is in room 8111 in the arcology. That whole sector
(8100 through 8122) is covertly wired to the arcologys high-energy transceiver array.
Perugia, Italy
61
Stphane Sokol (order #6286545)
ACT 3, PHASE 5
Karakum Desert
In the Player File, I mention themes that emerge during play. Since any story-game adventure is essentially the collaborative first draft of a thing, I believe
many themes develop and emerge organically. Look
and you shall find them. Mention them out loud as
you spot them and you may be able to cultivate
them during actual play.
One way to do this is to keep the theme in mind,
maybe phrased as a question or the statement of a
relationship, and watch what happens as descriptions, dialogue, and decisions brush up against your
question or statement. You might find your theme
dissolves or crumbles under scrutiny. You might
find it dilutes into nothing. You might find it overwhelmed by (or restated as) another theme. Thats
all right. Dont force it. In a first draft, the most fascinating or pervasive themes sometimes arent recognizable until youre a good way into the storys
telling.
When I ran A/N/N, I sometimes specifically cultivated a theme that I wove into my telling. Sometimes it worked, sometimes it didnt. When it didnt,
it was because I oversold it or because it never found
traction with the players. Other themes emerged in
place of mine still a win so I played up those.
When my theme did work, though, it never came
at the expense of anything. These are additives. You
dont need to strip out or quash ideas to make room
for a pre-planned theme, thats a waste.
The theme I cultivated was Cities Versus Stars.
Cities are what we have, stars are what we want.
What we have is about the certainty of the present
but wanting is about the risky future. Weve always
had cities but well never have more than cities unless we make the future happen now.
62
Stphane Sokol (order #6286545)
Cities and stars are just the motifs I used. You could
install your own motifs as well or instead, of course,
by deciding what you describe and when.
Weave the motif throughout the descriptions, as
you play. Avoid hitting the point too hard; a motif
can turn into a joke pretty easily. Here are little motifdriven statements I wrote to help me remember to
use the motif. If Id used all of these, in every scene,
it probably wouldve been too much. I ended up
pushing the motif about once per Phase, most of
the time.
Reykjavik Motif
You glimpse the stars as the suborbital peaks
in its flight and then arcs to descend toward
the city below. Reykjaviks newer outer quarters
resemble someones notions of a circuit board
rendered in amber glass.
63
Stphane Sokol (order #6286545)
Dezhou Motif
Mumbai Motif
Atlantica Motif
From across the waves, Atlantica glitters like the
stars above, reflected like the moon across the
ocean surface, but as you get near, the glare of
the seastead overwhelms the night sky.
Its like a grimy Vegas on stilts and up to its ass
in saltwater.
Lagos Motif
The lobbys ceiling is a work of art depicting
etched and painted stars, every third or fourth
one lit by a twinkling white LED.
Out the window, Lagos is a fantastic mlange
of styles and structures new buildings built
on old reaching upward out of a busy layer of
honking traffic.
Seattle Motif
Something glitters in the sky like a shooting star
against the dusk except it lingers too long. Its
got to be a UAV or fighter jet on patrol.
The citys been overhauled with artificial veins
carrying select traffic at an elevation above the
widening sprawl of the metro area as if the city
core was an asphalt heart pumping cars through
itself to stay alive.
Sydney Motif
Local street artists have painted video-game
space aliens onto posters advertising the citys
new observatory.
The citys in the midst of a reinvention, only halfanesthetized during a painful facelift. Orange
plastic webbing crosses open gashes in the harbor-front area, like gauze over damp wounds.
Vietnam Motif
Blue sky. Green grass. White clouds. Not a city
for miles.
Hokkaido Motif
The night sky is gray except where the wind has
torn the clouds and left the stars visible beyond
like pinpricks in the sky, like cinders thrown off
the explosion at the start of time. Here on the
ground, your breath makes little clouds in front
of your face.
The new city below flickers in the gloom, its
lights pale and green, like the rind of something
unripe.
Perugia Motif
A fiber-optic net stretches over the city square,
glittering at the intersections like Christmas
lights or tiny stars.
A telescope points up at the sky from a balcony
on the Technocracys consulate.
64
Stphane Sokol (order #6286545)
Karakum Motif
Stones in the sand glitter in the sunlight, like the
night sky put through a drastic photographic filter.
Miles and miles of nothing, close to nothing, in
touch with nothing. The sky feels far away.
Information Suite
+Plate-glass Windows, +Falling Glass,
+Razor-sharp Edges, +Jutting Girder,
+Live Wire, +Rack of Hardware,
+Windswept Snow, +Frigid Wind
65
Stphane Sokol (order #6286545)
66
Stphane Sokol (order #6286545)
Nighttime Celebration
+Live Music, +Lively Dancers, +Banners,
+Sudden Applause, +Strings of Lights,
+Smiling Street Vendor, +Fireworks,
+Laser-light Show, +Peal of Church Bells
67
Stphane Sokol (order #6286545)
These names represent many of the wonderful backers whose enthusiasm and support
helped make this project what it is. Thank you, backers, for your trust and patience.
A. Herbert
Adam It was an Inside Job Drew
Adam Jury
Adam Rajski
Adam Robichaud
Alex Ansob Norris
Alexander SquidLord Williams
Alisemon Yang
Amy M. Garcia
Andrew Pheylorn Medeiros
Andy Kitkowski
Andy P Smith
Angelo de Stephano
Anne Petersen
Antoine BERTIER
Antti Luukkonen
Arthur Santos
Austin Stanley
Benjamin Nanamaker
Bill Paulson
Brett Easterbrook
Brian Babyok
Brian Cooksey
Brian Engard
Brian Isikoff
Brian White
Bryant Durrell
burningcrow
Carl Rigney
Carol Darnell
Chad Skrymir Hughes
Charlton Wilbur
Christian A. Nord
Christopher Beverwyk
Christopher Ruthenbeck
Clay Karwan
Dave Chalker
Dave Turner
David Gallo
David Lai
David W Bapst, PhD
Derek Guder
Don Corcoran
drozdal
Dylan Spector
Ed Reeve
Edward Saxton
Elizabeth Sampat
EndGame
Eric J Leslie
Eric Lytle
Eugene Zaretskiy
Evil Hat Productions
Felix Girke
feltk
Filthy Monkey
Frank Marcelli
Franz Georg Rsel
Fred Bednarski
G.M. Skarka
Gareth Ryder-Hanrahan
Glen E. Ivey
Greg Roy
Gregory G. Geiger
H Lynnea Johnson
H. M. Dain Lybarger
Henry White
Herman Duyker
Hiroki Shimizu
Ignatius Montenegro
Ilias Mastrogiorgos
Ingo | obskures.de
Irven Myrkwell Keppen
Ivan Lee
J Backer
J.A. Dettman
Jacob M. Moore
James Dillane
Jason Pitre
Jeb Boyt
Jed Gremmler
Jeff Tidball
Jeffery Tillotson
Jennifer Brozek
Jeremy Kostiew
Jeremy Morgan
Jeremy Tidwell
Jesse Scoble
Jim Dagg
Jim Reader
Jim Zub
Joe Blancato
Joe Terranova
John Adamus
John Harper
John Hoyland
John Kovalic
John Mehrholz
Jon Cole
Jon Leitheusser
Jonathan Buddha Davis
Jonathan Jordan
Jonathan Korman
Jonathan MacDonald
Jonathan Walton
Jonathon Dyer
Joonas Iivonen
Josh Rensch
Josh Roby
Julio Morgan Blackhand Escajedo
Jrgen Mayer
Jussi Myllyluoma
Kat L.
Kate Slagoski
Kirt Loki Dankmyer
Kristina VanHeeswijk
Kyle Fiddy Pinches
Kyle Jones
Lauren M. Roy
Lester Ward
Lillian Cohen-Moore
Lisa Padol
Luc Cousineau
Lucas McCauslin
Lukas Myhan
M. Sean Molley
Mao Invictus
Marc Majcher
Mark Barr
Mark Diaz Truman and Marissa Kelly
Mark DiPasquale
Mark Garringer
Mark Levad
Matt Canale
Matt Forbeck
Matt Sears
Matt Troedson
Matthew Broome
Matthew Coverdale
Matthew Dunn
Matthew Gagan
Matthew Sullivan-Barrett
Michael D Blanchard
Michael Hewner
Michael May
Michael Ostrokol
Mikael Dahl
Morgan Weeks
Mori Bund
Mur Lafferty
Myles Corcoran
Nate Lawrence
Neal Dalton
Nick Novitski
Oliver Vulliamy
Pablo Valcarcel
Patrick Grogan
Patrick Ley
Paul Motsuk
Paul Tevis
Pete Woodworth
Phillip Bailey
R C Kim
Rafael Rocha
Ralph Mazza
Raphael Pbst
Ray Fawkes
Rich Rogers
Rick Neal
Rob Donoghue
Robert Rees
Robert Saint John
Robin Morillo
Ross Ramsay
Rune Belsvik Reins
Russell Hoyle
Ryan Macklin
scott dog xinu boss
Scott Amory
Scott Bennett
Sean M. Dunstan
Seth Johnson
Shane Mclean
Shannon P. Drake
Shervyn
Simon Rogers
Stan Yamane
Stephan Szabo
Stephen Blackmoore
Steve Dempsey
Steve Kenson
Steven K. Watkins
Steven Martindale
Steven Moy
T.S. Luikart
The Roach
Tim Rodriguez
Timo Newton
Todd Starbuck
Tom Cadorette
Troy Lenze
Untitled
Victor Wyatt
Vince digiconda Arebalo
Vincent Baker
Wayne West
Xavier Aubuchon-Mendoza
Yragal Malbos
Zachary Hall
Zachary North
Zack Walters