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Friday, 7 April 2023

M-Space - Part 1 : I first met that dear one

Theophania gazes out the shuttle's porthole at the surface of Inah falling away beneath her. The barren landscape is dotted with blue-grey city domes whose patterns remind her of the eyes of some gigantic arachnid. A gigantic, disappointed arachnid who is staring at her most accusingly. Right, time to check her itinerary.

Her passage has been booked on a bulk freighter, of all things, which was improbably christened the Petunia. The trip to Parra is expected to take about 15 standard days (hyperspace travel being impossible to gauge precisely), including a stopover in 0303 Aug for refuelling. She has a suspicion that her delivery is bound up in the lack of details about the stopover; she'll have about six days to study the mission particulars so isn't particularly bothered about them right away.

What is immediately important is a trip to the space station market level. One never can be sure there'll be anything decent to drink on these sorts of voyages, so it's best to stock up with a bottle or three. Theophania also wants to get a big container of gilso powder; she'd never heard of the stuff before coming to Inah, but now she can't countenance breakfast without it.

When she arrives at the docking tube, she hands her baggage over to a bot, and mills about with the other passengers, waiting for the steward to show her to her cabin. She doesn't take much notice of her fellow travellers; she'll have more than sufficient time in hyperspace to take stock of them. But as she blankly follows the steward and baggage-bot to her cabin, one of the passengers watches her with uncommon interest...

[The foreshadowing is merely for the sake of narrative. I didn't roll the Scene Alteration that introduces this passenger until Scene 2, so they didn't yet exist.

NB : Scene 1 of the adventure was played with Stars Without Number rules, then I switched to M-Space.  I'd actually figured out Scene 2's start before pausing the game to hunt for a new system.]


Scene 1

Chaos:
Average (d10)

Setup: leaving on the freighter

NPC List: {Friend}, {Enemy}, ship's captain, crew, passengers, enemy agents

Threads: long term-goal, short-term goal, deliver the item

[Q: Any problems leaving the system? unlikely (5+): O4 C4 - no, but... port encounter

+Event: Introduce a new NPC

Both the Event and the Encounter were stricken from the narrative. Avoiding pickpockets in a crowd with a good perception roll is a non-event, and the NPC (constantly angry corporate exec) never came into play as a more interesting one came to the fore. I also excised the crew's astrogation rolls.

Q: What is the ship like? Enormously / Fat = bulk freighter

It has 15 crew and up to 25 passengers: (2d4+2)x10=90% full - 23 passengers

Q: Anything unusual happen aboard? unlikely (5+): O1 C6 - no]


Once secured in her cabin, Theophania glances over the mission details (deliver the package to a certain scientist at Galle 9 Research Base) and crawls into bed with a bottle.

. . .

When she eventually emerges from her cabin, Theophania discovers the freighter's dining facilities to be much better than she'd imagined, the equal of any cheap passenger liner.

Captain Nikolaidis is there, making a point to greet each and every passenger, but his eyes don't match his smile. He's well past his prime, and should probably have retired by now. He must owe the Company a fortune for them to keep him on here, Theophania surmises.

[The captain:

Reza Nikolaidis
Age: Unusually old for their role
Desire: They want to leave their current life
Trait: Curiosity


Q: Do any passengers stand out? certain (2+): O5 C7 - yes
d6=f, Swiftly / Lovely]


Theophania forces herself to make polite conversation with the other passengers, but her heart isn't in it, and she's still a little drunk, so her chances of spotting an enemy agent are close to nil.

The only person who stands out is a fashionably-dressed woman in ostentatious-yet-tasteful jewellery. She is alternately breezing through the crowd, interrupting conversations with well-chosen bons mots, asking favours of the captain as if they were old school chums, and just generally, as the expression goes, using up all the life support.

[Wis/Notice 13+ for first day: 8, no (I'd planned to reduce the difficulty by 1 each day)]

Theophania makes a hasty exit to avoid getting caught up in the socialite's wake.


Scene 2

Chaos:
Average (d10)

Setup: transit
d10=Altered

NPC List: {Friend}, {Enemy}, ship's captain, crew, passengers, enemy agents

Threads: long term-goal, short-term goal, deliver the item

Alteration: ADD A CHARACTER = passenger takes interest in Theophania

Cloelia Kavelin
Background: The elite of this society
Role: Criminal, thug, thief, swindler
Problem: Romantic failure with a desired person
Age: Young adult
Desire: They want answers about a past trauma
Trait: Curiosity


[Q: Does she have some idea about the package? 50/50: O4 C2 - yes, and... wants to steal it
Q: Is her information reliable? unknown d6=1: O5 C7 - yes]



Theophania decides she can't bloody well spend the whole trip in her cabin -- not at the rate she's going through those bottles. It's time to brave the passenger lounge.

The lounge is actually quite pleasant: low lights, wooden bar (probably synthetic), a holographic piano player. It's quiet this time of the 'afternoon'. Perhaps Theophania had better try acclimating to the ship's clock if she doesn't want to be out-of-synch when they reach Aug.

In addition to the bored-looking steward, there are only three passengers present. Two business types at the bar discussing the intersystem stock market, and a young woman who keeps smiling and glancing over in Theophania's direction. Her fair skin is flushed pink from whatever she's been sipping through a straw, and she is immaculately made-up for someone with 3cm of brown roots peeking out below her light blonde hair. She's much shorter and more full figured than Serafina, to whom Theophania is most certainly not comparing her... and now she's walking over to Theophania's table.

"Hi. Travelling alone? Me too. If you maybe wouldn't mind some company...? It'd make the trip go faster." [friendly - happiness - friends]

"Please," says Theophania, indicating the seat next to her.

"So, I gather you're not from Inah."

"What gave it away?"

"Oh! I just realised how awful that sounds. I meant, I sound so obviously Clyteian -- it's the way I say my Rs, especially -- and you didn't tell me to get lost."

"I'm from Vigdis. I wouldn't have blamed you for guessing it."

"Were you on Inah long?"

"Longer than I intended."

"Oh?"

"There may have been a girl involved."

"Oh... I'm Cloelia, by the way."

"Theophania."

"It's very nice to meet you."

They are soon chatting away pleasantly. Cloelia talks a lot about travel. It's plain she does it all the time [prejudiced - view - experience]. But Theophania is by nature suspicious, and has every reason to be cautious whilst on a job.

[C's Deceit (70%) vs T's Insight (64%): 24 success vs 90 failure, Theophania has no idea what's up]

What's she up to? thinks Theophania as they natter on. She seems genuine. That smile isn't fake. Is she flirting? Her glances linger, when her eyes aren't... elsewhere. Now she's offered to refill my drink at the bar. I think she wants me to watch her sauntering away... and coming back. I'm sure those top two buttons weren't undone before she got up. She keeps touching my arm when she laughs. Now her hand's on my thigh... she does keep her nails short... is this girl an enemy agent, or angling to become my rebound? Or both?

[I made Cloelia her own full character sheet; not only was it extra practice with Lifepath character generation before converting Theophania, but I thought it would make for a more interesting run through of M-Space's Extended Conflict rules.


Cloelia Kavelin

STR  5 CON 12 SIZ 12 DEX 12
INT 14 POW 12 CHA 16
DB -1d2 Ex +1 Ini 13 Luck 2

Homeworld: 0104 Clytie/Astynar
Culture: Orbital/Delta-7 (military space station)
Career: Thief

Passions: Loyalty to Quartermaster (home station) 58%, Desire shiny things 64%, Despise the military 46%

Standard Skills: conceal 54%, deceit 70%, evade 34%, influence 51%, insight 55%, perception 60%, stealth 56%, vac suit 51%, willpower 39%, zero-g 34%

Professional Skills: commerce 88%, electronics 56%, lockpicking 54%, politics 55%

Combat Styles: -


Extended Conflicts can be nearly anything where two sides (sometimes more) are pitted against one another. The rulebook provides examples for situations as varied as boating through a storm, poker games, chases, dinner parties, and more.

They essentially run like combats. Each side has a Pool (hit points) derived from one or more attributes, and each conflict Round is a resisted skill test with the winner inflicting 1d6 damage on their opponent. Victory conditions vary, but reducing the opponent's pool to 0 to determine a winner is the standard.

The current Extended Conflict is a fairly simple contest. Cloelia is trying to use her charms to distract Theophania into dropping her guard long enough to get at the secret package. Cloelia's pool is equal to her Charisma (16); Theophania is resisting with Intelligence (18). If Cloelia wins, I'll use the oracle to figure out what she does to the package; if she loses then she won't have an opportunity.]


[Round 1]

Theophania still isn't sure about her new friend's true intentions, but also doesn't really care. It's either see where this leads, or mope in her stateroom for the duration of the trip.

[Cloelia is trying to worm her way in, pitting her Influence (51%) vs Theophania's Willpower (62%): 44 vs 33 - both rolls succeed, but Cloelia has the higher result so wins the contest. Theophania takes 1d6=5 damage, dropping her pool to 13.]

Theophania decides to be honest with herself. There's no doubt about where this is leading. But that does mean she can't use her psionics to probe this charming creature, no matter what suspicions she may harbour. Powers of the mind and affairs of the heart don't mix; she'd learnt that lesson the hard way.

[Round 2]

The conversation drifts as they exchange untruths. It's no longer really about what's being said, or what's being concealed. It's just an excuse to smile at one another.

[They both roll Deceit (Cloelia 70%, Theophania 77%). The rolls are 83 (failure) vs 63 (success), so Theophania wins. Cloelia takes 1d6=3 damage, reducing her pool to 13.]

Theophania tells a good tale, interspersing details from old cover stories with insignificant events from her actual life.

An announcement comes over the ship's intercom that dinner will be served in the main dining area, and both women realise they'll need more than a stomach full of liquor to see this through.

[Round 3]

The change in surroundings disrupts the flow of their little tête-à-tête. When the serving bot brings their food, Cloelia abruptly begins discussing the news of the sector, just to have something to say. Her interlocutor appears ever-so-politely bored by it...

[Cloelia uses her Politics (55%) against Theophania's Endurance (35%): 40 vs 27, both succeed, but again C has the higher roll; Theophania takes 1d6=1 damage, leaving her with a pool of 12]

...and realises she needs to make the next move.

[Round 4]

"Hey, there's a dance in the lounge after dinner," says Theophania. "Wanna check it out?"

"Sounds fun."

[Theophania's Dance (38%) vs Cloelia's Willpower (39%): 22 success vs 95 Failure; Cloelia takes 1d6=6 damage! Her pool is now at 7, which is under half, so any further CHA-based skills become Hard (-20%)]

They hug awkwardly (too brief? thinks one; too close? thinks the other) and rush off to their respective cabins to put on their glad rags.

Theophania shows up to the dance in a dress that was probably intended as a slip. Cloelia is in black velveteen with a plunging neckline and short skirt. She's daubed herself in translucent powder, so the changing lights on the dance floor cause little scintillations across her face, and shoulders, and décolleté.

The music in the lounge is popular, terrible, and to neither woman's taste, but at least it has a rhythm. Cloelia dances with a slow and heavy grace whilst Theophania slithers round her sinuously.

[Round 5]

During a slow dance, Cloelia whispers in Theophania's ear. "This is fun and all, but how about we go back to yours..."

"I, um, I'm sure your stateroom is nicer..."

[Influence vs. Influence (C 51-20=31%, T 43%): 70 vs 74, both fail their rolls, so neither takes damage]


[Round 6]

Shit, wonders Cloelia, is she on to me?

[C's Insight (55%) vs T's Deceit (77%): 32 vs 61, Cloelia takes 3 damage, down to 4hp]

It's best to be safe. And there are still 5 days left before they arrive at Aug. Cloelia pulls back from Theophania, and takes her by the hand. "Back to mine, then..."

[What happens next, dear reader, doesn't involve any die rolls, and is, furthermore, none of your nor my business, so we will continue the Extended Conflict the following day (ship's time).]

[Round 7]

"Mmmmmmm... you were right," says a sleepy Cloelia. "The coach class bed would've been far too small. Fancy some breakfast... um, lunch? You should probably change first. We can stop by your cabin on the way."

[Cloelia's Influence (with the penalty to CHA skills, so 51-20=31%) vs a Formidable roll against Willpower since Theophania will be hard pressed to say no (62-40=22%): 66 vs 95, both fail so no damage]

Theophania's cabin really is quite cramped, leaving Cloelia no way of snooping. Theophania doesn't shut the fresher door when fixing her hair, either.

[Round 8]

They have space cocktails for brekkie. The kind with vegetables thrown in for nutrition.

[Both roll Endurance (C 24% vs T 35%): 09 vs 24, oops: Cloelia takes 4 damage to 0hp, losing the Conflict.]

Cloelia feels the liquor going to her head already, and says that maybe they'd better take some food and go back to hers for a picnic and a nap. She'd much rather be holing up in her cabin with her new friend than nosing round her poxy baggage, anyway!

Theophania, for her part, wastes no time in bringing all her clothes and her toothbrush over to Cloelia's cabin....


next post: space adventure (for real this time!)



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