Professional Documents
Culture Documents
black Market
Black Market is a long non-campaign scenario set in Illinois, for starting PCs. It assumes that the PCs are Sanctioned Operatives, and have some mode of enclosed transport. As some encounters in Black Market deal with racism and slavery as core themes, the group should take care not to make any players feel uncomfortable or offended while running this scenario. Since the great droughts of 75, the primary import of the United States has been water, transported from Canada by great corporation convoys that traverse the Interstates under heavy armed guard to fight of the constant danger of raiders. To undercut corporation prices, some entrepreneurs operate as bootleggers, shipping water across the Canadian border and selling it directly on the black market. To avoid the marauders and cykegangers who would steal their precious cargo, these bootleggers avoid the Highways and Interstates, instead transporting the water directly over the massive salt flats that connect Chicago directly to Canada. One such group of bootleggers have been operating for the last five years, running water from the Pukaskwa Pumping-station to Chicago. They are made up of just three members: Marquis, Carlos and Shanice. While Marquis and Carlos founded the operation, Shanice is the brains behind it, organising both the routes taken and dealing with their contacts at either end. Also, unknown to the other bootleggers, she is a Corporate agent, using the organisation to acquire information on Pukaskwa links with the Mob for her father, the Chicago manager of Valladyne Technologies. However, she now not reported in for a week on her recent trip, persuading her father it is time to extract her, a task he has delegated to Mark Graaffman, who oversaw Shanices reports. This is where the PCs come in. shotguns. The office is a typical corporate affair, with black plastileather chairs and brushed aluminium panelling. A picture of Pope Georgu (Nelson Mandela) rests prominently on one wall. Graaffmans bodyguard, a hulking African-American named Urlo, stands behind him but does not contribute to the conversation. Graaffman explains that he wants the PCs to located and recover Shanice, an employee of the corporation, she should come along willingly when presented with identification, but if for some reason she does not, the PCs are withdraw and payment will be provided when they explain her circumstances. If they agree, Graaffman offers $5,000 up front, with a further $10,000 upon delivery. Graaffman will also provide them with a tracer, which can give them the exact location of Shanice is in it currently shows her location to be the middle of the Great Michigan Salt Flat.
Optional Encounters
Salt storms are a constant threat while driving over the Great Salt Flats, terrifying whirls of caustic salt that can last for hours. Driving through a Salt Storm reduces visibility to a few feet, making all manoeuvre tests Arduous (3). Living creatures exposed to the storm suffer even worse, even standing upright in the cutting winds require an Extreme (2) Muscle/Athletics roll, while moving is Tremendous (4). The salt storm also creates a large amount of electro-magnetic interference, preventing Laser weapons, Satellite Uplinks and even CB Radios working for the storms duration. For each full Hour that a Vehicle spends in a salt storm, it suffers D6 Lethal Damage that ignores any armour. Living creatures exposed suffer a combination of exhaustion, dehydration and scratching, if properly wrapped up they are reduced to half health, if they are not see the rules for exposure on page 75. Navigating around or simply waiting out an active storm is possible, but can add hours to a journey.
Salt Storm
Setup
The PCs are contact is Mark Graaffman, a Caucasian middle manger working in the Chicago Valladyne Technologies PolicedZone. Valladyne Technologies is one of the smaller corporations, involved in the recreation, leisure and food industries. The meeting is in Graaffmans office, located in a polished ferrocrete skyscraper typical of the PolicedZone skyline. Armoured corporation police (Sentinel, page 104) patrol the whole complex, armed with Felwell Enforcer pump-action
Salt Corsairs
While travelling through the salt flats attracts fewer raiders than traversing the open roads, a few desperate outlaws do specialise in raiding the Bootleggers who pass through here. These renegades (Raiders, page 103) normally patrol common routes across the Salt Flats in
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Customized Van
Act One
Hoodhead
Optional Encounter
The men who assaulted the bootleggers have not forgotten that they left the beacon within the cave, and are hoping it attracts another group of victims. To this end, two of them (HoodHeads, see Sidebar) have dug into a bunker hidden in the salt, from which they will ambush the PCs when they immerge from the cave. Their plan is simple. Any women and African-Americans present they will attempt to capture, beating them unconsciousness with nightsticks if necessary. Anyone else, they plan to kill with Rifle fire. They are not expecting real resistance, as the Bootleggers they have come across so far have been lightly armed so being outnumbered by heavily armed Sanctioned Operatives should come as quite a surprise to them. If defeated the PCs can easily recognise the two men as members of the White Lions, as their uniforms have large badges proclaiming their allegiance. If captured, they will reluctantly answer questions between spouting racist propaganda, but know little beyond the fact that the other two Bootleggers where taken to the White Lion camp to the southeast.
Ambush
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Act Two
watchtower rising from the centre of the compound. Aside from the foreman (Sentinel, page 104), there are ten guards here (HoodHeads, see Sidebar), of which four will be patrolling, three sleeping and the other three relaxing in the manors poolroom and bar. The patrolling cultists will carry their double-barrelled Shotguns, while the watchtower mounts a Light Machinegun on a pivot mount. Around a dozen Indentured Servants are houses here, sleeping in the sheds and toiling in the fields. All are African-American males and one is Marquis. The White Lions keep these slaves in check by welding Explosive Collars around their necks. These detonate automatically if they stray for more than a mile, although the Foreman can also trigger them manually. Asking the White Lions to return Shanice nicely is futile and PCs trying this will be assaulted, as the White Lions do not want word of this plantation getting out. Assaulting the plantation is the best tactic here, and assuming the PCs capture the Foremans office, they find enough paperwork to authorise a $10,000 bounty if they file the paperwork in a state free of segregation. If they are unwise enough to file the Bounty is a Segregated State, it drops to $3,000 instead. Growing up in the most notorious of Americas NoGo regions was hard, and Marquis quickly resolved to get out by any means possible. When he met Carlos, that became possible, and the two investing in a truck and started shipping water to the people. If the PCs rescue Marquis from the Scuffletown plantation, he will be eager to help rescue Shanice, although he accepts that his skin colour will make difficulties if the plan involves conning HoodHead guards. Rearing: Bartertowner (Chicago CabriniGreen NoGo) Pursuit: Road Warrior Muscle 3 Understanding 2 Tenacity 2 Appeal 2 Nimbleness 2 Toughness 3 Senses 2 Skills: Athletics 3, Brawl 3, Drive 3, Lore 1, Melee 3, Notice 3, Persuade 2, Shoot 3, Stealth 2, Survive 2, Tech 3 Attacks: As Weapon / Armour: 2 / Health: 16 Armour: Light (Metal reinforced jacket) Weapons: Medium Handgun, Knife Gear: Small metal toolbox, essential mechanics tools
Marquis
Indentured Servitude
Act Three
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C.A.F. Spidercopter
Cost: $105,000 Named for their eight-bladed rotor design, the BoeCore Spidercopter series are lightweight jetcopters, with high visibility provided by Durium-laced Plexibubble cockpits. Corporative Executives use Spidercopters as playthings, although some have found their way into the hands of Sanctioned Operatives and even renegades via the grey market. Muscle 2 Nimbleness 3 Toughness 2 Speed 5 Passengers: Driver+6 Armour: 11 Weapons: Combat Laser (fixed, forward), Flamethrower (fixed, forward) Customisations: CB Radio, Half-Ton Winch and Cable (rear) Health: 60 Total Cost: 22 Damage: 16L Max Range: Long Cap: Rld: Hands: 2 Burst: Cost: $14,000 Requirements: Muscle 2 Vehicle Points: 2
Optional Encounter
Occasionally, members of the Confederate Air Force Gangcult (HoodHeads, see Sidebar) visit the plantation, either to deliver slaves or share information with the White Lions. This one has arrived just as the PCs are fleeing the compound and has decided to have a little fun. The CAF specialise in using Spidercopters rather than motorcycles and automobiles, which often gives them an overwhelming sense of superiority when fighting ground vehicles. The PCs should now know that Shanice is being held by the leader of the White Lions, Dustin Royce Oakes, at the Renaissance Club in the Chicago Downtown PolicedZone, and may be wondering how to proceed. If they have rescued Marquis is will argue that they should rescue her, pointing out that she has been illegally sold into slavery, and that as Sanctioned Operatives, they are the law. If they contact Mark Graaffman, he will also urge the PCs to mount a rescue. See the Conclusion if they refuse. However, just waltzing into the Chicago Downtown PolicedZone and attempting to lay down the law is not viable however, the Chicago Operations Policecorp are not going to cooperate with the PCs mounting a raid, and if asked to intervene themselves will start a very cautious investigation, not wishing to annoy the Mr Royce Oakes. The PCs attempting a raid by stealth is by far the better option. Hitting the Streets: PCs asking around Chicago (with an Appeal/Criminal or Persuade or even Intimidate roll) will discover that Dustin Royce Oakes is hosting some sort of small party at the Renaissance Club tonight,
Act Four
Combat Laser
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Act Five
Optional Encounter
The Chicago Michigan Avenue Underground (MAU) is perhaps the most unusual NoGo in the city, consisting of a series of a series of sub streets designed to ease congestion. Running under the Government Downtown PolicedZone (the Loop), it crosses directly over the toxic swamp that once was the Chicago River, before emerging into the Gold Coast PolicedZone, home to the Magnificent Mile Sinplex and the famous art deco Playboy Hotel. Built in the 1920s, the MAU is a twilight world abandoned by the authorities, although a market of sorts has developed here, drawn by the perpetual shadows and flow of traffic moving between the Loop and North side. While the MAU is not a PolicedZone itself, all of its major entrances fall inside PolicedZone limits, apart from one inside the Northwestern Filter, located on Highway 41. PCs with Criminal skill will know that this makes the MAU an express route for smuggling into the city. If the PCs choose to access the Loop via the MAU, then the security at the Northwestern Filter Zone makes only the briefest of checks on their vehicles. If they take their weapons off, the guards will warn them that the MAU can be dangerous, if they leave them on the guards will point out that they will not be able to proceed into the Downtown or Gold Coast PolicedZones without licences. While the guards are well aware that most people heading down the MAU are smugglers, the Mob gives them sufficient kickbacks to ignore that information and they are not going to rock the boat by asking too many questions.
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Shanice
The Apartment
This is a six room affaire, and the main entrance in (located own the hall from the Renaissance Club. The front door is locked, as is the door to Shanices cell, a small bedroom in which she is chained to the bed via the neck. Once freed, Shanice will request that the PCs rescue the other pleasure slaves who are located at the party next door. Unless the PCs come up with a very clever plan, this will almost certainly require starting a fight. There are four of the Guards next door along with twenty or so assorted HoodHeads. There are four pleasure slaves in total, for each one rescued Shanice will reward the PCs with $1,000. If the PCs successfully deliver Shanice to Mark Graaffman, he proclaims he is very happy with their work, and pays them not only the $10,000 but also a bonus of $5,000 for their trouble. If they delivered Shanice to the COPs he will get them released and provide them with their pay but not the bonus. If the PCs return without Shanice, but with knowledge of where she is, Graaffman will pay them $5,000 for that information, apologising that the task was more complicated than he knew. Additionally, if the rescue was successful, then Valladyne Technologies will be well disposed to them, and it is conceivable the PCs may be able to ask Mark Graaffman for minor favours which he can sneak past the Board of Directors. If the PCs rescued Marquis, he will be at a lose end, with one partner dead and the other returning to her life in the corporation. If the PCs need a driver, mechanic or just additional muscle, he will be happy for the work.
Conclusion
Written by Alexander J Bateman Atomic Highway by Colin Chapman Dark Future by Richard Halliwell and Mark Gascoigne Based on ideas by Jack Yeovil Playtested by James Day, Sarah McClennan, Dave Perry and Ian Wilson Atomic Highway Copyright Radioactive Ape Designs. Dark Future Copyright Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Atomic Highway and Dark Future used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
Credits
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