Showing posts with label Stephen Leather. Show all posts
Showing posts with label Stephen Leather. Show all posts

Sunday, 17 December 2017

The Foreigner (2017, director Martin Campbell)

Stephen Leather's a damn good writer, and when I noticed a film based on his 1992 thriller The Chinaman was due for release in 2017, I made it my business to seek it out. So on the same weekend as a certain Jedi-related movie's debut, I was curled up with The Foreigner, starring Jackie Chan, Pierce Brosnan and Katie Leung, among others.


Frankly, I was amazed.

It's a fairly strong, if simple plot. You come in thinking this is a revenge story, and it is. Chan's humble but determined Quan, a London restauranteur who lost his daughter in an IRA bombing, wants the names of the bombers. He doesn't care about anything else; the politics of the situation are meaningless to him. He just wants to get to the people who hurt his family, a motive anyone can understand and empathize with.

The sticky layers of complication become apparent when Quan crosses the water to Ireland, and meets Brosnan's Liam Hennessy, Irish deputy minister and former terrorist who's been mucking about in dodgy dealing for his own political ends. He wants pardons for former IRA people now in UK custody, because if he's seen to be the man who secured those pardons then his political future is assured. He has a plan to leverage the UK government's assistance, but this scheme is swiftly hijacked, and before long he's battling to stay afloat in treacherous political waters. Quan's arrival doesn't make things easier for him; just when he needs to be in political action, he has to hide in his farmhouse to avoid Quan's deadly bomb attacks. Pressure mounts. He can't afford to be distracted, but Quan dogs his heels every step of the way, with one and only one demand: give me the names of the bombers.

For those Night's Black Agents aficionados out there wondering what kind of game this is, it's Dust, all the way. Treachery hangs over the plot like a thundercloud, before the storm breaks with a crack and a bang. The novel was written in 1992, so I was prepared for a few plot-related creaks and groans; after all, more than twenty years have passed. Technology, and politics, have changed. However there was nothing about the plot I could fault for its realism, or tactics. The combat and action scenes are well-paced and serve the plot, as opposed to being never-ending vehicles for glamor shots. The firefights are exactly the kind of pyrotechnic madhouse you'd expect from an actual gun battle, as opposed to the blood-soaked heroism of, say, a Stallone or Schwarzenegger film.

Moreover it's a revelation to see Jackie Chan, of all people, play against type. He's usually the happy-go-lucky indestructible warrior. You know he's broken every single bone in his body, and yet he always comes out smiling. Not this time. You believe he is that damaged sexagenarian, short of breath, devoid of hope, who just wants one thing: revenge. There's one moment when Chan has to perform emergency surgery on himself after being shot, and to be honest I wasn't sure whether the scarred torso was Chan's or his character's. If any actor working today might actually have a body as marred as that in real life, it's Jackie Chan.

This film's been compared, unfairly in my opinion, to the Taken series, because revenge is the motivating factor in each case. Frankly, I'm not seeing it, and Chan's the reason why. He's not an action hero. Liam Neeson is. You never really believe Neeson is under any threat in the Taken films; he's the good guy, they're the bad guys, and we all know who wins in that situation.

But Jackie Chan isn't the good guy here. In fact, you'd be hard pressed to find an actual action hero good guy in this film. Everyone lies, betrays, tortures, kills to get what they want, the British government as well as the Irish terrorists. Quan's the least morally complicated character in the film, but that's because he doesn't want much. He doesn't have Hennessy's ambition or some cause to follow. His needs are simple, and his anger terrible to behold.  

I'd recommend this film to anyone who enjoys espionage thrillers, and in particular to players and Directors contemplating another trip into Night's Black Agents territory. Perhaps after supporting a certain Dracula Dossier Humble Bundle? You won't be disappointed.

Sunday, 14 August 2016

Stephen Leather, Spider and E Squadron (Night's Black Agents, Dracula Dossier)

A short while back I said I'd have to discuss Stephen Leather's work someday, and rather than do that as a book review corner I thought it might be more interesting to discuss it in relation to the Increment, also known as E Squadron, one of the more persistent special forces tales.

Stephen Leather's a lot of fun to read. He's a UK former journalist turned novelist, whose main line is torn-from-the-headlines espionage. For horror gamers who aren't into spies and special forces hijinks, he also writes a series of supernaturals with his hero Jack Nightingale, former cop turned occultist who deals with Satanists and witchcraft.

Having read a few in the Nightingale series, in all honesty I don't like them much. The character's too much like a squeaky clean John Constantine which in turn reminds me too much of that damn TV show and then everything goes black and I wake up next to an empty case of Bushmills. Except that where Constantine as imagined by Moore, Delano and Ennis had a lot of charm, Nightingale lacks personality, to the point where you begin to wonder if he didn't pop along from central casting for the day.

Which to be fair is also a problem with Spider Shepherd, but then few people read spy novels for the clever and intriguing characters. We read them for the action and the intrigue, and Leather does deliver when it comes time to return to the land of cloak and dagger. Leather's very good at action, and believable scenes of murder and mayhem.

I suppose it's a fundamental split between horror and spy-fi. The one depends on character; in order to really feel invested in which character survives, you need to like those characters in the first place, and that means characters need to be interesting. Whereas a spy thriller depends on situation; you need to know the stakes are high, and that the action will keep coming. It would take a huge amount of self-deception to argue that Bourne or Bond are, in themselves, interesting characters, that the audience would enjoy watching what they might do on a long bank holiday weekend. No, we only care about Bourne or Bond when he's in a high-speed chase, disarming nukes, or shooting mooks. Not when he's down the pub with his mates, then off for a curry after.

Black Ops opens on a murder scene. A former US special forces turned private contractor is waiting for his target. The client has requested a 'suicide' by hanging, so Rob Tyler's waiting patiently, dressed in full forensic gear from head to toe to minimize trace evidence. It's that kind of detail that helps paint a scene; you can imagine a man, anonymous, wrapped from head to toe in protective clothing seen a thousand times in a thousand crime TV shows, just waiting for the chance to strike. This, you instinctively feel, is how assassins work. Not flashy, smooth-talking gamblers with a Walther PPK in a shoulder holster, but patient professionals lurking in ambush, dressed not for the casino but for business.

Black Ops links in with a long-rumored special section of British special forces: E Squadron, aka The Increment. While I don't think Leather ever explicitly says Shepherd's a member, a lot about his profile and CV suggests he might be or have been. Former SAS still in peak condition, in Black Ops Shepherd works for MI5 - though by the end this is in doubt - and handles all kinds of dubious duties on behalf of his boss, Charlotte Button. In the novel, he spends much of his time pretending to be a hit man in order to fool a Dutch millionaire who's trying to recruit killers to assassinate Putin.

Whereas the actual E Squadron's duties are, at best, unclear. Assuming it exists, which is itself an open question. If it does, then it's been suggested its duties involve offering military assistance to foreign powers, clandestine insertion and extraction of intelligence agents, and covert reconnaissance and intelligence gathering. It draws personnel from all elite branches of the British military, and so has a wide range of skills at its disposal. Pilots, sailors, CQB experts, you name it, the Increment has it. As for what it's been up to, it might have assassinated Princess Diana - an event Leather refers to - or Doctor David Kelly, and may have participated in other high-level killings. Or not. It certainly has personnel deployed in hot zones all over the world, including Iraq and Afghanistan, offers close protection for high value intelligence targets, and performs a host of other clandestine services as needed.

Black Ops illustrates two ways this could be implemented. In the Spider sections of the narrative, Shepherd's objective is to discourage the Dutch millionaire. Not because anyone at MI5 is in love with Putin, but because the most likely kill zone is in London during a summit and nobody needs the fall-out that an attempted assassination - or a successful one - would bring. In order to do that, Shepherd assumes the identity of an existing killer who, MI5 happens to know, is being clandestinely held in the Emirates. Meanwhile, in a separate section of the plot, another high-profile mercenary, Lex Harper, is tasked by Button to embarrass and then kill several highly placed members of the real IRA who are trying to buy very expensive rockets so they can shower London with HE. Embarrass, because Button doesn't want the other real IRA members to follow in their footsteps. To do this Harper pretends to be an arms dealer with a sideline in munitions swiped from the former Soviet Union. Stakes couldn't be higher, and the cloak-and-dagger is skillfully deployed.

While neither Harper nor Shepherd are part of E Squadron, a lot of what the characters do fits E Squadron's alleged remit: covert surveillance, intelligence gathering, quasi-military engagements, comfortable adoption of covert identities, the ability to operate clandestinely in unfamiliar territory or foreign soil. In addition to those fun things, the Increment's also alleged to have its own air section, equipped with a Puma helicopter and a C-130, and in all probability has a small flotilla too, or at least people capable of docking a boat and tying a reef knot. Which is all to the good since, if rumor is to be believed, every SIS station has a direct line to the SAS. You never know when, where, or in what circumstances, so best to be prepared for any eventuality.

In the Dracula Dossier there's also an E Squadron, but its duties seem much less far-reaching than those ascribed to the Increment. With that in mind, I suggest:

1) a new level 5 Bureaucracy test for Elvis, Hound, Nails and Tyler, Preparing the Ground. There will be times when the agents need caches of supplies (not necessarily weapons) placed ahead of time, trackers put on ships or other large vehicles, surveillance of a military or semi-military target, assistance in tracking a target, close protection (eg. on a visit to the Red Zone in Baghdad), or something similar. When that happens, it's E Squadron that carries out the task. Note that none of these things necessarily involve combat; more logistical support. In some instances, eg the close protection detail, having E Squadron on call might confer in-game benefits, say a free 1-point pool Intimidation. The exact nature of the benefit to be agreed between Director and Players. All this basically falls under Section 2027 in the Field Manual.

2) there are various existing Bureaucracy tests, eg Oakes Difficulty 3 assistance in cleaning up a crime scene, in which the source of the assistance is nebulous. It's reasonable to assume that the assistance comes from E Squadron, or at the very least that E Squadron arranges delivery of the assistance.

3) that E Squadron draws some of its membership from services like the RAF and Navy, and those personnel have Cherry level Piloting and Mechanics abilities. It's also reasonable to assume than any vehicle assigned to E Squadron (as opposed to stolen by) is Souped Up (p102, main book).

4) that E Squadron can supply vehicles as well as caches, and that those vehicles may be specially modified, eg with extra hidden compartments for those moments when you really need somewhere to hide an assault rifle. Duke Ian probably arranges this, either at level 5 Bureaucracy or possibly level 7 if the vehicle is suitably unusual or difficult to obtain.

5) that it's reasonable to assume E Squadron has access to its own transport, which probably includes helicopters, boats, a C-130 and several kinds of ground vehicle. Those vehicles are almost certainly modified, most likely with armor and bullet-resistant glass at the very least.

That's it from me! Enjoy.

Sunday, 5 June 2016

Secure Correspondence (Night's Black Agents, Dracula Dossier)

Just a quick one this week, to give Night's Black Agents Directors a nifty new way to correspond with agents in the field.

This is based on Stephen Leather's book Black Ops. One of these days I'm going to have to do a Not Quite Book Review on Leather; he's a lot of fun. British, used to be a journo for the Daily Mirror, been writing novel length fiction (meow) since 1997, and he's good at it, in a mannered and clever kind of way. Stephen King once said of horror maestro James Herbert that Herbert's work had a 'raw urgency,' the kind that grabbed you by the lapels and screamed in your face. By that scale, Leather stands in your way and speaks both loudly and firm, but doesn't quite reach the same level of urgency.

From a Night's Black Agents perspective Leather's most useful quality is that he writes both spy fiction and horror. Black Ops is pure spy fiction, starring Leather's recurring not-Bond, 'Spider' Shepherd, former SAS and policeman turned spy. What I want to talk about today is a neat little trick used by some of the characters in that novel to communicate, and how easy it would be to use that trick in game.

Secure communication via email is always a problem. Experts say that email is by its very nature insecure. Companies like Lavabit or SilentCircle used to say they could secure their transmissions, but they don't make that claim any more. SilentCircle went so far as to smash its own servers rather than hand them over to the authorities. The metadata - who sent the email, when, and to whom - is always vulnerable, SilentCircle's CEO pointed out as the servers went silent.

But what if there was no metadata?

Black Ops' spy handler has a simple procedure. Create an email identity - let's say cushing1913 - on a service like outlook. Make sure both the handler and the agent knows the identity and the password. Then, when messages need to be delivered, create an email, but don't send it; save it to drafts instead. Alert the other party that there's a message, say by text message. The other party logs on to the email address, checks drafts, reads the message and then deletes it.

Nothing was ever sent, therefore there is no metadata. By saving it in drafts you don't even need to specify a receiving email addy. Theoretically the email client can be hacked, but so long as the sender and receiver promptly check and destroy messages as soon as they can, there's a very small window of opportunity for hackers to intercept messages.

I very much doubt it's foolproof, but it's a fascinating glimpse into workable tradecraft. One of Leather's greatest strength is that he bothers to find out how things work, and then weaves that knowledge into the narrative without being too obvious about it. No long lectures, no technobabble, just a quick but thought-provoking glimpse into a working system, and then on with the show.

From a Director's perspective the utility is obvious. Anyone can create an outlook identity. It costs no money and very little time to set one up. Once you've done that, cushing1913 - it might be Dracula Dossier's Harker, Hopkins, or someone else - can send messages to agents in the field in real time. It's the perfect means of sending scanned documents, like anything from the Hawkins Papers, to the players. Or bits of the Dossier itself, or instructions, or what-have-you.

It's ingenious, simple, and free. What's not to like?