Showing posts with label Thrilling Locations. Show all posts
Showing posts with label Thrilling Locations. Show all posts

Sunday, 3 June 2018

Playing With Real Toys: Monaco Yacht Show (GUMSHOE, Night's Black Agents)

This post is partly inspired by this Guardian piece about the perils of crewing a super yacht.


To start with, what is a super yacht?

Though luxury yachts have been around since the 19th Century, the number of super yachts has spiked since the 1990s and the rise of the mega rich. There’s no set rule for what is or is not a super yacht, but generally they have to be more than 45 meters long. That's for your ordinary rich person. The 100-meter gigayachts tend to be the exclusive preserve of Russian oligarchs and Gulf royalty.


They always have a permanent crew and luxurious accommodation capable of handling many guests. They can accommodate as many as they like while in port, but at sea  they're limited to 12 passengers unless they have specific permits saying otherwise. They have at least four decks above the waterline and two below. They are built to commission, which means no two superyachts are alike.  This one might have a gym, pool and sauna, and that one might have a working medical lab, a movie theatre, or massage parlor. It all depends on what the owner wants.
The industry is very gendered. As a general rule the deck crew will be exclusively male, and below decks crew exclusively female. This also means there is a strict age limit for female crew - "late 30s, and you're off," says one yacht captain. 
The biggest risk – and least recognized, at least by their owners – is cybercrime. The yacht’s Wi-Fi network is typically designed to be very strong; the owners like to be permanently connected. This means a super yacht’s network extends over a very large area, which lets people in the ship moored next door, or on shore, infiltrate it. Since most of the ship’s systems are interconnected a good hack team can get everything from the security camera feed to control over the navigation systems. Those with Data Analysis or using Digital Intrusion as an investigative ability know this as a 0-point clue. It bears repeating - the weakest link is always the internet of things. If you can crack any one device on that yacht, odds are it's connected to every other thing. It doesn't matter whether it's a projector, a fish tank, or the toilet. Once you're in, you're in.

Image taken from the Guardian, photographer Mark Thompson/Getty Images.

I've discussed Monaco before.

The annual Yacht Show began in 1991 and is organized by British events and publishing company Informa. It is held at Port Hercules, an ancient anchorage that dates to the 6th Century BC, Monaco's only deep-water port; the next event is scheduled for September 25th to 28th. The Show always lasts four days and includes over a hundred yachts and at least three times as many events. To give you an idea of the kind of event I'm talking about, when Informa bought the rights to the Show from the previous holders, it paid $1.4 billion. That's how much Informa thought it was worth in 2005.

It's a toy show for those who have the cash to afford the latest in marine architecture, prestige cars, and private jets. Whether you're interested in hardware, design, or accessories, you can find what you want at one of the hundreds of display stands dotted around the show. The most revered marine architects show off their newest creations, and discreetly deal with prospective clients in between chaperoning visits to their showcase yachts.

As with all things in Monaco security is heavy but discreet - the MYS site makes a point of thanking "the 35 security agents" who made the show a success. "The Monaco Yacht Show has identified 16 possible points of entry and access to the Show. One or several security agents will perform visual checks of bags of all types, and will ask those wishing to access the Show to open their jackets." Given there are 16 possible entry points and 35 security agents, it suggests that the heaviest security is at the entryway and there's minimal security presence once you're on the Show floor.

There's well over two hundred hostesses and support personnel whose comings and goings are controlled with access passes, for those agents wishing to make a more discreet entrance. There's a barrier for sea craft, limiting entrance to Port Hercules to those vessels with the appropriate security clearance sticker. Even then all passengers aboard need their own security passes. Sounds like a job for the Forger, though it should be noted that access to the best berths often depends not so much on the yacht's owner as it does on its captain. Seniority counts, even in Monaco.

Map taken from MYS.

Thrilling elements:

  • Polite but persistent security agents converge on a less-than-well-dressed attendee. Whether it's last night's liquor or natural talent that's making the attendee balky, this offers a chance to bluff past distracted security.
  • Glamorous twentysomethings in revealing outfits and stilettos breeze through the crowd, hoping to catch the eye of a super yacht's owner - or their more impressionable freewheeling children.
  • Calm and collected hostesses corral boisterous attendees, smiling at every less-than-funny joke.
  • Crowds gather around an impossibly cool thoroughbred car, eg an impeccably restored Shelby Cobra. The exhibitor discreetly takes the details of a potential customer.
  • Laughter and music from one of the yachts, as its architect hosts an impromptu cocktail party on the upper deck for potential buyers.
  • A brief flurry of excitement as an heiress' small dog escapes its leash and skitters through the crowd. Its owner, a couple minders and an embarrassed MYS official are in pursuit.
  • [Supernatural campaign, possibly an Occult spend] As has become traditional ever since the 2002 disaster, a special sacrifice of food and beautiful women is made at the opening ceremonial party in honor of Hercules whose port this is. Not that anyone dies - the women are ceremoniously dipped in the harbor. Tradition has it that Hercules, or his less-than-heroic twin Iphicles, attends the Show in secret, and any offense given to the God shall be repaid a hundredfold. 
Finally, a Scene:

A Network contact or similar go-between wants the agents to infiltrate the Show and hack the yacht Mantra-Mukta, owned by Indian billionaire Lakshmi Jindal. The contact is very interested in obtaining documents concerning a takeover bid Jindal may be contemplating against an American Biopharma company, and believes that Jindal will have the information on the ship's server. Jindal will only be in port for a few days, and after the Show will sail away. The agents will need to be quick.

What the Network contact doesn't know is that Jindal has been Renfielded by a vampire unconnected to the Conspiracy. This trip is a discreet meet-and-greet arranged by the Conspiracy in hopes of inducting a new member to the fold. Both Conspiracy and non-conspiracy assets are on site, including a Bhuta who may or may not be the non-Conspiracy vampire. The non-Conspiracy vampire stays on the Mantra-Mukta at all times in a specially constructed bane-free stateroom, but the Conspiracy assets wander the Show as attendees.

Hacking the Mantra-Mukta requires a Difficulty 5 Digital Intrusion test, reduced to Difficulty 4 if the agents can lift a smartphone belonging to Jindal's dissolute daughter Chandni and piggyback on her social media accounts to get access to the yacht's network. Of course the agents have to get into the Show first, and that will involve either High Society spends, an appropriate Cover, or some creative Forgery. The hack can take place from the dock but if the agents want to get onboard the Mantra-Mukta by all means let them; they might accidentally wander into that forbidden stateroom … If it takes place from the dock, someone will need to distract attention from the hacker otherwise bystanders or Show security might get curious.

There are two ways to do the hack. The hacker can try to sort through the reams of data - everything from the crew's social media to Chandni's porn and more besides - to get the precise information they need. That takes time. Or they can download every single scrap onto their own device to sort through later. That takes less time, but might require more sophisticated equipment since there's a lot of data to download. 

The agents will notice extra security on site not all of whom are what they appear to be; the Conspiracy is taking its privacy very seriously, and has infiltrated and replaced the Show's security with some of its own people. For that reason even a successful Digital Intrusion gains not 1 but 2 Heat. Moreover Monaco takes its security very seriously, and even more so when a prestige event like the Show takes place. Any Heat-gaining activity involving overt violence, even a punch-up, generates 1 extra Heat.

In a Supernatural game in this location, Heat doesn't just mean the cops. It also means Hercules, or his twin Iphicles. The God having been propitiated, He's willing to help His people if they get in trouble. That means in any Heat encounter involving non-Conspiracy cops, the God may choose to give one of them His strength. This gives one security personnel an extra 12 points to spread among Athletics, Hand-to-Hand and Health. If it's Iphicles giving the benefit then the boosted security can be Intimidated or bluffed, but a Hercules-inspired guard is immune to such tactics. Either Hercules or Iphicles can be delayed or stopped by a willing beautiful woman and an Occult spend to find the appropriate ancient Greek incantation. A boosted guard can be identified by the aureole that temporarily forms around his head.  

In a game where the optional Double Tap Familiar Foe rules (p 52) are used, the Familiar Foe should be the Conspiracy asset in charge of the meet-and-greet. The Director should assume the Conspiracy asset, Familiar Foe or not, has starting stats equivalent to Special Police or Special Operations Soldier. Conspiracy guards have stats equivalent to Gendarmes, and ordinary Show guards are Civilians with personal defense training. One in four Show guards are equivalent to Police - the leadership cadre. Not all the Show guards have been bought off by the Conspiracy, but a considerable number have and there's no obvious way the agents can discover who has.

Given the number of high value people at the Show there are bound to be Bodyguards, but as there are no guns allowed on site they won't have firearms. On that note, unless the agents can think of a really clever holdout they don't have firearms either. They might sneak in a small handgun, but anything larger is right out.  

Once the hack is complete the agents have to make a Thrilling escape from the Show. Assuming the hack was an undetected success, the agents need Lead 6 to escape and might begin at Lead 2 if the Digital Intrusion succeeded by 2 or more points. If it was not, then the agents need Lead 14. In this instance "chase" means "discreetly walk away" rather than run, though stealing a luxury car and driving through the Show is an option, as is stealing a boat. Remember that all exits including the harbor are monitored by Show security. The Show is Cramped for chase purposes.  

Once out the agents need to leave Monaco quickly, especially if the Conspiracy knows they're out there. A successful hack completely spoiled their meet-and-greet; the non-Conspiracy vampire is very upset that the Conspiracy's bungled security let hackers lift its data. An unsuccessful hack is still annoying, since any attempt is bound to upset the non-Conspiracy vampire. At a bare minimum a Tier 1 response is called for, especially if the agents are foolish enough to hang around in Monaco.

Enjoy!



Friday, 11 September 2015

Nodes, Glorious Nodes (Night's Black Agents)

If you're a Director planning out your first Night's Black Agents game, you may begin to wonder just what these Node things are that make up the Conspyramid. The main book goes into some detail, but ultimately doesn't tackle the question of what makes up a Node. Instead it focuses on what a Node does: provides protection, income, or blood, for the most part. It also provides some examples of potential Nodes, such as banks, human trafficking rings, local gangs, and so on. All of that's great, but the Director may wonder how to inject some personality into these skeletal creations. Otherwise the average Node is just a two dimensional punching bag for the players to smack on.

When discussing Bookhounds and the story arc, many moons ago, I mentioned the importance of the antagonist, using Sarah Montgomery and Stanley David Fentiman as examples. I went on to point out that, to be useful, an antagonist needs to have power, at an appropriate level for the setting and their function in the plot. I touched on Fentiman again when discussing Villains, using him as an example of villain design. In that example, I posited that the Director should decide what a villain wants, what the villain's prepared to kill for, and other background points.

All of which is a preamble for the point I'm going to put to you now: a Node should be treated no differently from a Villain, for the purposes of campaign design. A Node should have power to affect the plot. A Node has things it wants, things it's in charge of, things it's prepared to kill for. A Node has personality, and it's up to the Director what that personality ought to be.

Probably the best example of a Node in modern television fiction appears in HBO's crime drama The Wire, Season Two. Frank Sobotka, played by Chris Bauer, is a low level Node in a larger criminal conspiracy. That conspiracy is involved in human trafficking and drug smuggling on the Baltimore docks, and it needs Sobotka, or someone like him, because Sobotka, through his position as secretary treasurer for the local Stevedore's Union, can help them get their goods through Baltimore's docks without attracting attention.

Sobotka knows very little about the greater purpose of the conspiracy. He doesn't care to know, because if he did, he might have to rethink his position, and he needs the money the conspiracy provides to revitalize the docks and secure the long-term future of his union friends. He's also trying to keep his family clear of the conspiracy as much as possible, but thanks to the recklessness of his son Ziggy, that isn't as successful as he'd like.

Already we're beginning to see what makes this Node successful, as a character within a greater story. Frank doesn't have a lot of power. He can't sent hordes of faceless assassins or attack helicopters off to strike at his enemies. But he does have enough power for his role in the plot, as a go-between. He has enough power within his Union to arrange for some minor harassment and obstruction of the protagonists' efforts. He can call on more significant muscle through his links with more important Nodes in the conspiracy.

However what makes him really effective as a Node isn't the power he can exercise, but his personality. He has goals that go beyond his role in the conspiracy. He has connections - his son Ziggy, his nephew Nick, the power brokers he's trying to bribe to keep the docks alive - that complicate his life and keep him from getting what he wants. All this is important, if you want a Node to be effective within the narrative.

Note that this is a different thing from being effective as part of the Conspiracy. It could be argued that Frank's effectiveness within his Conspiracy is relatively low, but that doesn't make his story less interesting. Never forget that you're not designing a Conspiracy, but a story, and this story isn't about how wonderful or powerful the Conspiracy is.  It's about how the Conspiracy falls.

So what does make up a successful Node? Well, given the example, in order to be successful a Node would need:
  • Power appropriate to its function.
  • Goals, which may be personal or professional.
  • Assets, which it uses to reach its Goals.
So let's design a Node from the ground up.

Let's make this one a level 3 Node, at the Provincial level. So it has a certain level of authority and importance, but isn't in charge of group policy. Let's make it part of the Conspiracy's income streams. In fact, let's make it a private bank, one of those staples of spy fiction. It operates out of somewhere like Switzerland or France, and rather than have it a centuries-old institution like Coutts or Landolt & Cie, let's make it a little more modern, and pattern it after something like NBAD Private Bank (Suisse). Banks like these exist to hold other people's assets, and do so discreetly. In NBAD's case it's wholly owned by another banking group, the National Bank of Abu Dhabi, but we can assume that, if our Node is wholly owned by another group, that group isn't part of the Conspiracy. It has been corrupted from within, so only a few of its top people are actually aware of its role within the greater Conspiracy.

A bank of this type is often fairly small. Rothchilds, for example, employ a little over 1,600 people, while Warburg has only 1,230 employees. It often has several offices, spread over a large area. Warburg's base is in Hamburg, but it also has offices in Frankfurt, Berlin, Cologne, Munich, Zurich and Luxembourg,. That suggests that the total number of employees in any one office is probably small, perhaps less than a hundred. You wouldn't need to corrupt more than one or two senior people to have control over an office, and that office probably supports a level of business out of all proportion to its size; millions at least, if not billions of euro.

As a private bank, it is run by a partnership, and again, this will be a small number of people, each of whom have power according to the size of their holding within the company. Again, the conspiracy will only need to corrupt one, perhaps two partners to have significant control over the Node.

With all that in mind, we have Bankhaus Klingemann, of Bonn. Established 1956, this institution is a post-war re-consolidation of three pre-war private banks, all of which failed as a result of losses incurred during the war. The assets that had become valueless were disposed of, while the assets that still held value were kept. At the time of its incorporation it was suggested that the Bankhaus was established not because their predecessors had failed, but in order to launder assets held by former Nazi elite. These rumors have, of course, been denied repeatedly over the years by the partnership, of whom Joachim Klingemann is the senior partner. His son Eric and daughter Lisle are both partners, as are four others, each of whom have connection with the pre-war banks.

Bankhaus Klingemann is an investment bank. It advises its clients how best to raise financial capital, and as a consequence it has its fingers in many different pies all over the world. In its early days it focused heavily on construction and real estate, as part of the post-war reconstruction effort; currently its main interest is software development companies, particularly in jurisdictions within Europe, though it has a significant sideline in mining, especially in East Asia, a holdover from its former interests.

The Conspiracy controls Lisle Klingemann, and one other partner, Albert Ahrens. Through them it controls the Bankhaus' Swiss and Paris offices.

The Conspiracy roped in Lisle thanks to her gambling addiction. In her younger years she was a notorious high-stakes player, known from Macau to Monte Carlo for the extravagance of her bets. Her father always helped her out of whatever hole she found herself in, until one day, on her twenty fifth birthday, he lowered the boom: no more, or I disown you. That was when the Conspiracy stepped in, and offered her a way out. Become one of us, and you can have the power to make people do whatever you want. In return, we expect you to join your father's bank, and rise in its ranks. Rather than give up her lifestyle, Lisle agreed.

Albert was one of her first victims. He'd been Uncle Albert to her, all her life; fat, disgusting Uncle Albert. It was far too entertaining a thought not to make him her slave. He'd bark like a dog if she told him to. However she was indiscreet, and her brother Eric caught on. Not to her new found power, but her relationship with Albert, which Eric sees in an altogether different light.

Since then Lisle's been much more cautious. She needs to be, in order to influence their father, who's much more strong willed than she would have given him credit for. Also, she lacks the technical expertise Eric has in abundance, which makes her less able to talk to software development clients on their own terms.

There are three questions to consider: what is this Node's power? What is its Goals? What Assets does it possess?

This Node's power is financial. It can leverage millions without any effort at all, It maintains several private accounts whose sole purpose is to act as a kind of slush fund for Conspiracy assets. As a consequence of this financial power, it has a certain level of influence in many different areas. Government officials will bend over backwards for a bank able to affect, positively or negatively, the state's economy. Companies who want investment capital will help this Node when they can. Certain industry events or conventions may be funded by the Bankhaus, and so on.

Its Goals are to keep the Conspiracy's financial operations running smoothly. Lisle and Albert have their own Goals, of course. Lisle wants to consolidate her control over her father, and edge her brother Eric out of the partnership altogether. She also wants to gamble whenever she pleases, but she's got to be much more discreet about it these days. Unexplained trips on the company jet may reveal her itinerary. Albert wants to keep Lisle happy, but it's possible that her continued mental domination has awakened certain desires in him that, until now, he's been able to suppress. He may have a collection of Lisle-a-likes kept at private apartments, or be a familiar figure at local BDSM establishments.

Its primary Assets are Lisle and Albert themselves, but each will have secondary assets of their own. Secretaries, assistants, houses, cars, the company jet, and so on. The offices they command could also be considered assets, as well as the accounts they control. Each probably has at least one bodyguard. Lisle may have a hacker permanently on her payroll, to ensure that her constant drain of company funds, to fuel her gambling addiction, goes unnoticed. If Uncle Albert kidnaps Lisle-a-likes to populate his private dungeons, then he may have a kidnap team on the payroll. Each office will have some kind of security detail, probably sub-contracted, and while these won't be fully armed mercs they will be at least moderately competent. Finally, one or both of them may have sufficient criminal contacts to hire an outside hit man. All this is in addition to whatever muscle the Node can leverage from other, lesser Nodes.

That's enough to be getting on with, I think. With this information the Director knows enough about the Node to determine what it wants, what it can do, and what it might do when threatened by the protagonists. After that, it's up to the players how things proceed.

Enjoy!

Thursday, 28 November 2013

Night's Black Agents: Chilling Locales

Victory Games' James Bond RPG, one of the best spy games of its era, knew that if it was to capture the imaginations of the players it had to present itself as the perfect Bond experience. One of the ways it did that was by immersing itself in real world detail. The iconic Bond travels all over the planet, stays in the best hotels, is seen aboard the most luxurious ships, planes and trains; the players expected no less for their characters. The Thrilling Locations supplement did exactly that, and while I can't hope to achieve the same thing here, I thought it would be good fun to start the conversation by talking about hotels.

The best hotels offer sterling service, excellent kitchens, comfortable rooms, and convenient access to the best that the area has to offer. Some hotels have a gimmick, some have a reputation, but the key thing, from a Keeper's perspective, is that they stand out. The players need to capture an image of the place in their heads, to really get into the game. The best way to do that is to make the place memorable right from the start.

With that in mind, let's start with Hotel Castel Dracula. Located atop the craggy heights of Tihuţa Pass - which Stoker fans will know is the real name of the Borgo Pass - its views are second to none. Built in 1974 in a pseudo-medieval style, Castel Dracula was created with one object in mind: vampire tourism. Guests can visit Dracula's tomb, deep in the basement, and then adjourn upstairs to the restaurant, sampling local food washed down with Dracula's elixir. The Tihuţa Pass is perfect hiking for those who enjoy wandering in beautiful countryside, and for those who enjoy more lively festivities, there's annual Witches Parties and Halloween get-togethers. What more could a vampire ask for?

Yes, it's kitschy as hell, and definitely one for the younger crowd. But consider: if ever there was a place where a vampire could get his or her freak on, and not be noticed, it's somewhere like this. Supernatural or Damned bloodsuckers could be partying in the hidden basement, the one underneath Dracula's tomb. Or perhaps the place has deeper significance; maybe the location wasn't just picked for its connection to Stoker's novel. It could be hiding something genuinely evil behind a plastic facade. What was there before the hotel was built? Who owns it? Are there significant political or criminal connections? After all, Romania is the 9th most corrupt country in the EU; is the Hotel a front for some other organization, and if so, what?

For obvious reasons, a location like this best suits a Supernatural or Damned game, but Aliens and Mutants have their place too. Either group could be using the Hotel as a convenient base of operations. Romania's EU membership gives it a surprising amount of political reach, and its troops served in both Iraq and Afghanistan. It's also part of the missile shield being put together by the US and the West. A group which wanted a voice in world affairs without appearing too obvious about it would do well to be on good terms with a government like Romania's.

Passing from the shadow of Dracula's castle, take a trip aboard the Orient Express. The name is synonymous with luxury, and the Orient Express Group has some of the finest hotels in the world. But it's best known for its very famous train, which still runs each week to Budapest, Istanbul, London, Paris, Prague, Venice and Vienna. In its heyday it was the train of spies and crime, as well as luxury travel, but now there are much faster trains, never mind planes, to get people where they want to go. It's more for the tourist than the traveler these days, and it's doubtful spies wander the train carriage corridors.

That said, vampires are nothing if not nostalgic. An entity that's been around for a hundred years or more might have been on the train for its original incarnation's inaugural run in 1883. Perhaps one ride a year, just to recapture the magic, is a habit the players will make a particular entity regret. But there could be a more practical reason for riding the train, particularly for a bagman or a fixer. A bagman knows that sometimes the best way to stay out of sight is to be visible. Walk as if you own the place; millionaires seldom get asked impertinent questions. A ride on the train could be the best way to get to Paris without being made, or it could also be a good spot for handing off the goods. A fixer who wants to hold a clandestine auction, say of some sensitive data with a very limited life span, might like the idea of holding a private auction aboard the Express. Its publicity is its own security; few will be willing to risk the notoriety that comes with an overt assault on the most famous train in the world. Picture a scene in that famous dining car, with the fixer sat in magnificent solitude at his own table, occasionally getting a text bid from one of the interested parties, perhaps in their own cabin, perhaps in the dining car, or perhaps somewhere else altogether. 

Or perhaps, since this is a train as famous for murder as it is for luxury travel, the Keeper could go the Polonium Cocktail route. Say an important contact - perhaps that fixer - walks off the train gravely ill, and checks himself into a hospital soon after. It's pretty clear he got a bad dose, and it was probably given him aboard the train, as several Orient Express staff are also sick, although none nearly as bad as the fixer. But who handed him the dose, and what happened to the goods he supposedly had on him? The mini flash drive's not at the hospital; could it be still on the train?

That's it for the moment, but I will return to this theme later. There are plenty of places out there perfect for a Night's Black Agents moment and, after all, your players deserve nothing but the best.