Showing posts with label Europe. Show all posts
Showing posts with label Europe. Show all posts

Sunday, 12 November 2017

Quick and Dirty: Almaty, Kazakhstan (Night's Black Agents)

Last week it was the most expensive city in the world, and this week it's the least: Almaty, formerly Verniy, the largest city in Kazakhstan, a former possession of the Soviet Union.

Almaty


                                     Night view of Almaty. Image sourced from WikiVisual.

Almaty can trace its past back to the Bronze Age, with artefacts, tumuli and other archaeological evidence of riches and sophisticated development. The Golden Man, now a Kazakhstan symbol, dates back to the 3rd or 4th Century BC, and was buried with over 4,000 gold adornments, warrior's equipment and other funerary goods signifying wealth and importance, but he, or she, is only one of many valuable finds.

During the Middle Ages Almaty grew in importance thanks to its strategic position on the Great Silk Road, linking the West with China's markets. Almaty even produced its own coins, with its own mint. The city's name is first mentioned in sources from this period, books published in the 13th  Century. There's some dispute as to the meaning of Almaty, but many scholars believe it refers to the apples which grow here so plentifully, and is usually taken to mean Apple Mountain, or Father of Apples. Due to the genetic diversity of the apples grown here, this region of Kazakhstan is thought to be the ancestral home of the fruit.

However when shipping routes overtook the Great Silk Road in importance as a means of getting to China, Almaty's influence and importance declined. There was considerable infighting up to the 18th Century, between ethnic Kazakhs and their neighbors, and between different Kazakh groups, all of which came to a head in the 19th Century when the Russians finally conquered the Kazakhs.

The Russians began their occupation with the construction of Fort Verniy, with much the same intent as the English had when they build castles in Wales: domination of an aggressive local population. Russian peasants and other migrants soon flocked to the village the fort protected, despite such disasters as an earthquake which levelled the place in 1887, and by the turn of the 20th Century Verniy was almost 30,000 strong, mostly ethnic Russians and Ukrainians.

With the 1918 Revolution came great changes. Verniy became a regional powerhouse, and changed its name to Alma-Ata. Rail and road links were soon built, and Alma-Ata became the central city of the Turkestan Autonomous Socialist Republic. For a brief moment it even attained transitory fame as one of the places Trotsky was sent to live in exile, before Trotsky finally found his way to Mexico City. However it was the Second World War that really saw Almaty grow. When vital industries and resources were withdrawn from the Front, many of them ended up in Almaty, provoking helter-skelter industrial growth and expansion. It became one of the Soviet Union's most important industrial cities as a result.

The years following the war saw further development, to the tune of 300,000 sq m year-on-year growth. Care had to be taken to build in such a way that earthquakes couldn't easily destroy the city, but apart from that the sky was the limit. Today it's known as a center of industrial, educational and ecological development - particularly the latter, and the current plan is to grow Almaty as a kind of ecological showpiece, or garden city. It's no longer the capital city of Kazakhstan - that honor went, in 1997, to Astana - but it's still the most important city in the state.

                                                            Image taken from Wikipedia.

Demographics

Over 1.5 million live in Almaty, which makes it roughly the same size as Philadelphia, Penn. Population density is very low, even in the cities; the capital, Astana, has about three quarter of a million people, making it only slightly larger than Seattle, Washington.

The vast majority - over 49% - of the country is between 25-54 years old. Living beyond 64 is common, and life expectancy is above 70, male and female.

Sunni Islam is the majority religion. About a quarter of the population are Russian Orthodox, and few other religions have much more than a toe-hold. The country considers itself secular and tolerant, though it's wary of proselytizers and extremist groups.

Literacy is over 95%, and unemployment is very low, less than 4%.

The country is over 60% ethnic Kazakh, with a substantial minority Russian population, and a scattering of other ethnic groups. Kazakh is the official language, though Russian is widely spoken, and is considered the language of business.


Conflict

Until fairly recently Kazakhstan spent a lot of money - comparatively speaking - on its air force, army and navy, but in 2016 spending dropped to less than 1% of the country's GDP. This coincides with a switch from a conscripted to a contract military; until now, military service was compulsory, with a 2 year contract from the age of 18. Kazakhstan has ongoing border issues with Kyrgyzstan, Russia, Turkmenistan, and China, which are being resolved diplomatically, more or less. Kazakhstan is a member of the Organization for Security and Co-Operation in Europe, among other groups, though its human rights record is, to put it politely, spotty.

Kazakhstan's relations with Russia have been tested in recent years, thanks in part to disagreements between Putin and Kazakhstan's President Nazarbayev - the only President independent Kazakhstan has ever known. President Nazarbayev is in his late 70s, and has received over 90% of the popular vote in recent elections. He and his cronies are known to be corrupt and authoritarian; it's anyone's guess what will happen when he resigns or dies. At time of writing he seems likely to cling to power with both hands, come what may. Many Russians think Kazakhstan is but an experiment, not a real independent nation, and are of the opinion that the experiment can be terminated at any time - most likely when President Nazarbayev dies.

Kazakhstan's relationship with the United States has been cordial since the 2001 terror attacks, and Kazakhstan has been a partner in the war against terror. However there has been considerable unease, particularly in China and Russia, about the possibility of the United States establishing air bases in Kazakhstan. So far, that possibility has yet to become more than theoretical.

Islamic fundamentalist groups are a significant problem, and Al-Qaeda is but one of a number of different organizations suspected to be operating in Kazakhstan. There have been several terror incidents, particularly in recent years. However the Kazakh government is not above using intimidation and terror tactics, particularly when it comes to silencing journalists. It has also been accused of assassination on at least one occasion.

The country is a conduit for drugs smuggling from Afghanistan to Europe, and a producer of cannabis on an industrial scale. Government interest in cracking down on drug smuggling is low. Opiate addiction is rife in Kazakhstan.


Backdrops

Big Almaty Lake, only a few kilometers north of the city, is a tectonic lake whose waters feed the Big Almaty River. It is part of a natural park, and hosts the Tien-Shan Astronomical Observatory.

Image sourced from Wikipedia.

Almaty is a city of fountains, boasting 125 fountains all told. The Oriental Fountain, part-pictured here, is based on the Chinese calendar, and is a popular stop for tourist walking tours. There are twelve animals all told in the Oriental Fountain

                                                      Image sourced from TripAdvisor.
                                               
The Almaty Television Tower, commonly called the Almaty Tower, is the tallest free-standing steel tubular structure in the world. It's designed to withstand earthquakes rated up to 10 on the Richter scale, and has two observation decks at its uppermost level, which are not open to the public.

                                                   Image sourced from WikiVisually.
Story Seeds

As part of its bid to be recognized as a major sporting center, Kazakh officials and wealthy friends of the government have put together a bid to host a major martial arts international tournament in Almaty. So far everything seems set for a publicity and sporting triumph - though many Western journalists are barred from attending, for various reasons. Several new venues for the tournament are being built for the occasion - and one Conspiracy front seems to be winning some of the best bids. Why is the Conspiracy so interested in building sports venues all of a sudden? Is this merely an attempt to hide or transfer ill-gotten funds, or is there something more important going on?

[This seed may change depending on whether your game is set pre or post 2015.] Almaty is/was in close competition with Beijing to host the 2022 Winter Olympics. It's a very tense race, and every single International Olympic Committee vote is being courted assiduously. Some would argue, too assiduously; China's Room 452, its Vampire program, is known to have become involved in influencing the vote. Yet still Almaty remains a strong contender. Who, or what, is on its side? If this is post 2015, and Beijing is known to have won, then what happened to those 15 IOC committee members who didn't vote - and what kind of blowback can be expected on the losing side?

An Islamic militant attack in Almaty's financial district has the world on edge. So far it's just the usual suspects hitting the usual targets, but Tradecraft or similar knows that at least one organized group is gathering material - and explosives - for a hit on a major target. Yet those same sources seem to think the terrorists are after an archaeological site, not something more obviously political. The question is, why?

Thrilling Elements

  • The Zelyonni [Green] Bazaar and the flea market at Dostyk Avenue is the best place to pick up Soviet-era collectables, fake Gucci and Louis Vuitton, sweets, fruit and other items - and it's always packed out with bargain hunters, making it a difficult venue for a Chase scene.
  • Almaty's party central if you're a well-to-do and hedonistic Russian or Central Asian, and can afford to spend $100 a throw for a table. The rich and corrupt reel from nightclub to nightclub with wallets stuffed with cash - and, in some cases, their minders follow on behind to protect them from themselves.
  • Almaty is a city that remembers its heritage, whether Soviet or ancient. Plaques and memorials are everywhere in the older parts of the city, commemorating the artists, scientists and other famous citizens of the city.
  • Since the 2005 Venice Biennale, Almaty has become moderately famous as a home for video art. A swanky art gallery or less exclusive venue can house the latest in Almaty expressionism.
  • Many monuments dot Almaty's streets and parks, some of them less obvious than others. A group of tourists gather around the Beatles Monument at Park Kok-Tobe Mountain, a favorite park for locals and recent arrivals alike.
  • A group of old World War Two veterans gather at the Monument of Fame, looking for all the world like a gaggle of moth-eaten buzzards.
  • A hushed group of high-minded Russians move slowly through the Central State Museum, admiring the scientific exhibits in particular.
  • Cheerful tourists and locals settle in at a local outdoor eatery, for steaming bowls of beshbarmak - horse meat, noodles and soup.  

Sunday, 31 July 2016

Edom: Side Missions (Dracula Dossier, Night's Black Agents)

So you've bought the Dracula Dossier, and are hooked on the idea of running an Edom-centric campaign. Great!

Great?

'Hmmm,' thinks the cunning Director. 'I need to run some small-scale Edom-centric stuff before moving on to the main meat of the story. That way I can introduce the group to all the things Edom has to offer, before Dracula turns up and makes salsa out of the Dukes. That's a bit of a problem, because it needs to be small-scale otherwise characters and important NPCs are going to end up dead before the story arc payoff. Some of the adventures in The Edom Files could be useful here, but not all of them. What to do?'

Well, what you really need are some small scenario seeds that showcase parts of Edom you want to develop in more detail later in the campaign. If E Squadron's going to play a big part in the showdown, then you need to have a few story moments where the characters interact with E Squadron before anything story significant kicks off. Same goes for the researchers, the support staff, the Dukes and all the other peculiar things that go to make up Edom as a whole.

These scenario seeds needn't be very large. In fact it's best to think of them as the opening sequences in a Bond film, just after the iconic score kicks in but before the title sequence. The Bond people got away with a lot in those moments, up to and including killing Bond, which happened at least three times to my knowledge and I wouldn't be surprised if it was more often than that. Though they could be forgettable at times; if you'd told me ten minutes ago that the opening sequence to Goldfinger involved heroin flavored bananas I'd not have believed you. Thank heaven for YouTube, I guess?

So with that in mind I'm just going to focus on the Hook, the Main Scene, and the Thrilling Moment, which is broadly the pattern those Bond intros aimed for. In each instance I'll state which Duke or aspect of Edom this is meant to illustrate, which means this is best read with a copy of the Basic Field Manual handy.  

In play, don't sweat the details. By which I mean that this isn't meant as a series of mini scenarios. It's an introduction to a particular part of Edom that might not otherwise get screen time, which means attention needs to focus on Edom interactions. If this scene is meant to introduce the agents to the Archivist, then let it. Don't get bogged down in mechanical details; it's perfectly acceptable to montage most if not all of the elements between the Main Scene and the Thrilling Moment.

Let's go back to Goldfinger's Banana. That scene involves Infiltration, Hand to Hand (twice), Flirting, Explosive Devices, Sense Trouble, Athletics for the wall climb and probably Athletics again for the scuba dive. If all of those pools were depleted in this scene and then the adventure proper starts, the player's right to feel aggrieved, since the character starts at a disadvantage. Even if you decide that the Flirting is a 0 point spend, everything else is a General pool, and theoretically failure in say, Hand to Hand, Sense Trouble or Athletics results in Health loss, while failure in Explosive Devices could be very embarrassing. [Incidentally if anyone can explain why they needed several containers worth of nitro in the poppy growing facility I'd be delighted to hear it.]

So instead of using dice, let it be a montage sequence of automatic successes, except for the Thrilling Moment. Describe the situation, let the player describe how the characters get through the situation, and then move on. Which is probably how Bond ended up with a seagull on his head; it's a throwaway moment, not intended as a major plot point. Brief chuckle, then on with the show. For a reward, if a reward is needed, use the Achievement system, as follows:

My Name is Bond: When the player provides a colorful bit of roleplay or hot-dogging in the opening montage, the character gets an extra 1 point of experience at the end of the session.

The Thrilling Moment is a bit different. This is the point at which there is some tangible threat, and it shouldn't be montaged away. Admittedly the opposition are never any more threatening than mooks or low-power Renfields, but even so there's a chance of failure. Here's where point spends become relevant again, so spend away. In the Goldfinger scene, that final fight with the mook in the dancing girl's bedroom is the Thrilling Moment.

E Squadron: One of the Boys. Hook: E Squadron is on emergency scramble, objective a freighter delivering a suspected high-value target (Dracula?!? probably not, but you never know) to the UK. Agents are to accompany E Squadron, verify the target, retrieve if possible and eliminate if not. Ship's crew and any others on board considered expendable. Main Scene: on board the freighter (Axel Logistics?) in a firefight with mooks and Renfields. Thrilling moment: escaping the burning freighter before its highly explosive cargo goes off.

E Squadron: Publish and be Damned. Hook: A tell-all book is about to be published by 'a former Special Forces veteran' that allegedly dishes dirt on past Edom operations. Unlike other veterans turned novelist this one hasn't cleared any of his work with the DoD, and his (foreign) publisher is very cagy about his true identity. Current E Squadron members need to be screened to ensure none of them have contributed to the book or met with its author. Meanwhile someone needs to find out who this person is and whether the information is genuine. Main scene: confronting the author in his Spanish hideaway. Thrilling moment: breaking into the publishers.

Chain Home Deep / Operation Piper: BIP (Burglary in Process). Hook: one of the patients the Social Worker looks after has been burgled. Although it seems nothing has been taken, standard protocol says the incident needs to be investigated by Edom personnel, and this time the Social Worker's insisting standard procedure be followed. Main Scene: tracking down a half-demented patient through the streets at night, as the patient tries to find the criminals who broke into her apartment. Thrilling moment: a confrontation with the burglars, who may or may not have links with a low-level Conspyramid node.

Archivist: Provenance. Hook: a reclusive European collector of occult grimoires is about to sell some of his rarest items at Stockholms Auktionsverk, the oldest auction house in the world. The Archivist wants first look, hoping to secure some impossible curiosity, but the Archivist can't travel without bodyguards. God knows what would happen if Dracula's people got hold of him. Main Scene: the auction house at the height of the auction. Thrilling moment: avoiding capture by Conspiracy goons after the auction.

Serum Researcher: Biohazard. Hook: A European biopharma company claims to be about to make a breakthrough with a compound whose effects sound suspiciously like Seward Serum. The biopharma's results, and testing laboratory, need to be thoroughly investigated, and only the Researcher has the skills. Main Scene: infiltrating the research laboratory with the Researcher in tow. Thrilling Moment: dodging the laboratory's suspiciously well trained security.

Pathologist: Great Aunt Nelly. Hook: The pathologist is convinced, thanks to a spate of suspicious autopsy reports, that a police forensic pathologist has been turned and is helping cover up vampire activity. Main Scene: confrontation with the police pathologist in a SOCO lab, possibly involving a new-fledged feral vampire. Thrilling Moment: dodging or dealing with the vampire's criminal goons, all of whom have high Driving pools.

Logistical Support: First Class Lounge. Hook: While retreating from a bad situation, the agents turn to Logistical Support to get them out of a hostile foreign country. Main Scene: getting through an armed cordon to a military airbase where a transport plane is waiting, as Logistical Support advises best route. Thrilling Moment: Renfield sniper tries to take plane out on takeoff, by shooting the pilot.

Phlebotomist: Dead Man's Hand. Hook: Edom's captured a Renfield, and the Phlebotomist is called in to help with the interrogation/incarceration. Main Scene: in a dark, anonymous cellar with the Phlebotomist and the target. Thrilling Moment: the Renfield somehow breaks free and tries to escape, possibly through unorthodox means - rat swarm attack, mesmerism, or similar.

Duke Tyler: Silent Night. Hook: Each year the Metropolitan Police are honored with a carol service at Westminster Abbey, but this year Tyler wants help; a senior member of the Met may have fallen under Vampiric control, and Tyler wants this person checked out discreetly without arousing suspicion. Main Scene: surrounded by cops and carol singers at Westminster Abbey. Thrilling Moment: the senior member hasn't been subverted, but the spouse has, and unless the agents move quickly this person may escape.

Duke Tinman: Stitch in Time. Hook: An old friend of the Duke who stayed in the Middle East building houses and hospitals has been snatched and held for ransom by bandits, and Tinman needs help getting him back. Off the books, of course. Main Scene: covertly infiltrating the bandit stronghold.  Thrilling Moment: racing for the exfiltration site where Tinman waits with a chopper.

Duke Prince: Tiger Team. Hook: Prince wants the agents to pose as a security Tiger Team acting under her direction, the idea being to penetrate a suspect organization (possibly a subsidiary of one of the larger players, like Leutner Fabrichen) using the pretense of checking the organization's security. Prince will be in constant contact via VOIP and email. Main Scene: the hack, as the agents penetrate the company's systems. Thrilling Moment: escaping the facility before security shuts the place down.

Duke Pearl: What's Yours Is Mine. Hook: Edom's black bagger needs someone to cause a distraction while he, and possibly some or all of the agents depending on Infiltration pools, breaks into a facility in Dubai to steal a well-protected computer hard drive. Also a Degas painting, but Pearl doesn't think the agents need to know that. Main Scene: the CEO's office in a fully automated office complex, including robot security. Thrilling Moment: slipping through the streets of Dubai in top-end sportscars, with the facility's security in discreet pursuit. Nobody wants to get the police involved if they can help it.

Duke Osprey: Graduation Day. Hook: as Edom's best-connected Lamplighter Osprey is always on the lookout for new talent and thinks he has a candidate; a mathematical genius about to graduate Oxford. However the genius has a former lover who's threatened to dump revenge porn on the net, which would overcomplicate Osprey's chances of getting the candidate to cooperate. Main Scene: in the Sheldonian Theatre at graduation, confronting the lover. Thrilling Moment: dealing with a bunch of Oxford yahoos who think the agents are getting above their station.

Duke Oakes: Cleanup. Hook: Oakes needs a team to hot-foot to Berlin on clean-up duty after a SBA asset got a bit too enthusiastic taking out a target. Oakes wants to be on-hand for this one, as the SBA was supposed to retrieve some data from the target but never did. Main Scene: a blood-spattered crime scene at silly o'clock in the morning, before the cops show up. Thrilling Moment: dealing with an IED the target thoughtfully left behind, and which the SBA didn't bother to mention.

Duke Nails: Glorious 12th. Hook: A Saudi terror financier is meeting confederates in Brussels on the 12th August, and it's Nails' job to clear the path for the kill team. Nails needs reliable hands to make sure the cops and Belgian State Security stay as far away as possible. Main Scene: in the Grand Place / Central Square, surrounded by baroque buildings, as the kill team makes its move. Thrilling Moment: foiling a bunch of mercenary vampire hunters who want to terminate the SBA.

Duke Ian: Obbo. Hook: A high priority target is in the UK for a few days, and Ian needs a surveillance team to keep an eye on him the entire time. Main Scene: watching a meet between the target and one of the target's network (the Investigative Journalist, perhaps?) in a crowded public place, like the Tate Modern. Thrilling Moment: keeping the surveillance going as the target slips out of the Tate and tries to escape using three identical vehicles, each with a highly trained (8+ Driving) driver.

Duke Hound: Crashing the Party. Hook: A suspected SBA is active in Iraq, and allegedly attacked US troops aiding Kurdish forces in the fight against ISIL. Hound needs to sooth some ruffled feathers, but also wants to make sure first, that it was or was not an SBA, and second, that if it was the American Vampire Program doesn't get hold of it. Main Scene: infiltrating an alleged ISIL stronghold after a drone strike, to check the identity of the survivors. Thrilling Moment: discovering that the remains of the SBA have been eaten by dogs, who are now infected and roaming the bombed-out camp.

Duke Fort: Penny for the Guy. Hook: Fort has to burn down a particularly sensitive or difficult target, and wants to use November 5th as cover, pretending that the fire's been caused by faulty fireworks. The characters are tasked with keeping the targets busy while Fort does her work. Main Scene: In a burning building, just before the main charges go off. Thrilling Moment: keeping the targets in the building, ensuring they can't escape.

 Duke Elvis: Blabbermouth. Elvis thinks his current safe house and office in Belgrade is bugged. That's no surprise; the real question is, who's bugging it? The characters have to find out. Main Scene: In Elvis' office, sweeping it for bugs. Thrilling Moment: chasing down the spies, foreign nationals posing as aid workers who wanted to get information vital to a foreign vampire program, eg. China's Room 452.

That's it for now! Enjoy.

Sunday, 24 July 2016

A Lonely Vigil: Safehouses and their Keepers (Night's Black Agents, Dracula Dossier)

I recently picked up The Anonymous Spy's Espionage Dictionary, and found this definition:

Safehouse: A house or apartment used for clandestine meetings between case officer and agent ... The person who lives in the safehouse ... is called the safehouse keeper. He is usually paid for the use of the safehouse. The safehouse keeper is a kind of support asset.

Support Asset: An agent who provides services to support an agent or case officer but does not necessarily provide intelligence information. Support agents may be safehouse keepers, couriers, live drops, etc.

It occurred to me that, in game, Directors and players alike often treat safehouses as disposable one-shots, somewhere to rest your head for a few hours before going on to the next thrilling chase scene or shootout. But in doing so we miss a chance to have some fun. A safehouse has a separate existence, and its keeper has her own concerns.

The main book says that 'ideally, a safe house also has several inobvious exits and good lines of site. Some spy agencies maintain houses or apartments complete with deep-cover minders who ask no questions, but provide alibis and explanations to curious neighbors. Others use heavily-travelled (but private) rooms in establishments like brothels, rehab clinics, or seedy hotels, trusting their agents to fit the pattern of anonymous visitors.'

Depending on the circumstances, those heavily-travelled (but private) rooms can throw up unexpected complications. In Spielberg's movie Munich, for example, the Israeli kill team have to bed down with PLO terrorists thanks to the machinations of their French criminal contact Louis. But the truth is the agent never really knows what to expect from these clandestine low-rent safehouses. Anything could go wrong. Their belongings could be stolen, their vehicles hijacked, and if they're quite so incautious as to use the wifi, well ...

Then again, what's good for the spy is good for his vampire opponent too. The Dracula Dossier points out that Dracula has several safehouses in London, and it's a safe bet that London isn't the only place Vlad keeps safehouses. Moreover while Dracula can afford well-stocked and protected safehouses, his minions probably have to settle for those same seedy and well-travelled  hovels that the protagonists might use.

It's one thing to be a Mossad agent unexpectedly having to share a cigarette and sleeping quarters with the PLO, something else again for a vampire hunter to discover the rehab clinic she's hiding in for the night is temporarily inhabited by one of the bloodsuckers she's been hunting. Or Renfields. Or people smugglers working within the Conspiracy. Or ... but you get the point.

As Director you could switch this around and make the safehouse the focus of the story, perhaps even setting an entire mini-campaign around a group of safehouse keepers. After all, if Christopher Eccleston can do it, I see no reason why a player character shouldn't have a go. If the Director goes that route I'd recommend setting the safe house somewhere evocative and useful; Bucharest, say. It's doable in London, but doesn't quite have that same zing. There's a lot of merit in setting this safehouse, as with Eccleston's, in a remote rural or semi-rural area, for added isolation; but it could work just as well in an urban or suburban setting.

With all that in mind, let's kick around some example safehouses and their keepers, for use in an ongoing campaign. For each example I'm going to include the Ability that leads to this safehouse, and I'm going to start with the ones used only by the desperate, without the backing of a larger agency.

Military Science: This military base, first built back in the 1960s, had family housing on site that nobody uses any more. The cash just isn't there for maintenance, the roof leaks, and the electricity supply's wonky at best. However the right Cover and some judicious palm greasing gets you in, and you can stay so long as you don't draw attention to yourself.

History: You can get to the catacombs via this sewer outfall or abandoned building. As for what's down there, that's an open question; but martyrs, resistance fighters and revolutionaries have bedded down with the bones of saints ever since the catacombs were first dug. Not a bad place to hide a cache, either. Just don't expect power cables, sanitation or a decent wifi signal.

High Society: You know Selena? Well she's seeing Riff Raff right now so she's in the States. Or maybe the Bahamas. Anyway, she's not here, and that's the important thing. You can crash at her apartment for a few days. Just remember to feed the plants and if someone comes by asking about a cocaine stash, you don't know anything.

Occult Studies: This Parapsychological Society has been going since the 1890s, with minor interruptions during the World Wars, and keeps an apartment in its headquarters for visiting scholars. It's just above the library. Perfect for late night research, even if it feels incredibly lonely up there with nobody else around.

Streetwise: The local mafia uses this love hotel as a drop-off for people and narcotics smugglers; it's very conveniently placed, so close to the border and to rail and road networks. It's within an hour's drive of the ocean too, perfect for that last-ditch escape across the Channel. Normally you're only allowed to stay for three hours maximum, but with your Streetwise you know the code the mafia uses to allow their people to stay longer. Don't stay too long, though; the neighbors aren't that pleasant, and if you overstay there's a good chance the mafia will turn up to ask who's hogging the safehouse.

On that note, a very brief list of Unusual Hotels: Transylvanian Castles courtesy of the Kálnoky Estate, complete with walks in the countryside and an exploration of Transylvanian life.  H2tel Rotterdam, a floating hotel in the heart of the city. Shakespeare & Co in Paris offers a Tumbleweed program where people can stay in the bookstore on very easy terms, and it's probably not the only independent bookstore in Europe to do so. Or for the adventurous seafaring soul, a trio of Napoleonic sea forts in the Solent. However as this isn't a travel blog, let's move on.

Tradecraft: When the Cold War was still a thing, these canal boats were often used by spies as temporary lodging; nobody gives them a second look, and people come and go all the time. The old signal used to be a boat sticker marred in a particular way; look for one of those and, if you can find one, that means the owner's agreeable to letting his boat be used as a meeting place, if you know the sign and countersign.

Urban Survival: There's a bunch of trust fund anarchists living in a squat in a pretty decent part of town. So long as you can spout a few political slogans and have plenty of weed you could stay there a few days, and nobody will ask questions.  

OK, so those are some potential safehouse ideas for the spy on the run. But say you're running an Edom campaign, or that for whatever reason your group hasn't been burnt yet by its home agency. In that event the safehouses are going to be less risky, and have their own keepers.

So what's a safehouse keeper like? Well, it's someone who the home agency deems 100% reliable, for whatever reason. This probably means that the keeper has strong ties with the home agency's country or, better yet, the home agency's government. However this doesn't mean the keeper's trusted with Top Secret intel. Far from it; the keeper's purpose is to provide a safe, quiet environment, not to play at being Jason Bourne. The keeper probably has Tradecraft and may also have ancillary skills like Electronic Surveillance and Notice. That way the keeper can work out when people have been sneaking around the safehouse, and conduct a basic sweep for electronic listening devices. Given that part of the keeper's duties is to keep the neighbors from asking questions, the keeper probably also has Flattery, Reassurance and similar interpersonal abilities.

That said, the keeper isn't a spy, nor should she be treated as a spy.  She's not a crack shot, or some kind of low-rent ninja. The best way to design one is to pick an already existing template, like Civilian, and add the necessary Abilities to upgrade her. Director's discretion as to the template, but it's unlikely that a former Spec Ops badass is going to settle into the relatively sedentary life of a safehouse keeper. A former cop, on the other hand, is perfectly reasonable.

Moreover the keeper's cover is long term, and mustn't be blown. If the agents leave corpses on the lawn, that's bound to attract comment. Equally if they use her wifi signal to host a hack of the host government's computers, and that hack is traced back to the safehouse, there will be repercussions. The whole point of the safehouse is anonymity; if the agents break that anonymity the home agency will not be pleased.

With all that in mind, consider the following Edom safehouse in Bucharest:

Edom maintains an apartment in Lipscani/Old Town. This section of Bucharest was long neglected; its beautiful businesses and houses were owned by the bourgeois, and after the Communists cleansed the place few wanted to move into the vacant buildings. For decades the only people willing to live there were gypsies, many of whom still live in the Old Town. In the early 2000s Lipscani changed from a run-down slum to a trendy, youth-oriented entertainment zone, making it more attractive to development. Too attractive, some would say. The rush to build and flagrant disrespect for the law contributed to, among other things, a disastrous fire at Club Collectiv which killed 27 and injured many more. The lack of maintenance and the ever-present threat of earthquakes means that many of the older buildings here have the Red Disc sign, indicating that the structure is at risk of collapse.

The keeper is Charlotte Nickel, one of the City of London's Masters of the Universe who moved into government work. Officially she's liaising with the Romanian Government; perhaps she's an economic advisor, a lobbyist for an NGO charity like Heal the Children, or a science advisor of some kind. However she's been on MI6's books for over a decade now, ever since she took a job in Dubai and agreed to pass on information to a Cambridge school friend working for the intelligence services. As far as Charlotte's concerned she's still working with MI6; she doesn't know anything about Edom. However Edom took her on board thanks to her mother's Romanian background. Charlotte's grandfather was a refugee who escaped the country after the abdication of King Michael I during the Communist takeover. That's why she wanted to move to Romania in the first place, and Edom smoothed the way for her.

Charlotte gets a regular stipend from Edom that more than covers the rent on this third floor Red Disc apartment, which overlooks Boulevard Brătianu. It has a balcony as well as a roof terrace, and is within walking distance of several popular nightspots. The apartment has all the mod cons and wifi, as well as a somewhat creaky elevator. 

Charlotte: Electronic Surveillance, Notice, Reassurance, Tradecraft; Civilian template, with personal defense training and Alertness Modifier 0.

That's it from me! Enjoy.







Sunday, 3 July 2016

Brexit

I don't usually talk politics here. This isn't the place for it. However as a Overseas Territory, colony or whatever else you care to call it, when the English tore up their passports, they tore up mine too, and I didn't get the admittedly small consolation of voting in the referendum. So it's been on my mind.

I deliberately use the word English, by the way. It sure as hell wasn't the United Kingdom that voted Leave. Though to be absolutely fair the Welsh also had their hands in this decision, bad cess to 'em.

Assuming Brexit goes ahead as planned, it's a good bet that the United Kingdom will cease to exist shortly thereafter, probably within ten years. So a child born today may only know the United Kingdom as a fading memory, like old episodes of Looney Tunes or Trapdoor.

Scotland will go, for a start. God alone knows what will happen to Northern Ireland; there's a certain logic in rejoining the rest of Ireland, but that's not a logic I expect anyone to actually adopt, for reasons which ought to be obvious. Wales will probably go as well, not because it's annoyed by the result but because the Welsh know opportunity when they see it. Though what happens after the door shuts behind them is anyone's guess.

But let's talk about the Crown Dependencies for a moment, places like Sark, the Isle of Man, Guernsey, Jersey; and also the Overseas Territories, which is a slightly longer list that includes Bermuda.

If you think we're sticking around, you're off your bloody head.

I can only speak for Bermuda, but I'm pretty sure that the question of Independence has arisen time and again for each of those Dependencies and Territories. In most cases I suspect it was a very short discussion. Small countries do not do well on the larger international stage. We need someone to speak for us, and so long as the United Kingdom remained a strong, reliable force, there was never any reason to take Independence seriously.

Well, there's reason enough now.

Don't be fooled by the Little Britain attitude that places like Gibraltar adopt. Small nations have a very finely tuned sense of self preservation; we can jump ship in a heartbeat. Gibraltar, for example, has Spain. Yes, the Gibraltarians are loath to accept Spain as their savior - very, very loath, as shown in the 2002 referendum -  but they'll eat tapas and like it if their only other option is leaving the EU. Though I note that they'd rather eat haggis, if given the opportunity. They say No now. Give them a taste of financial decline post-Brexit, and they'll say Maybe. Once they say Maybe, Yes is only a few more hard years away.

Tears will be shed, I don't doubt. Tears cost nothing, and dry quickly.

Now, Bermuda's relationship with the EU has always been more theoretic than practical. I've often wondered why, for example, there've never been EU challenges to our Immigration laws. I'd have thought that, given our relationship with the EU via the UK and given that freedom of movement for workers is such a cornerstone of the relationship, someone would have tried to argue by now that our fairly strict Immigration laws were trumped by EU membership. Yet the challenge never happened.

But that's a relatively minor drop in the ocean. Fact is, we've never had to think about Europe, really. For the average citizen it's somewhere we can't really afford to visit on holiday very often, and besides, the flight's hours and hours. That said, I've just spent the last few weeks performing Shakespeare with a would-be student who's down in the dumps because her preferred choice of university is probably off the menu now. So take that for what it's worth.

For the businessman Europe is more of an issue, but even then our attention's usually focused on North America, mainly because of geography and shared history. Not all of it creditable on our side; we sold cotton and guns in the Civil War, and booze during Prohibition, for a start. But shared history nonetheless, and besides, there's a reason why the motto's Whither the Fates Carry Us. We know full well that the best way to get along is to shape our course to the prevailing wind, particularly if there's money to be made.

So here's my prediction, for what it's worth. If Brexit goes ahead, and if it's as nasty as expected, then Bermuda will go independent within the decade. We may not care about Europe but the one argument against independence which always succeeded was that having a strong partner on the world stage was more important. If England drops rapidly into political chaos and financial turmoil, that argument no longer applies.

What happens after that is murky. We'd do well not to tie ourselves to Uncle Sam, but that's the more likely scenario. In my ideal over-the-rainbow wishful thinking we'd somehow get back into Europe, perhaps via Scotland. God alone knows how. There's a reason why it's called wishful thinking.

Independence is not something I ever thought would happen, but then I never thought the United Kingdom would implode. Yet here we are.

Sorry for being a downer this time out, but I needed to say that. It's been brewing ever since the referendum.

Normal service will resume next post.

Sunday, 19 June 2016

The Muscles From Brussels or Anywhere Else (Nights Black Agents)

My apologies for going dark on you! I'm acting in the outdoor Shakespeare, opening night's this week, and everything's just a little frantic. Taming of the Shrew, by all means come and see, but since most if not all of you live outside Bermuda I shan't be too upset if you don't. ;)

Anyway, as I have little time I shall quickly cover another character type for Night's Black Agents: the Muscle.

A probable ex-military type, the Muscle is often the star of modern espionage thrillers. Stephen Leather's Spider Shepherd, for instance, is ex-SAS, as is Andy McNab's Nick Stone, aka the dimwitted heavily armed movie camera. Even Jason Bourne is a variant on the theme, the brainwashed black program badass. So the Muscle ought to be the most popular character archetype, right?

Well, no.

The Muscle's problem closely parallels that of the Fighter in D&D (or AD&D, or spank the magic dragon, or whatever we're calling it now). It's the meat and potatoes of the game. Every group needs at least one, because every group will at some point encounter a situation that can only be solved with ultraviolence. But players generally don't want to be the one who just hits things and does nothing else.

AD&D solved this problem with prestige characters, and later iterations use what amounts to a series of perks, each designed to make the character type feel unique even if the base is straight fighter. Night's Black Agents does a broadly similar thing with the cherries system, martial arts and the combat maneuvers, and so long as the player is willing to learn those special rules and use them, this works. But I've noticed an inbuilt resistance to learning rules, particularly among adult gamers. Life, apparently, is too short for reading. It's not too short for watching trashy TV shows, I notice. But then I'm a cynical soul.

This is where props like the thriller action cards on Pelgrane's site come in handy. However props aren't the only solution to the problem, and the most effective is, oddly enough, background.

I've mentioned before that I prefer a one-sentence descriptor for characters these days. This is still the case with the Muscle. The difference being, that sentence needs to be pulled from something more interesting, more descriptive, than 'ex Special Forces veteran gone rogue.'

Consider two examples, drawn from the news. One concerns a Japanese finger sculptor who works for former Yakuza. The other is about former child soldiers now working as mercenaries for British PMC Aegis.

My point is this: the way to get past the snore-factor inherent in the Muscle character type is to think carefully about the Muscle's background. Any idiot can play an ex Spec Ops badass. But combat, war zones and conflict are world wide. People from all walks of life are drawn in, and marked forever. Imagine being the former criminal trying to make a good life for himself, his family, but indelibly scarred by his past. Imagine being the child soldier who now knows nothing but war, and can only make a living using the skills learned over years of psychotic conflict.

Nagi is a former Yakuza, one of the very few older sisters of the Kudo-kai, who came to Paris to start afresh, only to find that her criminal past still bars her from any meaningful career or family life.

Bai went from the battlegrounds of Sierra Leone to war-torn Iraq, and has two lifetimes' worth of bitter experience packed inside less than two decades; very little frightens him, except death itself.

Gotta go! Catch you all later.

Sunday, 28 February 2016

The Black Fish (Night's Black Agents)

Back in January when talking about piracy I mentioned a rule I have for character backgrounds: keep it to one descriptive sentence. This week I'm going to talk about how to make that description interesting, and in the process provide a scenario seed for Night's Black Agents.

This Guardian article about illegal fishing and the people who fight it is worth a read. Briefly: though there are laws which are meant to prevent or ameliorate environmental damage through over-fishing, these laws are routinely ignored and the authorities are over-stretched. There's enough money in the trade to attract organized crime; the same people who smuggle drugs across the sea are keenly interested in the millions of euro available for, say, sending tuna and other delicacies to Asia. An environmentalist named Van der Werf has organized a self-appointed marine protection detail to counter this, the Black Fish.

The Fish are ordinary people who use equipment available on the open market to track, identify and record evidence concerning illegal fishermen and the boats they use. Van der Werf uses tactics perfected by the Royal Observer Corps during the Second World War, and unleashes dozens of observers with one task: gather information, however you can. Selfie sticks, drones, social engineering, the works. If it's not recorded, as Van der Werf is quick to point out, it might as well not have happened; the main focus is on gathering enough credible information to secure a conviction.

All of which sounds like an excellent introduction for a Night's Black Agent operative. This template could easily fit the Investigator, Analyst or Asset Handler. Turned on its head, it could also be made to fit a Mule.

The point being this: that when you rely on real world concepts to design your character, it adds to the game. Anyone can be an Analyst who studied the Mafia before becoming a vampire hunter. What does that mean, really? Studied the Mafia doing what, exactly? Now you know what: studied the trade in illegal fishing off the coast of Italy, particularly Sicily. In so doing, Interpol relied on your evidence to prosecute a human trafficking ring, and that's where things got seriously weird.

Or, in once sentence: I was a member of an ecological group investigating illegal fishing in Sicily, who stumbled onto the larger conspiracy when a human trafficking ring was exposed.

Alternatively, for the Mule: I was a Sicilian fisherman who worked with the Mafia as part of an illegal seafood harvesting ring, who angered the wrong people when a human trafficking operation went south.

A character archetype like this one is probably going to have a decent Driving or Piloting pool, but there are all kinds of options. Electronic Surveillance is a natural fit, as is Infiltration, Outdoor Survival, Streetwise, Conceal and Bullshit Detector.  Flying drones is a bit of an odd one, and could fit in either Piloting or Driving; Driving specifically says it covers remote control vehicles, but under the circumstances Piloting seems the more obvious choice.

Now, about that scenario seed ...

This takes place off the coast of Sciacca, a port town with a medieval past. Among other things, it's famous as the epicenter of what's called the Mediterranean Scene, which according to the internet is a Sicilian Black Metal movement. The Hook is this: an eco-warrior group - fictional, the Sea Foxes - which had been cooperating with the local authorities, is suddenly brought low when three of its members are gruesomely murdered in the same night, with signs that indicate to a Vampirologist that something otherworldly may have been behind it. What happened?

The Node operating in Sciacca, a smuggling ring, is feuding with a rival Node, as per Double Tap. The rival thought it would be amusing to start a fight on the smuggler Node's turf, but things got out of hand when its scheme to disrupt things at a Black Metal concert and beat up a few eco-warriors, thus making the eco warriors think that the smugglers were retaliating for squealing to the coast guard, resulted in three deaths and the unintended creation of a feral vampire.

This feral, previously Dutch agitator and anarchist Van den Zwolle, is completely out of control and running on almost zero Stability. [Therefore there's a very small chance to reason with what's left of his personality, which could save a protagonist in a desperate situation.] Van den Zwolle, the former leader of the Sea Foxes, is tracking down his former friends and vampirizing them, with a view to eventually taking out the smuggler Node in a bloody confrontation.

Naturally this isn't what the rival Node intended, but it's keeping very quiet lest this whole mess be revealed to be its fault. Meanwhile both the smuggler Node and the protagonists will want to track down the ferals and eliminate them before things really get out of hand. Van den Zwolle isn't acting rationally or carefully, but he's a cunning devil who's determined not to go gentle into that sanguinary night ...

Enjoy!