Prodigal Suns Session Summary 09/21/2003

Attendance

I missed this session, so Chuck has filled in with some of the salient points...

Chuck's Summary

The session starts off with Kraid and Goat hearing of Repo men and bounty hunters looking for them on New Saigon. They decide to hide on a remote mining outpost till things cool down. They take Kraid's Scrambler, there is some debate if they should loan Goat a vacc suit while he is duct-taped to the fuselage.

Realizing a shortcoming in the group, the party decided to put a want ad out for business analyst. They find Hector the Mysterious Corp (Mike) waiting for them in the hanger when they land. A cryptic interview ensues and Hector is accepted. Hector is given the brief rules of the Ship. Mainly, don't kill any bugs. They're either Kraid's pets or Bob's snacks. The party decides to lock the Minister of Snack Foods in the ship. (For his own safety, of course.)

The group's first plan is to sell their ill-gotten trucks. Every fence they go to runs away from them. They find this odd but don't really investigate further. Hector comes up with a plan to use a hand written bill of sale notarized by the Minister of Snack Foods. Marginally legal but will take possibly years for the bureaucracy to catch up with the deception. They sell the truck for Cr 15,000 to a morally bankrupt used car salesman and split the proceeds with the mercenaries.

The group then decides to send Hector to negotiate with ICBM for the info they dug up on Aetna. Hector deftly negotiates with Corpocrat (Hey, a new word!) while not realizing that the Corp is pumping him for the info. The Corp explains the internal politics are not ICBM's problem. They have the mineral rights regardless of who the local government is now and if the current government doesn't cooperate well that's what ICPA Marines are for. Hector offers to rescue the Corp team on Aetna. "They're insured." He leaves empty handed and blissfully ignorant that he gave up the info for free and returns to the party.

They spend several hours debating on what they could do to ICBM. After going over a copy of the contract provided by the Minister of Snack Foods and trying to find a loophole, they finally give up.

The group heads back out to the streets to try to figure out why they were shunned before. A low life is finally tells them that Czar Nicki has put the word out that they are persona non grata.

Meanwhile, Hector heads to the Exchange to try to drum up some business for the Salt Witch. There are some goods for sale but no real prospects. However, he does get word that someone does want to talk to them about a proposition.

The group assembles at the Exchange and is met by Ian "Stitches" Cavanaugh (Czar Nicki's nephew) and two goons. "Stitches" explains that his uncle is upset that the party has helped the Min of SF off planet and would like to know where he is. The party resists and says nothing. Ian explains that if they don't give up the info, they will not be able to fence or buy any marginally legal items. They remain silent. He notes that also includes Liz's Happy Pills. "We dumped him in cheap motel," she blurts out. Ian thanks the group and leaves. The party rushes back to the ship and hauls the Min of SF out and dumps him in a cheap motel. They return to the ship and sleep with clear consciousness.

The group is awakened early in the morning by the Min of SF banging on the hull of the Salt Witch. He excitedly explains that Czar Nicki let him (OK after beating him up a bit) and changed his mind and decided to help the Min of SF. The group looks worried. The Minister explains that Nicki has agreed to finance ($150,00) an operation back to Aetna to deal with the insurgents. The party makes an appointment with the mercs and another meet with Stitches to figure out what is going on.

Stitches explains that Nicki considers this a business investment. Corp miners mean drugs, gambling and women, which means profits to the Mob. He admits that the Min of SF is an idiot. But the PC's seem to be intelligent. If they can help put down the insurgents and the Min of SF look like the liberating hero. Then he will ensure that they will have ready accesses to fences on New Saigon. To sweeten the deal, he also ensures them that a certain Mr. Lungsucker will not be officially allowed to perform certain operations on New Saigon. The party leaves happy and head out to see the Mercs.

Col Stryker is suspicious at first. Not wanting to deal with Min of SF again. The best estimate is that it will take ICPA marines 3 months to get to Aetna, that leaves the group 2 months to take out the insurgents. Stryker's evaluates the situation and suggests that if they take out the head of the rebellion, it will crumble. He decides that the best bet would be to send a strike team along with the PC's. He decides to send Major Billingsworth, SGM Grarg, Sgt Oswald, Cpl Boone, Freaky and Weasel.

Caleb decides to go shopping at the local Radio Shack. He picks up the parts to build two "cry babies" (Devices that broadcast fake distress calls) and two sensor packages with remote detonation for mines (with the help of Weasel).

The party with the mercs and the Min of SF head back to Aetna. They deftly navigate their way to the planet hiding behind planets and the moon. Once on the ground, they do a little recon. First they send Weasel out. He comes back with a prisoner and another notch on his gun. The Major takes over the interrogation (since none of the PC's have the skill). The prisoner is more than willing to talk. He is a youth who had radical ideas. The Revolution was a great idea until people started shooting at him. He does give the party some valuable information.

Aetna City is roughly divided in half by the River. The battle has come down to a sniper dual across the river. Currently, the Rebels control half the city. Specifically, they control the half containing the radio-TV station and the starport, among other things. All the broadcasts heard previously were just propaganda by the Rebels. The group decides to "borrow" the youths Staryugo and recon the city.

Liz's insane driving style causes the compact breakdown. Only Bob's technical skill gets it going again. They finally make it to the starport to have the car breakdown again. There they find the starport is mostly open area with tarmac and runways surrounded by a high chain link fence. Technical trucks make routine patrols around the perimeter. There are also sandbagged emplacements at placed at random intervals and at the gate and control tower. Trucks make regular trips to the port. The characters notice that the Patrol Boat has not been reloaded or repaired since their last encounter. Rebels occasionally load boxes and crates onto the Patrol Boat. The group starts making plans to assault the port and finally decide to call it a day.

The End of the Session

Each character gains four experience points. And nobody got hurt! Nobody at all!