The Ice Queen

Game 5
Kings of Mog

Highport navy is all over Mog’s primary transshipping hub, and is busy retrofitting slip drives onto Moggi freighters. They seem to have quite a few clones of Derkest on their payroll. No one wants to chat.

Local pirates give Ubuntu the stink-eye, but he makes a social save with his fists. The crew sells their Haven artifacts in exchange for a cargo of T: +2 military hardware, and everyone makes tracks before the original owners figure out that it was misappropriated.

Moggi raiders intercept TIQ (who is burning slow under the guise of a low tech freighter) on the way to the slipknot, but she makes short work of the swarm of T: -2 raiders. Two freighters are taken on as prize ships, and they follow TIQ into Haven.

Ubuntu, after butchering a non trivial portion of the freighters’ crew, realizes that he is only good at solving problems through violence and brow beats Ka into taking his place as the future leader of Mog.

Game 4
Meet the Derks

TIQ’s superior EW capabilities enable them to identify what Highport is considering High Priority targets in the Haven system — as well as extrapolate their likely response points.

They head to one of the targets to see what is there, and come upon a T: -2 settlement on one of the ring segments, suspiciously similar to the Game 0 introduction vignette.

The Ice Queen runs a blockade of Highport defensive satellites, and matches rotational speed with the ring segment to “land”. Contact is made with the locals, and they trade with one of the leaders (Derk) for some basic supplies, some artifacts, a couple of companions (Derkette and Derkettera) and get saddled with a self-righteous but somewhat naive super soldier (Derkest) that the locals didn’t seem to want anymore.

TIQ runs the blockade and stops off at another vacant station to scavenge for repairs, and then heads for Mog.

Game 3
Who's Ship is This, Anyway?

The crew of the Ice Queen dispatch a couple more Highport ships, and have some bloodless infighting around who’s in charge and what their strategic goals are. Boarders are casually repelled.

Sfsfmkii social

During the social combat, Ubuntu starts firmly in the “This is my ship” camp, but makes some concessions towards survival to pull Argentus and Ka to his side.

Salim advocates democratic empowerment for Mog, and Pulls Ka a little closer to that idea.

Winthrop moves Salim slightly out of his position, but does not convince him to accept that TIQ is already in a state of unconditional warfare.

Winthrop is pushed towards accepting Ubuntu as captain, and the general momentum of the crew ends up most heavily weighted to that position.

Perspectives on the other key ideas shake out of where each player ends up on the map at the end of the combat.

Game 2
Raiding Haven

The Ice Queen blows past a pair of interceptors, and disables the remaining defenders of one of the sail stations. One boarding expedition, firefight, and scavenging operation later, and the crew is ready to think about those two interceptors that are doubling back for them.

Cluster Generation
The motley band takes shape

Sfsfmkii cluster

The cluster is rolled up, with the only source of T: +2 ships being in Highport. We name it that because we reason (based on the Environment) that it was hit hard by the last fall, but has access to an old military shipyard at the top of an orbital elevator which descends down into a completely uninhabitable NBC contaminated planet.

These guys have limited numbers, but use their technology advantage to keep a stranglehold on the rest of the system through covert intelligence and behind-the-scenes manipulations. They contract shipsteaders and merchants-at-arms out of Nexus and Mog.

The Commonwealth is the most likely foil for these guys. It is a relatively wealthy place that is on the cusp of breaking out of T: +1 technology, and has the potential to

Nexus thrives on its connectedness, and Highport runs customs there to make sure their technology isnt being smuggled to the Commonwealth — and also to keep their thumb on anything of strategic significance happening in the cluster.

Epcott is a corporate paradise. Its rich and they export culture as well as resources. They’re happy being an economic powerhouse, and they and Highport are often deep into each others pockets.

Mog is the home of two of our PCs, a pitiful hive of scum and villainy that is basically a wart on the rest of the cluster. We had a hard time figuring out how it was relevant, except that it helped connect to Haven. We put two political factions there, a group that wants to use resources from Haven (or resources extorted from ships passing through) to industrialize and improve the local way of life. The other guys are an exodus faction. Since everyone else in the cluster would rather keep these poor guys out of sight, their only exodus option is Haven.

Of course, most sane people would rather keep Haven for their greedy selves than have a bunch of ill mannered Moggi pirates moving in.

I was going to toss out the intro game as a fun non-sequitur, but the stats for Haven fit it too well. We decided Haven was a recent connection to the cluster, and who controls it (and its easy-picking high-tech artifacts) will have a large say in the future of the cluster.

Game 1
Fresh out of the Mousketeers

In an amazing coincidence, all of the hacker’s friends find themselves together on a Work-Release program, as Indentured crew on a tramp freighter. Before they even make it to the slipknot, the captain dies and the ship is scuttled. Little evidence is left behind, and the crew conjures a fair bit of willful ignorance around the concept of “probable cause”.

The cargo of the freighter — another ship, disguised and packaged in a freight container — survives with the newly made crew and slips to a previously unknown system listed in the late captains journals.

Game 0

Introductory Game. Agents of a T: -2 theocracy travel to the boundaries of their empire, and have a surprise contact with a T: +2 interface ship, whom is trying to scavenge some R-Mass. Hilarity ensues.


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