Breaking the Board: Weeks 11 and 12

 What it is.

Every Tuesday evening I play in a five player game of Mothership, using the prison setting provided in Wages of Sin. For my part I play Dunc "Duncan" Triple, a Teamster imprisoned for willfully sabotaging and crashing an asteroid mining platform in an act of spite and/or vengeance and/or justice. It is joined in the cell block by dear friends Jen Erics(world's hottest marine), Arol Benadryl (teamster pilot), Julius Rompf (ascetic and master of Seven Star Throwboxing) and Maxxie Wonder (maniac). 

This is a session report for the latest session, which is the seventh overall, I believe. 

What happened.

Arol, having earned a stint in solitary for interfering with a correctional officer, is working on the dangerous clearing work. Maxxie was working on the only slightly safer skidding and loading work, along with Julius and Jen. Duncan had obtained a job in the kitchen so that it could make drugs more effectively. During the weekly procedure as laid out in Wages of Sin one step involves checking to see if anyone is injured. As a result of rolls of 01 and then 02 both Maxxie and Arol sustained injuries. Bad ones. Both characters died, no one around them able to provide medical aid in time as they were respectively crushed by lumber and partially dismembered. 

Everyone, in shock, realized we had lost our two members who could potentially pilot a transport. Even as two new characters (Walenty, a former npc and Genesis "Gen", a newly arrived marine) transferred into the cell block we scrambled to adjust our plans. Duncan continued to make meth, and handed it out to some of Arol and Maxxie's friends in the prison, while the others worked on obtaining more tools for a potential escape involving hollow logs and the transport. 

Then the event roll was revealed. We were assigned to join a team of scientists studying the local animals well outside the containment area. Duncan quickly annoyed several of the COs, resulting in a backhand and a threat on its life. On arrival the group encountered a small alien primate. Rather than provide us any tools or equipment the scientists asked us to catch it  barehanded. Gen snuck behind it and succeeded, although in the process of removing it from the tree it did perish. 

The scientists did not love that.

But they kept the gang around. One our return to the cell we brainstormed and devised what can only be referred to as a "genius plan". The next time we were over the wall on an excursion we would plant highly toxic mushrooms in the shuttle as we left. We would use a walkie-talkie entrusted to Duncan by a prisoner named Democritus, modified to create a loud roaring noise, indicating the approach of a "dragon". When, as promised, the COs left us as a distracted to retreat they would run right into the shuttle and be exposed to the mushrooms. Hopefully enough would be disabled that we could use the clearance tools we were assigned to take care of any remaining. As a backup we decided to hollow out Jen's prosthetic arm and try to smuggle a firebomb in the chamber. Kind of a fuck you option.

It's a genius plan because we'll have to be geniuses to make it work.

To that end, Duncan went to talk to Democritus, trying to synchronize escape efforts in the hopes that they would help each other by acting as mutual distractions. Democritus did not like Duncan implying they knew about this escape effort and asked for the walkie-talkie, now destroyed, back. Duncan left, promising to return it the following day.

The plan is to escape before that promise comes due.

What I learned.

  1. Procedures providing soft tools for adjusting lethality are good. Our Warden had the option to give Arol any type of injury. That means more or less potential lethality since there's a substantial difference between injury types. That means that there's flexibility to meet the table's needs. For us having a character aced in a relatively unceremonious way as part of prison life super rocks, but for other tables it might not.
  2. Playing an absolute piece of shit in roleplaying games continues to rule. You don't have to be an idiot, but being a scumbag and going pedal to the metal is just a delight. The "drive them like stolen cars" advice continues to rock.

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