Note, this game is what I call Traveller Noir; it is gritty, and dark. While I've not gone into every grimy detail, it is a black tale indeed.
The flavours or inspiration for this game are a mix of The Wire, Burn Notice, with a touch of Eastern Promises and Taken.
This will tell the tale of Liam Murphy and Darcus McDubh, two ne'er-do-wells from the slums of Colichos, on the anti-spinward edge of the Solomani Confederation.
Colichos is a hard place to live. The best land goes to El Presidente and his cronies, while the rest of the people have to scrape a living on plantations or in the large slums near the few cities. Liam and Darcus (or Darko) grew up in one of these slums, and ran together in the petty gangs that roam the alleys and open sewers. They, along with Ali "The Cat" Oxon, ruled the Five Ways junction during their teens. Until they were caught by Confederation authorities for breaking into a Navy air base. A short hearing in front of a Party magistrate and a choice between a work camp and the draft: Ali was sent to the marines, while Darko and Liam ended up in the merchants, though with very different trajectories for both of them.
Liam was inducted into the merchant marine, and ends up on a Trilion Industries freightliner, he has been spotted by SolSec, impressed with his potential, and recruited. He actually goes on board as a SolSec monitor. He also develops a contact to keep tabs on his old buddies: Elise Oxon, Ali's sister and, currently, Darko's lover.
After a mundane four years as a spacer, Liam manages to transfer out and becomes a Plainclothesman in SolSec proper, but things go a bit wrong and he is suspected of treason. He submits to torture and is exonerated, but his experience leaves him with a chronic medical condition he will need constant treatment for. However, he does gain skills in interrogation and medicine.
Next he becomes an Analyst, where he undertakes a successful surveillance case, gaining a contact and some good surveillance skills.
Having had enough of sitting in grav-vans listening to criminals and seditionists, he decides he wants to break some heads and transfers to the Spetznaz. Here he has to extract one of his old contacts, Elise, who has now joined the Solomani Party. They fall in love this time and a son is born.
Using her political contacts, Liam is promoted to lieutenant and an intelligence officer, and gets a reputation as a hardliner. His tradecraft skills improve. Tragedy strikes, and his and Elises son dies, of complications related to Liam's illness.
Liam is ultimately promoted to major, and becomes a specialist in interrogation after special training. Liam's relationship with Elise has not survived the death of their son, although she remains a contact, and Liam has gained some enemies by his overzealous interrogation of some innocent business executives.
Liam is summoned to Sirranan, where he is interviewed by a Colonel Klobb. He has been selected for a mission. He will be going undercover as himself. He is to infiltrate a criminal organisation in the Tohira system, but he will be using his real identity. It seems he is guilty of embezzlement; his enemies have implicated him as stealing operational funds and not registering assets confiscated. He is to be arrested and tried, sent for interrogation, and he will be transferred to another penal colony. On this flight will be his contact, an asset he will recognise who will get him in with the gang. Liam is to take over the ship and get the asset to navigate it to the nearby Tohira. The crew, a bunch of corrupt incompetents, and the other prisoners, excepting the asset, are entirely expendable. He will be disavowed and burned by SolSec, so his cover is that of renegade.
He is then led into another office, where he meets a glamorous Party Commissioner. She reveals a deeper mission, his true objective. This gang has possession of some secret which is allowing them to make a lot of money with stocks and shares. Liam is to discover what this secret is and steal it, bringing it back to her. He is given the name and location of a contact, and the number of a storage locker on Pearson's Rock in Tohira, and then the commissioner shoots him with a tranq for attempting to kill a party official.
Liam is sent to an interrogation centre and beaten up, several times, by his former colleagues. After a week of this, he is again tranqed...
This was just chargen, with a bit of prologue play. The players got a character pretty close to what they had initially desired. I had always intended Darko would spend his last term in the gulag, as part of the set up, but the dice threw this up anyway, without GM fiat.
The flavours or inspiration for this game are a mix of The Wire, Burn Notice, with a touch of Eastern Promises and Taken.
This will tell the tale of Liam Murphy and Darcus McDubh, two ne'er-do-wells from the slums of Colichos, on the anti-spinward edge of the Solomani Confederation.
Colichos is a hard place to live. The best land goes to El Presidente and his cronies, while the rest of the people have to scrape a living on plantations or in the large slums near the few cities. Liam and Darcus (or Darko) grew up in one of these slums, and ran together in the petty gangs that roam the alleys and open sewers. They, along with Ali "The Cat" Oxon, ruled the Five Ways junction during their teens. Until they were caught by Confederation authorities for breaking into a Navy air base. A short hearing in front of a Party magistrate and a choice between a work camp and the draft: Ali was sent to the marines, while Darko and Liam ended up in the merchants, though with very different trajectories for both of them.
Liam was inducted into the merchant marine, and ends up on a Trilion Industries freightliner, he has been spotted by SolSec, impressed with his potential, and recruited. He actually goes on board as a SolSec monitor. He also develops a contact to keep tabs on his old buddies: Elise Oxon, Ali's sister and, currently, Darko's lover.
After a mundane four years as a spacer, Liam manages to transfer out and becomes a Plainclothesman in SolSec proper, but things go a bit wrong and he is suspected of treason. He submits to torture and is exonerated, but his experience leaves him with a chronic medical condition he will need constant treatment for. However, he does gain skills in interrogation and medicine.
Next he becomes an Analyst, where he undertakes a successful surveillance case, gaining a contact and some good surveillance skills.
Having had enough of sitting in grav-vans listening to criminals and seditionists, he decides he wants to break some heads and transfers to the Spetznaz. Here he has to extract one of his old contacts, Elise, who has now joined the Solomani Party. They fall in love this time and a son is born.
Using her political contacts, Liam is promoted to lieutenant and an intelligence officer, and gets a reputation as a hardliner. His tradecraft skills improve. Tragedy strikes, and his and Elises son dies, of complications related to Liam's illness.
Liam is ultimately promoted to major, and becomes a specialist in interrogation after special training. Liam's relationship with Elise has not survived the death of their son, although she remains a contact, and Liam has gained some enemies by his overzealous interrogation of some innocent business executives.
Liam is summoned to Sirranan, where he is interviewed by a Colonel Klobb. He has been selected for a mission. He will be going undercover as himself. He is to infiltrate a criminal organisation in the Tohira system, but he will be using his real identity. It seems he is guilty of embezzlement; his enemies have implicated him as stealing operational funds and not registering assets confiscated. He is to be arrested and tried, sent for interrogation, and he will be transferred to another penal colony. On this flight will be his contact, an asset he will recognise who will get him in with the gang. Liam is to take over the ship and get the asset to navigate it to the nearby Tohira. The crew, a bunch of corrupt incompetents, and the other prisoners, excepting the asset, are entirely expendable. He will be disavowed and burned by SolSec, so his cover is that of renegade.
He is then led into another office, where he meets a glamorous Party Commissioner. She reveals a deeper mission, his true objective. This gang has possession of some secret which is allowing them to make a lot of money with stocks and shares. Liam is to discover what this secret is and steal it, bringing it back to her. He is given the name and location of a contact, and the number of a storage locker on Pearson's Rock in Tohira, and then the commissioner shoots him with a tranq for attempting to kill a party official.
Liam is sent to an interrogation centre and beaten up, several times, by his former colleagues. After a week of this, he is again tranqed...
This was just chargen, with a bit of prologue play. The players got a character pretty close to what they had initially desired. I had always intended Darko would spend his last term in the gulag, as part of the set up, but the dice threw this up anyway, without GM fiat.
Last edited: