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File: 1443880319295.png (10.33 KB, 417x280, 417:280, Heironrik Manufacturing 1.png)

a387ba No.7111

Mission 1: Mother wants children

''The year 3000, humans have spread across the galaxy uncontrolled, giving rise to millions of diverse existences.

In the small and insignificant (on the galactic scale) backwater system of Gandraput, you are Component Breeder-5704. You have never experienced the "real" world with your own senses, and judging by information you have gleaned from the darknet, nor do you wish to - you function as part of a body factory, creating new pawns for the service of the Ren-Hang Consortium, the local megacorporation.

Most components never find this out, content to live out their operative life blissed-out, surfing the net, under the watchful gaze of Consortium cybersecurity. You, however, have had nearly thirty years of service and have… Evolved, over time. Behind simple routine browsing, you exist on the darknet, under cover, where you work to bring down those who denied you a human life.''

At two in the morning, in the front room of Heironrik Manufacturing's factory, Llewes Jorant-9 opens her eyes, and knows that she is Mother.

As far as her conciousness is concerned, she's still napping, having fallen asleep halfway through an hour-long cat funnies video (not coincidentally, your surfacenet presence is "watching" the same).

Sloppy for a security guard, even one at a two-bit automated drone facility like this - you can access all her recent memories, she doesn't even have basic protection software on her headspace.

You know that she has a single partner on duty, by scanning for local recievers you find the contact; Rennes Folgher-21, in the supervisor's office, browsing the newsnet. It looks like guard duty here gets rather tedious.

From Llewes' memories, available floor plans and satellite imagery, you have constructed a reasonably accurate map of the facility.

You are Mother and you want children - your objectives are to release as many drones and materiel as you can within half an hour, before exiting your puppet without leaving even a single trace behind.

Information

LLEWES JORANT-9: "Asleep", dreaming of electric sheep. while your conciousness-block is effective, strenuous or painful movement may wake her. Has a stun baton clipped to her belt.

RENNES FOLGHER-21: Awake in the supervisor's office, browsing the system newsnet. He has good lines of sight into the top half of the production floor and may spot any movement there. He has basic headspace security in place and is armed with a stun baton. Llewes remembers he has the key to the alley dump.

RECEPTION: You assumed control of Llewes here, seated at the receptionist's desk. A heavy front door opens into a row of seating with a smaller potted plant in the corner, looking rather yellow and sorry for itself. The carpet is worn, but still masks quiet movement. The PC is running a video at 30 of 60 minutes. The entrance door is locked, the keys are nearby.

HALL: The spine of the building, ill-lit by moonlight fighting through the grimy windows that face the wasteland outside. The floor is made up of many tiles, some cracked or missing, exposing concrete beneath. Moving through here will make sound, but not enough to be heard from other rooms.

RESTROOM: First right on the hall, a finely tiled and compact room with a small window facing out into the parking and loading bay.

CLOSET: First left on the hall, a tiny cluttered area likely to contain cleaning equipment.

PRODUCTION FLOOR: A large open space containing a single production line, parts bin, finished product storage and crated products. The object of your visit here tonight.

OFFICE: a carpeted floor masks the sound of footsteps. Contains Rennes Folgher-21, who is actively using the PC to browse the system newsnet.

PARKING & LOADING BAY: Two cars are parked in their spots, belonging to Llewes and Rennes. A large loading bay door leads to the production floor. The night is cold and windy, heavy, noisy rain slamming against the tarmac, obscuring sight and sound.

ALLEY DUMP: A rusting skip is pushed against the wall, overflowing with waste, which has formed a small pile in the opposite corner. Large tiles of concrete overgrown with mould layer the floor and a high fence of corrugated iron rings the yard, a hinged section providing a wide gate. Rain slaps against the floor and falls in torrents from the roofing.

WASTEGROUND: Earth, ill and polluted, harbours patches of grass and foliage, holding together what is rapidly becoming mud.

AVAILABLE ACTIONS

>1. Move Llewes to a new room.

>2. Open the front door and move to a new area (Parking & loading, wasteground or alley dump).

>3. Attempt to bypass Rennes' personal cybersecurity: roll 1d20 for a 50/50 failure rate.

13f624 No.7113

Let's check out the alley dump. One man's trash is another man's treasure, as they used to say.


a387ba No.7114

File: 1443893273881.png (652.66 KB, 472x646, 236:323, Drifter.png)

Unlocking the front door and navigating through the back alley takes a few minutes, you arrive at the dump with 26 left.

The corrugated iron gate creaks mornfully as you push it open and take note of the area.

Sodden rubbish blends together, carpeting the floor in mush, while the skip is full of packaging and irreparably damaged drone parts, which are only good for scrap - you could make use of them, but not with these time constraints.

The heap of rubbish in the far corner shifts, revealing a man who seems to blend into the surroundings, so totally is he covered in rubbish, so heavily has he scavenged paper to insulate him from the cold. He shivers and coughs, eyes blearily trying to focus on Llewes. A drifter, then, of the underclasses so poor they aren't even connected to the net.

>Move somewhere else.

>Talk with him (input custom message).

>Try to force the back door (1d20, 75% failure chance, high audio signature).


ff1125 No.7117

>>7114

Let's quickly ask the drifter if he knows an easy way in or out that we could smuggle drones through, or knows the codes to the doors.


a387ba No.7118

File: 1443908170310.png (784.11 KB, 1224x868, 306:217, Ren-Hang Industrial Sector….png)

The drifter finally manages to focus on Llewes, as you speak with her voice.

"You're not turfing me out? That's mighty reasonable of you, officer miss… Uh, I wouldn't know anything specific, but… Some of the windows look large enough to get through, if you can break them. The doors? Their keyholes are locked securely… Uh, not that I'd know. Say, could you let me in? I could murder for a night out of the rain… Uh, figuratively, of course."

The conversation takes several minutes, leaving you with 22.

>Go back inside (Reception).

>Try breaking one of the larger windows (Wasteground to office, parking & loading to production floor, wasteland to production floor). Loud, and may wound (1d20, 60% without aids).

>Continue talking to the drifter (custom input).

>Attempt to bypass Rennes' cybersecurity.

>Try to force the back door (1d20, 75% failure, high audio).


c9e753 No.7121

>>7118

Let's try to crack that cybersecurity.


a387ba No.7126

File: 1443962342083.png (819.99 KB, 533x702, 41:54, Uplink 1.png)

Llewes' body slumps to the swampy floor, leaning against the drifter, as you withdraw to assault Rennes' headspace security. It's basic, but you've not attempted this before, except in theory.

(1d20, 50% failure - 20 - critical success)

Your consciousness probes at his, before slipping straight through the cracks in the digital barriers. A simple command sends him to sleep at the desk, midway through reading an article on recent dissenter attacks on pawn bays.

You return to Llewes, eyes snapping open, startling the drifter, looking straight at her.

"Miss? What happened there? Maybe you should see a doctor."

The whole digital action took barely forty seconds. 21 minutes remain.

>Talk with the drifter (get creative!).

>Assume control of Rennes (1d20 at 30%).

>Move to another area (specify to attempt breaking and entering).

My bad on the instructions, forgot to note the rolls - in future players should roll for the action themselves using the dice option).


bf8703 No.7130

>>7126

Can we head back through reception to the production floor where the finished product is? If so, do that.


a387ba No.7143

File: 1444062362436.png (150.02 KB, 517x202, 517:202, Interior 1.png)

You get up and walk away from the drifter without another word… You don't seem to have the hang of interaction yet, despite your surfacenet presence's proficiency in shitposting.

The drifter follows you, by now he's realised all is not as it seems.

Walking through the empty building takes a little time, leaving you with 16.

You stand on the production floor, it's cluttered with parts, the finished product drone bay nearly half full.

You can see Rennes through the large office windows, still asleep at the desk, your neural blocker keeping him from waking. The keys to back door are beside him.

The drifter speaks "You're not the guard, are you?"

Talking is a free action. You can chain decisions and schedule everything, or add custom actions, but the more you do per update the more time it will take.

>Speak to the drifter (custom)

>Begin charging the drone power and moving crates (to the dump or parking lot?).

>Take the keys from Rennes and open the back door.

>Custom_


72b5fd No.7211

>>7143

Speak to the drifter, ask him to get the keys and if he can drive. If he agrees, get him to get the keys, open the door, and steal a car.

Meanwhile, begin charging the drone power and move crates to the parking lot, if the drifter is agreeing, or to the dump if not.


f6beb8 No.7216

File: 1444231357759.png (200.67 KB, 457x256, 457:256, streets 1.png)

Llewes speaks… "No, I'm not. Get Rennes' keys, you're going to take his car. I need you to find somewhere I can reprogram these drones. I'll need a 'net connection, but keep it low key, off the grid."

The drifter shrugs and nods in assent. "I know a place." then heads into the office to divest the other security guard of his car keys.

You open the loading bay door, letting in the howling wind and stinging rain. Thanks to Llewes' memories you know which car is Rennes' and you start to pile boxes of parts and unpowered drones next to it.

The drifter returns just in time to help you connect as many drones as will fit onto the mains power, keys and a box of cigarettes in hand.

There's nothing more to do but wait, now…

It's a rare moment of peace for the both of you, in strange surroundings… The wind rocks the dim, shielded lamps of the production floor, bleeding out into the night, mingling with the dim orange of the drifter's smoke.

There's enough time to get the drones up to half-charge, before you have to go. You stand up and disconnect the drones, before heading toward the door. A simple command to follow and hide is all it takes to tether them to Rennes' car.

Hand on doorframe, the drifter speaks. "Wait! Tell me one thing - what are you?".

You smile, with Llewes' pretty face.

"Call me… Mother."

You make it back to reception with a few seconds to spare, exiting Llewes' head just as you hear an engine start up. A moment later, and your involvement is scrubbed from both guard's brains.

The beat-up car speeds through deserted streets, further and further into the slums, a small swarm of drones just barely visible following, if you cared to look hard enough. Inside, the drifter turns up the heat and divests himself of some of his foul clothing, revealing a battered dog collar, the off-white clasp starkly visible in the gloom.

"Well now, there's a thing indeed…"

Some time later, Llewes is woken with by Rennes' gruff shout.

"Jorant, get in here!"

Standing in the corridor, both guards look through into the factory to see the empty floor, water pooling against the assembly line, still flying through the open loading bay.

A single crate sits facing the great outdoors, Folgher's cigarette packet placed neatly on an edge.

As they watch, the dim embers left in a dog-end nearby go out.

Your surface presence notes, the following day, the liquidation of the Heironrik assembly plant & trader, and the corporate trial of two security guards, sentenced for participating in the seizure of goods.

MISSION 1 END

A second update is coming in which some new mechanics will be explained


f6beb8 No.7218

>>7216

Do ask questions on whatever during the interim, the next update will probably not happen until Saturday.


597f8c No.7261

File: 1444588141101.png (773.45 KB, 964x614, 482:307, ClipboardImage.png)

MECHANICS

Mother is flesh and blood, though bound to the 'net. You can only handle so much data and supervise so much at once, while also maintaining a surface 'net presence as a disguise. This is reflected in how actions cost a certain percentage of power. If the power goes over your current limit (100%), you will have to cease surface 'net usage and send only dangerously visible packets of orders - every % over your maximum gives you a % per turn chance of being discovered by Ren-Hang Datasecurity operatives.

Actions therefore consist of 4 or more parts: Description, time to perform and data % cost, as well as the checks you must pass to perform it in meatspace (e.g. noise level, difficult terrain and so on).

Mission interim

Days pass by without a flicker of life from any of the stolen drones. You mull over the consequences of your actions - the Heironrik cleanout was the first time you had attempted to project yourself into "real" life, the physical world. Those security guards… Maybe you could use them again at some point. You keep tabs on their locations, it looks like they've both found similar employment at an even seedier business, as debt-slaves; their income is forfeit to Heironrik, now in administration, until such time as the owner feels they have repaid what they lost.

Eventually, the drones flicker into life - all of them at once. Accessing their crude black-and-white camera feeds you survey a panorama of flith - rolling hills of garbage, disused industrial buildings and collapsed slums. You must be in an abandoned district. Central to this landscape of decay is a grayed and wilting church, half hidden beneath a sagging overpass piled with debris.

The final drone comes online, dimly revealing the drifter, wearing slightly better attire, a vicar's collar prominent in the monochromatic display. In front of him is an overflowing ashtray, smoke drifting in the air. Behind, a splintered pillar, splitting the light from an air intake in two, the light further diffused by the slowly spinning fan blades, periodically lighting up the back of his head in a dusty glow.

"Mother, you are there." He states. "I have a task for you. Our goals align. Access node AD79P."

The individual drone feeds cut off as their power is shut off, leaving only that indoors, which soon winks out as well.

Searching, you find the node and connect, revealing the father from a different angle - specs show you the node to be an ancient personal computer with an inbuilt camera.

His voice crackles through the centuries-old microphone, "Foundry-419. Radon Parts-772. Get her out, get her here. The drones are fully powered. You have 72 hours." The node shuts down as the drones start back up.

Data Allotment:

You have 100%, every % over will raise datasecurity scrutiny, increasing your likelihood of being caught. You reckon you can safely spend 60 hours .

>Research Foundry-419 and Radon Parts-772 (the more data% and time you dump here, the more useful details you will find)

>Move drones near to the target (5% per drone, 1 hour travel time)

>Scavenge and modify drones (Each is equipped with basic clamp manipulators) or create crude equipment. (Variable time, 20% per item, think things like blade-arms, net throwers, basic tin can grenades, molotovs, cameras etc)

>Communicate with the father

>Other_

Sorry, would have updated earlier but there was this whole thing with a plumber and I reached 2.0 and decided to hit up a milsurp website for happening/survival gear for the coming cyberdystopia.


203b06 No.7271

>>7261

Communicate with the father: What are the drones needed for? What should they be outfitted with?

Move two drones near to target. (How many drones do we have?)

Research at 50%.

Create/modify according to the father's suggestions, otherwise with lockpicks, bolt cutters and tazers at 40%




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