I've just started playing in a duet Mothership game using adventures from the Devil's Due backer's preview PDF - and for once remembered that it's a lot easier to write play reports when I don't wait until the end of the campaign. Spoilers for Severance Package follow.
Session 1
After my unfortunate development of sapience, my sudden discharge from the Marines, and the removal of my railgun hardpoints, it became pretty tough to find work. Sure, I was cheap, but people get nervous around combat androids, even after I stuck these googly eyes and this boring sweater on.Eventually my downward spiral took me to Flotsam Station, where the possibility I could snap and start trying to crush people's skulls in my mechanical fists didn't even make me the most threatening person in my apartment complex. Of course, by then I'd burned through my emancipation check from the military, and my possessions totaled out at a dog-eared copy of Zen and the Art of Cargo Arrangement, a self-diagnostic tool, and a lockpick set I folded out of wires I was pretty sure I didn't actually need.
So, when that drunk said he'd pay 500kcr for somebody to get a box of cyborg parts off some rickety pirate ship he'd just gotten thrown off of, and that not needing to breathe was a requirement, of course I took him up on it. Said it'd be an easy job, too - fold up into a crate that's being sent in, crawl out into the cargo bay, grab the parts, book it to one of their skiffs, come back, meet his fence, get paid.
Problem is, I start searching the cargo bay and there is a distinct lack of cyborg parts. I head to Engineering, and note that, just like my fixer said, the ship was at 99% power draw only running comms and life support. Of course, he'd either forgotten or neglected to mention the extra homespun cabling running from the power exchange to God-knows-where, and the engineering terminal doesn't mention it either. So. Evil lab, I assume.
Thought for a second about all the ways I could scuttle the ship, but I'd at least want to find the crate before I start hitting buttons - so I kept walking. Met a crewman in Life Support, lied about being bought by their captain, and gave him a hand cleaning the compression coils in their air circulator. And then I considered something: I could blunder through this ship, hunting a crate that might not exist, fighting a dozen space pirates while unarmed, and maybe getting hunted myself by whatever's eating the power, or I could just... not.
Saying "hey, you hear about the guy offering 500k to get revenge on your crew" fast-tracked me to the XO (I think), and mentioning the cyborg parts sure got her attention. My whole "I came free with your oxygen bottles because my boss wanted to get rid of me :)" lie fell apart at some point, but by then they'd decided I was useful anyway.
Together, we came up with a plan - go to Hangar 4, just like my fixer and his fence wanted, then, yknow. Gun violence. So, with them trusting me just enough to only threaten to put a bullet in my head instead of doing it, we pack into a skiff (walking past, incidentally, a giant warning-label-covered box in the infirmary with a giant cable sticking out the side - imagine that) and strap in, a spot on their crew promised if my information pans out.
When we're further through the adventure I'll interrogate my GM for insights into the module - but I've always been more of an "AP as reading experience" than "AP as useful tool" writer anyway.
