Run- Prelude: Reconnaissance

Basic Information

Title of Run: Prelude: Reconnaissance

Run Type: Investigative, Social Rolls

Run Summary: Psi-7 is invited up to one of MC&D's prestigious outposts, Club Hope. The team is instructed to gather Intel- without adding to their already unfathomable body count.

Predicted Difficulty: Hard/Hardcore

Run Description

Psi-7 will be briefed by the standard generic NPC, mission is as follows-

Marshall, Carter and Dark's newest club outpost, Club Hope, has sent out a formal invitation to its upcoming Hangman's Gala to us, the reasons why remain unknown at this moment. As of the recent influx in anomalous activity however, we cannot ignore Marshall, Carter and Dark. The (2-3) of you will attend the gala, however you decide is the best way to gather Intel is up to you. Look and act the part- but lethal force of any kind is only permitted in the event your life is in danger. Everyone in the club is armed. At the end of the Gala at approximately 2 Am, you will meet at the rendezvous point for retrieval. If needed retrieval can be radioed to arrive early. Whatever you do, do not let it slip that you are Foundation. We don't know why they invited us- be prepared in the event of the worst. It's nothing you can't handle.

Agents may be granted gear upon request. Requests for weaponry will be denied due to the nature of the mission. All agents must dress the part of MC&D clientele, and will be provided with the genuine Gala invites for entry.

Note: Objects such as Medical kits, Large weaponry, handcuffs, and other conspicuous items are not permitted. Armor Chaining in coats, alongside stealth items are permitted, so long as they can be hidden until use. Agents will be disarmed at the entrance of any visible weaponry, if they can pass a sneak of DC 5, they can sneaky by with their weapons.

The Gala

Players are by no means required to be involved in Gala events, and are free to explore the Club as desired. Certain rooms however may be to occupied to investigate varying on the current activity. The Gala runs from 7pm-2am. Events as followed:

Check in Silent Auction Dinner Bi-Yearly Overview Masquerade Social Mixer Nightly Club
7pm-7:30pm 7:45pm-8:30pm 8:45pm-9:45pm 10pm-11:30pm 11:30pm-1am 1:15am-2am 2am-6am
  • Check in- Main Foyer: Bidding Numbers/Paddles and Raffle Tickets are handed out at the door to those holding an invitation. Tickets will be handed out to order dinner for later on in the night. Those without will be declined entrance. During check-in, the Main Foyer will be unavailable to be investigated. Most actions performed during Check In will be noticed. All NPCs may been encountered during this event.
  • Silent Auction- Auditorium: Bidding for exclusive catalog items commences. Auction Chair Layla Winston(NPC) will begin auctioning from the given list. Players will be unable to access the Auditorium during this time. Conversing with the unnamed NPC at the door will reveal no anomalous artifacts are on auction.
  • Dinner- Dining Hall: All Gala attendants will be invited to the dining hall for a company dinner. All attendants will be provided a drink menu to order off of, alongside a dinner menu. Anomalous menu items are marked, however effected are not specified in detail on menus. Anomalous drinks are denoted with a *.
  • Bi-Yearly Overview- Auditorium: Associates of MC&D will be called in to the Auditorium alongside associates of major investors, Psi-7 may attempt to sneak in to the event, a Snk DC 6 is required, as Psi-7 will not be ushered in at the same time as other guests.
  • Masquerade- Ballroom: Formal Dance held in the Ballroom, Open bar included. All NPCs save for Elizabeth Diane may be encountered. The Ballroom will be crowded at this time, and unable to be investigated.
  • Social Mixer- Ballroom: Following the Masquerade, Lights will go up and food will be set out for the social mixer. Lady Diane may not be encountered in the ballroom once the lights go up. The Ballroom will continue to be overly crowded at this time.


  • Mole's Intel Letter, Including images of all listed agents (Found in Vales office)
  • Containment Orders (Found in Mr. Baxterleys Office.)
  • Memory Estranged Complimentary Product Sheet (Found in Vales office, On various guards)
  • Various Club Goers may only offer insight into future club events, however little of this information is important to the objective.
  • Valheim is the only NPC who will appear to help Psi-7, offering insight into where certain objectives are. However, if Psi-7 relies on him he will lead them into containment and they will be caught.
  • Vale, Valheim and Lewis Baxterly will be speaking in Valheims office about their objective, this conversation may be overhead, However characters must roll Sneak vs. the NPCs perception.
    • The main objective these three will speak of is bringing the PCs in for "Interrogation" and Integration.

Outcome: Psi-7 will return to Site-77 for debriefing, turning in all gathered anomalous objects alongside information documented.

  • If Psi-7 is not caught while retrieving the required Intel: The regular debriefing will occur, Psi-7 will discover a mole within their team, and will not receive the object "Memory Estranged"
  • If Psi-7 is caught…
    • …and cooperates with interrogation: All gathered Documents will be removed, and all Psi-7 members will be given the artifact Memory Estranged which cannot be removed without the "Master key". Lewis Baxterly will question the PCs on their reasons for joining Psi-7, their jobs, and their objective in attending the party. At the end, Psi-7 will be released, and sent home without the documents.
    • …and does not cooperate with interrogation: The above will still occur. Instead of simply releasing Psi-7 immediately afterwards however, Mr. Baxterly will radio for Dr. Karlson to arrive with the Master key. Psi-7 will be asked by Dr. Karlson to think of their favorite memory as a child, before the Master key is activated. PCs must beat a roll of 4df+8 to resist the objects effects, failure to resist the objects anomalous effects will result in a partial memory wipe, depending on the roll. If a player beats the roll, they will resist the effects. However, failure to beat the roll has varying effects. The mind wipe resulting from the artifacts use depends on the difference between the PCs roll and the DC. Each point difference is a month from the PCs memory. FOR THIS RUN ONLY- A maximum of 6 months can be wiped from a character. Memories will be regained upon the removal of the artifact, however MC&D staff will not remove the artifacts.



  • Dr. Vanblit: Brunet man with tired eyes in his late 30's. Briefs the Players on the mission objective.
  • Aubrey M. Aldrich: Assistant to Dr. Vanblit. Hands out required papers and answers Players questions.
  • Daniel Kinley: Radio contact

At the Gala(Non-Combative)

  • Ebele Diane/Lady Diane: Daughter of Elizabeth Diane, Wanders around Club Hope- If approached will gladly show Psi-7 around- Native and loose lipped. Anything spoken to her will be relayed to her mother. Children can't well keep secrets. Affectionately referred to as Lady Diane by club regulars.
  • Dr. Polowshi: GOC turncoat, mute.
  • Elizabeth Diane: Gala chair and Manager of Club Hope. Mother of Ebele and Natasha.
  • General Associate: General MC&D club member.
  • Mr. Baxterley: MC&D Containment Oversight.

Basic Stats (Non-combative NPCs):

At the Gala(Combative)

At Dinner/The Bar

Drinking Mechanic:
In the event PCs forget they are at Club Hope to gather Intel- they can get drunk. For simplicity sake, we'll be using PDef to measure how many drinks a PC can have before they get drunk.

Pdef=1-2 Pdef=3-4 Pdef=5-6
2 Drinks 3 Drinks 4 Drinks

Characters who become intoxicated take -1 to Mdef, and Agi, and have their Perc, Melee and Ranged halved and rounded up. Intoxicated characters cannot use specs.

Varying Stats:

Characters with Varying stats will have their stats determined by d2+3 roll, I cannot stress enough that the roll is d2+3 because I will fuck it up, so I will Bold the damn roll because I am fucking stupid enough to forget.

DCs during Prelude: Reconnaissance.

Breaking into an office: DC 4

Sneaking into the Bi-Yearly Overview DC 6

Resisting Memory Estranged 4df+8, once for each PC