TEXT: “Red Riots”
  Version 1.1
  By Jason Kempnich
  A module for
  The Babylon Project
  Module 2, 27 August 1997
  This module is copyright © 1997 Jason Kempnich  jasonk@redsector.net
  For more free modules, visit the website at http://www.redsector.net/modules
  You are given the non-exclusive right to reproduce this work for private purposes only.  Selling or
  storing this work in a public access system, electronic or otherwise, is strictly prohibited.
  Babylon 5™ names, characters, and all related indicia are trademarks of Warner Brothers ™ and ©
  1997 Warner Brothers.
  The Babylon Project™ names, characters, and all related indicia are trademarks of Chameleon
  Eclectic Entertainment ™ and © 1997 Chameleon Eclectic Entertainment.
  No infringement of Warner Brothers or Chameleon Eclectic Entertainment copyright is intended.
  
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  TABLE OF CONTENTS
  TABLE OF CONTENTS ................................................................................................................ 2
  FOREWORD................................................................................................................................... 3
  CHAPTER 1: BEGINNINGS ......................................................................................................... 4
  SCENE 1: YOU HAVE NEW E-MAIL................................................................................................... 4
  SCENE 2: ORDERS AT GANYMEDE BASE........................................................................................... 4
  SCENE 3: THE LONG HAUL.............................................................................................................. 5
  SCENE 4: A SMALL HICCUP............................................................................................................. 6
  CHAPTER 2: WELCOME TO THE RED PLANET.................................................................... 8
  SCENE 1: TOUCHDOWN................................................................................................................... 8
  SCENE 2: LIFE IN THE BIG DOME ..................................................................................................... 9
  SCENE 3: FIRST CONTACT............................................................................................................... 9
  CHAPTER 3: BEGINNING THE OPERATION ........................................................................ 11
  SCENE 1: SETTING UP SHOP.......................................................................................................... 11
  SCENE 2: GATHERING INFORMATION ON THE UNDERWORLD........................................................... 11
  CHAPTER 4: SOLIS PLANUM DOME...................................................................................... 13
  SCENE 1: THE UNDERWORLD........................................................................................................ 13
  CHAPTER 5: XANTHE TERRA DOME .................................................................................... 15
  SCENE 1: THE UNDERWORLD........................................................................................................ 15
  SCENE 2: A DISGRUNTLED OLD MAN............................................................................................ 15
  SCENE 3: DOYLE’S PERISHABLE IMPORTS...................................................................................... 16
  SCENE 4: VISITING DOYLE’S......................................................................................................... 17
  CHAPTER 6: SYRIA PLANUM DOME (OPTIONAL CHAPTER).......................................... 19
  SCENE 1: THE UNDERWORLD........................................................................................................ 19
  SCENE 2: WAREHOUSE 43............................................................................................................. 20
  SCENE 3: THE MEETING BEGINS.................................................................................................... 20
  SCENE 4: FINDING THE OLYMPUS MONS MEETING......................................................................... 22
  CHAPTER 7: OLYMPUS MONS DOME ................................................................................... 23
  SCENE 1: THE UNDERWORLD........................................................................................................ 23
  SCENE 2: MAKING CONTACT WITH THE UNDERWORLD (OPTIONAL SCENE) ...................................... 23
  SCENE 3: GETTING THERE IS HALF THE FUN................................................................................... 24
  SCENE 4: THE OLYMPUS MONS MEETING...................................................................................... 24
  CHAPTER 8: THE MARS FOOD RIOTS................................................................................... 27
  SCENE 1: THE RIOTS BEGIN .......................................................................................................... 27
  SCENE 2: THE AUTHORITIES FIGHT BACK...................................................................................... 27
  SCENE 3: GAINING CONTROL OF MARS.......................................................................................... 28
  CHAPTER 9: CONCLUDING THE ADVENTURE ................................................................... 30
  APPENDIX A: NON PLAYER CHARACTERS ......................................................................... 31
  APPENDIX B: CONTACT LIST ................................................................................................. 34
  
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  Foreword
  This is designed to be an action/intrigue module for “The Babylon Project” role playing
  system. The main thrust of the module is the infiltration of the underground movement on
  Mars that is organising the populace into militant action groups.  This will eventually lead to
  the Mars Food Riots of 2251.  How badly Mars is disrupted and how long the riots last depend
  on the actions of the Player Characters.  This adventure requires a group that:
  • 
  Would be hired by Earth Force for undercover work – perhaps one of the group
  members had previously carried out such work for Earth Force and was very successful.
  • 
  Can use lethal force if a situation proves it necessary.
  • 
  Can successfully blend in with the seedy underbelly of the Mars colony.
  These points are important as they allow the adventure to run smoothly: a group of Centauri
  ministers would not be hired by Earth Force to conduct an undercover operation that is
  important to Earth colony security.
  Verbal descriptions and dialogue that are to be read to the players by the GM will be in the
  form of indented bold text in a paragraph of their own.  An example of such a description is:
  “You will be payed 2,000 Centauri Ducats upon accepting the job to
  cover costs, then 8,000 Ducats per item delivered.  You will have one
  month to..,” Kiron suddenly breaks off when an elderly woman and a
  child stroll casually by.
  Finally, I have a favour to ask.  In return for giving this free adventure to you, I would like to
  receive any feedback you may have on the module, especially corrections.  Please e-mail me as
  jasonk@redsector.net  with your thoughts or questions.  If you would like more modules,
  visit my website at  http://www.redsector.net/modules  and see what other Babylon
  Project adventures are available.
  Enjoy!
  Jason Kempnich
  August 1997
  
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  Chapter 1: Beginnings
  Chapter 1 deals with getting the basic issues at hand known to the Player Characters so the
  adventure can begin.
  Scene 1: You Have New E-mail
  A Player Character determined by the GM as being a likely candidate will receive an official
  Earth Force communication via encrypted e-mail.  The message is from Commander Samuel
  Masters at Ganymede Base in the Sol system.  This is the same individual who issued orders in
  the adventure presented in chapter 4 in “The Babylon Project” handbook.  He has been reused
  here for the sake of uniformity.  There is no reason to suspect anything strange or counterfeit
  about the message.  It reads:
  Orders to:
  <Insert Player Character’s name(s)>
  From:
  Earth Force Cmdr Samuel Masters, Ganymede Base
  Date:
  10 June 2251
  Message:
  Report with team to Commander Samuel Masters on
  Ganymede Base, Sol system as soon as possible for further
  orders.
  The Player Characters should leave for Ganymede base as soon as they can.
  Scene 2: Orders at Ganymede Base
  When the Player Characters arrive at Ganymede Base, they should report to Commander
  Masters’ office.  He will see them as soon as he is able.  If the team are all part of Earth Force,
  he will speak openly to all of them.  However, if there are some non-Earth Force team
  members, he will only see the individual mentioned in the original communique, stating that it
  is up to that individual to select the team (s)he thinks is appropriate.  When he speaks, he will
  cut straight to the point, saying in an informal manor:
  “The Earth Alliance may have a situation on Mars Colony soon.  A month
  ago, Earth Senate decided that excessive amounts of food wastage was
  occurring on Mars and as a direct result, valuable space on transports was
  occupied by replacement food.  The Senate determined that food rationing
  was necessary to curb the waste and to allow for more space for
  construction supplies, which were overdue.  The food rationing has been in
  effect on Mars for over two weeks now.
  “As you could imagine, the Marsies aren’t too happy about it.  Inside
  sources indicate that we may have a full-scale revolt on our hands if things
  don’t improve.  That’s why I’d like to send your team in.  We need a strong,
  pro-active undercover presence.  If you’re found out, they’ll most likely have
  you killed and Earth Force would have to deny any knowledge of your
  activities.  But know this: by saying we need a ‘pro-active force’, I mean that
  it is likely that you will have to ‘remove’ key instigators.  As always with
  situations like this, it’s a few key people that manifest the public’s ill feeling
  into action. Remove the head, and the body ceases to function.  Let’s just say
  that ultimately you will not be held responsible for any ‘little accidents’ that
  may occur around you during this ‘unofficial’ job.
  
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  “Are you interested in the job?  You do not have to accept this mission.”
  The Player Characters should indicate that they are.  Masters will now outline the details the
  Player Characters need to know:
  “You and your team will be immediately transferred to Solis Planum on
  Mars.  Intelligence shows that the Solis Planum dome has the least descent,
  so it will be easier to slip you in with the locals there.  After that, you will
  need to make your own way to wherever the trouble spots are.
  “We have a list of contacts for you, at least one for each dome.  You are to
  only contact them if it is safe to do so.  They are long-established locals, so it
  is important that you do not bring any suspicion to them.  We expect you to
  make contact with one of them upon commencement of your operations, and
  then check in with any of them once every two days to report on your status.
  You will receive feedback through them.  You are never to make contact
  with any Earth Force personnel, no matter the situation.  Do I make myself
  clear?  On completion, you’ll return here for debriefing.”
  Masters will give the Player Character a list of names and addresses at this point.  The list,
  titled “Contact List”, is found on the end of this adventure and should be handed to the players
  for their use.  Unless the players exhibit extreme incompetence or disregard for stealth, it is
  assumed the list will not fall out of the possession of the Player Characters.  It is up to the GM
  to create personal details for each person on the list if they are needed.
  “We will pay each team member 250 credits per day.  However, we expect
  to see results in quelling this unrest – it’s not an open chequebook.  That is
  all.  If you have no further questions, pick up your team and one of my
  assistants will escort you to a waiting shuttle.  Once on the shuttle, you will
  find the necessary clothes and identicards to assume new identities suitable
  for infiltrating the kind of groups you will need to mix with, and you’ll each
  be given 200 EA credits.  Finally, you will be landing on Mars from an
  Earth Force shuttle, so you won’t have to go through customs - you may
  take with you any weapons you deem necessary, except for slug throwers.”
  Masters will answer questions within reason.  After this, the Player Character should go with
  the assistant, collect their team, and head for the shuttle.
  Scene 3: The Long Haul
  This scene deals with the long shuttle trip between Ganymede Base and Mars.  As Commander
  Masters indicated, new identities are waiting for the Player Characters on board the shuttle in
  the form of identicards, histories and clothes.  The new identities are designed to not bring
  attention to the Player Characters from the dissidents.  The GM will have to decide beforehand
  which Player Character receives which new identity, as the identicards and false histories on
  Mars contain photographic and description data.
  A few identities are presented below.  It is important to note that all individuals are listed as
  being “homeless” because neighbours would notice a new arrival.  If more identities are
  needed, simply make them up along a similar line.
  
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  Geoff Wilson, bouncer.  Came to Mars colony in 2249.  Criminal record shows
  several instances of assault.  Due to bad finances, Geoff is currently homeless,
  and he blames it on the current government.
  Robert Johnson, student.  Born on Mars colony.  Criminal record shows several
  petty thefts.  Due to gambling on title fights, Robert is currently homeless.
  Aaron McGill, unemployed.  Born on Mars colony.  Criminal record shows
  break and enters during earlier part of life.  Aaron is homeless and likes it that
  way.
  Mark Chambers, unemployed.  Came to Mars colony in 2248 looking for work.
  Has never held a job.  No criminal record.  Mark is homeless and blames Earth
  Gov for his situation.
  Lisa-anne Stilton, importer.  Born on Mars, she imports flowers from Earth.
  Due to cargo space rationing, her business is days away from collapsing.  No
  criminal record.  Lisa-anne has become homeless, spending her last few credits
  on her business.
  June Carlton, unemployed.  Came to Mars looking for work this year and found
  none.  No criminal record.  June is homeless and blames Earth Gov for her
  situation.
  Deborah Willchester, lecturer.  Born on Mars colony.  Criminal record shows
  several convictions of inciting a group to riot.  She refuses to stay in a
  government provided home, and is accordingly homeless.
  The GM should actively encourage the players to further develop their newly acquired alter
  egos during the lengthy shuttle trip.  Add new details; flesh out their story more.  Practice with
  each other.  Do they know each other?  By the time they reach Mars, they will need to be well
  versed in who they are.  What has recently occurred in their lives that would want to make the
  Player Characters join any rebel groups on Mars colony?  The Player Characters are expected
  to leave their personal belongings, clothes and identicards on Ganymede, assuming their new
  identities before they leave.
  Scene 4: A Small Hiccup
  The transport shuttle, piloted by Captain Henry Williams, will experience a “minor” problem.
  There is no real danger.  This is purely to give the sense of a long trip, as well as to give the
  players a chance to use some of their character’s skills before the real issues come to the fore.
  About half way into the trip, the pilot will receive a warning from the shuttle’s computer
  system that there has been a slight drop in pressure inside the shuttle itself.  The probable
  cause is a tiny hull breach.  Because of the possibility that the high pressure inside the shuttle
  may cause the hole to blow open to something life threatening, the pilot will order everyone
  into the ship’s emergency pressure suits, which have a 12 hour air supply as detailed on page
  168 of “The Babylon Project” Sourcebook.  Since the pilot and the copilot are the only other
  people on board, the pilot will suggest the Player Characters should try and trace the cause of
  the problem, with the copilot lending assistance where possible.
  
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  The cause of the problem is a tiny hull breach on the underside of the shuttle, visible on the
  exterior due to the fine jet of “mist” venting from the 1mm wide hole.  The hole is in no
  immediate danger of widening, but the crew does not know this.  The shuttle’s air systems can
  cope with the continual loss of the air from the 1mm wide hole between this point and Mars if
  necessary.  Welding a metal plate at the appropriate spot in an airtight fashion inside the hull
  can temporarily repair the breach until Mars is reached.
  
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  Chapter 2: Welcome to the Red Planet
  This chapter begins with Scene 1 when the shuttle containing the Player Characters has begun
  its descent into Mars’ atmosphere and is about to land.  Because of this, the GM should
  indicate to the players that the shuttle has reached Mars and has been slowly descending
  through the atmosphere for some time now.
  Scene 1: Touchdown
  When the GM is ready to bring his or her players down onto Mars, read the following section.
  It begins just a few minutes before touchdown.
  From out of the shuttle’s view ports you can see the red-brown craggy
  surface of Mars steadily rolling by, rocks and other small details now
  becoming discernible to the naked eye in the thick light of the late afternoon
  sun.  As your altitude continues to rapidly decrease, you see for the first
  time what must be Solis Planum: a sprawling, uninterrupted expanse of red
  soil, randomly strewn with small irregular rocks.  In the middle of this sits a
  large domed complex surrounded by squat semi-prefabricated buildings and
  landing platforms, their design undeniably Earth Force.  The complex’s
  lights combined with the rugged, functional structures and barren landscape
  give it an almost stylised look of beautiful alien tranquillity in the deep red
  light of the setting sun.  You begin to think it impossible for there to be any
  kind of trouble here on Mars.
  Minutes later, your shuttle is hovering above a section of one of the many
  landing platforms.  A thorough ‘bump’ indicates you’ve landed, soon
  followed by the winding down of the shuttle’s engines.  After a few seconds,
  the barren landscape begins to disappear behind the lip of the landing
  structure as your piece of the pad begins to retract to underground with the
  shuttle on it.  After a few seconds of a downward motion, the platform stops
  and begins to shift in a northerly direction – undoubtedly toward the main
  dome.  Through the dimness afforded by maintenance lights, you can tell the
  shuttle and landing pad are moving through a series of air locks, however
  your attention is taken by the Captain.
  “OK folks,” drawls Captain Williams, “We’ll be docked in a few more
  seconds.  As this is an Earth Force ship you won’t be checked by customs,
  however I strongly advise you to disembark and disappear as soon as
  possible, as a group of vagrants leaving an Earth Force shuttle is sure to
  attract a little gossip on the local grape vine.”
  With that, the floor of the shuttle shifts slightly.  The view through the
  portal shows the platform has come to a halt.
  “Well, that’s it,” concludes Williams as he glances outside, “Report in to one
  of your nominated contacts after you leave the shuttle,” and so saying,
  Williams moves over to the side of the shuttle, checks the external pressure,
  and opens the hatch for you.
  
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  The Player Characters are now expected to leave the shuttle.  They are in Docking Bay 6 in
  Docking Complex B, which is located on the south side of the Solis Planum dome.
  Scene 2: Life in the Big Dome
  When the Player Characters leave Docking Complex B they will emerge onto a busy street on
  the south side of the dome.  At this point, read the following section:
  You emerge from what is signed as ‘Docking Complex B’ into the bright
  artificial light of the Solis Planum dome.  As you lift your eyes skyward, the
  dying light of the day’s sun can be seen as a dull red against the supports of
  the otherwise transparent structure.  You immediately notice the amount of
  noise here – it would appear the sounds of everyday life are easily reflected
  off the curved roof and back down onto the colony’s citizens.  The street is
  bustling with activity from all walks of life: high rollers wheeling and
  dealing, trades people plying their work, and the not so fortunate testing the
  limits of the local Earth Force Security patrol.  From your initial
  observation, nothing appears to be out of place here.  There certainly
  appears to be no troublemakers or rioters.  Perhaps EA intelligence got it
  wrong?
  If the Player Characters are already dressed as the identities which they will assume (which
  they should be, as the only forms of identification they will have are their assumed identities),
  read the following paragraph:
  An Earth Force security officer moves up to your group and eyes you with
  disgust.  With his hand held loosely over his PPG holster, he says, “OK you
  lot, split up and move on, you’re frightening the honest people,” His manor
  brooks no nonsense.
  Earth Force security officer Jimmy Smit will force the group to split up and disperse.  He will
  not accept them moving off together.  He will call in the aid of a local squad of EA security
  officers if there is any trouble.  With them, he will arrest the group on charges of ‘failing to
  obey an Earth Force security officer’, taking them to the local short-term detention centre.  The
  officers know the charges will not stick and will release any Player Characters a few hours
  after checking their records for unresolved crimes.  In the mean time, the officers will quiz the
  Player Characters on their histories, trying to provoke them or make them say something they
  shouldn’t.  The officers are more than aware of the trouble being caused lately by people
  fitting the Player Characters’ socioeconomic status and they are held in high suspicion because
  of this.  If there is any reason to hold Player Characters for a longer period (assaulting an
  officer, offensive behaviour, or just plain suspicion), they will.
  Scene 3: First Contact
  This scene comes into play when the Player Characters attempt to speak with one of their
  undercover contacts for the first time.  Assuming the Player Characters have successfully
  navigated their way to the place of contact during the correct time of day, they should be able
  to successfully meet their first undercover contact.  It will be very low key, the Non Player
  Character concerned noting down their assumed names for transfer back to the appropriate
  authorities to indicate they have arrived safely.  The individual will answer as many questions
  about Mars colony or the dome as they can.  Specifically, they do not know much about the
  growing unrest or the groups of people involved.  They only hear local gossip.
  
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  After all of the above is settled, the contact will inform the Player Characters that (s)he
  overheard this morning that there has been escalated unrest in Xanthe Terra dome and there
  may soon be an outbreak of violence there.  The contact offers this as helpful news as they
  know nothing ‘officially’.  The information will turn out to be false, however the Player
  Characters must visit Xanthe Terra.  As the GM, you must ensure they visit the dome soon.
  
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  Chapter 3: Beginning the Operation
  This chapter covers beginning the ‘operation’ of infiltrating the troublesome groups and trying
  to cease their activities.  How the Player Characters go about this is largely up to the players
  themselves.  Accordingly, this chapter only offers information useful to the GM.
  The scenes presented in this chapter are not actual scenes but rather information for the GM so
  (s)he can generate a scene applicable to the situation.  Because of this approach, it is suggested
  the GM have a very firm understanding of the situations presented here.  Specific information
  and encounters for each dome can be found in the following four chapters.  Whilst the
  information for each dome has been split up into separate chapters, some information crosses
  over into other chapters/domes, therefore the GM needs to have an excellent grasp of the
  information presented throughout the module.
  Scene 1: Setting Up Shop
  It is a good idea that the Player Characters set up some kind of base of operations, however all
  the Player Characters seen coming and going from the one venue may not be such a good idea
  itself.  None the less, they will need a place to sleep, to store their personal possessions, to
  meet and discuss plans.  There are various forms of hotel rooms available for $100 a night or
  more.  On the cheaper scale, bunk style accommodation in large dormitories can be had for
  $25 a night per person but these are not good for private conferencing.  The Player Characters
  will also need food and water, all additional expenses for a very limited budget.  Remember
  that each character only has 200 EA credits to spend.  The Player Characters cannot stay with
  their undercover contacts.  Once a room has been decided on, the GM should draw a map of it
  for the players and decide on the risk to the operation presented by their surroundings.
  A possible source of income would be to find employment.  If the players wish to explore this
  possibility, the GM should keep several factors in mind.  Firstly, there is reasonably high
  unemployment on Mars.  Secondly, the Player Characters would need to find work suitable for
  their assumed identities, not work suitable for what they can actually do in real life.  Finally, if
  the Player Characters find work that is suitable for their assumed identities, it doesn’t
  necessarily mean the character will actually be skilled in executing those tasks and they may
  draw unnecessary suspicion if they attempt to execute key tasks in a below standard manner.
  Scene 2: Gathering Information on the Underworld
  After the Player Characters are ready to begin their investigations, they will need to gain
  information about the local underworld society.  The primary skill for this would be Savvy
  with a speciality in Underworld.  Specifically, the players will be interested in finding where
  and when such groups meet and who are organising the groups.  The techniques employed by
  the players to gain this information will be wide and varied but ultimately they will need to
  speak to underworld figures to begin gaining useful information.  The local EA Security
  officers know a little information but they will not hand it out to anyone, especially to a group
  of people (our Player Characters) who look as if they are about to join such a movement!
  They will need to discover the kind of bars, etc, where people who might know a little
  information are found.  They in turn may be able to direct them to someone else who knows
  more, who in turn may be able to direct the Player Characters to a group meeting.
  Accordingly, when asking underworld figures about meeting locations/times it will be a
  ‘Tricky’ to ‘Difficult’ task.  When asking for information about people in charge it will be a
  ‘Very Difficult’ task.  Unless the Player Characters experience enormous success in
  
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  uncovering specific information, they will have to do this for each dome as each dome is
  controlled by separate groups of people.
  
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  Chapter 4: Solis Planum Dome
  As Solis Planum is where the Player Characters were dropped off, this is the first dome
  mentioned.  The city itself consists of one large dome.  After Solis Planum, the Player
  Characters can go to any dome they wish by one of two conventional methods.  They can
  either book a private shuttle, which is quite expensive of course, or they can take the tube.  The
  tube system on Mars colony is quite simple.  It an above ground railway enclosed in a strong
  tube-like structure.  It begins at Solis Planum dome and strikes a north west direction through
  Xanthe Terra dome, Syria Planum dome, then finally terminating at Olympus Mons dome.
  Needless to say, the tube system is a much cheaper but very public form of transportation.  It
  is up to the GM to set prices that are consistent with previous campaigns.
  Scene 1: The Underworld
  This scene and others like it in the following chapters describe the underworld situation in the
  dome named by the chapter, with specific attention given to the growing rebellion.  It is to
  these scenes that the GM should look for initial information on what the Player Characters
  may be able to uncover, locations, who’s responsible, etc.
  Solis Planum is Mars colony’s second smallest outpost, with Xanthe Terra being the smallest.
  Without doubt, resentment for the Earth Government and its decision to introduce food
  rationing is running high amongst figures in the ‘underworld’ and those who are dependent on
  government assistance.  However, there is no organised militant force in Solis Planum.  It’s
  just one of those quirks of nature.  No one has come to the fore to mould the population’s
  feelings in this dome into a tangible force.  The local Earth Force Security Officers are very
  aware of this and will be swift to remove anyone causing trouble, open or otherwise, as they
  have seen what is happening in other domes.
  When the Player Characters use ‘underground channels’ to inquire about the situation in the
  Solis Planum dome, they will discover first hand the contempt the local population holds Earth
  Gov in.  They will hear people’s ‘plans’ to ‘do away’ with Earth Alliance President Sir Peter
  Ashton (Sir Peter held the office of President from 2248 – 2253 as detailed on page 129 of
  ‘The Babylon Project’ sourcebook) and his corrupt cohorts, but this is all just ‘big talk’.  They
  will also hear people suggest that maybe the locals should take Mars for themselves and run it
  as it should be run.  Suggestions to hijack some of the Earth/Mars food transports must
  definitely be heard as it may get our Player Characters onto a train of thought that is
  necessary to bring this adventure to a satisfactory conclusion.  The GM should also make up a
  few more plans and threats that the Player Characters will discover, but they should all be
  hollow and empty, simply the populous being disgruntled.
  Hopefully after a few game-time days of collecting such information, the players will come to
  realise for themselves that they have been hearing empty talk and there are no solid clues to be
  found in Solis Planum dome.  If they still haven’t taken the hint, have them meet someone who
  has just come in from Syria Planum.  This individual will have heard of anti-government
  meetings being secretly organised in that dome and Olympus Mons dome as well.  They do not
  know anything more and a surface scan will reveal they are telling the truth in all aspects.  Be
  aware that the Player Characters are not permitted to perform scanning activities.
  The Player Characters should now leave the Solis Planum dome and head for either Syria
  Planum dome or Olympus Mons dome.  If you want the story to run faster, try and have them
  
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  go directly to Olympus Mons as it will make the Syria Planum chapter redundant, otherwise
  they should move their efforts to Syria Planum first.
  
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  Chapter 5: Xanthe Terra Dome
  Xanthe Terra dome is the first stop on the tube after Solis Planum.  Out of the four cities on
  Mars colony, Xanthe Terra is the smallest by a considerable amount.  Consisting of just one
  small dome, it is more of a ‘central business district’ than anything else.  Xanthe Terra is
  where a lot of Mars’ leading corporations have set up their head quarters.  Not many people
  have quarters inside this dome.  Those who do live here are well financed.  Most of the people
  who work in Xanthe Terra catch the tube in and out each day from other domes.
  Xanthe Terra has a feeling of ‘newness’ and ‘exclusivity’.  This is hardly surprising, as it was
  the most recently built dome.  Its construction was more expensive and superficial than the
  other domes, as a conscious effort was made to attract large corporations and well financed
  families.  In this respect, the dome has been totally successful.
  Scene 1: The Underworld
  Upon their initial investigations of this dome, the Player Characters will find no evidence of
  any underworld activities, anti-government or otherwise.  To put it simply, Xanthe Terra is the
  new central business district of Mars and there is no reason to suspect anyone organising anti-
  government movements because quite frankly not many people live here.  There is virtually no
  crime in this dome.  Accordingly, the GM should do everything possible to prevent the players
  from getting bogged down here with pointless investigations beyond the contents of scene 2.
  However, nothing could be further from the truth.  The Player Characters won’t discover it in
  the early stages of the adventure, but the dissension amongst the Mars populous over various
  government rulings and now the food rationing is being organised by the family who run a
  company based in this dome.  If they are to successfully complete this module, they will most
  likely come back to Xanthe Terra to investigate the details presented in scenes 3 and 4.
  It is important to note that when the rioting events portrayed in chapter 8 comes to pass, the
  dome least effected by this would be Xanthe Terra, due to its almost exclusive business nature.
  There will be small amounts of looting, but compared to the other domes it is not noteworthy.
  Scene 2: A Disgruntled Old Man
  The following scene is vital to the adventure and you must ensure it occurs early on!
  It is quite important that the Player Characters do some kind of investigation in this dome
  when visiting for the first time.  No matter what or where the investigation is, talking to people
  in a bar or listening in on conversations through a communication system, they will speak to
  (or overhear) a man in his mid-sixties complaining about the current situation.  It is vital that
  the Player Characters be able to visually recognise the man and those who surround him.
  He will announce himself as the owner of Doyle’s Perishable Imports, giving his name as
  Henry Doyle.  He will complain that the recent food rationing has made his business non-
  existent and that under the rationing laws if he operated he would be arrested.  He will go on to
  boast that his two sons are securing a fair future for everyone on Mars, but will not go any
  further on the matter.  At this point, a young man, unremarkable in his appearance, will appear
  out of the background and put his hand on Henry’s shoulder, saying,
  
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  “Come on Dad, you’ve said enough.  Worrying about it like this is going to
  do you no good.  You’ve got to relax and let me handle it, OK?  I think it’s
  time to go home.”
  The old man slowly looks up at the speaker, a man who you assume to be his
  son.  He nods slowly.
  Make sure you adjust the text to suit the context of the situation you use it in.  The two men
  will leave and walk off together.  They will not answer any questions the Player Characters ask
  at this point, the young man becoming rather agitated if they press the issue.  Both men will
  travel a reasonable distance before reaching a small fenced off compound, the sign above the
  gate claiming it to be ‘Doyle’s Perishable Imports Head Office’.  They will enter and lock
  themselves inside, the guard on the gate preventing the Player Characters from getting any
  closer.  For a description of the exterior of Doyle’s, see scene 4 of this chapter.
  The individual who referred to Henry Doyle as “Dad” was Martin Doyle and he is in fact
  Henry’s son.  He and his brother, Andrew ‘Slyfox’ Doyle, work for their father and they both
  stand to inherit the business.  However, they also both have a darker side to their day-to-day
  existences.  Martin organises and runs the Olympus Mons chapter of ‘Free Mars’, whilst
  Andrew runs the Syria Planum chapter.  They were always interested in the independence of
  Mars, both as Mars loyalists and as businessmen with their own financial interests at stake.
  Because of this, they actively supported ‘Free Mars’ by becoming members long ago.  When
  the possibility of food rationing was mention over a month ago, they quickly climbed to the top
  of the ‘Free Mars’ hierarchy with the aid of their father in order to prepare it to be an
  organisation keen to overthrow the remote rule of Earth Gov.  The brothers’ personal reasons
  for doing this are presented in scene 3.
  Scene 3: Doyle’s Perishable Imports
  Doyle’s Perishable Imports is a Mars-based company that was set up to import goods with a
  short shelf life.  Needless to say, food rationing on Mars would seriously injure a company that
  specifically imported food and perishable food at that.  Often in frontier situations, perishables
  are considered delicacies and a delicacy is not likely to be found on a food ration list.  Doyle’s
  Perishable Imports is being severely hurt by the decision to cut food imports to Mars and to
  ration what food is left.
  Doyle’s is a private company, owned and run by Henry Doyle who has lived on Mars all his
  life.  The company has made good profits over its 20-year history.  As noted previously,
  Henry’s sons Martin and Andrew, work for the company and stand to inherit all of it between
  them on their father’s death.  Because of the current economic crisis the company is suffering,
  the two sons stand to lose everything they and their father have worked for.  Accordingly, with
  their father’s encouragement, they have made the food rationing situation the paramount issue
  with ‘Free Mars’ and are using ‘Free Mars’ as a vehicle to have the situation reversed.
  Currently, Doyle’s Perishable Imports have no business.  When the rationing was put into
  effect over two weeks ago, Doyle’s cold rooms were stacked full of perishable food items.  At
  the time they also had another shipment of perishables on the way.  The shipment, from Earth
  to Mars, was seized by Earth Force under the rationing law.  Fortunately, the Doyles were able
  to sell all of the stock in their cold rooms due to panic buying.  However, they had to wear the
  loss of the seized shipment and so far Earth Gov does not seem likely to pay costs.  They have
  continued to lose money due to no turnover.  Accordingly, all staff were retrenched one week
  in to the food rationing, leaving only Henry and his two sons.  Henry estimates that over the
  
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  past two weeks, the company has lost 100,000 EA credits and it will continue to lose between
  30,000 and 40,000 credits for every week the rationing continues.  To put it simply, the
  situation is killing the company.
  Scene 4: Visiting Doyle’s
  It may come to pass that the Player Characters feel a closer inspection of the property is
  required.  If the Player Characters require a description of the building, read the following:
  A clean sign above a well maintained 10-foot mesh fence proclaims this to be
  Doyle’s Perishable Imports Head Office.  A guard eyes you warily from his
  guardhouse on the other side of the fence, next to the main gate.  Inside the
  yard is a small parking area and a docking bay.  The building itself is single
  storey and is well maintained.  Glass double doors signify the main entrance,
  whilst a few meters to the right is a large vertically moving door for the
  docking bay.  From this view, the building appears to be window free,
  however there are several large cooling plants on the roof on the south side
  of the building, undoubtedly for cold rooms.
  Doyle’s has put off all of their staff due to the current economic crisis.  Only Henry, Martin
  and Andrew work there now.  They themselves have no work to do and are purely waiting for
  the situation to change.  Because of their recent elevated vigilante status, Martin and Andrew
  keep a very low public profile.  When out in public, they are normally in the immediate vicinity
  of at least two (2) bodyguards each.  When in the office or at home, the whole family is
  normally protected by two (2) bodyguards.  In addition, one (1) guard is always on the
  company gate.  The family home is not defined in this module.  If GMs feel it is necessary to
  map it, they should do so.  However, the Doyles spend most of their spare time at their place of
  business.  The business is mapped below:
  A. Reception.  No staff is here.  The double doors to the west are glass.
  B. Empty Office.
  C. Henry Doyle’s Office.  If circumstances will permit it, he will be in his office.
  D. Martin Doyle’s Office. If circumstances will allow, he will be in his office with his
  personal bodyguards.
  
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  E. Andrew Doyle’s Office. If circumstances will permit it, he will be in his office with his
  personal bodyguards.
  F. Amenities.
  G. Cold Storage.  Nothing is in storage presently and the rooms are tuned off.
  H. Loading Dock.  There is no staff here.  To the west is a large vertically moving door for
  the loading dock.
  
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  Chapter 6: Syria Planum Dome (optional chapter)
  The majestic Syria Planum dome is the second stop on the tube after Solis Planum and is the
  second oldest and second largest community on Mars.  It mostly consists of three large domes.
  Syria Planum is where the Player Characters can begin to uncover some real information on
  the issues at hand.
  If the GM wishes to run the adventure a little quicker, (s)he should encourage the players not
  to visit Syria Planum as all the important clues and events are in other domes – this chapter is
  purely to add atmosphere and give the Player Characters a sense of direction.  Include it if you
  have time.  If you choose to drop this chapter, you will need to include one extra scene in the
  next chapter.  Directions for doing so have been written into that chapter.
  Scene 1: The Underworld
  The underworld in Syria Planum dome is quite active, especially with reference to the recent
  movements against food rationing and Earth Gov.  The local Earth Force Security teams do all
  they can to stop the spread of these movements, but they have been growing in popularity on a
  daily basis and now have a firm foothold with the people of this dome.  With some successful
  (and subtle!) inquiries in the right places, the Player Characters will be able to ascertain that
  secret meetings are held regularly by militant groups to discuss what can be done about the
  new food rationing situation and Earth Gov.  They also discuss who is willing to execute the
  ideas and who can lend assistance.
  Further careful querying by the Player Characters will yield important information such as the
  next meeting time, location and an organisation name, but that is the extent of useful
  information gained.  It is up to the GM to define when the next meeting will be, however it is
  suggested that the following text be included in a conversation to the Player Characters when
  the information is finally passed on:
  “Look, if I tell you this, you’ll do the right thing by me and you’ll keep it all
  under your hat, right?  We need people like you, but we have to be very
  careful of who we tell, and who they in turn tell, see, because local security
  has been cracking down.
  “The local ‘Free Mars’ chapter will be holding its next meeting tomorrow at
  1900 hours out the back of warehouse 43 in green sector.  It’s open to
  everyone, except for people representing Earth Gov of course.  They’ll be
  discussing some important issues that we need to be made aware of before
  some big changes that they say will come about this week.  So it would be a
  good idea if you came along.”
  This will be the first time the Player Characters have heard a name given to the organisation
  responsible for the unrest – ‘Free Mars’.  The individual informing the Player Characters of
  this is not lying and will be at the indicated meeting.  (S)he will tell the Player Characters this
  if requested.  The individual is an average person, with no position of power in the ‘Free Mars’
  movement or any knowledge of its hierarchy.  They are involved with it purely because of the
  issues at stake.  An Earth businessman who is currently on Earth and appears to have no
  connection with the ‘Free Mars’ movement owns the property (ie: they are ‘borrowing’ the use
  of his property without his knowledge).  The individual who informed the Player Characters of
  the meeting does not know any of this, nor does (s)he care.
  
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  Scene 2: Warehouse 43
  The meeting is a reasonably informal affair.  There are three (3) armed bouncers inside the
  door, making sure no one from Earth Gov or the authorities gets in, as well as another two (2)
  bouncers near the meeting area.  The Player Characters will be admitted without question as
  long as they are still dressed as average people or down-and-outs.  If they are not, or they are
  openly carrying weapons, they will not be admitted to tonight’s meeting, no matter what they
  end up doing.
  Down the back of the warehouse, people are milling around in small circles under the watchful
  eyes of the two bouncers.  The people quietly chat about the food rationing and how it affects
  them personally.  This is a good chance for the Player Characters to make friends and build
  trust.  No useful information can be gained here, only stories of personal hardship and hatred
  for the government back on Earth, but important relationships may be forged.
  A. Loading Dock.  This is
  where heavy vehicles unload.
  There is a large locked
  vertically moving door here
  that Earth Force Security
  will use.
  B. Main Door.  The double
  doors lead into a reception
  area where three bouncers
  are standing.
  C. Empty Offices.
  D. Amenities.
  E. Warehouse Floor.  In times
  of business this would have
  been jammed tight with
  stock.  It lies empty now.
  F. Meeting Area.  This is where the Free Mars meeting will take place.
  G. Empty Crates.  People stand on the crates to address the crowd assembled in area F.
  H. Fire Exit.  Although locked, it is one of the entries Earth Force Security will use.  It leads
  out onto a dark alley.
  Scene 3: The Meeting Begins
  The meeting will actually begin at 1930 hours.  When ready, read the following description to
  the players:
  A sudden hush descends upon the assembly of disgruntled Mars residents.
  They have sighted a lone male scaling a set of crates in the north-west corner
  of the room.  He is unremarkable, both in appearance and dress.  After
  reaching the apex of the crates, he turns and eyes the assembly for a few
  seconds before raising his voice to be heard.
  “Good evening to you all, and thankyou for taking the time to care about the
  future of Mars, our collective futures.  As always, we extend a special
  welcome to our newfound friends.  I see a few unfamiliar faces with us
  
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  tonight.  For those who do not know, I am simply known as ‘Syria Planum
  Leader’ because the task of organising this dome has fallen to me.  Any of
  our new members, who may have something to offer ‘Free Mars’ and its
  fight against food rationing and the tyranny of Earth Gov, please speak to
  me after the meeting tonight.  We can use many forms of assistance: money,
  information, special skills and supplies.
  “We are on the verge of striking a deft blow to Earth Gov, my friends.  We
  are in the final stages of planning an open rebellion like Earth has never
  seen.  We will teach them the pain of their corruption!  However, we are still
  lacking some vital supplies, plans and team members.  I expect these will be
  filled soon.  As part of the preparation for this, you have all been invited to a
  tactical planning session held by the Olympus Mons group tomorrow night
  at 1900 hours at their usual venue.  Attendance is not compulsory, however
  if you intend to lend a hand during our rebellion, I urge you to sit in on this
  important session.
  “Our time is coming, my friends!  We are only a few days away from
  beginning what will be the end of Earth tyranny on Mars!  We will hold our
  own freedom in our own hands!”
  The assembly quietly cheers this news, a few enthusiastic soles venturing
  more articulated versions of their joy.  After a few seconds, Syria Planum
  Leader continues, “I can’t supply you exact details yet, as they are ever
  changing and it would be tactically unwise.  Just keep your hopes high with
  the thought that our salvation is but days away.  Stay strong!  Free Mars!”
  The assembled crowd roars an enthusiastic reply, “Free Mars!”
  As if on cue, the lights in the warehouse snuff out, leaving you to real in inky
  blackness.  The sound of breaking glass and shattering wood can be heard,
  accompanied by the tones of a muffled battle.  Syria Planum Leader’s voice
  can be heard above the din of the now frightened assembly, yelling for the
  emergency lights and for the security teams to respond.  A small explosion
  goes off nearby, briefly illuminating the frightened faces around you.  People
  surge and push against you, as yet another explosion goes off, and another,
  then another.  Soon, a brief waft of teargas assaults your senses.
  The building is being stormed by Earth Force Security and they are using teargas in a SWAT-
  style hit.  They will enter the building via every available means, via doors, sewage grates or
  covers, and through weak points in the roof.  Anybody trying to defend themselves with a
  weapon will receive a PPG blast for their efforts.  This will apply to most of the bouncers, at
  least for the first few seconds until the remaining bouncers realise they are outnumbered.  The
  local Earth Force officers are being complemented with specialists from other domes this
  evening.  The initial charge is being lead by twelve (12) Earth Force Security officers specially
  trained in such situations.  They will be followed after a few seconds by the second team that
  consists of another twelve (12) officers, again using the same points of entry.  Another twenty-
  four (24) officers, some of who will enter the building to lend assistance if necessary, are
  surrounding the building.  Beside our Player Characters, the building contained four (4)
  bouncers and thirty (30) meeting attendees, who for Non Player Character purposes are just
  ‘ordinary people’.  After the first twenty-four (24) officers have entered the building, the lights
  will be restored.
  
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  As previously mentioned, the Earth Force Security officers have fired teargas and the area
  where the meeting is being held is filling fast with the gas.  The Player Characters have just
  begun to smell the first wafts of it – not enough to impair them.  If the Player Characters come
  up with a reasonable plan to escape, then the GM should let them do so, otherwise they will
  succumb to the effects of teargas after four (4) rounds (8 seconds).  Future official rule
  supplements may cover the effects of teargas, otherwise devise your own or use the excellent
  fan-written rule additions listed on “The Babylon Project – Unofficial Rules Supplement” web
  page at http://www.geocities.com/Area51/Cavern/9449/rules1.htm
  As with the teargas, the Player Characters should be given a brief chance to effect an
  ingenious escape plan.  If the Player Characters do not manage to escape the building, they
  will be arrested by the Earth Force Security team and taken to a local holding facility where
  they will be held until midday the following day under suspicion of inciting to riot.  At midday,
  they will be released with most of the others with no charges being brought against them.  Any
  surviving bouncers will be charged with possession and (if appropriate) use of an illegal
  weapon.  ‘Syria Planum Leader’, Andrew ‘slyfox’ Doyle in real life, managed to escape and
  will continue to organise Syria Planum meetings in other locations.  Andrew Doyle is the son
  of Henry Doyle (owner and operator of Doyle’s Perishable Imports) and he stands to inherit
  the business with his brother, Martin.  Hopefully the Player Characters will discover this plot
  point before the end of the adventure.  The GM should organise more Syria Planum meetings
  for the Player Characters if they wish to attend them, but doing so is pointless.  What is
  important is that the Player Characters attend the mentioned meeting at Olympus Mons.
  Scene 4: Finding the Olympus Mons Meeting
  It is important to point out that although the Player Characters are aware of a meeting
  tomorrow night in Olympus Mons dome at 1900 hours, they do not know the location of the
  meeting.  Olympus Mons is the largest of the Mars communities and the ‘Free Mars’ meetings
  are kept secret.  The chances of the Player Characters stumbling onto the location at this late
  stage are ‘Next to Impossible’.
  The only chance the Player Characters have of attending this meeting (and it is a meeting that
  they must attend at some point) is by connecting up with someone they made some form of
  contact with in the meeting at Warehouse 43.  Try and make this as easy as possible for the
  players as this is a course they need to take.  They may have been speaking to the person.  The
  individual may remember seeing them at the meeting.  Or they may happen to see Syria
  Planum Leader on the streets the following day and ask him.  Regardless of how it happens, it
  must happen!
  After contact has been made, the Player Characters should ask about the meeting location.  If
  they don’t, have the Non Player Character they just met ask if they’re interested in attending.
  They will not tell the Player Characters where in Olympus Mons the meeting is being held.
  Instead, they will request to meet them at the Syria Planum tube station at 1700 hours.  From
  there, they will catch the tube to Olympus Mons dome and they will then lead them to where
  the meeting is being held.  The individual concerned is not lying and has no hidden agendas.
  Their offer is legitimate.
  
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  Chapter 7: Olympus Mons Dome
  Olympus Mons dome is the last stop on the tube, coming after Syria Planum.  Olympus Mons
  is by far the largest and oldest community on Mars, being made up of four large domes.
  Unlike the previous chapter, this chapter must be run as it contains vital elements for the game.
  Scene 1: The Underworld
  The underworld in Olympus Mons dome is just as active per capita as Syria Planum.
  However, it is slightly more important because ‘Free Mars’ considers Olympus Mons to be
  their main base of operations, even though they are being run from interests inside Xanthe
  Terra dome! The local Earth Force Security teams will do all they can to harass people they
  suspect being ‘Free Mars’ members, detaining them for long periods for ‘investigation’.  They
  will take any excuse they can to lock them away.
  When the Player Characters come to this dome, they will have no contacts.  If the chapter on
  Syria Planum was played, they will already be aware of an Olympus Mons meeting time and
  should have made a few Syria Planum contacts who will take them to the meeting location and
  vouch for them if necessary.  When this is the case, the following scene should not be included.
  Scene 2: Making Contact with the Underworld (optional scene)
  If the chapter on Syria Planum dome was not played, use this scene to give the players some
  necessary information.  If the chapter was used, this scene must be skipped as it covers
  information already known.
  Ultimately, the Player Characters will want to attend a ‘Free Mars’ meeting, although at this
  stage they will not know ‘Free Mars’ is responsible.  As it happens, an extremely important
  meeting will be taking place within a day.  With some successful, but careful inquiries in the
  right places, the Player Characters will be able to ascertain that a secret ‘Free Mars’ meeting
  to discuss what to do during an open rebellion will be held at 1900 hours tonight.  When (if)
  the players finally pry this information out of someone, include the following text in the
  conversation:
  “The local ‘Free Mars’ chapter will be holding a special meeting tonight at
  1900 hours.  We’ll be discussing what we should all do during a period of
  rebellion.  It will be very important, to all of us!  You should be there.  If
  you like, I can meet you here at 1800 hours and I will show you the way
  there.”
  The individual telling the Player Characters these details is not lying and will meet them at the
  appointed time and location so they can all attend the indicated meeting.  The individual is an
  average person, with no position of power in the ‘Free Mars’ movement or any knowledge of
  its hierarchy.  They are involved with it purely because of the issues at stake.  Also, the Player
  Characters now have a name to associate with the underground movement against Earth Gov –
  ‘Free Mars’.
  
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  Scene 3: Getting there is Half the Fun
  By this stage, the Player Characters have met the individual they initially made contact with at
  the appointed place and time, then continued on to the meeting location.  The location is a
  somewhat unusual one.  The meeting is being held in a large basement that had its access
  doorway sealed shut.  Access is gained through sewage access hole in the basement itself, from
  the sewers of Olympus Mons.  GMs who run campaigns with more paranoid players may like
  to map a route to the basement through the sewers before the game begins.  However, there is
  no need to do so from this module’s point of view.
  The final leg of the trip to the meeting will begin with the contact leading the Player Characters
  down a dark and empty alley.
  Your contact reaches the end of a dark alleyway.  (S)he begins to act
  suspicious, looking around, checking for unseen observers.  Finally, (s)he
  drops to the road before lifting the lid off a sewer access cover.
  “I’ll go first, make sure you’re not seen.  And don’t bother holding your
  breath, it’ll do you no good,” (s)he quickly drops from your view, leaving
  you standing in the deserted alley.
  The Player Character’s contact will be waiting for them at the bottom.  When they have
  assembled down in the sewers, the contact will begin to lead them through the complex
  interconnecting pipes to the offshoot that lies beneath the meeting room.
  You begin your journey to the meeting through the sewers of Olympus
  Mons.  Thankfully, there is a thin walkway along the side of the tunnels
  keeping you clear of the filth, but not clear of the thick, stale air.
  Maintenance lights afford just enough brightness to keep you on track.
  After a while, you begin to feel as if you’ve been down here for a long time.
  Each tunnel looks like the one before, and each intersection like the one
  before that.  Unexpectedly, your guide turns into a smaller pipe, barely big
  enough to allow you to stand.  After a small amount of travel, you pass three
  silent but well armed men, who nod knowingly to your guide.  (S)he turns to
  you and says, “We’re here.  The meeting is just above us through that open
  access shaft,” and so saying (s)he climbs up through the hole and into the
  warm glow of the room above.
  As the guide indicated, they have arrived at the meeting location.  After the Player Characters
  climb up the shaft, move on to the next scene.
  Scene 4: The Olympus Mons Meeting
  When the Player Characters finally make it into the basement where the meeting is being held,
  read the following description:
  You have emerged into a dimly lit, but spacious basement.  The room is
  crammed with people, at least sixty from your estimates.  All the room’s
  occupants have their attention on a man standing on a small platform at the
  opposite end of the room, his head just missing the low ceiling.  He is
  speaking, the meeting seemingly started moments ago.
  
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  From his speech, the Player Characters can ascertain that the speaker is in charge of the
  Olympus Mons chapter of ‘Free Mars’, calling himself Olympus Mons Leader.  For GMs who
  played the previous chapter, Player Characters passing an ‘Average’ Perception check will
  realise the man sounds and looks similar to Syria Planum Leader.  Characters passing a
  further ‘Average’ Perception check will remember him as being the one who referred to the
  man named Henry Doyle as “Dad” in chapter 5 scene 2.  He is in fact the Syria Planum
  Leader’s brother and the son of the old man, his name being Martin Doyle, although he will
  not give it.  Looking around the room, the Player Characters will discover that Syria Planum
  Leader is present, standing near the speaker.  They will also see up to six bodyguards in the
  room, three for each leader.
  The speaker will talk about what to do during a rebellion.  He covers everything from specific
  individuals who have tasks to perform, down to general ways to help ‘Free Mars’ during such
  a period.  The Player Characters should feel that the situation is one of ‘final instructions’
  before a major event, namely the rebellion everyone has been referring to in certain terms.
  After the Player Characters have been made aware of this situation, read the following:
  The speaker stops for a second and glances at Syria Planum Leader, who
  returns a knowing nod to him.  Olympus Mons Leader looks back to the
  silent crowd before him, and takes a breath.  He appears to be steeling
  himself for something. Then he begins to speak, “We have one final matter
  to attend to this evening.  Last night, Earth Force Security officers from all
  over Mars raided a meeting of the Syria Planum chapter of ‘Free Mars’.
  Although most of our tactical and organisational people escaped without
  arrest or injury, they are obviously increasing the pressure on us.  We
  intended to begin our revolution within a week, however this recent near-
  setback has forced us to move a few days early.  Starting tonight, we will
  begin our revolution!”
  The gathering erupts in a joyous cheer.  With fists thrust high, people begin
  to chant, “Free Mars!  Free Mars!”  The speaker urges the people to be
  quiet so he can finish, “Yes my friends, the future of Mars begins tonight!
  In a few moments, we will all leave and return to our respective domes.
  From there, we will contact those who did not make it to the meeting
  tonight.  Then at midnight, we will gather at our meeting places for our
  domes, and when ready, we will move out onto the streets, and claim Mars
  for our own!  Go now, for we have much to organise and only a few hours to
  achieve it in!”
  Again, the crowd erupts into a heartfelt cheer.  Olympus Mons Leader and
  Syria Planum Leader are surrounded by jubilant Marsies.  The celebration
  does not last long however.  Six bodyguards surround the Leaders in a
  forceful manner.  After a few seconds, the small group begins to push
  through the overcrowded room, the Leaders on the inside of a protective
  ring of bodies.  They are lead down the sewer hole, and out of sight.
  The meeting has come to a close.  The assembled people, who are extremely excited about the
  news just announced, will quickly leave to do as they were told.  They will contact all their
  friends and acquaintances and will gather at the dome’s ‘Free Mars’ meeting place before
  midnight.  For this dome, that is the large basement in which the meeting just took place.  For
  Syria Planum, it is Warehouse 43.
  
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  The Mars Food Riots will now begin.  This was unavoidable from the Player Character’s point
  of view.  Their task now is to bring the riots to a swift close by working to remove the
  influences from the inside.  The Player Characters by now have been given most of the clues
  they need to begin to piece a plan of action together.  Turn to the next chapter for information
  on running the Food Riots and do not forget the chapter about Xanthe Terra dome and Doyle’s
  Perishable Imports, as the Player Characters may pay the company a visit.
  
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  Chapter 8: The Mars Food Riots
  At midnight, following the meeting described in chapter 7, scene 4, the event known as ‘The
  Mars Food Riots’ will begin.  The GM should use this chapter for information on how the riots
  will begin and run.
  Scene 1: The Riots Begin
  ‘Free Mars’ Leaders from Olympus Mons and Syria Planum will organise their followers to
  take to the streets just after midnight.  When ready, they will move directly to the nearest Earth
  Force Security office and storm it.  In all, 150 people will begin the riot in Syria Planum,
  whilst 200 will be initially involved in Olympus Mons.  The mobs will be loud, engaging in
  acts of petty vandalism and looting along their path.  The remaining two domes will not see
  any such activity this night.
  Once the local Earth Force Security office has been taken, they will use it as a base of
  operations, defending it with vigour.  This will occur, with a small amount of blood shed, in
  both domes.  After this point, large portions of the general population will begin to riot as well,
  causing large-scale looting and property destruction.  Some time shortly after sunrise, when the
  opportunity presents itself and the Player Characters are outside in a dome, read the following
  description:
  The gentle, soft red light of the morning sun streams in through the clear
  panels of the dome.  The view above is very peaceful, however on the ground
  the situation is anything but.  The air is frequently punctuated by the sound
  of PPG fire, windows shattering and people yelling.  The streets are
  deserted, except for the occasional rag-tag ‘Free Mars’ groups they call
  patrols.  But they seem more interested in looting than taking control of
  Mars for the moment.
  Your eyes turn skyward for the moment again.  A thin trail of black smoke
  to the north catches your eye.  Something inside the dome is burning.  The
  two quickest ways of killing everyone in this dome would be through
  burning things or setting of explosives.
  A small shop is alight two blocks north of the Player Character’s current position.  There is
  nothing the Player Characters can do and responsible ‘Free Mars’ members are trying to
  extinguish it.
  During this period, the Doyle brothers will retreat to the family’s business premises with their
  father, Henry.  From the safety of their compound, they will coordinate the ‘Free Mars’ effort
  remotely via a series of carefully planned and untraceable narrowband tachyon transmissions
  to predetermined locations.  The authorities will not discover them during this period.
  Scene 2: The Authorities Fight Back
  At 0600 hours that morning, an emergency meeting of Earth Gov will declare Mars under
  Martial Law.  They will rule for it to be illegal for people to be found outside of their place of
  residence without good cause.  As soon as they are able, Earth Force Security officers will
  begin implementing this temporary law, but not for the time being.
  
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  Transport between domes will be cut around this time.  Because Xanthe Terra and Solis
  Planum domes are not rioting, reinforcements will be brought in from there, as well as any off
  duty Earth Force personnel or Ground Pounders.  They will gather at previously planned
  secure locations throughout the domes and will begin enforcing Martial Law using hastily
  secured holding compounds.  There will be pitched bloody urban battles between ‘Free Mars’
  groups that are strategically located throughout the dome and the Earth Force personnel.  For
  the time being, neither side will gain the upper hand, both suffering with large numbers of
  casualties.
  A day later, Solis Planum and Xanthe Terra domes will also suffer from riots.  The bulk of the
  rioting will be in Solis Planum.  These riots are unorganised and are effectively copycat
  situations.
  Scene 3: Gaining Control of Mars
  After a few days, it is hoped that the Player Characters will have acted to remove both of the
  leaders organising the ‘Free Mars’ movement.  Doing so will undermine the movement’s
  coordination enough that the local authorities will be able to bring control back to the domes of
  Mars, with some organisational help from Earth Force.
  If the Player Characters do not successfully remove both leaders within five days of the riots
  beginning, an EA war cruiser will come out of hyperspace and will enter orbit around Mars.  It
  will be of some personal interest to the players (although it will mean nothing to the Player
  Characters) that a young Captain John Sheridan will lead a small but well trained team of
  Ground Pounders into Olympus Mons dome.  There, Sheridan will reorganise what he can find
  of the local security officers and will coordinate a reclaiming of the dome.  The process should
  only take two days to achieve.  From here, Sheridan will leave behind a small clean-up crew to
  flush out any remaining troublemakers, while he and his team perform the same operation in
  Syria Planum dome.  After Syria Planum is declared reasonably secure, they will send smaller
  crews to the other two domes to clean up any ‘sympathy rioting’.  Sheridan and his Ground
  Pounders will stay for a period of a week while ‘Free Mars’ members are located and arrested
  and the domes are cleaned up.  If it comes to this, the Player Characters have failed their task.
  If the Player Characters have successfully removed both leaders within five days of the riots
  beginning, the ‘Free Mars’ movement will have lost control of itself.  Members will still
  continue to loot and attack authorities, but there will be no organised strikes or revised defence
  procedures.  Within less than 48 hours of the last leader being removed, local authorities will
  begin to make dramatic inroads into regaining control of some areas of the domes. An EA war
  cruiser will come out of hyperspace and will enter orbit around Mars.  A young Captain John
  Sheridan will lead a small but well trained team of Ground Pounders into Olympus Mons
  dome and will coordinate the reclaiming of the rest of the dome with the steadfast Olympus
  Mons security team.  When Olympus Mons is reasonably secure, he will replicate this feat in
  the three other domes.  As time goes by, it will become easier to gain control as ‘Free Mars’ no
  longer has any direction.  If this situation comes to pass, the Player Characters have succeeded
  in bringing an early end to the riots in a covert manner.
  No matter what happens, ‘Free Mars’ and the local population are not destined to gain control
  of Mars.  History shows that Captain Sheridan and his troops will ultimately gain control over
  the Mars Food Riots and life will continue as normal.  However, it would be fair to assume
  that Earth heeded the grievances of their Martian subjects and lifted the food rationing that
  sparked the riots in the first instance.
  
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  After the events detailed in this scene have occurred, the bulk of the adventure has concluded.
  All that is left now is for the Player Characters to report back to Ganymede Base for their
  debriefing.  This is covered in the final chapter.
  
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  Chapter 9: Concluding the Adventure
  When the Player Characters feel they have completed the assignment, successfully or
  otherwise, they should return to Ganymede Base after informing their local contacts that they
  have finished working on Mars and are leaving.  The shuttle trip back will be uneventful and
  the Player Characters can take the time to have a well-earned rest.  When the Player
  Characters arrive at Ganymede base, Masters will want to see them as soon as possible.  He
  will admit them to his office for an informal debriefing session.
  It is up to the GM how to handle the debriefing session.  What Masters will say and his
  general mood will greatly depend on how well the players tackled the task assigned to them.  If
  they successfully brought about an early end to the riots without causing too much trouble for
  Masters to clear up (such as arrests, destroyed property, etc), he will be very pleased with
  them and will shake their hands firmly.  In such cases, he may also offer a cash bonus to the
  Player Characters, at the GM’s discretion of course.  On the other end of the scale, the Player
  Characters may have completely messed the job up!  Thousands of people may lay dead,
  accidentally by their hands, after a Player Character got excited and used a slug thrower to
  ‘apprehend’ a suspect, the bullet ricocheting and puncturing the dome.  Or perhaps they joined
  with the ‘Free Mars’ group for a bit of fun?  “Hey, Masters will never know the difference!”
  Oh yes he will!  In such cases, it’s possible the Player Characters will not get payed and may
  even be jailed!
  Of course, most groups will fall somewhere in between the two extremes presented here.  Most
  will have achieved the job, but will have left some work for Masters and his team to clean up
  later.  He will congratulate them for successfully completing a hard and difficult task and they
  will receive their payment in full.
  As the work performed was ‘unofficial’, no record of it will be kept after this meeting.
  However, Masters will personally remember the performance of the team and will keep this in
  mind when selecting groups for future ‘unofficial’ work.
  
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  Appendix A: Non Player Characters
  This appendix gives statistics for Non Player Characters encountered during the adventure.
  Most of these are generic archetypes, such as ‘Earth Force Security Officers’ and
  ‘Bodyguards’.  Accordingly, they should be altered if the GM deems it necessary.  Be warned,
  the ‘Thugs’ listed here are quite skilled in what they do and may be more than a match for an
  average party.  As always, keep this in mind when selecting numbers for groups to rough up
  your Player Characters, and remember, it never hurts to fudge the rolls to give your players a
  fright!
  Martin or Andrew Doyle
  Character Attributes
  Charm:  7
  Intelligence:  5
  Strength:  5
  Finesse:  5
  Insight:  5
  Agility:  5
  Presence:  7
  Wits:  5
  Endurance:  4
  Xenorelation:  3
  Perception:  5
  Coordination:  5
  Derived Character Attributes
  Toughness:  0
  Initiative:  5
  Resolve:  5
  Character Skills and Specialties
  Savvy
  5
  Underworld
  Mars Society
  Public Speaking
  4
  Persuasion
  (Persuasion draws off Charm)
  Business
  3
  Management
  Operations
  Law
  2
  EA Civil
  Combat, Unarmed
  2
  Strike
  Block
  Acumen
  2
  Attitude
  Emotion
  Henry Doyle
  Character Attributes
  Charm:  5
  Intelligence:  6
  Strength:   4
  Finesse:  4
  Insight:  6
  Agility:  4
  Presence:  5
  Wits:  6
  Endurance:  3
  Xenorelation:  3
  Perception:  6
  Coordination:  5
  Derived Character Attributes
  Toughness:  -1
  Initiative:  5
  Resolve:  6
  Character Skills and Specialties
  Business
  5
  Management
  Operations
  Acumen
  4
  Attitude
  Emotion
  Savvy
  3
  Mars Society
  Law
  3
  EA Civil
  Combat, Unarmed
  1
  Block
  Engineering, Electrical
  1
  Device Applications
  Power Systems Design
  
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  Earth Force Security Officer
  Character Attributes
  Charm:  4
  Intelligence:  4
  Strength:  5
  Finesse:  4
  Insight:  6
  Agility:  5
  Presence:  6
  Wits:  5
  Endurance:  5
  Xenorelation:  3
  Perception:  5
  Coordination:  5
  Derived Character Attributes
  Toughness:  0
  Initiative:  5
  Resolve:  5
  Character Skills and Specialties
  Investigation
  4
  Forensic
  Case Management
  Law
  3
  EA Civil
  EA Criminal
  Combat, Armed
  3
  Strike
  Parry
  Combat, Ranged
  3
  Handgun
  Longarm
  Combat, Unarmed
  2
  Strike
  Acumen
  2
  Veracity
  Athletics
  2
  Running
  Medical, EMT
  1
  Human
  Bouncer, Bodyguard or Thug
  Character Attributes
  Charm:  4
  Intelligence:  3
  Strength:  7
  Finesse:  4
  Insight:  4
  Agility:  8
  Presence:  4
  Wits:  4
  Endurance:  6
  Xenorelation:  4
  Perception:  3
  Coordination:  6
  Derived Character Attributes
  Toughness:  2
  Initiative:  6
  Resolve:  3
  Character Skills and Specialties
  Combat, Unarmed
  5
  Strike
  Dodge
  Parry
  Combat, Armed
  3
  Swing
  Parry
  Combat, Ranged
  2
  Handgun
  Savvy
  2
  Underworld
  Hiding
  1
  Shadowing
  Ordinary Person
  Character Attributes
  Charm:  6
  Intelligence:  5
  Strength:  4
  Finesse:  6
  Insight:  5
  Agility:  5
  Presence:  4
  Wits:  4
  Endurance:  4
  Xenorelation:  5
  Perception:  4
  Coordination:  5
  Derived Character Attributes
  Toughness:  0
  Initiative:  4
  Resolve:  5
  
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  Character Skills and Specialties
  Apply as appropriate
  
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  Appendix B: Contact List
  Dome Name
  Contact Name
  Profession
  Contact Address
  Olympus Mons
  Jerry Mennser
  Caitlin Levner
  Andrea Jones
  Dome Repair
  Unemployed
  Shop Owner
  Room 1585, Blue Sector (AH)
  Room 8, Brown Sector (WH/AH)
  Shop 34, Red Sector (WH)
  Solis Planum
  Peter Weller
  Kitchen Hand
  Room 129, Yellow Sector (AH)
  Syria Planum
  Claudia Brown
  Bruce Roberts
  Hydroponics
  Unemployed
  Room 1098, Blue Sector (AH)
  Room 6, Brown Sector (WH/AH)
  Xanthe Terra
  Bill Morris
  Shop Owner
  Shop 10, Red Sector (WH)
  Note:
  Contact time availability at indicated address is noted by Work Hours (WH) or After Hours (AH).
  Please note the contact may not always be available during this period.
  
SOURCE: textdata/thevault/The Babylon Project/The Babylon Project Red Riots.pdf