TEXT: BLOODSPORT
  BY MARK STOUT
  S C I E N C E F I C T I O N A D V EN T U RE IN 
  THE W O R L D  O F  B L UE PLAN ET
  UNDERCURRENTS
  
  BLOODSPORT
  2
  BLOODSPORT
  An Adventure for the Blue Planet™ Roleplaying Game, by Mark Stout
  CREDITS
  Line Developer: James Sutton
  Writing and Maps: Mark Stout
  Editing and Layout: James Sutton
  Graphic Elements: Brian Schomburg, Dawn Sutton
  Internet: www.capriciousgames.com
  Edition: CGBPU001—September 2015
  Blue Planet and Undercurrents are trademarks and copyright of Biohazard Games. Published 
  by Capricious Games under license from Biohazard Games—Made in the USA. Copyright © 2015 
  Biohazard Games, Capricious Games. All rights reserved.
  No part of this publication may be reproduced or redistributed in any form by any means, electronic, 
  mechanical, photocopying, recording, or otherwise without the express written permission of 
  the publisher. Permission is granted to the purchaser to print a copy of this document FOR 
  PERSONAL USE ONLY.
  CONTENTS
  Introduction ......................................................................................3
  Getting the Characters Involved ......................................................3
  Maps ..................................................................................................3
  Background .......................................................................................4
  Events.................................................................................................5
  Approaching the Island ....................................................................6
  Into the Jungle ...................................................................................7
  The Native Village .............................................................................8
  Outside the Main Camp ...................................................................9
  Inside the Camp ..............................................................................10
  The Cabin ........................................................................................10
  The Barracks ....................................................................................11
  “Colonel” Jack Clayton ...................................................................11
  The Arena ........................................................................................12
  The Black Ops Team Arrives ..........................................................13
  
  BLOODSPORT
  3
  INTRODUCTION
  Many come to Poseidon to find their fortune, but end up eking out a living doing what-
  ever they can to survive. The homeless and destitute abound; people without the skills to 
  work in built-up areas, or survive out in the undeveloped wilds. Many die from causes both 
  natural and unnatural, and missing persons reports are filed by the handful every day.
  In the past several months, the amount of people reported missing in the areas around 
  Haven and Second Try have jumped significantly. The jump in reporting coincides with the 
  appearance of an illegal broadcast on CommCore. Somehow, persons unknown are hacking 
  into various CommCore satellites and broadcasting bloody, gladiator-style fights from a loca-
  tion somewhere in the Haven Cluster. The people depicted in these fights don’t appear to be 
  skilled or willing, and most fights end in the death of one of the participants.
  The GEO, while stretched thin across the planet, can’t afford to ignore outright murder 
  for entertainment. During the last broadcast, they finally managed to pinpoint the location 
  to a small island in the Dolphin Reef area of the Haven Cluster. The GEO is looking for a 
  group of individuals with different specialties to infiltrate the island, free those imprisoned, 
  and stop the fights.
  GETTING THE CHARACTERS INVOLVED
  This job isn’t going to be openly advertised, but there are a number of ways characters can 
  find out about it or be recruited into it.
  • Characters working for the GEO may be recruited by a superior.
  • Characters with ties to the GEO may find out from those contacts about the situation.
  • Characters in legal trouble with the GEO may be offered this job in exchange for drop-
  ping charges or expunging records.
  • Characters may have friends or family who have disappeared in the affected areas and 
  are seen in the background of one of the broadcasts.
  • Characters that work for a Hanover rival may be recruited to obtain the missing boy so 
  that he can be used as leverage.
  • Characters may be familiar with the natives of Tranquility and be sent there to help them.
  MAPS
  An island map and map of the mercenary camp is included with this scenario. Maps of 
  the barracks and interior of the arena are available for online purchase from our friends at 
  Dramascape, via DriveThruRPG.com.
  The specific maps are the SciFi Marine Quarters and The Facility, respectively.
  
  BLOODSPORT
  4
  BACKGROUND
  The private military company Force Solutions was one of many that made the transi-
  tion from Earth to Poseidon. While there was always plenty of work on Earth for those 
  with military training and low moral fiber, Poseidon was said to be even rifer with oppor-
  tunity. So it was that “Colonel” Jack Clayton took his group of mercenaries to Poseidon to 
  cash in on a piece of the action.
  Unfortunately for Clayton and his men, the tales drew many other mercenaries to Pose-
  idon, some far more talented or trustworthy. Also the employment options weren’t near as 
  rosy as stories made them out to be. Incorporates tended to stick with their own security 
  forces, going to mercenaries only when they needed someone expendable or a scapegoat. 
  The GEO didn’t trust mercenary companies, and almost never employed them. Even the 
  criminal elements didn’t want mercenaries, except for them to join and be fully under their 
  control. That left little, except employ by settlers or natives as protection, and that didn’t pay 
  much except room and board.
  So after a year, Force Solutions found itself wandering from island to island looking for 
  work while living hand to mouth. One stop on a small island in the Dolphin Reef area turned 
  their fortunes around. The island was home to one tiny native village. No other entity had any 
  claim to the island, it didn’t even have a name on the GEO survey report, just a number. The 
  well-armed mercenaries quickly took over the island, and enslaved the villagers to work for 
  them, after making a few examples of defiant villagers to serve as a warning. As his merce-
  naries settled into their new home, Clayton began working on ideas to make money from 
  their situation. He recalled something he had witnessed working for a small-time warlord 
  in East Africa. Captured enemies would be put into a pit with few to no weapons, and the 
  survivor of the fight would be allowed to live. Clayton surmised people would pay good 
  money to watch people fight to the death, and he was right.
  What money the mercenaries had was put into a pre-fab building to house the fights, a 
  secure prison to hold their prisoners, and barracks for the mercenaries, including a private 
  cabin for Clayton himself. Video recording equipment and a satellite uplink completed the 
  setup. Clayton and several of his subordinates traveled to Haven and made contact with the 
  Gorchoff family and presented a proposal. The mercenaries would obtain people and set up 
  the fights, and the Family could run betting parlors, with Clayton getting a small percentage 
  of the earnings. The Family would have clean hands, except for running illegal gambling 
  operations, and would make good profit. The agreement was sealed.
  Force Solutions began rounding up participants from the lowest ranks of Poseidon society. 
  The homeless, destitute, addicts, and others began to disappear from the slums of Haven and 
  Second Try. Fisherman and prospectors who strayed too close to the island were also taken. 
  In all there are usually 20 to 30 people held on the island at any one time. The broadcasts are 
  held weekly and typically feature four fights. Most are one on one matches with two people, 
  but Clayton has started trying “special events”—including a four-way death match—and fights 
  against Poseidon wildlife, namely a marsh devil that was found on one of the captured boats.
  
  BLOODSPORT
  5
  So far the mercenaries have been fortunate, as no one taken has been important or wealthy 
  enough to warrant a fast response. However, a young man taken from his small luxury yacht 
  a week ago is actually the son of a prominent Hanover executive. Hanover has already deter-
  mined the location of the island, and will be dispatching a black ops team to recover the boy, 
  then leveling the compound with rocket salvos from their jumpcraft. This team will show 
  up while the characters are busy freeing prisoners and dealing with mercenaries, and will 
  provide an extra level of danger and confusion.
  EVENTS
  • The scenario begins when the characters approach the island. They will have a low-res-
  olution satellite map of the island, and have recommendations from the GEO as to where to 
  land their boat. However, the mercenaries have a communications jammer that blankets the 
  entire island and up to six kilometers out, so communication units will not work.
  • Characters have to travel some distance overland to reach the native village or the merce-
  nary encampment, and may face threats along the way from Poseidon wildlife.
  • If the characters travel to the southern site marked on their map, they come across the 
  native village. The villagers there will not aid the characters for fear of reprisals, but they 
  won’t give them away. There are only four mercenaries guarding the village, moving in pairs 
  around the perimeter and among the huts. Information from villagers or captured merce-
  naries can lead the characters to the main camp, as well as warn them about sentry patrols.
  • If the characters travel to the northern site marked on their map, they come to the merce-
  nary camp. They must evade or deal with sentry patrol first. When they get to the camp 
  proper, they characters see people in expensive clothing arriving by jumpcraft. These people 
  head into the largest building, the entrance which is watched over by two guards (the arena).
  • Once the characters have gotten to the arena and started freeing people, the Hanover 
  black ops team arrives and announces their presence by blowing up the barracks with rocket 
  fire from one of their jumpcraft. All hell breaks loose, and the characters have a chance to 
  take advantage of it, if they survive it.
  • The characters have to try to escape with the prisoners, while evading the black ops 
  team and the mercenaries. Their options are stealing a boat or two, or the mercenaries’ 
  cargo jumpcraft. Either way there will be a final firefight between any remaining merce-
  naries and their leader.
  
  BLOODSPORT
  6
  APPROACHING THE ISLAND
  The characters are provided with a boat to travel to the island. The Emergency Rescue 
  Team (ERT) cutter is a sturdy craft capable of handling Poseidon’s bad weather without 
  going down. The boat can even right itself if capsized, handy if the pilot isn’t that skilled. 
  The ERT cutter has a shallow enough draft to land nearly anywhere, except a beach, so the 
  characters have options.
  A low-resolution satellite map of the island is provided to the characters. The heavy cloud 
  cover of Poseidon makes clear satellite imagery tricky, so this was the best to be had on short 
  notice. An encampment is visible on the northeast corner of the island in an area of obvi-
  ously artificially cleared foliage. Another fuzzy image on the south central side of the island 
  also could be a settlement, but it’s not clear enough to be sure.
  The characters will be initially approaching from the southeast side of the island, at around 
  eleven at night to avoid visual detection. At this point it is up to them where to land the 
  boat. If they’re not sure, the GEO was kind enough to suggest they land on the northwest 
  or southwest side of the island, to minimize the risk of detection. The island is not large, 
  approximately six kilometers north to south, seven kilometers east to west.
  If they circle the island, artificial lights are visible from the northeast encampment. With 
  a successful Awareness attribute roll using telescopic optics, a dock can be made out as well 
  as a large building that appears to be a warehouse. With an Action Value of 2 or more, the 
  character can make out figures walking around the building. On the south central side of 
  the island, fires and torches are visible there, but the light is too dim to see any details, and 
  too far for light enhancing optics to be effective.
  Small coves are present on the northwest and southwest sides of the island, sufficient for 
  anchoring the cutter. The southwest cove is completely safe, but the northwest cove is the 
  lair of a small polypod. The beast is quite territorial and will whip tentacles up the side of the 
  cutter and try to grab morsels off the deck. The polypod will come up to the surface when 
  attacking, and can be targeted by characters. The polypod has only eight tentacles, and will 
  retreat when it has suffered one serious or two minor wounds.
  POLYPOD
  attacks: Grapple 4 (DR 5)
  movement: 3 m
  primary attributes: Build 5, Fitness 4, Agility 
  –4, Awareness 2, Will 2
  derived attributes: Endurance 3, Reflexes –1, 
  Strength 5, Toughness 2
  armor: 1
  The polypod is a young adult female, not yet fully grown. It is motivated by territorialism 
  and hunger, but will retreat underwater to its lair if it suffers one serious or two minor wounds.
  If the players want to land somewhere else, they will have to swim to shore from the cutter, 
  as it has no small craft on board. This will require a successful Swimming check if they’re 
  laden down with gear.
  
  BLOODSPORT
  7
  INTO THE JUNGLE
  Once on the island, the characters may proceed in whichever direction they see fit. If 
  they head for the southern site, they’ll make it to the native village in three to four hours, 
  depending which side of the island they landed on. If they head for the main encampment, 
  they’ll get there in five to six hours. Regardless of direction, they’ll run into a few hazards along 
  the way. For more threats, use the marsh devil detailed in the mercenary camp (see p. 10).
  First is a small copse of needle bushes. The main body of this plant consists of a huge, 
  beautiful flower-like gourd that blooms all year round. The body of the plant, however, is 
  surrounded by a tangle of thorn-covered stalks and brambles that form an almost impene-
  trable thicket around the gourd. A successful Awareness roll will let a character notice the 
  wicked thorns on the bushes, and a successful Botany or Foraging roll will let a character 
  know that the thorns contain a dangerous toxin.
  The needle bushes can be avoided simply by walking around them. Anyone walking 
  through the bushes must make a successful Agility roll or be scratched by a thorn, intro-
  ducing a dangerous poison.
  NEEDLE BUSH
  poison: Paralytic respiratory toxin (Onset 
  Time 30 mins, Duration 24 hrs, DR 4)
  Another threat comes from a creature known as a Hangin’ Joe. Joes are arboreal mollusks 
  that attach to a tree and dangle tentacles onto the ground to trap creatures. Their hides are a 
  mottled brown, but are typically covered with a thick mat of moss. Joes have 10 to 20 long, 
  ropy tentacles (this Joe has 12 tentacles) that look remarkably like hanging vines. These limbs 
  are powerfully muscled and can reach 30 meters in length.
  The Joe can sense the vibrations made by creatures walking near its tentacles. Anything 
  walking into the area is surrounded by grasping tentacles which kill by constriction. The dead 
  victim is then hauled up to the Joe to be devoured. A successful Awareness roll is needed to 
  spot the danger before the characters walk into the killing area.
  HANGIN’ JOE
  attacks: Constrict 5 (Suffocation)
  movement: None
  primary attributes: Build 5, Fitness 0, Agility 
  –5, Awareness –5, Will 3
  derived attributes: Endurance 1, Reflexes –5, 
  Strength 2, Toughness 1
  armor: None
  The Hangin’ Joe functions purely on animal instinct, and will only let go of prey if it suffers 
  a serious or critical wound. In this case, it will also retract all tentacles.
  
  BLOODSPORT
  8
  THE NATIVE VILLAGE
  The native village, called Tranquility by the inhabitants, is now a place ruled by fear. The 
  mercenaries are bully-boys who treat the villagers as slaves. They don’t kill any arbitrarily, 
  as the villagers keep them fed, but are otherwise harsh in their treatment of them. There are 
  54 people in the village, but none of them will stand up to the mercenaries for fear of repri-
  sals against their families, at least not while there are still mercenaries guarding the village.
  Due to today’s broadcast, most of the mercenaries are at the main encampment, leaving 
  only four to guard the village. The village is spread around a 90-meter area, so the guards 
  patrol around and through the village in pairs. They are used to the villagers’ passivity, so 
  they are not as alert as they should be. Jumping one pair of guards and fighting hand-to-
  hand shouldn’t make enough noise for the other pair to hear, as long as no one fires a gun. 
  The villagers nearby will certainly notice, but they won’t give the characters away. The 
  village is far enough away from the mercenary camp that gunfire will not be noticed by 
  those at that camp.
  Once all guards have been subdued or killed, the villagers will hastily pack and move off 
  into the jungle to the west to hide. If the characters have lost anyone so far or want help, one 
  able-bodied villager will offer to go along and help free the other villagers that were taken 
  to the main camp.
  If a mercenary is still alive, a successful Persuasion roll gets him to reveal the location of 
  the main camp, the buildings there (arena, barracks, and Clayton’s cabin), and the number 
  of mercenaries present there (42). The villagers only know the location of the camp.
  MERCENARY GUARDS (4)
  goal: Wealth
  motivation: Discontent
  attitude: Arrogant 
  primary attributes: Build 1, Fitness 1, Agility 
  1, Dexterity 0, Awareness 0, Intellect 0, 
  Presence 0, Will 0
  derived attributes: Endurance 1, Reflexes 0, 
  Strength 0, Toughness 1
  aptitudes: Superior: Close Combat, Firearms; 
  Strong: Command, Military Weapons, 
  Stealth, Tech
  primary skills: Aquatics 3, Armed Combat 5, 
  Bureaucracy 2, Culture (GEO 2, Military 
  6, Street 3), Demolitions 2, First Aid 3, 
  Handguns 5, Heavy Weapons 3, Hiding 
  4, Leadership 4, Logistics 3, Longarms 6, 
  Sneaking 4, Tactics 4, Unarmed Combat 4
  gear: Knife, small caliber handgun, 
  submachine gun, two reloads for each 
  firearm
  The mercenaries that work for Force Solutions come from a variety of backgrounds, but 
  generally care only about their paycheck. They are still disgruntled from their earlier hand 
  to mouth living, and aren’t happy that they have to stay on the island, unable to enjoy the 
  fruits of their labors. Because of this they aren’t as loyal to Clayton as they once were, and 
  would cut him up for fish bait if their money was threatened. Most of them are overconfi-
  dent braggarts, convinced of their own superiority. They tend to take out their frustrations 
  
  BLOODSPORT
  9
  on the prisoners and villagers. Despite their attitude, they won’t fight to the death unless 
  unable to retreat, surrendering after taking a serious wound.
  BRAVE VILLAGER
  goal: Freedom
  motivation: Duty
  attitude: Cooperative
  primary attributes: Build 1, Fitness 1, Agility 
  1, Dexterity 0, Awareness 1, Intellect 0, 
  Presence 0, Will 0
  derived attributes: Endurance 1, Reflexes 1, 
  Strength 1, Toughness 1
  aptitudes: Superior: Athletics, Survival; 
  Strong: Administration, Close Combat, 
  Physical Sciences, Vehicles
  primary skills: Aquatics 7, Archery 5, 
  Armed Combat 4, Culture (Colonial 
  4, Native 6), First Aid 4, Fishing 4, 
  Foraging 6, Longarms 3, Meteorology 
  3, Mountaineering 3, Navigation 5, 
  Negotiation 3, Orienteering 5, Sailing 5, 
  Sneaking 4, Tracking 5
  gear: Knife, speargun, six spears
  This able-bodied villager is keen to help free the people that have been taken to the 
  mercenary camp. She is familiar with the island and its hazards and can guide the charac-
  ters around dangers.
  OUTSIDE THE MAIN CAMP
  The characters find themselves on the outskirts of the mercenaries’ main camp. Security 
  is never especially tight around the camp, since the main focus is on the prisoners inside. 
  The isolation of the island, as well as zero attempts at rescue have added to the air of lazi-
  ness concerning security, so the guards are quite lax. The camp consists of the main arena 
  building—actually a pre-fab bioplastic prison—the barracks, and Clayton’s cabin. A dock 
  stretches out into a small cove, with several fishing boats and a small luxury yacht moored 
  there. The yacht looks to be new, and is loaded with amenities if anyone climbs on board 
  to check.
  There are two guards visible standing at the main door into the large building. The only 
  other guards outside are the four mercenaries patrolling around the edge of the camp. They 
  walk together and take about 12 minutes to circle the camp, if any of the characters bother 
  to watch and time them. If the guards are ambushed on the north or east side of the camp, 
  there’s little chance a hand-to-hand scuffle will be overheard. Gunshots will instantly alert 
  the whole camp, and the characters will be in trouble.
  Have the characters be chased or pinned down before jumping ahead to The Black Ops 
  Team Arrives (see p. 13).
  
  BLOODSPORT
  10
  PATROLLING MERCENARIES (4)
  goal: Wealth
  motivation: Discontent
  attitude: Arrogant
  primary attributes: Build 1, Fitness 1, Agility 
  1, Dexterity 0, Awareness 0, Intellect 0, 
  Presence 0, Will 0
  derived attributes: Endurance 1, Reflexes 0, 
  Strength 0, Toughness 1
  aptitudes: Superior: Close Combat, Firearms; 
  Strong: Command, Military Weapons, 
  Stealth, Tech
  primary skills: Aquatics 3, Armed Combat 5, 
  Bureaucracy 2, Culture (GEO 2, Military 
  6, Street 3), Demolitions 2, First Aid 3, 
  Handguns 5, Heavy Weapons 3, Hiding 
  4, Leadership 4, Logistics 3, Longarms 6, 
  Sneaking 4, Tactics 4, Unarmed Combat 4
  gear: Knife, small caliber handgun, assault 
  rifle, two reloads for each firearm
  INSIDE THE CAMP
  As the characters first come up on the camp, they hear the whine of jumpcraft motors, 
  and see a passenger jumpcraft approach from the north. Several mercenaries exit the 
  barracks and wait for the jumpcraft to land off to the west side of camp beside the large 
  building. Seven people in very fashionable and expensive clothing, obviously rich and prob-
  ably Incorporate, come out of the jumpcraft and are escorted to the arena. The jumpcraft 
  then takes off and leaves.
  If the sentry patrol has been taken care of, the characters won’t be spotted unless they 
  approach from the south, the direction the arena guards are facing.
  THE CABIN
  At this time, the camp is gearing up for another broadcast, so about half the remaining 
  mercenaries are in the barracks, while the rest are at the arena. Clayton is currently in the 
  arena, so his cabin is empty, although the door is locked. There are several windows, which 
  are not locked.
  Any character looking in can see the cabin is empty except for a native woman sitting on 
  the floor near the bed, handcuffed by one arm to the wooden bedpost. She is sleeping, but 
  will wake if anyone enters. She will not give away the characters to the mercenaries, but will 
  not help them fight. She can tell them that Clayton is in the arena.
  Characters searching the cabin can find an assault rifle with a full magazine behind the 
  bed, a fragmentation grenade in a desk drawer, an unsecured maincomp on the desk, and 
  a locked safe. The safe is too heavy to easily carry—it weighs over 150 kilograms—and has 
  a fiendishly complex electronic lock (–4 on Lockpicking TN; only one attempt to open or a 
  failsafe seals the lock). If the characters do manage to break into the safe, they find stacks of 
  incorporate scrip organized by type, about 10,000 scrip total.
  
  BLOODSPORT
  11
  The maincomp has been left unsecured, since Clayton trusts that his men won’t enter 
  the cabin, and savvy characters can easily turn up payments and transactions from betting 
  cuts. Really cagey characters might transfer all the money—about 270,000 scrip—out of the 
  merc’s account, to hold hostage or just keep it. The mercenaries may turn on Clayton if their 
  money is threatened, at the game moderator’s option.
  THE BARRACKS
  The barracks are currently occupied by 18 of the mercenaries and is the source of the jamming 
  blanketing the island. Assaulting the barracks is a suicidal proposition, given the number 
  of adversaries there.
  “COLONEL” JACK CLAYTON
  Jack Clayton is the leader of the mercenary company Force Solutions. He’s not really 
  a colonel; he adopted the title when he took over the company from the previous leader, 
  whom he killed in a knife fight. Clayton is unstable on the best of days, with a volatile 
  temper and an absolute obsession with the acquisition of wealth. While he is capable 
  of sound judgement, his tendency to be impulsive and emotionally reactive tends to 
  short-circuit his ability to make decisions.
  Clayton doesn’t clearly understand the potential consequences of his bloodsport 
  broadcasts. He is too blinded by the sheer amount of money the broadcasts bring in. 
  He will not back down from any challenge to his authority, no matter how badly the 
  situation is against him.
  goal: Wealth
  motivation: Obsession
  attitude: Manic
  primary attributes: Build 1, Fitness 2, 
  Agility 1, Dexterity 0, Awareness 0, 
  Intellect 0, Presence 0, Will 0
  derived attributes: Endurance 1, Reflexes 0, 
  Strength 1, Toughness 1
  aptitudes: Superior: Close Combat, 
  Firearms; Strong: Command, Military 
  Weapons, Stealth, Tech
  primary skills: Aquatics 3, Armed Combat 
  5, Bureaucracy 2, Culture (GEO 2, 
  Military 6, Street 3), Demolitions 
  2, First Aid 3, Handguns 6, Heavy 
  Weapons 3, Hiding 4, Leadership 4, 
  Logistics 3, Longarms 6, Sneaking 4, 
  Tactics 4, Unarmed Combat 4
  biomods: Programmed Reflexes (Autoload, 
  Defender)
  gear: Diamond knife, large caliber 
  handgun, two reloads for handgun, 
  light vest
  MOST WANTED
  
  BLOODSPORT
  12
  THE ARENA
  The guards at the arena door can be dispatched if quiet care is taken and no firearms are 
  discharged. The arena building has no windows at ground level, so no one can see the char-
  acters jump the guards, and the noise inside is too loud to hear a fight outside. The characters 
  could slip into the arena, although they will be noticed almost immediately, since they stick 
  out amongst the well-dressed spectators.
  There is another door into the arena on the east side of the building. This door leads into 
  the arena near the broadcast control center. Inside the arena, near the door, is a reinforced 
  cage holding a very hungry marsh devil. Clayton plans on using it for one of the matches 
  tonight, and has not fed the devil for days. If let loose, the marsh devil indiscriminately 
  attacks the nearest people. The cage is not fixed to the floor, and fits through doors, so the 
  characters could get creative with this.
  The inside of the arena consists of a control room where Clayton and three other merce-
  naries run the broadcasts, the fighting arena bounded by electric fields, open areas around 
  the arena for spectators to watch, and cells for the prisoners along the outside walls. The 
  cell doors are solid and soundproof, so as to not disturb the guests. The open areas contain 
  tables with food and drink, as well as chairs. The guests will be scattered around the spectator 
  area watching the match. The remaining 11 mercenaries will be around the spectator areas.
  At some point, the characters will announce their presence, intentionally or not. When 
  this happens, it’s time for everything to break loose.
  ARENA DOOR GUARDS (2), ARENA GUARDS INSIDE (14)
  goal: Wealth
  motivation: Discontent
  attitude: Arrogant
  primary attributes: Build 1, Fitness 1, Agility 
  1, Dexterity 0, Awareness 0, Intellect 0, 
  Presence 0, Will 0
  derived attributes: Endurance 1, Reflexes 0, 
  Strength 0, Toughness 1
  aptitudes: Superior: Close Combat, Firearms; 
  Strong: Command, Military Weapons, 
  Stealth, Tech
  primary skills: Aquatics 3, Armed Combat 5, 
  Bureaucracy 2, Culture (GEO 2, Military 
  6, Street 3), Demolitions 2, First Aid 3, 
  Handguns 5, Heavy Weapons 3, Hiding 
  4, Leadership 4, Logistics 3, Longarms 6, 
  Sneaking 4, Tactics 4, Unarmed Combat 4
  gear: Knife, small caliber handgun, 
  submachine gun, two reloads for each 
  firearm
  MARSH DEVIL
  attacks: Claw 7 (DR 8), Bite 5 (DR 6)
  movement: 12/20 m. Fast and deadly, marsh 
  devils are able to manage truly terrifying 
  bursts of speed for short durations. These 
  creatures cannot sustain a top movement 
  rate of 20 m per action for more than 8 
  rounds.
  primary attributes: Build 5, Fitness 3, Agility 
  2, Awareness 2, Will 1
  derived attributes: Endurance 5, Reflexes 3, 
  Strength 4, Toughness 2
  armor: 3
  
  BLOODSPORT
  13
  The marsh devil has a long, tapered body and six strong limbs ending in broad, flat feet 
  with pronounced webbing and sharp claws. It is mottled gray to brown in coloration, and 
  like many of Poseidon’s animals, has two rows of multiple eyespots running the length of 
  its body. It is motivated by extreme hunger and will only retreat if it suffers one critical or 
  two serious wounds.
  THE BLACK OPS TEAM ARRIVES
  As noted in Background (p. 4), one of the recently taken prisoners is the son of a promi-
  nent Hanover executive. Hanover figured out the location of the broadcast and dispatched 
  a black ops team to recover the boy. Just as the characters are getting into the fight or are 
  discovered, the black ops team makes its move.
  The 12-person team was flown in via stealth jumpcraft, and dropped off on the north 
  coast just half a kilometer west of the camp. They have moved into position on the west side 
  of the camp, identified where the prisoners and mercenaries are, and are ready to strike. On 
  a visual signal (bypassing the jamming), the stealth jumpcraft flies up over the tree line and 
  fires a rocket salvo into the barracks, destroying it and killing all the mercenaries inside. 
  This also destroys the communications jammer, allowing communication units to be used 
  again. When this happens, the team moves in on the arena. They don’t ask questions - anyone 
  holding a gun is targeted. Even if the team saw the characters taking out guards and freeing 
  prisoners, they could still be working for a rival Incorporate and are therefore still a target.
  BLACK OPS TEAM (12)
  goal: Accomplishment
  motivation: Professionalism
  attitude: Confident
  primary attributes: Build 1, Fitness 1, Agility 
  1, Dexterity 1, Awareness 1, Intellect 0, 
  Presence 0, Will 0
  derived attributes: Endurance 0, Reflexes 2, 
  Strength 1, Toughness 1
  aptitudes: Superior: Close Combat, Firearms; 
  Strong: Athletics, Military Weapons, 
  Stealth, Subterfuge
  primary skills: Aquatics 3, Armed Combat 
  5, Bureaucracy 3, Computers 2, Culture 
  (Incorporate 6, Military 5), Demolitions 
  2, Fast-Talk 3, First Aid 3, Handguns 4, 
  Heavy Weapons 5, Hiding 4, Longarms 6, 
  Piloting 3, Remote Operation 3, Sneaking 
  4, Tactics 3, Throwing 4, Unarmed 
  Combat 4
  biomods: Accelerated Neurons, Programmed 
  Reflexes (Autoload, Defender, Quick 
  Draw)
  gear: Dark uniform, light vest, small caliber 
  pistol, assault rifle with silencer, diamond 
  knife, two flash-bang grenades, broad 
  spectrum visor, in-ear comms unit with 
  hearing protection, two reloads for each 
  firearm
  The Hanover black ops team is made up of highly-skilled individuals from military and 
  security backgrounds. They are consummate professionals who perform their tasks with 
  objective detachment and ruthless efficiency. They are too highly compensated to be bribed, 
  and too professional to be swayed by emotional pleas.
  
  BLOODSPORT
  14
  If the characters have cleared the camp yard and are moving the prisoners, they have to 
  head for cover or take on the black ops team. The black ops team clears the arena and starts 
  opening cell doors until they find the boy. As soon as they have him, they exit the arena and 
  leave camp to the east, laying down fire to cover their retreat. They don’t bother firing on a 
  character who takes cover and hides, although they will return fire on anyone that shoots at 
  them. The firefight will attract Clayton and three of his mercenaries who will come out into 
  the arena and engage the first hostiles they see.
  If the characters are fighting in the arena, they’ll get a little help. Six black ops members 
  come in the main door, while the other six enter through the side door. They fire on the merce-
  naries present in the arena, but ignore the broadcast control center. They stay only until they 
  have the boy, at which time they pull back and retreat east. A nearby character who makes 
  a successful Awareness or Hearing roll hears one of them say, “Pulling out. Level everything 
  in one minute.” That should be the characters’ cue to get out of the camp as soon as possible.
  One minute after giving the message, the stealth jumpcraft flies over the camp and 
  unleashes rocket salvos into the arena and cabin in that order, and then flies off to the east to 
  pick up the team and the boy. Any character in those buildings when the rockets strike takes 
  an automatic DR 8 hit and is buried in rubble; all NPCs in the buildings struck are automat-
  ically killed. Anyone within six meters of a building when it is struck takes an automatic DR 
  4 hit. The black ops jumpcraft doesn’t target the cargo jumpcraft or the boats at the dock.
  The best thing the characters can do when it all cuts loose is make a break for the jungle, 
  the jumpcraft, or the boats. If they take the prisoners with them, all the better. If everyone 
  hides in the jungle until it’s all over, they can easily head back to the dock and take one of 
  the mercenaries’ boats, or take the cargo jumpcraft.
  Surviving characters are commended for rescuing the prisoners, or denounced for letting 
  them die.
  Just another day on Poseidon.
  
  BLOODSPORT
  15
  • FIN •
  
  MERCENARY CAMP
  
  ISLAND HANDOUT
  
SOURCE: textdata/thevault/Blue Planet/Blue Planet (Revised) - Bloodsport.pdf