An Insane Plan That Worked: A Space Combat Adventure in GURPS Cyberpunk

Unlikely Victory in a Dice-Driven Space Drama

In a realm where unpredictability and strategy intertwine, the rolls of a cubehouse can determine if a species meets its end or secures victory. This is the tale of an unlikely triumph in the GURPS Cyberpunk campaign, set on the brink of space exploration and filled with digital dice and wild plans.

From Earth to Mars: A Trade Mission Gone Haywire

The story begins on the outskirts of Earth, where a group of intrepid adventurers decided to embark on a space mission to an alien planet. Before venturing into the great beyond, they had one crucial task: acquire some trade goods. In a display of sheer whimsy, they opted for a couple of pallets of Mars Bars, the sweet indulgence of Mars.

The Encounter with the Aan Cruiser

Little did they know, their decisions on Earth would lead them to an unwelcome encounter. Their unarmed vessel was intercepted by an Aan cruiser, a formidable entity resembling a Borg Cube. They were quickly ensnared by the cruiser's tractor beam and found themselves in a precarious situation.

A Battle of Planes and Sacrifice

Despite their predicament, the troops decided to fight. However, the game's rules dictated their fate, leading them to a daring and insane plan. The spaceship's crew planned to use fast-transit (FTL) travel to perform an intricate maneuver, exit warp at 0.99 times the speed of light, ditch the Mars Bars, and then return to translight.

“C'mon guys, if that worked, it would be just about the only form of space combat,” the narrator quipped. Nevertheless, a plan is a plan. Time to consult the dice gods.

The Unlikely Heroism of Captain Cam

Captain Cam, the leader of the crew, took responsibility for the plan. To execute their escape, they needed three very good rolls to break free, aim correctly, and ditch the pallets without colliding with the cruiser or stray dust molecules. The crew knew the odds were slim, but they rolled the dice.

“Three ones!”

Strange silence, followed by the unthinkable: three ones once again! The captain's rolls suggested that the two-tonne pallets, moving at 297 million meters per second, breezed past the cruiser with ease, undetected or worse, damaging it beyond recognition. The cruiser was left with a few portholes, an X-ray signature, or in the most dramatic interpretation, just a big poof of smoke.

“Time to join in the whooping. They took out the equivalent of an aircraft carrier with a surfboard... made of chocolate,” the narrator exclaimed, capturing the spirit of the moment.

A GURPS Cyberpunk Campaign with a Twist

The game session was part of a larger GURPS Cyberpunk campaign, where players encountered acorns that instantly turned into large trees when planted, providing excellent cover or obstacles. However, one misplace acorn left half a temple in ruins. This humorous and chaotic element added to the overall experience, making every roll and every action significant.

Conclusion

In the world of role-playing games, where the dice dictate the fate of the characters, the power of the imagination and a lighthearted approach can lead to extraordinary outcomes. The Mars Bars, once a simple candy, became a symbol of an improbable victory, reminding us that sometimes the most outrageous plans can succeed when the dice roll in your favor.