Saturday, October 10, 2026

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - illegal black market for a warriors of the red planet & ACKS II combined game campaign

 Here is another detailed, ready-to-play black market concept for your Warriors of the Red Planet (WotRP) & Adventurer Conqueror King System II (ACKS II) campaign, focusing on the dark trade of ancient hyper-technology and forbidden genetics. This blog post picks up from the 

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - A d100 Green Martian Warriors and Raiders table




The Obsidian Siphon



A floating, heavily fortified black-market barge anchored within the toxic fog of the Great Rift Canyon.

1. Structural Mechanics & Domain Integration (ACKS II)

In ACKS II domain rules, the Obsidian Siphon functions as a Mobile Class III Outlaw Market operating across multiple border domains. Because it moves along the canyon river system, it evades standard city-state jurisdiction, but creates unique logistical challenges.

  • Market Class & Dynamic Cap: Standard market cap of 25,000 gp/month. Goods here bypass regional tariffs, but the syndicate levies a flat 15% Siphon Toll on all non-member transactions.

  • Mobility & Scrutiny: Every two weeks, the Siphon changes anchorage. To locate the current market, characters must make a Streetwise / Hijinking Check or pay 100 gp to a local informant.

  • Domain Contamination: Hosting the Siphon within a domain’s border lowers the ruler's Law & Order / Land Value by 10%, but generates a 5% kickback in contraband revenue if the local lord turns a blind eye.




2. Contraband Inventory & Exchange Goods

This bazaar specializes in high-tier ancient retro-tech, gene-forged creatures, and forbidden bio-warfare agents.

Item / CommodityClassificationPrice (gp)Black Market Impact & Availability
Grav-Belt HarnessRetro-Tech4,500 gpGrants operational flight ($60\text{ft}$ movement) for 1 hour per power cell. Highly sought after by assassin guilds.
Disintegration PistolForbidden Weapon8,000 gpWotRP Ray weapon ($4d8$ damage, ignores non-magical/non-force armor). Extremely rare; possession carries an immediate death sentence in High Martian city-states.
Vril-Grown HomunculusBio-Construct1,200 gpArtificial slave programmed for absolute loyalty. Functions as a retainer with zero morale check penalties, but suffers from genetic decay ($1$ HP lost per month permanently without expensive stabilizer treatments).
Mind-Shatter Parasiteillegal Bio-Tech900 gpLive organism inserted into a target's ear. Grants +4 to Interrogation/Torture checks, but risks killing the subject on a failed save vs. Poison.
Atavistic DNA InjectorBiomodification2,000 gpTemporarily grants the user the strength and natural armor of a Green Martian (+3 Str, +2 AC) for 1 hour, followed by $1d4$ days of severe exhaustion ($1/2$ movement and attack penalties).
Ancient Neural KeyRelic / Utility3,500 gpSingle-use device that bypasses ancient Martian vault security locks automatically.

3. Key Factions & Power Brokers

The Guild of the Black Sun (High-Tech Smugglers)

  • Leader: Arch-Logos Xal-Varn (Exiled High Martian Cyber-Technician / Scientist).

  • Role: Controls the acquisition and restoration of ancient Martian artifacts and energy weapons.

  • ACKS II Domain Goal: Funding an expedition to unearth a buried pre-fall dreadnought; seeks high-level mercenaries (the PCs) to secure the excavation site.

The Flesh-Carvers of Yhtan (Bio-Slavers & Geneticists)

  • Leader: Mistress Vespera (A heavily modified, pale-skinned High Martian bio-engineer).

  • Role: Synthesizes illegal combat narcotics, cybernetic enhancements, and vat-grown monstrosities.

  • Conflict: In constant proxy-warfare with regional Red Martian city healers and religious cults who view genetic altering as blasphemy.

4. Encounter & Complication Table ($1d6$)

When exploring or trading at the Obsidian Siphon, roll $1d6$:

  1. Grav-Barge Inspection: A regional Sky-Navy gunship drops anchor overhead, demanding full inspection. The entire market goes into lockdown as hidden hatches seal off contraband.

  2. Escaped Chimera: A bio-engineered war-beast breaks free from the Flesh-Carvers' containment pens, going on a rampage through the narrow decks ($1d3$ stalls destroyed).

  3. Auction Escalation: A functional ancient AI core is up for bid. Two rival Martian warlords begin making open threats; PCs can interject, side with a faction, or steal the core in the confusion.

  4. Toxic Rift Gas Leak: Corrosive canyon fumes seep through the lower deck scrubbers. Characters must evacuate or make a Save vs. Poison every turn to avoid $1d6$ Acid/Con damage.

  5. Marked Contraband: A high-value ray weapon purchased by the PCs turns out to have an active tracking beacon, drawing an elite strike team directly to their location.

  6. Mutiny in Progress: Disgruntled smugglers attempt to overthrow Arch-Logos Xal-Varn mid-transaction, turning the market deck into a open firefight between laser-scimitars and blaster fire.

5. Campaign Hooks & Domain Integration

  • The Cybernetic Plague: A mutated bio-agent spreads through a neighboring city-state. The PCs must infiltrate the Obsidian Siphon to buy or steal the only known antidote from Mistress Vespera.

  • Seizing the Siphon: If the PCs wish to expand their criminal domain under ACKS II rules, capturing the Obsidian Siphon provides them with an immediate Class III outlaw market structure, generating massive monthly revenue while serving as a mobile base of operations for planetary ventures.

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