Working on Saturday

The boss dropped a “we needed to deliver X today but I just discovered you sent it back to me yesterday, so can you work on Saturday” deuce on me yesterday (Friday) about 15 minutes before close-of-business so here I am, closing in on hour number three, only a little closer to delivery than from when I started…

Game Prep: Traveller, 4.11 (Maybe) – Aslan Merc

Getting a little ahead of myself here, but that’s fine. Presuming the PCs finish Adventure 2 (Corporate Retreat) this coming Saturday, we’ll be going into part one of “Tempest Feud” which was originally a Star Wars d20 three-part adventure that I’m converting over to Traveller. In the first part of this Part One, there is an encounter where one PC – in this case, I’m leaning toward trying to have it be Sae, the Vargr PC – who is basically challenged by a Wookiee. Since Wookiees don’t exist, I thought it would be amusing if this is replaced by an Aslan so we can have a cat and dog fight.

In building them, I used the Updated Traveller Racial Templates found on Reverend Pee Kitty’s site. I also used the Bounty Hunter template from Space. No equipment is provided here.

Viscount Zonno’ Aslan retinue, 150-point aslan merc

ST 12 {10}; DX 12 {60}; IQ 10 {0}; HT 10 {0}

Damage 1d-1/1d+1; BL 29lb; HP 15 {6}; Will 11 {5}; Per 12 {10}; FP 12 {3}; Basic Speed 6 {10}; Basic Move 6

Templates and Meta-Traits

  • Aslan Male – linked to Reverend Pee Kitty’s racial stats; includes special lifespan (-1); Only considers land valuable (-1); ST +1 {10}; DX-1 {-20}; FP +1 {3}; Acute Hearing 3 {6}; Acute Taste and Smell 3 {6}; Claws (Talons) {8}; DR 1 (Tough Skin) {3}; Enhanced Move 1/2 (Ground, Fatigues every 5 seconds) {10}; Night Vision 9 {9}; Temperature Tolerance (Cold) 1 {1}; Fur {1}; Greed (12) {-15}.
  • Bounty Hunter (Space)

Advantages

  • Combat Reflexes {15}
  • High Pain Threshold {10}
  • Patrons (Viscount Zonnos, 9 or less) {10}

Disadvantages

  • Bad Temper (12 or less) {-10}
  • Bully (12 or less) {-10}
  • Callous {-5}
  • Duty (Viscount Zonnos, 15 or less, Extremely Hazardous) {-20}
  • Selfish (12 or less) {-5}
  • Stubbornness {-5}

Skills

  • Brawling (E) DX+2 {4} – 14
  • Carousing (E) HT+2 {4} – 12
  • Computer Operation/TL11 (E) IQ+1 {2} – 11
  • First Aid/TL11 (Aslan) (E) IQ+1 {2} – 11
  • Guns/TL11 (Pistol) (E) DX+2 {4} – 14
  • Intimidation (A) Will+1 {4} – 12
  • Observation (A) Per+0 {2} – 12
  • Piloting/TL11 (Contragrav) (A) DX+0 {2} – 12
  • Savoir-Faire (High Society) (E) IQ+1 {2} – 11
  • Shadowing (A) IQ+1 {4} – 11
  • Streetwise (A) IQ+1 {4} – 11
  • Wrestling (A) DX+1 {4} – 13

Game Prep: Traveller, 4.10 (Part 3)

Had a couple of additional thoughts regarding the coming adventure.

Obviously, if any of my players are watching my blog, they should probably move along.

So, given the number of potential bad guys in this encounter, I expect the actual tactical part of the fight to last longer than it should (because we’re terrible about that sort of thing.) That means it is entirely possible that the firefight will last the entire session. Unlikely, I’d like to say, but still, entirely possible.

In the map above, the facility commander begins in the top right section, monitoring internal cameras (since the PCs have tripped rooftop sensors, alerting them of hostiles.) The armored assets are positioned to cover the vehicle bay (on the left) with the unarmored assets scattered throughout to patch up holes in the defense, mostly because they haven’t been “programmed” to be armored assets.

Ideally, I’d like this firefight to be really kinetic and mobile … but I sort of know better.

Regardless, the bomb is most definitely not going to be on level one but will instead be on level two. I expect that, once the PCs start punching through the outer layer of the defenders, the Facility Administrator is going to run for the elevator or stairwell or whatever to reach the bomb. That way, I can have my originally planned idea of someone fraking with the explosive while hiding behind it.

Related to that, depending on what time it is, I had a great idea (that stems from 4.02 & how I ended that one.) To wit, I’m going to require the EOD checks to take place secretly – “in the box” in Fantasy Grounds – and it occurred to me that, if the time is appropriate, having the roll be made in the box would be a fantastic way to end the session. In that case, if time is appropriate, then following the EOD person (Sae, I believe) making the snip, I’ll announce the timer rapidly counting down … and then, FADE TO BLACK.

Game Prep: Traveller, 4.10 (Part 2)

On the private messageboard our group uses for discussions outside of the game, I asked about their tactical plan and, based on those responses, I have to make some adjustments to my plan.

Obviously, if any of my players are watching my blog, they should probably move along.

My revised sequence is likely going to go something like this:

  • Aris makes his announcement – the air car en route to the oil rig has just been shot down.
  • PCs reach the rooftop just in time to observe the vehicle bay below them (top level of the target offices) begins to open. NOTE that I’m dropping the drone swarm because it seems inappropriate.
  • Almost simultaneously, Aris comes back on the line: the island that the second car was heading for … just blew up! The entire island is gone!
  • Envoy Dannica breaks her comm-silence with a warning: she’s at the server farm and has learned that Monsaanti-Neogene is covering their tracks … violently following her insertion. Her signal goes abruptly silent.
  • An air car exist the vehicle bay.
  • Aris reveals new data-points: he’s looking at satellite telemetry that’s focused on MNC holdings that Envoy Dannica identified for him and there have been multiple explosions! Entire buildings have been dropped!
  • Does anyone have a device that would allow them to detect explosives? It doesn’t look like it, but in the event that there is
  • Ella’s Pacifism (Cannot Harm Innocents) should kick in – she likely believes that this is the fault of the PCs and she believes they need to find the explosives and disarm them … good thing Sae knows EOD!
  • I’m going to use the below map for the primary level of the building (from Christopher West’s Distant Outpost series which I bought last week.)

I sort of expect the PCs to use their contragrav belts to go through the now open landing bay (because that’s just cool) though it’s entirely possible they may split up into two teams with one of them going in that way and the other using the stairwell.

Firefight ensues. Still planning on using the following hostiles who will be split up all over the place.

  • 1x Facility Administrator. I’m going to use Roxy’s stats for this … but it isn’t her.
  • 3x Armored Security. I’m going to use the MNC Assault Team guys stats for that.
  • 5x Armed Facility Personnel. I’m going to use the Plainsclothes Security guys for them, although their weapons are likely going to change (or at least have AP rounds.)

The bomb is now on this floor and is located near the center (the Circulation Fan on the map.) Maybe? Might be more appropriate if it’s more in the open?

As to the discovery of Roxy with her mind wiped, that’s going to be in the Quarantine location (the green beds).

Regarding the lower level map (which I wasn’t intending on having a fight at … but may depending on how the top floor fight goes) I’m thinking of using the following (from YoSpeck’s DeviantArt page.) There might be a bomb here? Actually, now that I think about it, having the bomb be here instead of the top level probably makes the most sense…

Computer systems are still being remote deleted very, very quickly. PCs may attempt to stop this but it’s too far gone by the time they get to it (what with the shooting taking place and all.) They may end up retrieving some data, of course, but it’ll be fractured and incomplete.

Game Prep: Traveller, 4.10

Got a pretty good idea about what happens next. Obviously, if any of my players are watching my blog, they should probably move along.

I ended the previous session with the PCs (with contragrav belts) making their “covert” assault approach on the target building (probably on the roof of a nearby building and about to make the jump.) Aris, who is holed up someplace secure (maybe the diner?) and is remote-piloting the two air-cars, abruptly announces that one of the vehicles (the one on approach to the oil rig) has been shot down.

We’re going to begin in media res with the PCs on approach with Aris making his announcement. As they reach to the top of the building, a quartet of drones are going to float up out of their concealed and protective recharge stations. They don’t bother issuing warnings and just start firing. This isn’t intended to be a big or difficult fight.

Following this quick skirmish, Aris announces his latest findings: the entire complex on the island? It blew up! The entire island is gone! And he’s just reviewed the satellite imagery over the oil rig … and it’s blown up too! At this point, if the PCs start considering retreating with the “Our mission is complete” thing here, Ella’s Pacifism (Cannot Harm Innocents) should trigger since there are civilians in floors below! They need to find the explosives and disarm them … good thing Sae knows EOD!

Down the elevator or stairwell they go where they promptly get caught in a tough fight. Since this is the adventure climax, I’m looking at having the following numbers:

  • 1x Facility Administrator. I’m going to use Roxy’s stats for this … but it isn’t her.
  • 3x Armored Security. I’m going to use the MNC Assault Team guys stats for that.
  • 5x Armed Facility Personnel. I’m going to use the Plainsclothes Security guys for them, although their weapons are likely going to change (or at least have AP rounds.)

The bomb will be on the second floor and armed, likely with some dude trying to force-trigger it – I’d like to ramp up the tension here likely with the guy trying to use the bomb as cover since he doesn’t give a damn if someone shoots it and causes it to go boom.

Once the bomb is disarmed – and how do I make that tense, I wonder? – the crew can do some further investigation (and might actually run into some of this before descending to the second floor – two major discoveries take place:

First, they’re totally going to discover Roxy on a medical bed. She seems unconscious and the moment someone takes her hand to check her pulse, she’s going to wake up and ask, “Did I fall asleep?” Dun dun DUN!

Second, they’re going to find on the second floor a crapload of sleeper tubes that have people in them that at least Haank will recognize (since he has Current Affairs (Business)) as senior executives of a number of local Porozlan planetary mega-corps. These are not clones as far as Abe can tell and they all seem to have … enhancements of some sort. It seems that MNC has been up to no good!

Computer systems are already being remote deleted very, very quickly. PCs may attempt to stop this but it’s too far gone by the time they get to it (what with the shooting taking place and all.) They may end up retrieving some data, of course, but it’ll be fractured and incomplete.

With this, the adventure proper is complete. Of course there will be a lot of follow-up that needs to be resolved:

  • MNC is savaged from all sides in the wake of the various revelations uncovered here, including the count himself. Heads must roll and Morovic especially wants their ton of flesh.
  • Naturally, because of these discoveries, the court declares a summary judgement and throws out the case.
  • Sam is still missing.
  • PCs go to Nemso Orbital where the Spinward Star is impounded – maybe Pitt escorts them? – and the door opens to reveal … the ship is not there!
  • End adventure, hopefully with the GM cackling.

 

Game Prep: Traveller, 4.09 (Part Tres)

Had some additional thoughts regarding 4.09. Obviously, if any of my players are watching my blog, they should probably move along.

My original plan was to suggest a single location for the PCs to hit – that would be the “mining base” on an island – but now, I’m going to off three targets, only one of which is the base. The other two will be a building inside the city (which will be the Dollhouse) and the third will be an offshore oil rig (no longer in use since Porozlo is TL9 with access to far cleaner tech.)

Why these three targets?

  • As stated before, the mining base is because they’re a biotech firm and shouldn’t be involved in mining.
  • The same holds for the offshore oil rig, particularly since it’s not in use.
  • The building in the city is owned by MNC but through a half-dozen shell corporations.

Presuming the PCs opt for the building (since it’s closer), one of the things that I’d like to do is have them end up discovering Roxy now blanked out with the whole “Did I fall asleep?” bit.

Still trying to figure out what they will discover should they go for the oil rig…

Game Prep: Plainsclothes Security Guy

These are the stats I’m generally using for cops and other undercover operators (including corporate agents.)

In building them, I used the Space and Ultra-Tech.

Plainsclothes Investigator, 150-point human

ST 11 {10}; DX 12 {40}; IQ 11 {20}; HT 12 {20}

Damage 1d-1/1d+1; BL 24lb; HP 12 {2}; Will 12 {5}; Per 12 {5}; FP 12 {0}; Basic Speed 6 {5}; Basic Move 6

Templates and Meta-Traits

  • Security Officer (Space)

Advantages

  • Combat Reflexes {15}
  • Fit {5}
  • Legal Enforcement Powers 1 {5}
  • Single-Minded {5}

Disadvantages

  • Curious (12 or less) {-5}
  • Duty (Police Department/Other Department, 15 or less) {-15}
  • Intolerance (Offworlders) {-5}
  • Overconfidence (12 or less) {-5}
  • Sense of Duty (Fellow Officers; Small Group) {-5}
  • Stubbornness {-5}

Skills

  • Administration (A) IQ-1 {1} – 12
  • Beam Weapons/TL (Pistol) (E) DX+0 {1} – 12
  • Body Language (Human) (A) Per+0 {2} – 12
  • Brawling (E) DX+1 {2} – 13
  • Computer Operation/TL (E) IQ+0 {1} – 11
  • Criminology/TL (A) IQ+0 {2} – 11
  • Detect Lies (H) Per-1 {2} – 11
  • Diplomacy (H) IQ-1 {2} – 10
  • Driving/TL (Automobile) (A) DX+0 {2} – 12
  • Electronics Operation/TL (Surveillance) (A) IQ-1 {1} – 10
  • Fast-Draw (Pistol) (E) DX+1 {1} – 13
  • First Aid/TL (Human) (E) IQ+1 {2} – 12
  • Forced Entry (E) DX+0 {1} – 12
  • Forensics/TL (H) IQ-1 {2} – 10
  • Guns/TL (Pistol) (E) DX+1 {2} – 13
  • Guns/TL (Shotgun) (E) DX+0 {1} – 12
  • Guns/TL (Submachine Gun) (E) DX+0 {1} – 12
  • Intelligence Analysis/TL (H) IQ-1 {2} – 10
  • Interrogation (A) IQ+1 {4} – 12
  • Law (Local Police) (H) IQ+0 {4} – 12
  • Lockpicking/TL (A) IQ-1 {1} – 10
  • Observation (A) Per+0 {2} – 12
  • Piloting/TL (Contragravity) (A) DX-1 {1} – 11
  • Piloting/TL (Vertol) (A) DX-1 {1} – 11
  • Savoir-Faire (Police) (E) IQ+2 {4} – 13
  • Search (A) Per+0 {2} – 12
  • Shadowing (A) IQ+0 {2} – 11
  • Smuggling (A) IQ-1 {1} – 10
  • Stealth (A) DX+0 {2} – 12
  • Streetwise (A) IQ+0 {2} – 11
  • Tonfa (A) DX+0 {2} – 12
  • Wrestling (A) DX+0 {2} – 12

Equipment

  • Heavy Pistol, 10mmCLP (UT137)
  • Nanoweave Bodysuit (UT172)