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Trinity RPG - Assignment - Biotech Blunder


KingOfDreams

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Here's another Assignment idea.

The players are ordered to escort a valuable piece of experimental biotech. During their route, they are ambushed by a squad of Fortune's Knights who capture the device from the players. I don't intend on the players preventing this from happening or getting the device back [i want to use it in a later game]. The device is an enhancer for the Teleportation Aptitude.

I need locale ideas. I need enough encounters to last the evening. I need enough intrigue to keep the players motivated since I'm going to force them to fail. I need a lot.

Can you help?

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Is there a particular reason you wnated it to be a group of Fortune's Knights? I only ask as they are the Merc arm of the Legion and hence not known for taking on what would likely be construed as illegal activites.

If you simply wanted a group of freelance/merc/criminal psions then just choose a make up for the group that you want, there are a number out there. Alternatively base it on the psion merc group in the published scenario that leads up to the Invasion of Chromie Prime. In that case you would have more to work with in the way of Aptitudes than simply the Psychokinetics that make up the Fortunes Knights.

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Is there a particular reason you wnated it to be a group of Fortune's Knights? I only ask as they are the Merc arm of the Legion and hence not known for taking on what would likely be construed as illegal activites.

I was going off of the information on the Second Legion in Aurora Australis. It gave me the impression that they are involved in whatever dealings pay the best. It even said that the Legion Order is worried about the Fortune Knights, calling them a "powderkeg".

I was planning on at least one of the players being a Legionnaire [or at least an ex-Legionnaire]. This had the possibility of making an interesting altercation come about. Heck, even players from other Orders or Aeon might find it difficult to get into an altercation with Psions officially backed by the Legion. It would also provide some leads for the players after the fact. When these mercs actually succeed at taking the device from the players, they are going to want to find out who hired them and where the device was taken.

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I don't intend on the players preventing this from happening or getting the device back [i want to use it in a later game].
Whether you intend for it to happen or not, at least have in mind a worst-case-scenario where the Dice Gods smile upon your players and they manage to get away with it. As a player, being railroaded (especially if it's obvious) is one of my biggest hate-ons.
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Officially there are only the TEAR and WEAR as Teleportation augmentors, neither of which were very common or small. At the time of the scenario only about a dozen WEAR's are known left in Earth space, and they are all in Orgotek/Trinity hands, being used as the basis for the Tesser drives of the Jumpships. This makes such an item fairly unique if a party Clear attempts a Dowsing to track it once the psions grab it.

If they are up against a team of PKs then the obvious thing to do is have the team catch the party somewhere that noone is armed. Then the PKs will have the advantage of their psi weaponry.

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I was thinking about using one of the biotech devices in the books. Maybe jazz it up a bit. I could also easily design one myself. That's the easy part. The players don't even need to know what the device can do. They aren't privy to that information. They are just transporting it. Perhaps with some investigation afterward they can determine that it has something to do with Teleportation, but that's all they'll find out. None of the players will be Upeo or even have an auxiliary mode, I'm banning that Aptitude.

It will be tricky to set this one up. I want the players to think they have a chance at success. At the same time I don't want them to succeed. This takes some careful crafting for it to be convincing. I'll try and come up with a failsafe or two in case my original plans backfire.

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I'm always interested in new (bio)tech so if you do alter it or come up with something new then please post it.

A lot is going to depend on the situation/biotech, escorting a large crate in the cargo hold of a chartered or Trinity owned craft is going to be very different to someone hand carrying a secure briefcase on a commercial flight

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I'm always interested in new (bio)tech so if you do alter it or come up with something new then please post it.

A lot is going to depend on the situation/biotech, escorting a large crate in the cargo hold of a chartered or Trinity owned craft is going to be very different to someone hand carrying a secure briefcase on a commercial flight

I'm thinking of having the destination for the device being an orbital space station. So the players will have to be on a ship with the device. This is when the Fortune Knights will strike. The ship will get boarded, and the players will eventually realize they are out-gunned.

Before this happens, I would like to include a "red herring". I want something to happen to the players to set them on edge. Perhaps this event occurs on Earth before they board the ship with the device.

Any ideas?

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Earth space is well patrolled by the FSA, China and the 7th Legion as well as smaller number of vessels of other nations/Orders. In order for the Fortune Knight pirates (not likely) to succeed the orbital station they are taking it to should be quite a way out. I'd recommend at least out near Mars.

To get boarded they are going to have to be obviously both out-engined, and out-gunned by the pirate ship, otherwise the 'pirates' will have to damage the ship, and potentially the party and/or object in order to get it to heave to for boarding.

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Earth space is well patrolled by the FSA, China and the 7th Legion as well as smaller number of vessels of other nations/Orders. In order for teh Fortune Knight pirates (not likely) to succeed the orbital station they are taking it to should be quite a way out. I'd recommend at least out near Mars.

To get boarded they are going to have to be obviously both out-engined, and out-gunned by the pirate ship, otherwise the 'pirates' will have to damage the ship, and potentially the party in order to get it to heave to for boarding.

I re-read the section in Hidden Agenda about pirateering. It talks about your concerns and more. I think I can devise a scenario that will work.

I'm still trying to come up with an event that happens before that though.

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I'm still not sure about them being 2nd Legion and engaging in outright piracy, after all they are still subject to the UMCJ and the Legion II/MP (backed by some of those Telepaths and Clears in the 3rd). In addition the vast majority of jobs go through the Admin/HQ group of the 2nd, and I doubt they would take a job that is explicitly/obviously against Trinity.

From my reading of the powderkeg comment about the 2nd Legion it was not so much referring to any ilegal activities by members of the 2nd as to the risk of them ending up taking over a small nation somewhere or embroiling the Order as a whole in a war with a nation.

Hence, my leaning towards a mixed non-Legion psion merc group, which also opens up your choice of Aptitudes from just PK's.

As for additional encounters, to some degree it depends on where the object is travelling to and from. If it was on Lunar and they need to move it to/from the docking bay then there is always the risk of a normal RTA which could be mistaken for an attempt on the object.

Customs ould be interesting as well?

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I'm still not sure about them being 2nd Legion and engaging in outright piracy, ...

...As for additional encounters, to some degree it depends on where the object is travelling to and from. If it was on Lunar and they need to move it to/from the docking bay then there is always the risk of a normal RTA which could be mistaken for an attempt on the object.

Customs ould be interesting as well?

I'm confident I can make the Fortune Knight's angle work. I don't have every detail decided yet, but I'm not worried.

I can't figure out what you mean by RTA? I'm assuming you suggested some sort of local conflict on Luna that the players happen to be there for, which is a good idea that I will probably use.

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