Ideas For A new Campaign Needed - Please Help

Solomani666

Mongoose
Refereeing a new campaign with solo character.
Possibly myself as an NPC/PC.
Possibly 1 or 2 NPC's.


PC Character:
Female
Scout Service
Mustered out with a Scout ship
5+ terms of service
PHD in psychology and or xenopsychology. Skill 4+
Various other skills including some gun combat.

I am in desperate need of some great campaign ideas where psychology comes into play.


Ideas so far:
* Vargr and/or human pirate hostage situation aboard a starliner.
(She uses her psych skills to cause a rift within the hijackers in order to get an advantage)
* First contact scenario.
(Negotiates a treaty with a new race)
* Diplomatic situations with the Zhodhani.


Must take place in either Spinward marches or Reft Sector.


Please be as elaborate as possible in your replies.
 
The fact that she's a 20 year vet, who's a noted professional (skill 4+) gives you a suitable 'in' with the Scout service for missions - she may have mustered out but she's the sort of person they will turn up to meet at the starport, tapping the 'emergency reactivation clause' at the bottom of the discharge papers and saying "sorry to bother you again, but...."

One thing to note is that the Imperial Scout Service is also the intelligence service, and causing (or preventing) assorted fiendish havoc is right in their balliwick.




A single mission might hinge on a psychology check, but it's difficult to have a whole campaign of it without a second string to the bow. A lot of investigative campaigns can be psych-heavy. A classic one is some variation on The Aquitaine Progression or Tinker, Tailor, Soldier, Spy:

You're asked back in as a favour by an old Contact or Ally to look into the concern that there's one (or more) agent in the scout service and fleet who's an agent for a Vargr Pirate Group/The Zhodani/The Ine Givar . Said agent(s), if real, is/are highly placed and have kept the Imperium from being able to do anything effective to stop their real employers.

The last internal investigation found nothing, but two of the junior investigators died in what her old friend feels is a highly suspicious and conveniently timed g/car crash; one of them had told him they'd 'found something' but never had a chance to tell him what.

Her friend can't get involved directly because he suspects he'd be killed, too and he can't go to the authorities because at least one of the people he'd have to alert is the enemy. So he's pulling in a competent old colleague he thinks he can trust, who's been retired and out of the game since well before any of this started. He can provide you with a limited warrant from his own authority without having to enter anything on the books, but that's the best he can do. It's up to you to figure out who, and why. Meanwhile, to quote John Le Carre, you have his totally deniable blessing. Good luck...
 
locarno24 said:
The fact that she's a 20 year vet, who's a noted professional (skill 4+) gives you a suitable 'in' with the Scout service for missions - she may have mustered out but she's the sort of person they will turn up to meet at the starport, tapping the 'emergency reactivation clause' at the bottom of the discharge papers and saying "sorry to bother you again, but...."

One thing to note is that the Imperial Scout Service is also the intelligence service, and causing (or preventing) assorted fiendish havoc is right in their balliwick.




A single mission might hinge on a psychology check, but it's difficult to have a whole campaign of it without a second string to the bow. A lot of investigative campaigns can be psych-heavy. A classic one is some variation on The Aquitaine Progression or Tinker, Tailor, Soldier, Spy:

You're asked back in as a favour by an old Contact or Ally to look into the concern that there's one (or more) agent in the scout service and fleet who's an agent for a Vargr Pirate Group/The Zhodani/The Ine Givar . Said agent(s), if real, is/are highly placed and have kept the Imperium from being able to do anything effective to stop their real employers.

The last internal investigation found nothing, but two of the junior investigators died in what her old friend feels is a highly suspicious and conveniently timed g/car crash; one of them had told him they'd 'found something' but never had a chance to tell him what.

Her friend can't get involved directly because he suspects he'd be killed, too and he can't go to the authorities because at least one of the people he'd have to alert is the enemy. So he's pulling in a competent old colleague he thinks he can trust, who's been retired and out of the game since well before any of this started. He can provide you with a limited warrant from his own authority without having to enter anything on the books, but that's the best he can do. It's up to you to figure out who, and why. Meanwhile, to quote John Le Carre, you have his totally deniable blessing. Good luck...


Excellent!

Thanks!
 
The idea so far:

Imperial fleet is tied up because of activity at the Zhodani border.

A Vargr pirate group led by XXX is taking advantage of the easier pickings and conducting raids into Imperial space.

Vargr XXX seems to have a mole within the IISS or the Navy

PC is recommissioned to investigate due to the reasons presented by Locarno in the previous post.

PC is to profile/investigate potential moles and Vargr XXX

PC and her 3 crew are given high passenger tickets to the rendezvous as a perk and her ship will be transported.

Liner is hijacked by Vargr XXX on the way and one or two of her crew members are killed making her quest more personal and giving her insights to Vargr XXX's behavior which she can use to set a trap for him later.

During the hijacking and possible kidnapping, she may get a minor clue or two pointing to the mole.



Unsure how to proceed from here, but I am toying with the idea of the hijacking being intentionally done to kidnap/kill her.

Additional details and ideas needed please.

.
 
Unsure how to proceed from here, but I am toying with the idea of the hijacking being intentionally done to kidnap/kill her.

That might be best left until later, or at least - let her find out that information later.

Are you setting one of her crew up to be a double agent? Good for paranoia and tension?

2 possibilities suggest themselves - either she collects her ship and crew and 'stakes out' likely ambush sites (investigation into previous incidents to determine a pattern and predict a possible location) in order to follow the Vargr back to a base or to a rendezvous with his contacts. This could end with either more information or a battle if she was set up (this would then give her more information on who might be setting her up).
The second is dependant on her knowing that the Vargr was sent to kill her and it would involve an investigation into who knew she'd be on the ship and then maybe setting herself up as bait to trap the mole (or maybe just one of a group of moles?).
 
The character gets sent to Jewell Subsector. Something strange has begun there, and the Service have no idea what the cause is, but important people in the Marches keep getting drawn there. They up sticks from wherever they are, hop aboard the fastest ship possible, and head off to this subsector. When they get back, there is a hole in their mind.

All the clues lead them to Esalin, where, to her disbelief, she finds her Zhodani coupterpart investigating the exact same thing that has been happening to prominent Tvarchedle' members. It is not psionics, because these are some of the most powerful telepaths the cosmos has ever seen, with shields like bank vaults.

Who's doing this? What's going on? And what is it that these people are doing, that requires that their minds be blanked afterwards?

This is where a little psychology come in, because the character can begin working on a psych profile of the targets - Imperial and Zhodani alike. But can she trust her Zhodani counterpart, or is the Consulate agent working to her own agenda?

As for who the villains are ... you choose. Breakaway Zhodani working for the Arden Federation; the Darrians' Special Arm; Grandfather and the Ancients.

Or something else. Something even more sinister. Something that stinks of collusion ... between factions operating within the Consulate and the Imperium, with full tacit approval of the respective agencies of both nations.

An arranged war, maybe?
 
A balkanised world.

Several of the largest states are agitating for war, a number of local arms sellers are moving in. An alliance of smaller states is gearing up to attack one of the bigger states.

Military and civilian paranoia is rampant. Governments are putting out daily stories about threats on the borders.

The scouts have a base in the system and are sending for help since this whole thing is blowing up very fast and even nations that were close allies months ago are now building up forces facing each other.

It seems that some one (ruthless mega-corp arms seller, Vargr clan leader, the Zho etc) is running a complex operation on world using psychology, propaganda, news stories and even a few staged evens to push the entire world to war.

The people doing it are far behind the scenes and all but impossible to spot, it is going to take an expert in psychological manipulation to slow down or stop the situation while helping to pin point the sources of the actual manipulations going on since the nations themselves are now putting out vast amounts of propaganda and it takes an expert to spot the subtle clues that identify the manipulations from the propaganda.

Heck it could even be a bunch of hivers behind it.

Other skills come into play tracking down the agents behind it and then the beings behind them plus plenty of combat options, going in with the strike team to take one of the manipulators alive through a group of guards, dodging a hit team sent to take out the scout expert who is slowing the plan down etc.
 
A serial killer, preying on single women across the subsector. Seems to come and go at leisure.

It turns out that the killer graduated from the same class as the character, and became a Traveller just like her - only, she murders for fun. Or does she? Do the victims have some connection, as yet unrealised, with the killer's past life?

Or even the character's?

I never think on a planetary scale when bringing the human mind into play. The mind can conceive universes, so a Psychology major's investigations should scale up accordingly.
 
Here's the straight deal from a ref who has been running Traveller since 1977.

You need to decide if this is a character-based game whom the plot surrounds, or a plot based game which the character inhabits. It could of course be a mix of both.

Right off you have as the PC:
Retired Vet
Ship
Scout means well rounded
Can use a gun
Scout/Intel contacts, possible missions
Phd Psychology

Note I put that last one last. Psychology is a medical skill, used to either diagnose, analyze or gain data about mental process or illness.
With that as your main character, if you go with HI, I'M A PHD and THIS IS MY BADGE TO PROVE IT. in each scenario it's like a weird one trick pony that can only do mostly that. Act as if Psych was a sword or gun, and it's gonna get stale.

Since mental process is mostly interior monologue, it will be this kind of dyad where the patient / person being analyzed is talking and your psych doc listens and analyzes...not per se in a couch setting, could be a bank robbery, etc. is he going to blow up the bomb? Why does the female killer remove the sex organs from her victims with acid, etc. Uncovering potential layers of buried stuff. Okay, that's all fine. Comma:

Have the doc/psych do non-doc stuff relying on scout skills. There's just more there. Dr. Indiana jones retrieves artifacts..but the Journeys he goes on are the story, the getting there. Two-fisted action. His PHd in archaeology sometimes gets him out of jams. But it's also his physicality and allies.

Allies will be a key for this PC, especially since they are a mind focus PC and ships are a dex/int/str focus.
Make the NPC similar in some getting along ways but opposite in others, thus dramatic interaction.

As to specific scenarios, have the player get a backstory, revisit that from time to time. Don't allow them to have parents alive and happy, nor parents all dead no ties. There are some ties and conflicts all over the place if the story is to have teeth. Former lovers, enemies, friends, rivals, all of that. Maybe they need favors. Maybe they owe favors, and want to be rid of the PC.

make sure the PC has a deep burning newed as to why they wanted to travel, why leave home so young to be the most dangerous profession - scout, then retire from it, then GO BACK OUT.

When I am at a lack for setting up a campaign, I refer to the Decipher Star Trek RPG narrator's guide. Has real good ideas for story based games, just make the klingons into the zhodani or whatever.
Good luck.
 
Her character so far...

Any additions, changes of ideas will be greatly appreciated.

Upon arriving at Regina she will be tasked by the IISS to carry a briefcase to Lysen in the Jewell subsector. She will have to leave her ship at Regina since it is jump 3 to Lysen.

I found the included adventure and intend to use it as a starting point drawing her into the conspiracy idea by Locarno24 with a mole in the IISS or Navy (An Ine Givar agent) leaking information to the Kforuzeng a powerful corsair band. The Zhodani will ultimately be behind it all and on a larger scale as it is part of their plan to manipulate Imperial forces prior to starting the Fifth Frontier War. (Thanks Locanno24 I managed to use all three of your suggested groups.)

If she uses the High Passenger tickets (From the included adventure by Maliszewski) to return to Regina the ship will be hijacked by the Kforuzeng looking for "The Scout" but will not have a description of her.

When she returns to Regina (being at this point already hip deep in the conspiracy) she will be contacted by her old scout commander as per the idea form Locanno24. She can even use her old cover as Khanna to re-infiltrate the Kforuzeng. Since her second in command of her ship is a Vargr (Me), this should not prove to be too difficult.

Now if she can just find the time to make that book signing sponsored by Reginavations...

P.S.
She also knows about the pyramids on Yorbund/Regina. (Shadows)
Her Uncle is Trow Beckett. (Secret of the Ancients)

Unbeknownst to her she has received some psionic training from her uncle Trow Beckett.

=========================

Name: Dr / Commander / Ms XXXXXXXXXX (Khanna - Your Vargr Name)

Homeworld: Regina

PHD in phycology and xeno-phychology from Regina University

Service:
College - University of Regina (1 Term)
Scouts - Contact - First Contact (4 Terms)
Scouts - Survey - Cultural Analysis (1 Term)
Scouts - Special Ops - Deep Cover (2 Terms)
Traveller - Searching For Ancients (2 Years)

----------

Rank: 5 Commander (Retired)

Age: 52 (Physical age 40. Benefits of your sponsor "Reginavations")

Str: 06 (+0)
Dex: 09 (+1)
End: 09 (+1)
Int: 13 (+2)
Edu: 13 (+2)
Soc: 08 (Actual social status)
Soc: 11 (+1) (As a novelist under your nom de plume)
Soc: 13 (+2) (Within select circles of academia)
Cha: 11 (+1) (Your charisma as Khanna amongst the Vargr. Presumed dead. Cover intact.)
Psi: ?? (+?)

----------

SKILLS:

Service/Rank/College:
Pilot - 2
Astrogator - 1
sensors - 1
Slug Pistols - 1
Slug Rifles - 0
Large Blades - 1
Small Blades - 0
Jack Of Trades - 1
Phychology - 4
Xeno-Phychology - 3
Anthropology - 1
Xeno-Anthropology - 1
Trade (Writer) - 1
Investigate - 1
Language - 2 (Galanglic, Regina-Anglic, Vargr-Gvegh, Droyne-Oynprith)
Language - 0 (Zhodani)
Archeology - 1
Deception - 1
Leadership - 1
Diplomacy - 1
Persuasion - 2

Vargr Coursair:
Zero-G - 0
Stealth - 1

Basic Training:
Survival - 0
Mechanic - 0
Comms - 0
Vacc Suit - 0

Homeworld:
Computers - 0
Carouse - 0
Wheeled Vehicles - 0
Admin - 0
Advocate - 0

----------

Muster Benefits:

Gauss Pistol (Navy Model)
Credits - 70,000cr
Scout Ship - "Lollipop" (On indefinite loan from the Scout Service. She's a good ship.)
Secret - You spotted a pyramid on the planet of Yorbund/Regina and deleted the information from your survey report and wiped the record from the ships computer.
Travellers Aid Society (TAS) Membership (One high passage per month plus other benefits.)

Other:
Contact - Daranara Roma, owner of Romantica Publications. Your publicist for your nom de plume.
Contact - Tarina Dalarr, PR person for Reginavations.
Ally - Commander Klive Zell of the IISS.

----------

PUBLICATIONS:

Written Under Your Real name:

Four groundbreaking academic papers about Vargr phychology.

Two highly estemed academic papers about Droyne phychology.

One highly criticized academic paper in which you claim that the Droyne race are the descendants of the Ancients.


Written Under A Nom De Plume:

"Running With The Pack" - A fictional adventure based on your real life exploits infiltrating a Vargr raider pack.


Ancient Lust Series:

"Ancient Lust" - A fictional adventure based on your real life desires to find out the secret of the ancients.
"Flip Of The Coyne" - A fictional adventure based on your real life exploring the Ancients / Droyne connection.
(Your publisher is eagerly awaiting your third novel in the series...)

----------

Equipment:

Dagger
Rapier
Auto Pistol
Diplo Armor Vest (Armor 3)
Tailored Vacc Suit (Armor 8 )
Combination Goggles (IR, Light Intensifier, OPtical, Magnification)
Personal Automedic (Armband) (covers over your Vargr tattoo)
Communicator (Can reach a ship in orbit)
Comm Dot (Hight tech version of a blue tooth earpiece. Small dot attached behind the ear.)
Hand Computer (5) (Translater, Library, Astrogation Charts, Voice Activated, Expert System, etc.)

A Luminescent Sphere - A gift from a strange Droyne. ("Ancient Lust" Page 222.)

One Gold Droyne Coyne - Found during an archaeological dig. ("Flip Of The Coyne" Page 156.)

A talisman from your uncle Vlen ("Ancient Lust" page 75.)

----------

PSHYCH PROFILE:

Murophobia - Fear of rats, mice and other small rodent type creatures.

Compulsive Behavior - Finding out everything there is to know about the Ancients and their psychology. Proving that your academic paper on the Droyne / Ancients connection is correct.

----------

Your Uncle Vlen Backett lives on Alell in the Regina subsector. He was your inspiration as a young girl to find out the secret of the ancients.

Vlen gave you a talisman that you wear about your neck always. He claimes it is an ancients artifact.

You have a Vargr Raider tattoo on your left arm that you usually keep covered with your automedic.


=========================


Per Accidens

by James Maliszewski


Players' Information

Lysen/Jewell (Spinward Marches 1307) is an important world on the coreward frontier between the Imperium and the Vargr Extents. In the aftermath of the Fifth Frontier War, many Lysenians have come to fear increased attacks by Vargr corsairs. Imperial officials have attempted to downplay the possibility of Vargr attacks, but the public remains concerned. The raid against Foelen/Jewell (Spinward Marches 1401) last year has only heightened tensions. Consequently, Archduke Norris has felt public pressure to do something to stop these destructive raids and ensure the safety of the Domain's subjects.

During a stopover on Lysen, the characters have the opportunity to visit the Startown surrounding its class IV starport. While wandering through a darkened back alley (for whatever reason), they come upon the dead body of a Human male. An examination of the body reveals a single deep knife wound in the kidney. There is also evidence of bruising on the back of the neck and head. Searching through his undistinguished clothing turns up a groat-leather wallet and several electronic keycards. The wallet contains no money or anything else of obvious value. There is a collection of business cards in the wallet, as well as a membership card for a private club called The Agora. There is also an ID indicating that the dead man was Sergeant Jonathan Namashiir, an officer of the local law enforcement bureau.

Moments later, the group will hear sounds of movement further down the alley. Looking up from the body, they see another Human running away from them. Should they attempt to follow him, they will be taken on a merry chase through some of the seedier sections of Lysen's Startown. Eventually, their prey will tire and turn on them, brandishing a knife. He wears disheveled clothing and is unshaven, suggesting him to be a thief or mugger -- perhaps the man responsible for the dead body back in the alley.

The mugger, Emri Gillis by name, is not much of a fighter. If outnumbered more than two to one, he offers to hand over everything he stole from the dead man in exchange for his freedom. In any event, he is tired and weak and will prove little match for a skilled fighter. Other than his knife, he possesses Cr100 and a holocrystal, a recording medium common on high-tech worlds of the Imperium.



GM's Information

The most obvious course of action is to alert local law enforcement. This is simple enough; a division can be found in the Startown and its officers will be more than happy to investigate the murder of one of their own (and will eventually become involved regardless). The police will, of course, have many questions and will interrogate each person involved individually. If the choice is made to go on alone without reporting this incident, the GM should take care to provide only the information the group obtains through their own efforts.

Gillis is indeed responsible for Jonathan Namashiir's death. He attacked the off-duty law enforcer from behind, killed him and stole anything valuable from his body. While the Cr100 is a lot of money to someone like Gillis, it was the holocrystal that caught his eye. Such high tech items are unusual and expensive on Lysen. Gillis hoped to pawn it for enough money to pay his debts to a local organized crime syndicate.

Sgt. Namashiir was indeed a law enforcer. He came to Lysen only a few months, having been highly recommended by a bureau on Regina (Spinward Marches 1910). Namashiir kept to himself and did not socialize with his colleagues much. He was the sort of person who made others uncomfortable simply by his presence. However, he was a good officer and had an excellent record since coming to Lysen.

When placed in the proper playing device, the holocrystal yields a number of interesting secrets. It contains highly detailed and specific information about an upcoming visit to Lysen by a delegation from the Vargr of Thoengling Empire, including Chief Emissary Kfoukhzaekso. The delegation plans to meet with representatives of Archduke Norris (including Branj Dilgaadin) concerning closer cooperation in stemming the depredations of corsair bands like the Kforuzeng. Very few people know about this meeting -- least of all the Lysenians -- because of its importance to the future of the Domain of Deneb.

The remaining portion of the holocrystal contains a greeting from Namashiir to someone else whom he does not name. Namashiir says, "I'm now safely ensconced on Lysen and have made contact with our other operatives. We are now coordinating our efforts for the completion of the assignment. I've also obtained additional information regarding the plot against the Vargr. I'll continue to uncover what I can. As planned, we can meet on Regina at the Luxia Hotel on 100-1120. Included on this crystal is the information I used in our assignment here. When we meet, we can determine our next course of action."

If local law enforcement is involved, they will call upon the characters to assist them. Lysen is a generally law-abiding world and has few resources to deal with unusual circumstances such as this. More importantly, the fact that Namashiir -- a law officer assigned to protect the Vargr delegation -- was involved in a plot to disrupt their meeting with Domain officials places the entire local law enforcement establishment under suspicion. The crystal indicates that Namashiir had accomplices. Who they are and they intend intends to do remains unknown. The situation is potentially very dangerous for all concerned.

Namashiir lived in a rather posh apartment complex in a fashionable part of the city. The electronic keys found on Namashiir's body are for this apartment. Inside the well-furnished apartment, everything is in good order. Nothing seems to have been disturbed. A careful examination will reveal several interesting items.

The closets are full of clothing, including several Imperial military uniforms (of several branches) and police attire. There are a large number of suitcases as well, some packed with clothing and other belongings. An especially thorough search through the suitcases, will turn up a pair of high passage tickets with reservations on a Tukera liner to Regina. The reservations are for two days in the future, at the Lysen Starport. The room also contains a Naasirka personal computer and a number of holocrystals just like the one found on Namashiir's body. All of the crystals are blank, however.

A through search may also find either or both of the following:

Namashiir's bank book in a desk drawer. The account is registered at a local bank. Checking there will reveal the account contains quite a lot of money -- a good portion of it deposited directly into Namashiir's account from another anonymous account on Regina. Undoubtedly, this is how Namashiir could afford to live in such an expensive apartment building.

A worn business card on a small table. The card is for a local exclusive club known as "The Agora" (anyone who searched through Namashiir's wallet earlier will remember seeing a membership card for the same establishment). The Agora is well known as a meeting place for some of Lysen's wealthiest and most important people. Its clientele include prominent members of various reform movements dedicated to democratizing the Imperium. While there is nothing illegal about holding such political views, local law enforcement has long suspected The Agora is home to Ine Givar operatives and sympathizers. To that end, they've even sent an undercover officer to the club to infiltrate it.

The Agora is very exclusive, having high membership fees and an extensive admissions process. The main entrance to it is well guarded by bouncers. A staff entrance in the back leads through the kitchen. A well-placed bribe to one of the staff might allow one or more people to make their way inside. Other options -- especially if the group is working with the police -- are available as well, but stealth is undoubtedly preferable. Attempts to force entry into The Agora will be met with resistance by its security staff.

The Agora's interior is beautifully decorated in the Sylean style of the early Third Imperium. The building is divided into several distinctly cozy dining, lounge, and gambling areas. Tough-looking men in dark suits guard the doors to several side rooms.

Before long, a waiter approaches and asks if anyone would like a drink. If anyone does, he takes their orders. If not, he subtly suggests that they have something. This waiter is actually an undercover police officer, Aleksandr Fochs. He knows the clientele of The Agora quite well and recognizes this party as being out of place. If the group has the cooperation of the police, they'll be able to identify Fochs and speak with him easily. If not, he'll ask them various leading questions to ascertain their purpose and trustworthiness. In either case, he leaves them for a moment and goes to the bar to fill their orders.

The Agora's members are a generally arrogant bunch who don't take kindly to those they consider beneath their station. No one in the club will admit to knowing Namashiir. The members are skeptical of the idea of a law enforcement officer possessing the funds to be admitted, let alone being approved by the admissions committee.

In time, Fochs reappears. He does not bring the drinks and walks with a pronounced limp, looking very pale and evidently in considerable pain. One of the toughs is trying to catch up with him, but Fochs nevertheless manages to keep one step ahead. Fochs reaches the table and secretly hands them a slip of paper, just as a tough catches up and grabs him. The tough apologizes for the waiter, saying he is just overworked. Fochs then goes limp and the tough carries him into another room.

The slip of paper reveals the following scrawled in shaky handwriting: "Grinnesh Place, Room 2120." At this point, the toughs have begun to take a particular interest in the group, although they make no obviously threatening moves.

Grinnesh Place is a hotel in the city not far from where the Vargr delegates will be staying tomorrow. In fact, the hotel looms so high that it offers a potential assassin a perfect vantage point from which to shoot someone in one of the opposite buildings. Room 2120 is empty and the balcony door open. The balcony is likewise unoccupied.

If anyone steps out on to the balcony, a shot will narrowly miss him. Looking up three floors to the roof will reveal a dark-clad Human with a gauss rifle. A rope ladder leads from the balcony to the roof. The roof is accessible either by using the ladder or by means of an emergency stairway. Anyone using the ladder will have to deal with the assassin firing at them.

The assassin will take aimed shots at anyone on the ladder. If confronted on the rooftop, he will fight to the death and will not allow himself to be captured. The assassin's body has nothing of value on it nor does it have any identifying marks or items.

After the assassin has been dealt with, five thugs from The Agora will appear in an air/raft. The four not driving the air/raft will open fire with laser rifles, using their vehicle as a firing platform. Like the assassin, they intend to die rather than be captured. The driver will take up the attack if his comrades are defeated, landing the air/raft on the roof.


Facts

Putting together all the pieces may require working with local law enforcement and Domain of Deneb authorities. If the characters reveal their experiences at The Agora to the police, they will launch a raid against the club. There they find Aleksandr Fochs, dead from an injected poison, as well as several individuals working with the Ine Givar to destabilize the affairs of the Domain of Deneb. The Vargr delegation has now been placed under extra security and moved to another part of the city for their safety.

Although an Ine Givar operation on Lysen has been shut down, the mastermind behind it -- Namashiir's superior -- remains at large somewhere in the Domain, perhaps on Regina (where Namashiir planned to go). This provides the GM a possible hook for future adventures and a good way to continue the fight against anti-Imperial terrorists.

=============================================
 
alex_greene said:
All the clues lead them to Esalin, where, to her disbelief, she finds her Zhodani coupterpart investigating the exact same thing that has been happening to prominent Tvarchedle' members. It is not psionics, because these are some of the most powerful telepaths the cosmos has ever seen, with shields like bank vaults.

Who's doing this? What's going on? And what is it that these people are doing, that requires that their minds be blanked afterwards?

This is where a little psychology come in, because the character can begin working on a psych profile of the targets - Imperial and Zhodani alike. But can she trust her Zhodani counterpart, or is the Consulate agent working to her own agenda?
Holy Cow!!! :shock: Sign me up! :D
 
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