Odd Jobs

Jeff Hopper

Mongoose
OK, each person who posts to this thread must create a Patron Encounter for Traveller that everyone can share.

Why? Because I'm bored and slightly drunk.
 
ODD JOBS: A Rose is a Rose

Required Skills: None
Required Equipment: None


Players Information


Baroness Mei Lei Natalia Mgumbe is a fixture on the world the players find themselves. She is known for both her prize roses and her growing number of eccentricities as she has grown older. The players are approached by a Page in her employ.

The Page informs the players that the most valuable natural fertilizer for roses comes from Terran equines and that horse manure is the only kind used by Baroness Mgumbe. Some other rose experts have speculated that the main reason why horse manure is so effective is because horses are considered quite intelligent for grazing herbivores. Well, the Baroness has taken this concept to its illogical extreme.

A K'Kree diplomatic and mercantile expedition has landed and will be in port for the next week. Baroness Mgumbe is willing to pay Cr500 per kilogram for fresh K'Kree manure so that she may experiment with her roses. Upon accepting the mission, the Page is authorized to give the players a signing bonus of Cr5000 to help with expenses. The Page, who is brokering the deal in order to minimize any potential embarrassment to House Mgumbe, is also willing to include a bonus of Cr25,000 if this task is done without an interstellar incident being caused. At least a hundred kilograms of K'Kree manure are being asked for by the Baroness.


Referee's Information


This one should be played for laughs, one for a night of not-so serious gaming. The Baroness is old, does not take anagathics, and is off her nut with senile dementia. The Page is extremely stressed and is constantly put-upon to accomplish these odd "requests" that are made by the Baroness without humiliating House Mgumbe. The K'Kree diplomatic / mercantile mission is composed of four heavily armed merchant cruisers of 6000 tons displacement each. The K'Kree themselves are feeling very cranky at this point in dealing with the g'naak at the midpoint of a multi-year long mission. Imperial Officials working with the K'Kree are also very touchy after spending such a long time with militant vegetarians and their alien whims.

K'Kree starships are designed to have the entire usable area by the crew to be a grass-covered toilet where a K'Kree may defecate and know that the fecal matter will be moved through the soil by osmotic pressure to a recycling section of the K'Kree life support system, so no "steaming divots" remain for long. The K'Kree diplomats and merchants who are part of the mission are accustomed enough to human g'naak to realize that their normal means of going to the bathroom is not considered socially acceptable when among humans. For events of state, a special restroom-park is built for the use of the alien guests.


Complications: 1d6 (1D)

1-2. As above, no changes.
3. Unbeknownst to the Page, the Baroness has hired a rival group of manure collectors who will be clumsily competitive in trying to gather more manure then the players.
4. As 1 above, but a terrorist threat against the K'Kree has happened which has caused security to be heightened by the K'Kree.
5. As 1 above, but a tabloid journalist has gotten wind of the manure quest and is busily becoming a nuisance to the players and threatens to expose the situation to the embarrassment of House Mgumbe.
6. Combine the results of 3, 4, and 5 to create a nightmarish situation.
 
Jeff Hopper said:
ODD JOBS: A Rose is a Rose
:D

Holy cow, this is hysterical!


Amendment Proposal to A Rose is a Rose:

Required Skills: Animals(Vegetarians ... er, Herbivores), Diplomat
Required Equipment: Shovel
 
ODD JOBS: I Love A Parade

Required Skills: None
Required Equipment: None


Players Information


A tall, thin young man wearing a turtleneck sweater and having a van dyke beard is walking into bars along the street and offering Cr10 per person if they spend an hour walking with a group in a protest march. The young man appears sincere and the group is demanding equal wages for workers (or something equally innocuous).


Referee s Information


This is a legitimate group staging a protest march. They do not have enough marchers, so have offered money for anyone who wants to march along, making the protest look more supported than it actually is. The police have been informed and the protestors have a permit to march. The marchers are well behaved and not antagonistic, although are firm in their beliefs.


Resolution: 1d6 (1D)

1-3. As above, no change and no problems.
4. Protestors are confrontational to local police. Check against law level for each player to see if that player is arrested on a misdemeanor charge (Cr5x1d6 fine or 1 day in jail).
5. Protestors have been infiltrated by an anarchist group that is very confrontational with police and turns the march into a minor riot. Player characters will be arrested on misdemeanor charges (Cr10x1d6 fine or 2 days in jail) if they do not engage in melee with the police. If they have engaged in melee with the police, then they will be arrested on minor felony charges (Cr100x1d6 fine and 1d6 days in jail). If the player characters engage in melee with the anarchists, then they gain the good will of the local police and the protestors.
6. As 5 above, but the anarchists have improvised weapons, which they use against the police while turning the march into a major riot. Player characters will be arrested on misdemeanor charges (Cr10x1d6 fine or 2 days in jail) if they do not engage in melee with the police. If they have engaged in melee with the police, they will be arrested on felony charges (Cr250x1d6 fine and 2d6+law level days in jail). If the player characters engage in melee with the anarchists, then they gain the good will of the local police, the protestors, and become minor local celebrities. :twisted:
 
ODD JOBS: I’ll drink to that!

Required Skills: None
Required Equipment: None


Players Information:

A very drunk Detached-Duty Scout is thrown out of a bar and into the street directly in front of the PCs. He appears to be wearing the stereotypical Scout uniform; a filthy ship suit and overly bright tropical print shirt. The drunk is none the worse for wear and if left unaided, picks himself up and walks down the street singing off-key rather loudly.


Referee’s Information:

The drunk can become a source of information for the party, as long as they are buying. Or if the Referee prefers the “drunk-in-distress” could be a morality test; do the PCs walk around the drunk or do they stop and help him? Either way could provide the PCs with plenty of trouble. Also, the drunk has worn out his welcome in every bar within the Startown including the Starport.


Resolution: 1d6 (1D)

1. The drunk is a red herring; there is nothing unusual going on, feel free to roll dice to make the PCs paranoid.
2. The drunk knows one of the characters, by reputation only. He insists that he must buy that character a drink in the nearest bar. The drunk has nothing but time on his hands and will drink as much as the PCs are willing to buy.
3. As #2 above, but the drunk is just confused. He will drink a lot and he is an expert at caging drinks for information. Problem is that his information is “mostly” useless.
4. The PCs will be firmly told to leave if they enter any bar; the drunk will suggest bar after bar in vain. He will produce a hip flask just to keep his buzz during the search. Perhaps the PCs have a nice cozy ship to drink on?
5. As #5 above, but the PCs will be meet with violence when they enter any bar with the drunk. The local police will be looking for the drunk on a roll 8+ minus local Law Level. The PCs will likely be brought in to the police station to pay for damages etc.
6. The drunk is really an intelligence agent posing as a drunken Detached-Duty Scout and sees the PCs as good cover while he is looking into local rumors.

So the ODD JOB is finding some place to keep this drunk DD Scout drinking in order to determine if he has any information of value. Have fun and have a drink on me!
 
Odd Jobs : What do you Want?

Required Skills: A flexible moral outlook, the desire to see the universe change and adapt and be an instrument in shaping the course of its evolution. Good communication skills and social contacts an advantage.

Required Equpiment: None,

Your erstwhile employer wishes the player/s to interview a cross section of important personages and determine their reaction to a preselected question - "What do you Want?".

Transportation should in the normal course of events be arranged yourself. In an emergency, this can be arranged but no gaurentee can be made that you will emerge the same as when you entered this mode of transportation.

Candidates who prove exceptionally gifted in obtaining the interviews and who return with suitable answers will recieve addiitonal rewards and the ongoing and absolute protection of the Patron.

Contact with "angelic" energy beings in encounter suits is to be avoided unless under the direct protection of the Patron.

Reward: well, What do you want? Please define and submit what you feel is a suitable reward for your time and efforts, you will then receive "appropriate" compensation on completion of your task .
 
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