Quick starting idea for follow-on missions (I always liked the High Guard Mission Generator!)
Sponsor
2-3 - Aliens - Perhaps this mission is a diplomatic quid pro quo that the empire has agreed to, a speculative service or working against a common enemy like a Dyabuse swarm, or perhaps the players owe something personally. Either way, they are currently in the service of a foreign power. Depending on the mission, it may or may not be a good idea to let people know this.
4-5 - Uplifted - this mission may be aid requested by an uplifted group (if advanced and influential enough to make such a request), or (more commonly) represents a request made on behalf of such a group by those in the empire responsible for overseeing the uplifted primitives.
6-7 - Faction - this mission was given to you by a political faction within the Droyne empire (such as one or more members of the High Council). This does not mean that they are not entitled to give you the mission, or that it is illegal, but the mission does not necessarily carry the approval of the entire council, and it is possible that other members may try to interfere. Depending on the player's contacts and philosophical leanings, it may also represent less legal factions, such as criminal groups like the League of New Thought.
8-9 - Council - This mission comes with the formal approval and authority of the entire high council. Whatever it is, it is clearly important, and - short of one of Grandfather's Sons overruling them- a task of the utmost priority.
10-11 - Son - One of Yaskodray's four hundred sons - the effective 'provincial governors' of the empire - has instructed you to carry out a mission for him. If this can be openly acknowledged, it gives you a massive weight of influence.
12 - Yaskodray - You were given this mission, in person, by Grandfather himself. It cannot be overstated what a bad idea it would be to screw it up.
Location
1 - Empire - A Droyne world or station, or and outpost or uplifted world fully integrated into the Droyne Empire. The Ansible and Portal networks will be readily accessible, and the players (or at least their masters) are likely to be considered respected authorities. The downside of such missions is that whoever ordered them - and their rivals - are likely to be able to monitor your activities in real time, giving you less freedom of action than you might enjoy on the fringes of the empire.
2 - Alien - A world belonging to an alien race that is a rival civilization to the Droyne. Most civilizations the Droyne encounter will have a tech level D6 lower than them, but will often control enough territory to form a significant threat. This might also represent a 'rogue' League or Consensus Droyne onyprith which does not recognise the Empire's authority. Unless able and willing to be extremely high-handed, subtlety and stealth are the player's best options.
3 - Uplifted - A world belonging to a species created by the Droyne, or a Droyne client race. Depending on the level of interaction with their masters, their tech level could be anything from non-existent to superior to the Imperial fringe systems. Many such systems represent experiments by Yaskodray or one of his Sons, and as such access is tightly controlled. The players may be seen as anything from angels to devils to an intermittent irritation, depending on the nature of the world.
4 - Primitive - A world whose inhabitent species have been left untouched (save perhaps for tribes or groups transplanted from it). Technology is likely to be non-existant by Droyne standards, and even trivial displays of power may have the players revered as gods or warlocks. Or burnt at the stake.
5 - Uninhabited - This system's mainworld supports organic life but has (currently) no sophont species. It may well be that one of the dominant life forms will be a suitable candidate for uplifting, or that the planet's pharmacology includes something new and interesting, even for the Droyne.
6 - Dead - This system contains no inhabited worlds - possibly no inhabitable planets at all. Of course, you could always build one. Equally, it may be that there is a spacial phenomenon of interest, either in the system or passing through it.
Mission
Empire
1-Protect
2-Investigate
3-Influence
4-Research
5-Construct
6-Hide
Alien
1-Protect
2-Investigate
3-Influence
4-Attack
5-Trade
6-Transplant
Uplift
1-Protect
2-Investigate
3-Influence
4-Modify
5-Exploit
6-Return
Primitive
1-Protect
2-Investigate
3-Influence
4-Modify
5-Exploit
6-Transplant
Uninhabited
1-Protect
2-Investigate
3-Modify
4-Research
5-Construct
6-Transplant
Dead
1-2-Exploit
3-4-Construct
5-Research
6-Hide
Attack
Those based on this world are an obstacle to the empire's goals. Eliminate them, or it, as required.
Construct
Something must be prepared here - perhaps as simple as an observation outpost or factory complex, perhaps some vast megastructure like a dyson sphere or the artificially induced formation of a gas giant. Possibly something smaller but no less effort intensive, like a tripwire grid, is to be put in place. Perhaps the entire system itself has been earmarked to be dropped into a pocket universe.
Exploit
The system, or the life forms in it, are a resource that the empire has decided to use. Perhaps engineered warrior species are about to be drawn up into service, or a moon disassembled for raw materials to build a fleet of ships (much to the concern of anyone living on the surface at the time). Maybe some spacial phenomenon can be exploited for energy, provided the research directing you how to do so is not flawed in some way.
Hide
This must be done subtley. Maybe the players are themselves hunted by another faction or alien race, or else they must hide some individual, device or facility. In either case, ensure it is well hidden in plain sight, or else stowed away in the depths of space. Be assured that the hunters will be persistant and inventive, so prepare defenses in case it is found after all.
Influence
Apply social or economic influence to achieve your master's goals. The more potent the subject, the more risky the activity - especially if you asked to do so covertly and you are subsequently discovered.
Investigate
You have been instructed to assess the biology, psychology and society of the inhabitents of this world, so as to be able to better manipulate, modify or exploit them in the future. It may be advisable not to tell them this.
Modify
A species on this world is of interest, but it's not quite right - you have been charged with modifying the race, either covertly or overtly, on a genetic level. Perhaps the race needs some preparation to survive transplanting to other worlds, or perhaps the time has come to introduce a sentient species into the ecosystem.
Protect
Pirates. Alien battlefleets. Dissidents. Rogue hegemonizing AI swarms. Solar flare sequences. Plagues. ELE asteroidal impacts. Supernovae. Anomalies in the very fabric of space and time. There's always something, and this time the something is aimed squarely at the lifeforms on this world that your master wants protected.
Research
Something about this system requires detailed scientific research - or maybe a research facility already exists here, and you are being tasked to direct its efforts to some end.
Return
This experiment is complete - successfully or unsuccesfully - and the time has come to return the transplanted primitives to their homeworld. See they return, and survive their return. In some cases, the intent may be to introduce a new, modified subspecies in the hopes that it will supplant its progenitor.
Trade
They have something you want, and (unless things change) you have been asked to avoid using force to get it. The question is, what do they want in return? Or is the whole thing just a diplomatic stunt to generate good will? Or is it a trap?
Transplant
One or more species on this world looks very interesting. Take a few hundred samples and create a colony somewhere secure that we can analyse them in detail. Be warned that this might be a much harder task if the species in question is dangerous - or worse yet, an advanced spacefaring race themselves.
Complications
1- Competing Faction. Someone else within the empire either wants to stop you, or wants to suceed before you do and may be prepared to resort to sabotage to ensure this. Use the Sponsor table to determine who.
2- Personal Interest. Either the world in question is the player's own home world, or else a close friend or ally, or a precious asset, is located there. Can you ensure its safety without compromising the rest of the mission?
3-Outside Involvement. The League, or another alien race, has also decided to involve themselves in your affairs.
4- Unexpected Discovery. Social, scientific or biological, something here is not what you were lead to expect. A disconcertingly high proportion of active telepaths in a species, for example, will make a covert infiltration a most challenging prospect. Perhaps you arrived in time to witness the world's first test of a Jump drive, or perhaps you suspect that the gas giant is inhabited after all.
5- Previous Involvement Over thousands of years of service, it is not surprising to find you have been somewhere before? But how long ago, are you remembered, and if so how? Monsters? Debunked Myths? Folk Heros? Archeological Curiosities? Gods?
6- Two of the above. This is mission is clearly going to be one of those "interesting" ones.
Timescale
1- Urgent. Whatever the task is, it must be complete within a few days of your arrival. Quite possibly that is all the time you can have - or else matters will be out of your hands.
2-3- Normal. You will have a few weeks or even months to ensure everything is done correctly.
4- Extended. This task will require one or more years of effort.
5- Lifespan. The kind of endeavour requiring several generations of work, you will be involved in this task for the better part of a mortal lifespan.
6- Vast. Centuries or even millenia of work are involved in this task, with your presence required at key points of the project. In between, you will need to ensure that minor matters can be dealt with without your attention, and possibly put in place means to preserve yourself through the span of time by near-C flight, cryo- or chemo-stasis, or other methods.
Resources
1- Spartan. Perhaps to avoid alerting another power, or at least to placate them, you are being deployed with significantly limited resources - perhaps the unpleasant experience of having to intervene personally with only your hand-held equipment and a few drones. Completing your mission will require careful planning and maximising the effect of those few resources at your disposal.
2-4- Adequate . You have sufficient resources to accomplish your task, provided nothing untoward occurs. Only if your resources are lost, cut off or damaged will they become an issue.
5-6- Near unlimited. The importance of this mission to your patron is such that no expense is being spared. Fleets of ships, resources sufficient to reshape worlds, and the scientific infrastructure to make most of the laws of physics bend to your needs are at your disposal.