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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Dec 02, 2005 9:15 am Post subject: Module help??!?! |
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I have a dilemma.. I am trying to write another sparks module, where the rebels (our PCS) have to travel to a planet, that recently had the rebel presence on decimated. THere is still a strong imperial presence there, and i need to figure out possible ways for them on. NOTE Due to the high level of imperial ships in orbit, sneaking in is not a viable option at this point...
3 ways i have also, already limited (imo it would be standard practice for the imperials to do for now)..
1) Limit outgoing shipments to those already authorised.
2) Same for incomming traffic.
3) Halt all tourists...
So far, i have the rebels at home base, getting word from both comms, and a holonews report that the planet has been pacified of rebels. The sector high council, sends them out immediatly, to get information, on how it fell, as this is the 18th base to do so...
They have left post haste, and are basically coming in system, and see the 8 isds, 7 dreadnoughts, 2 escort carriers, 4 carracks, and 2 interdictors (which IMO would be there for halting possible rebel incursions and runners).... This is ment to scare the pcs, and hopefully they will not try to fight!! (i hope!!!)
So, do you guys have any suggestions i could use, if they get stuck!!??
The 'entrance blurb for the module is:
Synopsis: Times are dark, and tumulus. A number of rebel bases have fallen in recent weeks. Can the rebellion find out why? Can they stop the next one falling? Dare they find out the results if they fail!
Bring an existing sparks character, or make up one. _________________ Confucious sayeth, don't wash cat while drunk! |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Fri Dec 02, 2005 10:43 am Post subject: |
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Well, it depends on how they get sent out.
If Alliance Command was smart enough to send them out with a cover, they could be loaded down with supplies- even faux supplies- to be delivered to the planet. Posing as the crew of their ship, either have a set of fake authorization papers issued by Command, or really encourage one of your players to run a slicer. It'd be a really good idea for them to specialize in Forgery: Personal IDs, Transponder Codes, or maybe even Imperial Orders Fabrication... something that would lend legitimacy to their mission- even if it's false. 8)
Or perhaps they can pose as Imperial medtechs... after all, the Empire DID just go through and injure a large number of people. It's within the realm of possibilities that a med team could be sent in... In fact, the sliced data could indicate that several more teams are due to be inbound within the next two to four weeks... that would give the Rebels a window of time to work in, give them a deadline to help them feel the pressure, and provide an excuse for the Empire to come looking for them if they get suspicious when the Rebels take longer than that time, yet no new teams of medics show up. That scenario has several different possibilities coming to mind, so I'm sure that with a little planning you could pull it off.
Let's see... The players could pose as a team sent in to start up a re-education center, or to provide additional staffing. They could have the Alliance slice in a bounty posting for a known or suspected Rebel. If any of the characters are bounty hunters, (depending on their affiliation) they might have a much easier time getting on-planet... especially if the Empire can be conned into thinking that the characters are there to help the Empire do their job.
If I come up with any more ideas I'll post them. Let me know if you like any of these. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Dec 02, 2005 10:44 am Post subject: |
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I like that med team possibility, and the bounty one more...
if you could PM me with some more 'fleshing out' for it, that would be great... _________________ Confucious sayeth, don't wash cat while drunk! |
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Chabit Rane Commander
Joined: 02 Nov 2005 Posts: 460
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Posted: Fri Dec 02, 2005 10:49 am Post subject: |
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Those sound good in my opinion as well. But I would try to make it suitable for my players style too. |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Fri Dec 02, 2005 11:12 am Post subject: |
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garhkal wrote: | I like that med team possibility, and the bounty one more...
if you could PM me with some more 'fleshing out' for it, that would be great... |
Sure, no problem. If I come up with anything, I'll send it to ya.
And I agree with you, Chabit. I would never try to persuade a player to run a character that I thought went contrary to their style.
While I personally haven't ever played an alien yet, I've played several different template types. I've played a number of different Jedi types, and have had no problems switching between the roles. I guess I'm good at compartmentalizing, so I have no problems going back and forth between them. But I understand that not everyone is like that, and I'd always try to take that into account when having a party create characters. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Dec 03, 2005 1:25 am Post subject: |
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Chabit Rane wrote: | Those sound good in my opinion as well. But I would try to make it suitable for my players style too. |
Kind of hard to do, as the module will be for the Sparks group.... Where we play at nearly every midwest con... so there are a lot of players, and different styles.
Also. Do you think it would be harsh, for the council (rebel council) for something like this, to make a directive that the mission is more important than the people? EG if you have the choice to make of saving a team mate, or getting that info to us, you are to choose the latter! _________________ Confucious sayeth, don't wash cat while drunk! |
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Vartax Lieutenant Commander
Joined: 13 Oct 2003 Posts: 203 Location: Salem, OR
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Posted: Sat Dec 03, 2005 4:31 am Post subject: |
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Getting into trouble should never be the trouble. The real troubles should be when they want to leave. Beside who in there right mind would be stupid enough to go right where the empire just decimated a rebel base? More than likely the Ships are there to make sure there are no Large scale problems, no a small ship. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Dec 03, 2005 8:18 am Post subject: |
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Well. Good news and bad..
Thanks to PMing (well ICQ actually), with grimace, i have plotted out their arrival, and a possible way out. BUT i am stuck, with how to give outlines for what information they could gather, and how they can get it.... I don't want to give too much away, but neither do i wish to give too little....
This is some of what i already have..
1. The bases’ demise was swift, with both ground forces with air support hitting it quickly. No one got out.
2. The cells, were taken with little life lost.
3. It seems some rebels just gave up.
4. There was a kid nearby, that seemed to make friends easy, though no one can seem to remember much about the kid.
If they ask any KNOWN rebel sympathizers, they learn all 4 of the above, plus that there was several red suited imperials who were here to apprehend the kid for the emperor. But not who the kid was or the kids gender…. Any further questioning concerning the kid, come up with blank stares.
For more info, either A) PM me, or B) get with me on ICQ... MY icq number is 116781815 _________________ Confucious sayeth, don't wash cat while drunk! |
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