The Starter Mission |
GM's Brief: This is a short 1-2 hour mission to acustomise players to the Traveller system. It has two main NPC's and a plethera of weakish guards, with the occasional hard guard to keep the players on their toes. NPCs: Coming soon! Player's Brief: Your party has met up on a planet (UPP A6795D) and have just left the starport. You are looking forward to spending some r&r time after the long space voyage where you met. But as you leave the port, a rich looking merchant walks up to you and asks for your help. You ask what help, and as he starts to speak, he is shot through the head by a sniper........ |
Next: The Chase GM: The sniper who has attacked is up on the top to a 4 story building across the street. The players must make an intelligence test to spot the sniper. Until they do, he will continue to fire upon them. Once they have spotted him, the only thing that will drive him off is weapons fire. Any shot will make him run off over the building flanking the one he is currently on, and will run off north. Assuming the characters can follow him, he will lead them to a 10 story office. If not, the combat environ suit he is wearing gives off a huge IR trail that can even be felt by sensitive characters. |
The Office Building: GM: The building has a sign on it indicating that it is the headquarters of BioTech Enterprises, a company that is working for the planetary government to build bio-bots, robots with human qualities for security etc. The office building is 30m x 30m, and is 10 floors high, with each floor about 3m tall. The players enter on floor 1 - the reception. If they try to go round the back, they find nothing to let them in, not even a supply entrance. |
The Reception: GM: The reception takes up all of the ground floor except for the elevator shaft and stair well. The entrance doors are glass, and as they approach them, the players see varoius desks and waiting areas over the room. There are also 3 guards present, with revolvers and jack armour (Level 1 guards). They are a bit dozy. They will react generally defensivly towards the PCs even if they run in with guns waving. However, shoot one of the guards and they will react. If the party bluffs their way through the entrance, they will be given a passcard for levels 1-5. Obtaining a guards card will give acces on levels 1-7. |
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The Stairwell: GM: The stairwell traverses the whole height of the building, taking up 3 x 2 metres up of each floor's top left corner. On each level, it is sealed off from the floor by a heavy metal and wood composite fire door. To enter and leave through a door, a passcard is needed to run throught the electronic lock beside the frame. The access level of the card is what affects the number of doors accessable to the PCs. In the well itself, each level up is also separated by a door which also need a keycard. This is to stop people entering at level one and going all the way up to level 10 and forcing the door. The doors are sturdy and require either an electronic lock pick or 15 points of instantaineous damage suring a single cmbat round of 6 seconds to destroy them. Otherwise, they have 35 health points and armour 14 for sustained attacks. |
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The Lift: GM: The lift goes as far as floor 9. It takes up 5 x 5 metres of each floor's top right corner. It is called as a normal lift would be, but it is operated inside by the passcard. The floor call buttons inside are behind a metal panel 2" thick whcih is moved when the passcard is swiped. The passcard also limits the number of operational buttons in accordance with the card's acces level. If the PCs examine it, they will notice scrapes on the door frame at about shoulder height (5'9" ish). The metal frame has been gouged by some sort of sharp point. |