Interface Zero 2.0 Intro Scenario

Notes

This is a write up for a introduction scenario that I ran for Interface Zero 2.0. I ran this for a group I had just met, and I didn’t have a good idea of what kind of characters they were going to make or what kind of play style they had. Anyway, I thought that this might be useful to someone either as inspiration for a one shot, or as an introductory session to the setting.

Hook

A local fixer calls your team with a simple job for you as an audition to prove yourselves before she agrees to use you with her clients. The job is to meet up with a courier team that just came into town and is now caught in a crossfire, and assist them in finishing the delivery of a package to a HelixTec mega corp research facility.

Details

The team is given directions to the couriers’ last known location, the drop location, and the names and descriptions of the courier team. They are told to complete this job as quickly as possible. They are about thirty minutes away from the couriers’ last location. An appropriate knowledge or common knowledge roll will let the team know that the leader is a well known zeek. The pay for the job is 35,000 credits for the team split however they want to do it paid on delivery of the package.

If they try to find security feeds in that area to better locate the team they are to assist or just to see the situation they are about to enter, they find one where the courier team’s vehicle has been flipped on its side and only the team leader seems to be left alive. He is currently fighting off several attackers by himself, and doing it easily. Shortly before the team arrives though, he is finally taken out.

For the GM

The contents of the case are brain tissues from a dead zeek. HelixTec is gathering samples to try and identify what it is that gives some people access to psychic powers, and what they can do to enhance and control these powers.

Scene 1

When the team arrives on location they see the group that attacked the couriers (3 gangers + 1 ganger per PC). One of them has just popped the trunk of the car and is pulling a case out.

The gangers are members of a Pillars of Salt cell that attacked the couriers to kill the team leader. They don’t particularly care about the package other than the fact that it might contain something worth selling. The gangers are all extras, and their affiliation with the Pillars of Salt can be picked up with an appropriate knowledge or common knowledge roll. The gangers are in wireless communication with a leader that is out of sight.

  • Gangers skills for fighting d6, all other skills d4, Toughness 7 (5 + 2 for armor). Weapon pistol 2d6 AP 1 (SC Urchin Pistol)

The party can try to negotiate with the gang members for the case, but the gang will not negotiate if there is an obvious zeek in the party. They will set a price for case at 25,000 credits to be paid now.

Scene 2

The party with the case are travelling to the drop across the city when someone blocks them in with trucks and orders them to hand over the case. A prominent member of the Zeek Liberation Party, Olexander Antipov, a radical pro zeek group that wants to setup a separate homeland for the zeeks. He wants the contents of the sealed case and will not accept no for an answer. As he is speaking to the group others (3 + 1 per party member) come out of hiding places surrounding the group.

  • Zeek leader (wild card) Psionics d8, all other skills d6, Toughness 7 (5 + 2 armor). Weapon pistol 2d6 AP 1(SC Urchin Pistol) Powers: Barrier, Bolt, Deflection, Puppet, Stun
  • Zeek extras Psionics and fighting skills d6, all other skills d4, Toughness 7 (5 + 2) armor). Weapon pistol 2d6 AP 1(SC Urchin Pistol) Powers: Bolt, Deflection, Stun

If the party is willing to trade out the contents of the case, it requires a hacking contest to trade out the contents without the case registering the tampering. This requires 3 successes in 5 rounds with the Hacking skill at -2. The leader has some replacement samples if the party is willing to do it.

Resolution

This can end one of several ways:

  1. They can lose the case in scene two, in which case they have a lost some respect from the fixer, but they can recover that given time and the Pillar of Salt gang will be angry with them, unless they bought the case.
  2. They can deliver the case with its contents intact, in which case the earn the reputation of being competent, and the notice of the HelixTec, but the anger the Pillar of Salt, unless they bought the case, and they anger the Zeek Liberation Party.
  3. They switch out the contents of the case, if they pass the hacking task, HelixTec doesn’t know who switched the samples, but they will be suspicious of the party, the fixer will still think they are competent, and they will get their pay. The Pillar of Salt will be angry with them, unless they bought the case, but the Zeek Liberation Party will neither like nor dislike the group.
  4. They switch out the contents of the case, and fail the hacking task, HelixTec knows they tampered with the contents, this will anger the fixer, who will tells all of his contacts that they are not trustworthy, and they will not get paid  for the job. The Pillar of Salt will be angry with them, unless they bought the case, but the Zeek Liberation Party will neither like nor dislike the group.
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Author: Hours without Sleep

I am a professional software tester, who has an interest in programming, computers, role-playing games, history, and reading in general. This is my third attempt at keeping a blog, and I am going to try putting all of my thoughts in one place, and see how it goes.

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