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Adventure hooks/plot lines for the Rebellion era

Elliot

SOC-14 1K
For those of us who like the Rebellion (which appears is more than I once thought) what is the catalogue of standard adventure hooks that is Rebellion specific?

Also - with nearly 15 years gone since the Rebellion was fresh does anyone have any plot line suggestions (in any region of the Imperium) to breathe life into the Rebellion?
 
For those of us who like the Rebellion (which appears is more than I once thought) what is the catalogue of standard adventure hooks that is Rebellion specific?

Also - with nearly 15 years gone since the Rebellion was fresh does anyone have any plot line suggestions (in any region of the Imperium) to breathe life into the Rebellion?
 
For those of us who like the Rebellion (which appears is more than I once thought) what is the catalogue of standard adventure hooks that is Rebellion specific?

Also - with nearly 15 years gone since the Rebellion was fresh does anyone have any plot line suggestions (in any region of the Imperium) to breathe life into the Rebellion?
 
Originally posted by Elliot:
For those of us who like the Rebellion (which appears is more than I once thought) what is the catalogue of standard adventure hooks that is Rebellion specific?

Also - with nearly 15 years gone since the Rebellion was fresh does anyone have any plot line suggestions (in any region of the Imperium) to breathe life into the Rebellion?
The group is aligned with such and such faction.

They must sneak into the fringes of a system where an important faction official has escaped siege of who cares the name planet by such and such other faction but according to other escaped members of the other faction he is aboard a boat hanging out on the depths of an asteriod belt in-system. Your group has to go and get him out, simple extraction.

Who will you sneak in-system and get the man and then sneak out? What will you do for re-fueling?
 
Originally posted by Elliot:
For those of us who like the Rebellion (which appears is more than I once thought) what is the catalogue of standard adventure hooks that is Rebellion specific?

Also - with nearly 15 years gone since the Rebellion was fresh does anyone have any plot line suggestions (in any region of the Imperium) to breathe life into the Rebellion?
The group is aligned with such and such faction.

They must sneak into the fringes of a system where an important faction official has escaped siege of who cares the name planet by such and such other faction but according to other escaped members of the other faction he is aboard a boat hanging out on the depths of an asteriod belt in-system. Your group has to go and get him out, simple extraction.

Who will you sneak in-system and get the man and then sneak out? What will you do for re-fueling?
 
Originally posted by Elliot:
For those of us who like the Rebellion (which appears is more than I once thought) what is the catalogue of standard adventure hooks that is Rebellion specific?

Also - with nearly 15 years gone since the Rebellion was fresh does anyone have any plot line suggestions (in any region of the Imperium) to breathe life into the Rebellion?
The group is aligned with such and such faction.

They must sneak into the fringes of a system where an important faction official has escaped siege of who cares the name planet by such and such other faction but according to other escaped members of the other faction he is aboard a boat hanging out on the depths of an asteriod belt in-system. Your group has to go and get him out, simple extraction.

Who will you sneak in-system and get the man and then sneak out? What will you do for re-fueling?
 
This ones for the Hard Times setting.

A group of Naval/Marine/Army personel, all stationed far from home (homeworlds within the same sub-sector would do) decide they have had enough of their black war orders so they organise a mutiny in order to get a ship to make their way home. Along the way they may face all sorts of threats and gain friends/allies by helping those in need.
And all the while they are being persued by elements from the fleet they went AWOL from
 
This ones for the Hard Times setting.

A group of Naval/Marine/Army personel, all stationed far from home (homeworlds within the same sub-sector would do) decide they have had enough of their black war orders so they organise a mutiny in order to get a ship to make their way home. Along the way they may face all sorts of threats and gain friends/allies by helping those in need.
And all the while they are being persued by elements from the fleet they went AWOL from
 
This ones for the Hard Times setting.

A group of Naval/Marine/Army personel, all stationed far from home (homeworlds within the same sub-sector would do) decide they have had enough of their black war orders so they organise a mutiny in order to get a ship to make their way home. Along the way they may face all sorts of threats and gain friends/allies by helping those in need.
And all the while they are being persued by elements from the fleet they went AWOL from
 
I've got one.... disillusioned with the Rebellion, some noble families / corporations shake down their assets into portable form and head out into the Wilds to start a new life, possible even as far away as Theta Borealis :) You can either jump straight to what happens when or after they get there, or roleplay their journey like an epic Battlestar Galactica / Homeworld style quest for the survival of Humaniti. A rag tag fleet of whatever ships you can muster, with thousands of frozen human embryos to repopulate whatever Eden you find out there. On the way you have to contend with whatever aliens are in the direction you head out to, plus the moral dilemmas of the doom trade and the potential millions who will beg steal borrow and fight to get on your ships to go anywhere but here.....
 
I've got one.... disillusioned with the Rebellion, some noble families / corporations shake down their assets into portable form and head out into the Wilds to start a new life, possible even as far away as Theta Borealis :) You can either jump straight to what happens when or after they get there, or roleplay their journey like an epic Battlestar Galactica / Homeworld style quest for the survival of Humaniti. A rag tag fleet of whatever ships you can muster, with thousands of frozen human embryos to repopulate whatever Eden you find out there. On the way you have to contend with whatever aliens are in the direction you head out to, plus the moral dilemmas of the doom trade and the potential millions who will beg steal borrow and fight to get on your ships to go anywhere but here.....
 
I've got one.... disillusioned with the Rebellion, some noble families / corporations shake down their assets into portable form and head out into the Wilds to start a new life, possible even as far away as Theta Borealis :) You can either jump straight to what happens when or after they get there, or roleplay their journey like an epic Battlestar Galactica / Homeworld style quest for the survival of Humaniti. A rag tag fleet of whatever ships you can muster, with thousands of frozen human embryos to repopulate whatever Eden you find out there. On the way you have to contend with whatever aliens are in the direction you head out to, plus the moral dilemmas of the doom trade and the potential millions who will beg steal borrow and fight to get on your ships to go anywhere but here.....
 
This one provides the background to a whole campaign. It could actually be run using any of the Traveller settings. It's not very well fleshed out yet, but by the end of the Easter Holiday it will be ;)
file_23.gif


Page 9, MT Referee's Manual, The First Starfarers:
Intelligent life first began sublight travel between the stars more than a billion years ago... Longer lived races ranged far and wide using generation ships, cold sleep, and even electronic personality transfers.
DGP invented the Sparklers, later revealed as the Primordials, to be a race pre-dating Grandfather that used psionic jump drives. The adventure Knightfall includes them but doesn't go into their background a great deal.

Anyway, to borrow their idea a bit, what if Grandfather was very interested in all of these sublight travelling, very high tech civilisations that Travel the galaxy. How could they be included in a Traveller game? Did Grandfather meet his match in them? Did he learn from them? Do some of the "Ancient" finds actually pre-date Grandfather and belong to these Elder Races?

Are they still out there?

Do they walk among us?

Are they interested in us at all?

What is their technology like?

Have they "now" started using jumpdrives (well- after Grandfather invented it, anyway)?

How do they electronically transfer their personalities? Can they do it over light years in some sort of signal stream (limited to the speed of light)?

What sort of ships are lurking between the stars?

Are they psionic? Can they be?

How do I reveal this to players gradually?

Is there any point now I've posted it? ;)

(I have kept some secrets
file_23.gif
)

Cheers.

Mike
 
This one provides the background to a whole campaign. It could actually be run using any of the Traveller settings. It's not very well fleshed out yet, but by the end of the Easter Holiday it will be ;)
file_23.gif


Page 9, MT Referee's Manual, The First Starfarers:
Intelligent life first began sublight travel between the stars more than a billion years ago... Longer lived races ranged far and wide using generation ships, cold sleep, and even electronic personality transfers.
DGP invented the Sparklers, later revealed as the Primordials, to be a race pre-dating Grandfather that used psionic jump drives. The adventure Knightfall includes them but doesn't go into their background a great deal.

Anyway, to borrow their idea a bit, what if Grandfather was very interested in all of these sublight travelling, very high tech civilisations that Travel the galaxy. How could they be included in a Traveller game? Did Grandfather meet his match in them? Did he learn from them? Do some of the "Ancient" finds actually pre-date Grandfather and belong to these Elder Races?

Are they still out there?

Do they walk among us?

Are they interested in us at all?

What is their technology like?

Have they "now" started using jumpdrives (well- after Grandfather invented it, anyway)?

How do they electronically transfer their personalities? Can they do it over light years in some sort of signal stream (limited to the speed of light)?

What sort of ships are lurking between the stars?

Are they psionic? Can they be?

How do I reveal this to players gradually?

Is there any point now I've posted it? ;)

(I have kept some secrets
file_23.gif
)

Cheers.

Mike
 
This one provides the background to a whole campaign. It could actually be run using any of the Traveller settings. It's not very well fleshed out yet, but by the end of the Easter Holiday it will be ;)
file_23.gif


Page 9, MT Referee's Manual, The First Starfarers:
Intelligent life first began sublight travel between the stars more than a billion years ago... Longer lived races ranged far and wide using generation ships, cold sleep, and even electronic personality transfers.
DGP invented the Sparklers, later revealed as the Primordials, to be a race pre-dating Grandfather that used psionic jump drives. The adventure Knightfall includes them but doesn't go into their background a great deal.

Anyway, to borrow their idea a bit, what if Grandfather was very interested in all of these sublight travelling, very high tech civilisations that Travel the galaxy. How could they be included in a Traveller game? Did Grandfather meet his match in them? Did he learn from them? Do some of the "Ancient" finds actually pre-date Grandfather and belong to these Elder Races?

Are they still out there?

Do they walk among us?

Are they interested in us at all?

What is their technology like?

Have they "now" started using jumpdrives (well- after Grandfather invented it, anyway)?

How do they electronically transfer their personalities? Can they do it over light years in some sort of signal stream (limited to the speed of light)?

What sort of ships are lurking between the stars?

Are they psionic? Can they be?

How do I reveal this to players gradually?

Is there any point now I've posted it? ;)

(I have kept some secrets
file_23.gif
)

Cheers.

Mike
 
Local faction discovers the Jgd-il-jgd have had a network of gates for a LONG time... sends players to negotiate for use or the tech specs.

Local droyne world begins showing p w more shps ann r econom shld be able to provide... Grandfather jst recontacted them. Deal with the threat.

Indep Polity: Local naval forces mutiny against faction, and establish a multi-world poility. Then, they have to fight to keep it. Hopefully, the Depot will have enough mothballed that they can make it defenseable long enough to become stable. Put PC's in upper eschelons of the mutineers... Or not....
 
Local faction discovers the Jgd-il-jgd have had a network of gates for a LONG time... sends players to negotiate for use or the tech specs.

Local droyne world begins showing p w more shps ann r econom shld be able to provide... Grandfather jst recontacted them. Deal with the threat.

Indep Polity: Local naval forces mutiny against faction, and establish a multi-world poility. Then, they have to fight to keep it. Hopefully, the Depot will have enough mothballed that they can make it defenseable long enough to become stable. Put PC's in upper eschelons of the mutineers... Or not....
 
Local faction discovers the Jgd-il-jgd have had a network of gates for a LONG time... sends players to negotiate for use or the tech specs.

Local droyne world begins showing p w more shps ann r econom shld be able to provide... Grandfather jst recontacted them. Deal with the threat.

Indep Polity: Local naval forces mutiny against faction, and establish a multi-world poility. Then, they have to fight to keep it. Hopefully, the Depot will have enough mothballed that they can make it defenseable long enough to become stable. Put PC's in upper eschelons of the mutineers... Or not....
 
Here's one I've played out.

Players each have secret loyalties (some to D, some to L, some to neither). They are senior officers aboard an AHL class ship, one of three in a fleet. This is shortly after news of the assassination. The BB, holding the Admiral, comes on fleet comms. He starts into a speech about the assassination. When he's about to announce who the fleet will declare for, the Fleet Carrier Meson Guns the BB. The BB, direly wounded, rotates around and blows out the CV.

No leadership is left. The players, not knowing loyalties of their crew (who all also have differing factions) must decide how to procede and how to see their own agenda pushed forwards....

Results seen include:

Ship gets out of system without incident after blowing up escort who declared for other faction.

Ship gets taken by one faction, but fighter leader is from other faction, takes off in Rampart, flies out 100 km, rotates 180, fires nukes back down the fighter launch tubes to nasty effects.

Riots on ship in favour of faction X result in sending in of Marines for faction Y. Grenades on the gunnery deck! And a great motivational speech for subsequent laggards like the engineer. "Oh, do you require assistance to get the Jump Drives back online? I can send Lt. Mansel...."

----------------

Other plots for the S. Rim area:

The Sollies are coming. Ahead of them are coming their provocateurs and assassins and infiltrators. You are working for either INI or a local Domain intel service. Stop them. Or else.


---------------------
One of the characters has little memory of his past. But he is being chased by someone very nasty, likely some Imperial intel agency or the like, possibly also IRIS. He doesn't know why, but he knows some want him dead, others want him prisoner. The truth is, he knows something about the way the assassination went down. He just doesn't recall it, due to some trauma at the time. Give him time, let him unravel it. Sort of a Bourne Identity style plot.

-------------------

The Emperor was away from the throne when things went south. On his way back from Longbow, his ship is taken down (alternate history). He is the only survivor, and you are part of a local 'SRT' that saves him. What do you do? Do you get him to Gushmenge? To some Cold Start caches? or call the local IN - but wait, they might just have sympathies the other way.... who to trust? The fate of an Empire might hang in your hands....

---------------------

Another alternate scenario:

Play out the gunfight in the throne room. Let it work out differently. Draw your history from that point on.

------------------------

You are an Imperial who has some ties (maybe a Knight or two in your group?) to Duke Craig. The Solomani are coming. Help participate in the last ditch attempt to keep Craig safe and get him out. he may just be the only 'clean' choice for the next Emperor, if he survives, having clung to actual outdated values like trying to defend Imperial Citizens and not engaging in internecine genocide.
 
Here's one I've played out.

Players each have secret loyalties (some to D, some to L, some to neither). They are senior officers aboard an AHL class ship, one of three in a fleet. This is shortly after news of the assassination. The BB, holding the Admiral, comes on fleet comms. He starts into a speech about the assassination. When he's about to announce who the fleet will declare for, the Fleet Carrier Meson Guns the BB. The BB, direly wounded, rotates around and blows out the CV.

No leadership is left. The players, not knowing loyalties of their crew (who all also have differing factions) must decide how to procede and how to see their own agenda pushed forwards....

Results seen include:

Ship gets out of system without incident after blowing up escort who declared for other faction.

Ship gets taken by one faction, but fighter leader is from other faction, takes off in Rampart, flies out 100 km, rotates 180, fires nukes back down the fighter launch tubes to nasty effects.

Riots on ship in favour of faction X result in sending in of Marines for faction Y. Grenades on the gunnery deck! And a great motivational speech for subsequent laggards like the engineer. "Oh, do you require assistance to get the Jump Drives back online? I can send Lt. Mansel...."

----------------

Other plots for the S. Rim area:

The Sollies are coming. Ahead of them are coming their provocateurs and assassins and infiltrators. You are working for either INI or a local Domain intel service. Stop them. Or else.


---------------------
One of the characters has little memory of his past. But he is being chased by someone very nasty, likely some Imperial intel agency or the like, possibly also IRIS. He doesn't know why, but he knows some want him dead, others want him prisoner. The truth is, he knows something about the way the assassination went down. He just doesn't recall it, due to some trauma at the time. Give him time, let him unravel it. Sort of a Bourne Identity style plot.

-------------------

The Emperor was away from the throne when things went south. On his way back from Longbow, his ship is taken down (alternate history). He is the only survivor, and you are part of a local 'SRT' that saves him. What do you do? Do you get him to Gushmenge? To some Cold Start caches? or call the local IN - but wait, they might just have sympathies the other way.... who to trust? The fate of an Empire might hang in your hands....

---------------------

Another alternate scenario:

Play out the gunfight in the throne room. Let it work out differently. Draw your history from that point on.

------------------------

You are an Imperial who has some ties (maybe a Knight or two in your group?) to Duke Craig. The Solomani are coming. Help participate in the last ditch attempt to keep Craig safe and get him out. he may just be the only 'clean' choice for the next Emperor, if he survives, having clung to actual outdated values like trying to defend Imperial Citizens and not engaging in internecine genocide.
 
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