PROPOSED MISSION

Started by Solluk, April 03, 2017, 07:32:55 PM

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Solluk

Proposed Sim Title : Last Chance (Also the name of the *sim ship)
*See final note

Sim Blurb: When a team of Misfits, Criminals, and Disgraced souls are offered a second chance, they may prove that IDIC truly is a recipe for success... just not in the way Vulcan philosophers ever imagined.

Character Types:  Characters should be fringe types who owe something to a shady Bajoran underworld figure named Jor Trem.  The characters can owe him money, favors, or blood.  Whatever it is, it will become the 'hook' that holds the crew together, much like a career in Starfleet holds traditional Trek sims together.

Proposed Mission Title: Down Payment

Synopsis: When an ex-Starfleet Captain aspires to become a civilian freighter operator, he seeks a loan from a Bajoran criminal financier.  But he finds that Federation Credits do not trade well in the dark corners of the galaxy, and something more is required.   Fortunately, the Bajoran criminal has a proposal.  He recently had an associate 'detained' by the Orion Syndicate, and he wants them back.  He knows where they are being held, but he needs an experienced ship commander to perform the extraction.   If the Captain accepts the job, the financier will provide a ship and crew (who are each indebted to him in some way.)  If they are successful, the Bajoran financier will approve the loan, and the Captain and his new crew will be in business.

Starting Point: Captain approaches a Bajoran 'investor' to buy a ship, and discovers that Federation credits are not well received on this side of the blue line.

End Goal: The crew successfully complete the extraction, and the private investor agrees to let the Captain keep the ship (and the crew if they want to keep working with him), beginning a life of adventure in the private sector.

Story points that must be passed?:

I) Captain tries to buy a ship from a 'private investor' only to find that credits are no bueno in this line of work.  He is offered a job instead.  If he completes it, he can take a loan on a ship and keep flying it.  If he fails... well, then his cares will be over.

II) The Private Investor supplies some of his 'employees' (the sorts of people who have trouble getting honest jobs, who owe him money, or who owe him a favor) to go on the extraction mission.

III)  The crew make a plan to get into an Orion Syndicate controlled starbase and extract the target.  They will pose as traders stopping at the station for R&R, stake out the security, figure out how to bypass it, and then begin the extraction.

IV) The crew execute their plan, but surprises arise requiring quick thinking and a small bit of ultraviolence.  Even as they get out with their target, it is a fight to the finish every step of the way as the Orions send interceptor shuttles to stop them.

V) The crew return to the 'private investor' with his rescued associate, their vessel severely damaged in the escape.  They are allowed to keep the ship (*Or are assigned a new one) and may use it to earn money to make future payments.  Eventually, the ship will be theirs free and clear.  Of course, if they ever miss a payment...

Departments: (To make sure everyone has something to do.)

- Captain: The 'owner' of the ship, also a jack of all trades thanks to his Starfleet training, but not good enough at any one thing to obviate anyone.  His main role is to approve plans and fill in where needed to carry the plan through.  During regular missions, he will be the ship's negotiator who gets jobs and makes deals.

- Engineer: They will make repairs to the ship to keep it flying, and also probably be involved in bypassing any technical obstacles to making the extraction.  They may also improvise upgrades to the ship on a mission-by-mission basis to accomplish whatever needs to be done.  (Player note: Hackers and Tinkerers may fit well in this role.  This is a good chance to experiment with concepts not usually accepted in Starfleet, like hackers with Data Port cybernetic implants as seen in DS9.)

- Pilot: Anyone can fly a freighter from point A to point B, but a crack pilot is needed when the brown hits the blades.  The pilot will fly the ship and make a thrilling getaway, probably pursued by Orion Syndicate shuttles.   On the ground, they can provide backup firepower.

- Security/Cargo Specialist:  Officially this person moves cargo onto and off of the ship.  Unofficially, they are the muscle any time the ship or crew gets into trouble.   When it comes time to shoot people or things, they will be needed to help take care of that.   Before the mission is over, several someones will need to be shot or pummeled in order to extract a prisoner from the Orion Syndicate.

- Doc: Sooner or later, someone is going to get hurt.  Someone always gets hurt.   (Player note:  This may be a good opportunity to play the sort of medical practitioner who would never find work with Starfleet.  Perhaps they are a disgraced doctor, or an unlicensed physician, or make use of some unorthodox medical science.  'The Soulless Minions of Orthodoxy laughed at my theories!')

Final Note: I have the sketches from Andrew Probert, but the CGI modeling is going to take a while longer.  If the desire is to move forward quickly, I have posted a stand-in ship and specifications.

If we use the stand-in ship and specifications, I propose that the Stand-In ship should be called the Last Chance and be virtually destroyed on its escape, at which point the crew will be assigned a new ship when they complete the mission- the Second Chance, which would become the hero ship if the sim is ever picked up by the fleet as a regular.

My Primary Shadowfleet Character:


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