WHY US?
Where: Orbital Port Complex, King
What: Job offer for participation in Operation Back Door
The characters are relaxing in one of the less-expensive lounges in High Hopes City, the local name for King's orbital port complex. The primary structure --a column of torus-stations, each of which is just under 2 kilometers in diameter-- rotates slowly, producing the equivalent of slightly more than 1 G. Down below, the angry surface of King rotates into and then out of view about once every minute. The conversation --as always-- centers around the next job, which has yet to materialize.
As if on cue, an ASF (American Space Forces) officer enters the lounge and asks the players to accompany him. If the players express trepidation or wish to see some credentials (a prudent precaution), the young officer will produce suitable identification. A character with a background in either the American or Australian Space forces will note that the officer has an unusually high security clearance rating. After displaying his credentials (which assert that the officer's name is Lt. Commander `John Smith'), the officer will politely but firmly reiterate his request that the players accompany him.
The officer --who declines to explain anything further-- proceeds to take the group to a transport bay, where they will board a navy shuttle. `Smith' tells them that the shuttle will carry them to a meeting with a high-ranking naval officer and then departs.
The players will be the only passengers on the shuttle, which ferries them out to the ASF base on King's moon, Abernathy. Once here, they will be thoroughly checked for weapons, bugs, and cyberimplants. Any character with cyberware will be excluded from the meeting that follows; one can never really be sure what else might be hidden in that bionic hand . . .
After a brief wait, the characters will be ushered past a number of security checkpoints to meet with a man who introduces himself as Commodore Shamus Larkin. In actuality, this man is the AIA Deputy Director in charge of security for Operation Back Door. However, he --and his agents-- are posing as naval security specialists in order to prevent giving the operation a `high importance' intelligence profile by overtly admitting that the AIA is involved.
Larkin (a description can be found at the end of this section) will apologize for the mysterious summons and express genuine appreciation for the characters willingness to comply. He will then call in an adjutant and explain that he would like to ask the characters a few questions. They can of course decline to cooperate, but Larkin will gently point out that keeping this discussion informal is probably better for everyone in the long run. Besides, this interview could lead to an interesting business proposition for the characters.
If the characters are still unwilling to cooperate, Larking will appeal to their sense of humanocentricism (or Kaferphobia; whichever perspective seems to work better) by describing the issue at hand as vital to the interests --and conceivably, survival-- of homo sapiens. If this does not do the trick, Larkin will suggest that cooperation would be patriotic. If this doesn't bring the characters around, Larkin will pull out documents authorizing him to immediately reinstate any reservists/veterans of the military forces of the Alderhorst Alliance nations (America, Australia, Germany). If forced to, he will temporarily reinstate any characters who fall into this category and, if necessary, order them to cooperate under threat of courts martial. Note however that Larkin will use this ONLY as the very last resort; he not only would like to maintain an amicable relationship with the characters, but doesn't like twisting people's arms.
Larkin will begin asking some rather odd questions about a recent interstellar journey undertaken by the characters. (The referee should pick an appropriate trip from the character's itinerary from early-mid 2302 as being the trip in question.) His questions will start out as almost laughably mundane: how was the trip? Any mishaps during transit? Was the food okay?
Then the questions get a little more interesting: did any of the players make any new friends during the journey? Any new romantic involvements? Any trouble with ship's stewards or crew? Any unusual events? Any missing luggage?
Despite this apparently wandering line of inquiry, Larkin is actually trying to determine if the characters are hiding anything. However, once he has determined that the group is truly bewildered by these questions, Larkin will `cut to the chase;' had any of the characters ever had reason to check their stowed luggage while in transit? If not, had any one of them mysteriously `found' a crystalline object just prior to or after their journey?
Since the answers to all these questions should be `no,' Larkin will feel assured that the group was not involved in the smuggling of the alien crystal artifact, which had been briefly hidden in their luggage by the black marketeers. Larkin will thank the characters for their cooperation and offer them the hospitality of the base; food, drink, and a more informal chat in the private lounge adjoining his office.
Larkin is hoping that the characters will not be able to resist asking some questions of their own about what it was that Larkin was --and obviously, still is-- looking for. If the players are too dazed --or too cagey-- to take the bait, then Larkin will dangle it in front of them once again by remarking that he wished the characters HAD come across the crystal object, because his information clearly showed that it had been smuggled into their luggage during the interstellar journey in question. Clearly, someone had used them as unwitting couriers for contraband.
If this STILL doesn't draw the players in a little deeper (--you might check their pulse, while you're at it--), Larkin will remark that in looking over the groups' dossiers, he had occasion to note their credentials --credentials which make them excellent candidates for an upcoming job that Larking is currently hiring for. And that job just happens to involve the crystal object he has mentioned.
If the characters express interest, Larkin will inform them that if he continues to divulge information, the players will either have to agree to lead the mission he's outfitting, or remain in protective naval custody for a couple of months in order to ensure the continued confidentiality of the mission. Larkin will also mention that part of the pay for leading the mission would be the title of the ship they'd be using to conduct it. Hopefully, the characters are now fully committed to hear the rest of what Larkin has to say.
Larkin will go on to tell the group about the crystal and how it is a 3-D space map that indicates the location of a brown dwarf star permitting access to Kafer space via the American Arm. He will also reveal that this substellar object --BD -111 094307-- was recently discovered independently by an Australian astronomer working in conjunction with the AAEC's Inter-System Baseline Interferometry Program. Although that discovery would normally have been treated as unconfirmed, the alien artifact provides the equivalent of proof positive that `Back Door' actually exists.
Next, he will tell them about the discoveries having to do with the `mystery race,' and how the Kafers may in some way be dependent upon this probably enslaved species. Larkin points out the need to explore the usability of the `Back Door' into Kafer space and the strategic potentials of the `mystery race' --who might be interested in an alliance with humanity. This, he explains, led America, Australia, and Germany to decide that a joint operation was in order, codenamed `Back Door.'
The mission's objectives are really quite simple; trailblaze the path into Kafer space, take a quick look, and then come back to report. If asked why the armed forces of these nations aren't conducting the operation, Larkin will explain that the militaries of the three involved countries are still mostly unaware of Operation Back Door. By using civilian operatives (i.e.; the characters) and non-military vessels, the navy (actually, the AIA) hopes to keep the operation as `sanitary' as possible.
The mission's profile is as simple as its objectives. First, naval transit to DM+5 3409, where the group will meet with the other members of the mission team and get acquainted with the vessel they've been assigned. Next, the entire team will travel to DM -4 4225, using a stutterwarp tug assist to cross the 8.286 light-year distance. At this point, they will be refueled by naval elements already in that system and then continue on to L -989-20, where it is advised that they refuel themselves using native materials such as Jovian hydrogen or comets. The next stop is then `Back Door' itself, lying at xyz stellar coordinates -9.0, -43.4, -7.0. The team will deploy a variety of orbital sensors, cache a recording of the entirety of the mission log at that point, and once again conduct frontier refueling. The last stop on the trip will be a cautious step into what may very well be Kafer space; system SS 27 6854. Here, the team is simply to look around `to the degree that it seems prudent.' They will then retrace their steps back to system DM -4 3409, where they will be debriefed during a precautionary quarantine.
Larkin points out that the team has a lot of latitude within these objectives and procedures. For instance, if things in system SS -27 6854 look interesting --particularly if there might be a possibility to gather data on the `mystery race'-- then the team can opt to stay on site and continue their reconaissance. While it will not be essential to refuel at every system, Larkin strongly recommends it. Frontier refueling takes quite a bit of time, and if the team bumps into some unfriendlies, it will help to have already-full tanks.
Larkin will be completely honest about the potential dangers of the mission; exploring unvisited systems, the possibility (a VERY long shot, but a possibility nonetheless) that the discovery of `Back Door' is an error, and the possibility of bumping into Kafers when entering their space. He will also point out that due to the confidential nature of what they'll be doing and seeing, the characters will have to remain `on ice' for up to six months after their mission; enough time for their discoveries to be analyzed and declassified. And he will also be quite frank regarding how lucrative the payoff he's offering them is; a fast hull, good cash (Lv 10,000 per person), and plenty of fame (2-3 renown points) for all --once the operation and its results are declassified.
Once the characters accept the offer, Larkin will be able to provide clearances for any `questionable' or `restricted' equipment that they might have (and wish to take along). He will also be able to fill any reasonable equipment requests, although no heavy combat gear is deemed necessary. As soon as they're ready, Larkin will usher the group directly to a courier that just `happens' to be waiting to depart for system DM +5 3409. Larkin suggests that the characters visit the main world --Erie-- briefly and take a quick look at the xenoarcheological site where the crystal artifact was found; it might provide them with clues that they can use later. After wishing the group a safe trip, he willinform them that courier that they are about to board will eventually be listed as `missing' during transit between systems. This will ensure that any long-term absence by the group has a plausible explanation. What Larkin will not tell the group is that this gives the AIA final jurisdiction over any investigation intoo their disappearance, thereby hermetically sealing the operation against outside inquiries.
The courier lifts away from the ASF complex on Abernathy. Someone checks their watch; 4 hours and 32 minutes ago, everyone was sitting in the lounge in High Hopes City, wondering if they'd ever find another job. Now they have a job --and are beginning to wonder if they'll ever return from it.
SUGGESTIONS TO THE REFEREE
The conversation between Larkin and the characters has been presented in considerable detail; this is quite intentional. Shamus Larkin will appear again (this time in his real role as an AIA Deputy Director) in the third episode of OPERATION BACK DOOR. His behavior and interaction with the characters in this first section will shape player attitudes toward him when they encounter him again in the final episode. Ideally, the players should come away from the meeting with Larkin feeling that they like the man, that he seems honest, but that --for some reason-- he doesn't seem to act like a military type. A little too cagey, and at the same time, a little too informal. He should be something of a question mark insofar as the characters are concerned.
About Shamus Larkin
Shamus Larkin is an Elite NPC. He is a Deputy Director in the American Intelligence Agency (which will be covered in depth in the third episode of this adventure). Larkin is 52, in fine shape, and one of the keenest minds in the American intelligence community.
As overseer of security for Operation Back Door, Larkin's powers are unusually broad. Along with his direct superiors in the AIA and the American Space Forces (as well as their counterparts in the German and Australian services), Larkin is one of the less than 50 people who are aware of all the details of the mission.
It was Larkin's suggestion to recruit the characters as the leaders for Operation Back Door. This selection was motivated by several factors. First, although it appeared that the smugglers who had stolen the alien crystal artifact `planted' it in the player's luggage, the AIA could not be sure that the group was innocent until they were brought in for questioning.
However, once the group was questioned, they constituted a breach of security. For instance, had the players declined participation in the operation itself, Larkin could only hope that they wouldn't wander into some spaceport bar and casually comment: "Gee, some navy guys just spent 5 hours asking me questions about some silly alien artifact that I've never even laid eyes on!" If intelligence operatives from other nations overheard such a clue, they'd be sure to follow it up.
However, Larkin saw an opportunity to turn the necessary vice of involving the characters into an operational virtue. Since the mere act of questioning the PCs made them security risks, Larkin suggested that they be brought all the way into the operation. Given the characters' skills and history, they were as good a group as any to put in charge of Operation Back Door.
There is one major fact that Larkin has not revealed to the characters; one of the NPC crew that they'll be in command of is actually an undercover AIA agent. This individual --Morgan Lindstrom-- is not on the mission to control, manipulate, or spy upon the players. His primary task is to make sure that no one does anything excessively stupid --and to make sure that the essential scientific personnel on the mission survive to conduct their studies and make their reports.
Rules for fuel purification in 2300 AD:
As players (and referees) of both 2300 AD and STAR CRUISER may be aware, there is a discrepancy between the two rules sets insofar as the ratings and requirements of fuel purification systems are concerned. In order to resolve this, we suggest the following rule as a good compromise between the two.
As per 2300 AD, each fuel cracking plant requires 1 solar array to power it, not the 10 solar arrays required by STAR CRUISER. Also, each purifier produces 1 ton of fuel every 8 hours, not every 10 hours (which is what is the rate delineated by STAR CRUISER). This produces a weekly output from a single, continuously operating plant of 21 tons of fuel (an even three per day), which falls fairly close to the 23 tons per week listed in 2300 AD. However, when making mass and volume allowances for the purification plant, be sure to add on the volume and weight of the solar array separately.
Angle of illumination:
The angle of illumination is the angle formed by the incidence of the line intersecting the centers of both the planet and its stellar parent, and the line that intersects both the planetary center and the edge of that stellar disk. The more shallow the angle of illumination, the less planetary surface area is illuminated. Regardless of the mathematics involved, you can imagine the effect in the following fashion. Assume you're holding a tennis ball (the planet) 1 inch away from a very cohesive penlight beam. A small bright circle will be projected onto the tennis ball, surrounded by a halo that gradually fades into blackness. This would represent a VERY shallow angle of illumination. Now replace the penlight with a car's headlight (still only 1 inch away from the tennis ball). In this case, not only is the light on the tennis ball brighter, but some of it reaches the `back half' of the sphere. This represents a very wide angle of illumination.
Erie:
Planet code: DM +5 3409 II Planet name: Erie Core: Rocky Diameter: 11,023 km Circumference: 34,630 km Density: .9 Mass: .59 Gravity: .781 G's Escape Velocity: 8.74 m/s Atmosphere: Dense, with a pressure of .9012 Oxygen Pressure: .144 Hydrographics: 42% (38% is locked in Coldside glacial masses) Rotational Period: planet is tidally locked
Playing the NPC Team-members:
The referee should pay close attention to how these NPCs are presented. The player attitudes toward these NPC team-mates may have profound impacts of the course of the adventure. It is important to read their dossiers fully before introducing them to the players; several of them have motivations quite different from those they profess. However, the referee should be able to drop subtle clues into each NPC's conversation and behavior that will make the players wonder about their actual intentions.
Icebreaker:
Cyberslang for a handsized `expert system' that can be hooked up to a simple computer to assist with the cracking of any security codes that might be protecting the system. In essence, icebreakers are very sophisticated random number generators combined with an expert system that uses `safecracking' logic to defeat multi-part locks. Icebreakers are generally used to overcome simple combination locks, codeword restrictions, etc. When using an icebreaker to assist with such a task, decrease the difficulty of that task by one level. Price: Lv250 and up Mass: .75 kg and up