Chapter Seven

7. Missions, Reviews & Downtime.


Missions.

Missions are a generic term for a broad conception of the adventure. The City will want you to do something, they give you some orders and maybe even an idea of what they are expecting. You go out and do it. That doesn’t mean it will pan out that way, things change.

Missions are a form of Front, but more defined and generally with specific targets for the characters to meet. Missions are more like an Adventure, into which you can insert your Fronts (or vice versa). Fronts & Clocks are covered in more detail in a later chapter.


The Commander

Your Commander is a Citizen of the City assigned to monitor and control your performance. Their performance is monitored and controlled by the Director. The Director is in charge of all the Cleaner teams and is responsible for meeting the cities needs with regard to MIASMA and other essential items. If they do not meet their quotas the Commander will be in trouble, which means your team may be in trouble.

There are other Commanders, each with their own team of Cleaners. The teams are rated against each other to encourage performance (in the best free market practise). The highest rated teams will gain access to better equipment, and better support.

The City itself considers the actions of the Cleaners to be a sport, and they bet on the results. They also, communications allowing, watch the teams as they conduct their mission. A good mission whilst being broadcast can be very beneficial to you. The downside is that everyone is watching, so trying to skim resources during those missions will be almost impossible.


Mission Playbooks

I have included a set of Mission Playbooks for the most commonly issued missions by the City. Each playbook outlines a set of details and objectives that the City expects of you, along with what resources they are willing to advance to your team.

There will be missions that don’t fit into the limited number of Playbooks, feel free to make up your own, or just make it up as you go along. The City however is a very Corporate Entity, and loves standard processes, and detailed reporting.

The GM can use a Mission Playbook not only to make it clear to the players what is expected. It also allows for an expectation of what will be provided by the ‘system’, as outlined in the document. In many ways the Mission Playbook is a Contract between the City and the Team.


Mission Phases

The following is one suggested structure for running missions, some sections are deliberately broad and undefined to allow the greatest scope for improvisation and spontaneity. A few are clearly defined and consist of a bunch of steps and rolls simply because there is little option for variation, it is a mechanistic phase.

Improvisation style GMs can simply run all these phases together into their story. I suggest you try to merge the phases together to try to create a seamless story, without explicitly starting and stopping a specific phase (don’t say the Move, tell the story). GMs that prefer a more linear approach can follow the steps to start with, and when you get more comfortable, start running them all together.

The various segments of a Mission will generally use the following sequence. Depending on the mission this may change, depending on how you want the mission to run this may change. Some sections (journey-scout-search-contact-recovery) may loop several times as you use several encounters or locations.


Pre-Mission phases:

  • Commander’s Briefing
  • Select experience targets.
  • Communications
  • Legwork


Mission phases:

  • Market Time
  • The Mission
    • Journey
    • Scout
    • Search
    • Contact!
    • Recovery
  • Return Home


Post-Mission phases:

  • Report & Review
  • Downtime


Commander’s Briefing.

At the start of the mission your Commander will advise you of what it is you will be asked to perform - the type of mission (see Mission Playbooks). He will detail the mission parameters (maybe), your destination, your resources and their expectations of what you should achieve. Players may ask the Commander questions, but they are very busy and will not linger long... Dismissed!

You maybe able to use a Read their Faces Move or even a Influence Move to try to gain any extra information they may be keeping from you, or to convince them to give you better gear, or more stuff. Generally you would do this at -1 or even -2 as they are hardened against you.

Your team will be given a basic set of equipment that will be expected for the type of mission being undertaken, based on previous experiences. Gear, Ammo and Resources are the ‘things’ that the Team will use. Please fill out form 76.34-A, thumbprint at the bottom.

A standard mission will see you allocated 6 Ammo and 3 Resources, for the team. The GM should probably adjust these a little for missions that you will expect a lot of combat from, or that will present more than a couple of encounters to resolve. Players may have access to their own Resources, either stored in the City or in their Stash. Players can also convert their Resources to Ammo and Gear. Gear is provided as a cost in Resources, but the cost will vary based on the the provider, your City or the Market. See the Gear chapter.

Characters can only accumulate stuff in the City, that was provided to them by the City, and were left over from previous Missions. Stuff they gain via the Market must be kept in their (Market) Stash, and can only be used to buy Market gear.

On some missions the GM may issue you with special gear or experimental gear. Generally you are expected to hand this back to the City at the end of the Mission, but you may be able to buy it, at cost, and be able to keep it, especially if you are successful.


Select experience targets.

GM and Players select experience Traits for the mission.

The GM then selects a Trait, normally based on what they know about the nature of the mission.

Then the player who’s character has the highest Hx with you selects your Trait that will gain you experience during the session.

Each time you use either of these Traits in a Move, and Fail (roll 6-), you gain an experience point. See the Advancement chapter for more details.


Communications.

Generally the team will have standard communications. This consists of a laser system that sends a probe (a LazBuoy) up above the Fog and relays the laser back to the City, bouncing it off various high points around the city. Thus communications with the City relies on the probe being up and active. Aliens are aware of this and often take down the buoy (they can sense electrical effects). Because of this your training has been to only use the probe when it is required, you should use your initiative. If you want anything from the City you will have to pop it up. It does give you a +1 Onward to a Reboot move to restore comms (only).

Within your team your communications rely on a laser network due to the Rifts ability to stuff around with any other form of communications systems. Each character will have a small laser array built into their helmets that sweeps the area constantly and connects you to your fellow team members (a mesh network). The laser is however limited in range due to the Fog, about 100m at best. The Alien is very fond of making Moves to try to disrupt your communications systems (GM move). Characters can gain the Out of Communication Tag (OoC). Your technician has Moves to try to fix this. Without a technician you must do a Reboot Move to restore comms. Being Out of Communication (OoC) will have an impact on your options, and on many of the Moves.

Occasionally your Commander may put you on Prime Time. When this happens you get a permanent Probe that sits high above you and provides a nearly permanent feed to the City of your actions. This device is out of reach of all but the most nasty of Aliens. In this circumstance your Team is being watched by the City population, you are on Live TV. This is good and bad. Your performance will be rated by your audience, who are only interested in titillation via extremes - extreme violence, extreme fear, extreme explosions, extreme heroism etc. If you rate poorly you will regret it. If you rate well you will be rewarded.

The GM may, if they wish, provide feedback to the Team on their audiences opinions (ratings) of their performance. They may also advise the odds offered on team member events, injuries, deaths and results.


Legwork

The players may be given time to perform some research and gather information about the mission, or they may not. Legwork is a Mission Move and is detailed in the mission playbooks. Essentially Legwork will allow you to gain Hold points that you may spend to counter events during your mission in relation to things you discover.

A good suggestion is that you ask questions about getting there safely, about what to expect, and recent historical activity in the sector, possible threats etc.


The Mission begins

The Team will normally be expected to walk to their target locations, however it is possible that an Airlift may be organised by your Commander when the mission is considered vital or urgent. An airlift prevents the team accessing the Market Move.

Market Time.

If you mission does not include an airlift to your target sector you will be walking, which will allow you to pass through the Market and do some shopping or talk to some contacts. You may take Market Time (Move) on the outgoing leg of your mission, and on the return leg if you wish. Remember however that your movements are tracked, and timed, so unusual delays may draw attention. Generally each player safely gets one Market Time Move per adventure without raising any complications (you could create a clock on this!).

Journey

If not airlifted, the team will walk through a series of ruin sectors as indicated on the map. The team ranking officer (if there is one) may decide on the path of sectors to be used. The GM may use this journey to provide interesting or distracting encounters of an inspirational and shit-scary nature. Getting Lost is also worth considering, but this should be rare, and special.

Often you will intrude your Fronts into this segment of the mission, at least parts and reminders of them.

Scout

If you have a Scout they may use special Moves they have to help the team move safely along its chosen route. As a GM you must be ready for any result, if the Scout fails their roll you will be expected to make something happen, are you ready for that? And just because you are ready, that doesn’t mean you have to use it this time around. A good way to handle this is to throw it to your players, set the broad scenario and environment, and ask for ideas. Instead of ‘what are you doing now?’, ask them ‘what could go wrong now?’, ‘what might be interesting at this point?’

Search

Once the team is at the operational sector they will need to look around for the exact location they are after. The ruins of the old city are not always static, and the Rift can cause things to move around strangely. This is a common time to use any Legwork Holds you may have. If finding the location is not important then feel free to ignore this step. If you want your players to get where they are going, don’t put things in their way.

Contact!

You find your target and engage it, you perform your task, mission, function etc.

Combat/Contest/Challenge

Often, but not always, you will encounter hostiles, aliens, monsters, humans etc who are out to cause you harm. Things from existing Fronts may take this opportunity to make your team’s life more interesting.

Recovery

After the Contact you will usually have time to recover, tend to the wounded, deal with the dead, collect what you came for or have discovered. It is during encounter recovery that you will make any Salvage Moves you have earned, where you will Collect MIASMA if you have defeated an Alien, where any serious repairs will be undertaken. Of course this might be a Rout, in which case you are fleeing back to the City, possibly leaving your dead behind.

Return Home

You travel back to the City, which can be as interesting as the journey outward, or can just happen. If the mission has been really successful you may be given an Airlift home.


Report & Review

You report to your Commander on how the mission went. Sometimes they will send devices along with you to record the mission and your report needs to match what they know, unless you have tampered with it. Sometimes they may have a live feed, the missions are broadcast to the City as entertainment, especially when they are expected to be violent or exciting.

During this phase your Commander (the GM) will judge your performance, assess your Loyalty and decide on promotions and awards. If you fail your Loyalty (see Loyalty) you may be sent off for ‘Re-education’.


Downtime.

Taken at the start or end of every mission (between missions), when the Team is back in the safety of the City. Here they may recover and prepare themselves for their next mission. There are a number of Downtime Moves that players may elect to use, only one can be used by each character for each downtime (unless the GM declares a double downtime).

Characters who are not in hospital recovering (Hospital Move), or off being re-educated, may undertake one of the Downtime Moves during their Downtime between missions.

All characters are assumed to recover 2 Harm and 2 Stress boxes automatically as part of a Downtime. If you need further Harm or Stress removal you need to take the appropriate action.

If a character has a Complex Wound or were Unconscious then they need to spend time in Hospital to recover, and thus cannot perform a Downtime Move (and thus prevent the use of Moves that require the entire team).

Optional Declarations.

Option: the GM may declare an extended Downtime and this will count as two Downtimes. You will all heal all boxes of Harm and Stress, rather than 2 naturally. You may select 2 Downtime moves, but cannot repeat the same one.

Option: a character may elect to convert upto 2 points of Stress into a ‘Tick’. A Tick is a personal habit that the character has no control of, but that has a real physical or mental impact on the character's performance. That player will gain an appropriate Disability for the duration of the next Mission (temporary one). Eg: hiccups, sneezing, shivers, shakes etc.

Option: a character may burn a point of Hope, or gain a point of Despair, to clear all their Wound Track boxes.


Reviews.

Personal Review.

OPTION: the GM and all the other players will grill the target looking for good and bad, then vote on the review with a blind ballot…..

Your Commander will do an in depth review of one character (random or rotated selection). You should start by going around the table and asking each player to specify one thing from the last mission that the target character did that stuck in their memory. Repeats are not allowed, each memory has to be a different event/moment. This will include the player of the character. Players may provide a ‘good’ or ‘bad’ memory, for which they may elect to take a +1 or -1 History to that character respectively (it’s upto them to define if it is good or bad).

>>Game: get first player to write down an event that happened, pass to next player, no repeats, bypass target player. The get the target player to pick events, if they match up that is a +1 etc. <<

They can pass if they wish, but a pass will be regarded as suspicious (GM’s might record whoever passes and use it to decide who gets reviewed next session). If they pass the ‘in review’ character may elect to take -1 History with them.

The GM should make a judgement call on the results provided, do they seem like strong memories that provoked responses from the other players (both good and bad ones, either now or at the time they happened), or weak ones that barely fulfill the need of the player to provide one instead of passing. Score strong memories only and decide if the overall result is negative or positive. The GM should suggest their own memory as well.

This serves a purpose, one being that players get feedback on their actions/performance with relation to their role in the game (not as a person). It also means that your players need to pay attention to what is going on around them.

If positive the Commander may nominate you for Promotion or for a Medal (see Moves). Note that the only way to get promoted or a medal is to be favourably reviewed and be the target player.

If negative the Commander may nominate you for demotion or re-education (if demotion is not an option). Another option would be to strip the team of equipment they have gained.

The selected Team member will then need to provide a selection (usually 2-3) of positive points from the Mission (not just their own). Positive points should be aligned toward what the City wants, the Mission Playbook, not just how the Team went (and be careful not to reveal team secrets).


Eg:

  • We collected the MIASMA, as ordered.
  • We defeated the alien, as ordered.
  • We deployed the device, as ordered.
  • We destroyed a Brotherhood group, the City currently doesn’t like The Brotherhood, as ordered.
  • Caporal Jones complained that ‘the City doesn’t provide enough gear for this mission’. A Loyalty report to the detriment of the Caporal.*


*A point like this would probably lead to a Loyalty check on the Caporal.


Points that often do NOT count are such things as:

  • We got LOST but made our way out - You shouldn’t have got lost.
  • We made friendly contact with a new community - Who cares.
  • We didn’t take any wounds - Who cares.
  • We destroyed a group of bandits who were interdicting the road and freed several hostages - Who cares. You wasted ammo?


These points do NOT have to match the mission exactly as they may be used to check cleaners for loyalty etc. In many regards it is what the City wants to hear, not what you want to.


Ratings

When the characters return from an assigned Mission they will be reviewed by their Commander, individually and as a team. Your Commander is only interested in results - “Did you achieve what you were sent out to do?”.


Review ratings will come in the following formats:

-2 Failure with casualties.

-1 Failure.

0 You achieved what was expected.

+1 You achieved the mission goal, and you brought back some extra value.

+2 You achieved something amazing.


If you use the Review section of this game it is probably worth pointing out that the Mission Playbooks become useful in specifying what is expected of the team so they have some idea of what it is they should be doing. Although your Commander may do so (they are arseholes after all), it isn’t totally fair to create expectations out of the blue (but who says you have to be fair?).

It is probably wise to stop play for 5 minutes or so at this point and take time to reflect, to think about exactly what has happened in comparison to what was asked for. The GM will need to have a clear opinion on the Team’s performance, as seen by the Commander, and be ready to present this to the characters (not the players). Be very conscious of the difference between reviewing the characters performance versus the players performance. Most of the conversation should be about the Team as a single entity, with one or two highlights about specific events. Recall that the Commander’s awareness of the detail of the mission will be vague, or could even be wrong due to the player’s efforts to hide things. If you say the wrong thing you may well expose yourself to re-training.


Team Performance Review

Your Commander's assessment of how the mission went. Essentially this is the Commander’s/GM’s overall opinion of what the team achieved in comparison to the mission’s stated goal. The GM should allow the players a chance to provide feedback, reminders and highlight outstanding moments in an attempt to sway the GM’s/Commanders feelings of their character’s efforts.

This should not be drawn out, keep it short and to the point. Try to concentrate on the good things, but do mention the obvious stuff ups. The things you are after are the things that really stand out and are easily remembered.


Team Ratings (vs other Teams)

The Team Ratings Table will be a simple list of all the Teams in the City. Generally there should be 3 other teams (Red, Blue, Green), but you could have more.

The GM will begin a new Team at the bottom of the Table.


Roll + MIASMA collected + Public Rating (if on TV) + Review rating.

10+ You gain one position on the Team Ratings Table.

7-9 You remain where you are.

6- You lose one position on the Team Ratings Table, if you are currently the bottom Team you face Loyalty testing and possible Re-education.


If the team gets to the top of the table they will receive bonus resources during each of their missions:

1st +2 Resources and +6 Ammo per mission

2nd +2 Resource and +4 Ammo per mission

3rd +1 Resource and +2 Ammo per mission

Rest - Get nothing extra.


The Team may also elect to try a Team Champions Move (Downtime).


Public Ratings (optional, Broadcast review)

If the Mission was broadcast to the City your Commander will report on your TV ratings. This score will be mostly upto the GM’s impression of how entertaining the session was, how violent it was and how tense it might have been. Players may volunteer opinions.

Broadcast

The mission is being broadcast to the City via DataGlobe and direct laser communications. This requires a direct line of sight between someone in the team and the DataGlobe, and a connected LOS between the members of the team. If someone goes ‘dark’ it is not good for your ratings (although sometimes it might be). Speed and violence are expected. If the Cleaners take too long they will be cut off and their Review will be bad. If they don’t use plenty of explosions and take/inflict harm, reviews will be bad for them.

Broadcast missions will often be given bonus resources (more grenades) with which to equip themselves with, and provide the most visually appealing performance. Its all about Entertainment!


Promotions.

A reviewed character may be eligible for promotion or a medal. Roll the following two Moves, applying their rating to the roll.


Promotions (roll+Presence+Review rating)

Players who pass their personal reviews with a positive value may apply for promotion.

10+ You are promoted.

7-9 You may pay 3 resources and be promoted (a bribe).

6- GM option, usually demoted.


If a Capitaine already exists you cannot take their place. There can be only one Capitaine.

Benefits of Rank: you may draw 1 extra Ammo for each rank level you have above Soldat per mission.


Medals (roll+Presence+Review rating)

The GM should award medals for conspicuous single events that everyone agrees were noteworthy.


Characters may also be eligible for a Medal as a result of their personal review.

12+ You win a Hero Medal.

10+ You win a Valour medal

7-9 You may pay a resource and gain a Bravery medal.

6- Nothing.


Medal types.


Hero’s Star (4): a truly heroic and outstanding moment, only awarded by the GM.

Medal of Valour (3): conspicuous bravery.

Medal of Bravery (2): outstanding bravery.

Medal of Gallantry (1): notable moment, GM’s discretion.


Benefits of Medals.

A medal may be cashed in once to gain extra Resources, or as a modifier to their (next) Promotion roll, as indicated above (parentheses). You still retain the medal on your record but once you use it you get nothing more from it.


Downtime

Downtime is the period of recovery your Team gains between missions. From the Cities point of view they give this in case there is healing required. From the player's point of view it is a time to rest, recover and prepare for the next mission.


Moves

Between missions, other than healing wounds or being re-educated, you have time to do things, choose one of the following.


Train (roll+Mind)(Team)

Generate HOLD points for the next mission. The whole Team must chose this action and you only get one roll, made by the Senior character (Rank, medals, dice roll).


10+ You gain 1 Hold each.

7-9 You gain 1 Hold each if you burn 2 Resources.

6- You gain nothing.


Options:

  • Avoid a single Jam or Break
  • Avoid/remove a single Tag effect.
  • You will gain +1 forward to your first use of one of the following Moves: Security, Help/Hinder, Command, Runaway, Lure or Suppression Move.
  • You will gain +1 forward to your next ‘I have a cunning plan...’ roll.
  • You gain a +2Forward on the first “First Aid” move you perform.


Example:


Reflect (roll+Calm)

You reflect on your last mission and what can be learned from it. If one of the other players is willing to take -1Hx with you add +1 to your roll.


10+ You gain 1 exp

7-9 You gain 1 question about your past.

6- You gain nothing.


Example:


Tone (roll+Body).

You concentrate on improving your health and robustness, gaining extra boxes on your Health track, which can be used to absorb Harm and Stress.


10+ You gain an extra box, plus a one use TempBox.

7-9 You gain an extra box.

6- You gain nothing.


Example:


Chemotherapy (roll+Body)

You submit yourself to a regime of chemotherapy to remove Rift points from your body.


10+ You remove 4 points of Rift.

7-9 You remove 2 points of Rift, but begin the next mission with 1 Stress or 1 Harm.

6- You remove 1 point of Rift, but begin the next mission with 1 Stress and 1 Harm.


Example:


Psychotherapy (roll+Calm)

You submit yourself to a rigorous regime of psychotherapy, counselling and psychedelic drugs. You will have a number of temp Stress wound boxes available to you that are lost as they are used, along with the Stress damage.


10+ You gain a extra 2 one-time-use Stress boxes for the mission.

7-9 You gain a extra 2 one-time-use Stress boxes for the mission. You begin the next mission with -1 Ongoing until you take any Harm or Stress.

6- You begin the next mission with -1 Ongoing until your take any Harm or Stress.

Example:


Spy (roll+Presence).

You spy on your team mates in an attempt to learn their loyalty.


10+ Chose 2 of the options, results advised in secret.

7-9 Chose 1 of the options, results advised in secret.

6- The GM will publically tell you that you failed to learn the Loyalty of any other character. Every other character may chose to take -1 History with you. Your History with the target character is set to 0 if positive.


  • Learn if the Loyalty score of one character is City (10+), Neutral (7-9) or Revolution (6-).
  • Gain +1 History with the target character
  • Gain -1 History with the target character


Example:



Hope (roll+Resources burnt/5)

You seek out Hope.


10+ You gain +1 Hope into the Future Bag.

7-9 If you burn 1 more Resource you gain +1 Hope into the Future Bag.

6- Burn 1 Resource or add 1 Despair to the Future Bag


Example:



Hospital Time (roll+Body)

You are badly wounded and need to spend time in Hospital to fully recover in time. You cannot perform or benefit from any other Downtime activity if you make this Move.


10+ You fully recover, remove all wounds. You gain one temporary wound box that can be used for any type of wound (one time only, so basically it will reduce the wound one box).

7-9 You fully recover.

-6 You recover all your wound boxes but one.

Black out one wound box of your choice for the next mission.


Team Champions (roll+Ladder mod)(Team)

As a Team effort you may elect to roll to gain bonus equipment for the next mission.


10+ You will have an allocation of 10 Resources you may spend on any equipment listed. You may add your own Resources to increase what you can buy. The equipment will be permanently assigned if appropriate. You may save them as well.

7-9 You will have an allocation of 5 Resources you may spend on any equipment listed. You may add your own Resources to increase what you can buy. The equipment will be only be available for the next mission.

-6 You gain nothing.


Your ladder position will apply the following modifiers:

  • 1st +1
  • Rest 0


Missions Types.

Following are a series of Mission types that I have created playbooks for, feel free to add your own.

Missions generally have a single task or purpose that the team is assigned to perform. They go out, do something, and return to base. The playbook for a specific mission is built around this idea. If you wish to make things a little more complicated then you will need to merge playbooks and possibly modify them to suit.

Most missions can also include a standard scientific task, where the team is given some equipment and instructions on what to do with it. This is handled through the “Conduct the Experiment” Move. Most of the time this will be simple readings and measurements, but the inventive GM may use it to generate some kind of background story where the scientists start asking for more specific tests as they zero in on some strange or unexpected event - such as the first arrival of The Grey Men, the first opening of a permanent portal etc.


Sweep

The Sweep Mission is where the players are sent to a location and are then expected to move through the area and clean if of all alien and hostile forces. This is played out as a Journey plus several encounter locations resolved one after the other, but with the possibility of early encounters dynamically altering later encounters depending on noise and results. Generally a ‘sweep’ will be looking for one specific encounter, but with limited intelligence, so the Cleaners should attempt to keep a low profile until they have indentified the target.


Escort

The Team will escort a person, persons, vehicles or equipment from one location to another, defending them from attack. The attacker may be known, or not. The escort may be from one location to a series of connected locations, with a final destination.


Guard

Protect a location or person or piece of equipment from whomever is after it. Most of the time the location will be a static one, the Cleaners go there, set up a perimeter and defend it. Usually the Cleaners will have no idea of what is about to happen and who is doing it.


Rescue

The Cleaners will be sent to recover something, with something being a person, people or valuable equipment. Most of the time an enemy will remain in the area, most probably holding the rescue target hostage, although this doesn’t always have to be the case. An alien might have moved into a location causing the rescue target to become trapped and require recovery. If the target is equipment it will often have been dropped or left behind after hostile engagements, and the enemy may or may not be aware it is there.


Investigate

The Cleaners will be sent to investigate the site of an unnatural phenomenon, or interesting report, for scientific purposes. The Technician may be provided with specialist equipment to use for the mission, or the Team may be required to escort and protect a team of scientists and their equipment.


Raid

A Raid will generally be against the Revolution forces, criminal forces or groups that the City considers inappropriate. The Raid can be to destroy the target or to drive them away with force. The collection of intelligence is also considered important as part of the mission.


Collection

This is the primary mission of the Team, the destruction of an alien and the collection of MIASMA. This is generally assigned with the knowledge that an alien exists and with some idea of where it is located. Your Commander’s Briefing will generally include information about the alien’s class, and any relevant details about things that might interrupt the mission.


Patrol

The Cleaners will be sent on a defined path to specific locations, travelling by foot between them. The purpose of the mission is to observe, to be observed and to engage hostiles along the Patrol route. At all times the collection of intelligence is expected. The Cleaners will also be expected to interact with non-hostile groups encountered along the way, gathering intelligence on them.


Explore

The Team will be sent out to investigate an sector, or a specific location, to collect data based on intelligence gathered. Usually not much will be known of the sector and the Team will be required to keep details of the transport quality of the sector, the state of the buildings and the occupants.


Punishment

The Team is sent to punish a target, inflicting lethal and material damage but with the express purpose of reinforcing the Cities power and dominance.


Recruiting

The Team is sent out to test and gather new recruits for the Cleaner Program.

Provide escort to the Medical/Educational Caravan who will do the testing to recruit suitable young children for recruitment into the program.


Rift

The Rift Mission is where the players are sent to discover/investigate/seal a ‘rift’. A ‘rift’ being an actual tear in the fabric of reality that is created or occurs, and through which come aliens.

Generally ‘rifts’ can be detected by the City due to increased radiation, and a team will be sent to discover the exact location, investigate its true nature, and finally to seal the ‘rift’.

The City may on occasion decide to ‘manage’ a ‘rift’ in the hope of using it as a trap for aliens.


Emergency Response

The City scrambles you, providing an airlift, and sends you out in a hurry. This mission will generally translate to one of the others, the main difference being the delivery system and the pace of the action. Most of the time the team will not know what to expect, and the equipment provided will have been decided by the GM and dumped into the aircraft. An enroute briefing will set the scene.


GM Mission Moves.


Interruptions & Interventions


- something or someone gets in the way or enters the mission.


Effects of Fronts...