I feel there's some part of the tale we're missing here involving Saul, Gabriel and Selmy. Other than that, interesting example of possession.
And fascinating use of Scras' Bone Stitcher in a genre-bending way!
Good luck to your players. Saul sounds like he's now ready to kick some ass. Go to Comment
Hey Ted, just realized you may want to throw in some dates, or at least 1 date :) Just remembered this is from your 1640's campaign. Might help the readers having an idea of time/place/genre. Go to Comment
The twist is that the drugs will likely be used to frame someone at a later point in time. I was thinking a federal judge, or maybe a senator. Of course, what's left will probably be sold off to help fund Agency 17. After all, that's what corrupt FBI agents have done multiple times. Go to Comment
Firstly very good dossier, now onto the questions I thought of while reading through this...
How paranoid is he exactly? I mean suitably paranoid to check for tails but does he put a piece of hair across his door to see if there have been intruders? (Black bag job) Does he check the undercarriage of his car for bombs/random GPSs? (GPS on the car ala the FBI) Is his car alarmed? (Bug the interior) Does he have a live in landlord or is there an office that closes at 5? (Break in there and borrow the master keys.) And, if all else fails, an RX 7, even in a neutral color is still a flashy car, given a well trained team, trailing him for a day or two wouldn't actually be that hard.
Columbian Solution - wire up a brick of SEMTEX to his car and firebomb his apartment.
Vehicular accident - assuming he follows a predictable route to and from the newspaper office, have a dump truck lose its brakes and T bone him in an intersection.
Suicide by cop - Make sure he sees you tailing him a couple times during the day and the have SWAT raid the wrong apartment. Accidents happen, and a man who's sure the boogie man of the intel world is out to get him will undoubtably be on a hair pin trigger. Go to Comment
I was wrapping this up at around 2AM right before bed and I'm sure the Hardings/Harrison slip was a result of that. :D You are correct that it is GURPS that this mission was written for, and since I'll likely have this up as my GM notes during play, the stats are vital to my own use of the submission in-game. Go to Comment
I belive you changed the british diplomat's name from George Harrison to George Hardings. Unless they're different people, in which case I would like some more info on this Hardings character.
Beisides that, this seems like an excellent mission for the PCs. An evil newspaper type trying to sell your Agency's secrets but is really one of your ostensible allies, etc.
The one thing that I can see that could be improved on is the stat piece. I don't mind stats, as they are somewhat useful in getting a broad idea of how you want this guy portrayed, but in a couple of places (like door hardness) you forgo describing how tough the door is with words and simply say HP: 30. As I said, stats are fine by me, but I would like words to tell what the stats do.
Also, though I took a guess and said it was GURPS as you"'ve used it before, I believe it may be helpful to other people to start it off by saying something like "all stats use the GURPS system" or whichever one it really is. Go to Comment
Like Caesar said, a whole lot of stats. I didn't mind so much in the last one, but in this one it seemed more prevalent. I've never used Gurps, but that seems like a whole heap of skills for one man to have.
The apartment and the rest was nice, the schedule seemed a bit unforgiving, seeing as it was tailor made for the specific day the PCs decide to tail him, but what if they lose him on that day, then what? I couldn't find much in the way of motivation for him either, except that he's a workoholic, how would he behave if the PCs just decided to talk to him in a non-confronting manner? Go to Comment
For a moment I was all facepalm (being Texan and considering myself moderately ring wing) and remembering events like the Branch Davidian stand off. I was expecting something worse. I found myself surprised by the level of detail and didn't expect the facility to be under beneficial operation.
Considering the presence of sarin I would expect this to be DHS or NSA rather than DEA since I usually associate them with busting narcotics and not chemical weapons.
Also, I may be wrong on this count but I believe destroying chemical weapons is done via controlled incineration.
Final question:what general part of Texas is this facility in? Do they players have benefit of the great piney woods (east tx) or do they have to contend with desert wildlike and conditions (west, north Tx)? Go to Comment
Tight, detailed, technical and direct! I would run this scenario. I was just hoping for more info on "one of those right-wing militias" to somehow differentiate them and breathe life into the adversary (maybe some npcs?), but I figure that is going into part 2? Also, some twist or other (also Part 2?) Go to Comment