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
Solid short plot, gives enough details that a GM could easily fill in the gaps (i.e. workplace personalities, encase the PCs decide to go the undercover/con route to infiltrate) without rewriting it and still using your full idea. Go to Comment
Agency 17 may have pulled some strings to ensure that the Sarin was moved to this specific facility. Rocksprings Texas is a real life location- located in Edwards County, so it's more deserty.
The facility was originally built by the DEA back during the initial creation of the organization. It's loaned to other government agencies, meaning the staff there could easily be DEA, NSA, or DHS, possibly even a mix. Given the scientific experiments on site, the facility might not just be attempting to destroy the Sarin, but research new methods to render it inert or possibly develop a better cure to administer to those affected by it.
The fact that the facility is relatively poorly defended and lacking security features is one of many things that might stick out to my players as being wrong or fishy. This is intended. Go to Comment
A great location - though given the size/quantity of the equipment down there, there would have to be another entrance - a cargo elevator that perhaps leads to a mom n' pop garage a block or so away. That way you could have a vehicle lift and garage.
This would also be where the debris from all the underground escalation could be extracted.
Apparently I have logistics on the brain for some reason :)
The massive blade known as Consequences carries several potent enchantments of battle, but also has a frustrating quirk: Its wielder finds himself unable to put it down until he enters the presence of a magistrate or other authority. Even then, it instantly returns to his hands if he has committed murder and fails to confess. Unless he somehow resists the blade's magic, the weilder's hands then run with fresh blood; the judgmental blade fights his every motion until he confesses his crimes.