23rd Letter: Projects Campaigns
A Project-based campaign is as flexible as the players want. The G.M. may choose themes as he or she wants. PCs working for a Project are relieved of many of the worries of Network members or other independent espers. Usually they are not on the run, living out of safehouses or mobile homes, lack of money should be less of a problem and equipment will be provided. Of course a devious G.M. may run a campaign where the PCs are on the streets and don’t know that they are really working for a Project…
A Project employee will draw a salary, probably live in a home of some comfort and work alongside a regular team of professionals from a government building. With the G.M’s discretion they may have access to additional resources as needed. Why they do this is up to the player and G.M. to decide. A PC may be a patriot proudly serving his nation as best as he can or a virtual prisoner, coerced into the dirty business by the regime and looking for the chance to escape. Most PCs will probably fall between these extremes. PCs which are outspokenly rebellious or disloyal may be subject to sanction or surveillance by their Project superiors.
Adventures for Project PCs may be gung-ho romps with lots of guns, action and clear villains. In this case the PCs are heroes and will probably believe themselves to be in the right. On the other hand the adventures may involve simply surviving in a grim bureaucratic nightmare where every decision will hurt someone. Yet another option is for the PC’s team to be investigators of paranormal events. There is no correct style of campaign, but it is recommended that G.Ms occasionally surprise the players by running a different type of adventure from usual. This should both stretch the players (including the G.M.) and reduce the possibility of boredom setting in. Project adventures have based on movies as different as Predator and The Witches of Eastwick so GMs ought to be able to please any kind of player.
Projects Adventure Hooks
The government wants a powerful foreigner dead. He may be a drug baron, a terrorist leader or religious/political figure, but he is charismatic and has a large and devoted army of followers who are very anti-Western. If he dies an obviously unnatural death, he will be seen as a martyr by his enraged supporters, so the Project personnel assigned to this task must not simply shoot or blow him up. To discredit his memory, it is suggested that they made it seem he died accidentally while performing a sordid act. The mission may be carried out while the target is on a visit to the West or, better still, on his own territory, either way he will have many armed bodyguards.
It has been discovered that the Iraqi dictator is sponsoring his own Project (for games pre-2002, this works well). It is located in a heavily guarded complex outside Basra. The research centre is among flat farmland and has a company of 120 Republican Guards (with armoured vehicles and helicopters) assigned to protect it. A Project team must enter Iraq, travel to this place and covertly observe it to determine the Iraqis’ progress. They may discover that there are Nevada Project survivors from the 1991 helicopter held there. These people are helping the Iraqis, either willingly or under duress. What are the PCs going to do?
Satellite photos of a military factory in a foreign dictatorship suggest that a military aircraft of radical design is being built and tested there. Remote viewing by Project espers confirm this. The location is close to friendly territory so the PCs’ team are sent in to observe or sabotage the aircraft. But it is a trap. The aircraft is a non-flying mock-up, and a powerful esper (maybe a terata?) has planted illusions in the remote viewers’ minds to lure in subjects for experimentation. The PCs will be inserted by aircraft or submarine which will return to collect them some days later. A force of elite, but non-esper, troops (10 soldiers for every PC) will be waiting for them.
Reliable sources say that the Green Flag Commando terrorist group has obtained a 100 kilotonne nuclear device and is going to smuggle it into the US. The PCs will be assigned to a taskforce trying to prevent this. Other personnel on this task force will be from the FBI, CIA and another Project (the Western or Nevada). The CIA and FBI officers will either not take the PCs’ contributions seriously or resent their presence while the other Project’s people will be condescending. The bomb will be brought into New York harbour in the hold of an innocent looking Swedish freighter (most of the crew don’t know it’s there) on 30th June and detonated (by a fanatic terrorist on the ship) on 4th July. Can the PCs stop this? If they fail it may mean the death of millions of people, and the end of their own Project.
Police forces in California are seeking a serial killer who has murdered a young woman every month for nearly a year. The PCs’ Project has a precog who claims that the killer will be caught and found to be an esper with an interesting wild talent. Although it is outside the Project’s jurisdiction, their superiors send the PCs out to catch the killer and bring him back to their base for study (“After all, nobody will miss a creep like this”) . The Police and FBI are not informed about the PCs’ operation. The killer is Mario Xylander (see p51 and p57 of The 23rd Letter Rulebook) and is being protected by the Western Project. Xylander has had cosmetic surgery and no longer looks the same as when originally captured. Should a PC notice similarities between the present cases and Xylander’s original crimes, all records will indicate that Xylander is still incarcerated. Enquiries to the prison will alert the Western Project (but the PCs will not know this). Can the PCs capture Xylander without alerting the police or Western Project.? The GM might want to detail two of the FBI agents assigned to the case, the female is a hard nosed sceptic about the paranormal, however her spooky male partner whole-heartedly believes in psychic powers and secret government conspiracies.
An high-ranking official from a hostile nation has vital information, urgently needed by the government. He is completely loyal to his homeland, so will not willingly defect and kidnapping him is out of the question. In desperation, their country’s intelligence service turns to the players’ Project for help. The information is too extensive to be read by a psychic, but in their briefing the PCs will find their target has a weak spot, ripe for them to exploit. He may have a religious faith or other supernatural belief and be open to a psychically generated ‘miracle’, a beloved family member may be ill and could be cured by psychic healing or maybe just a threat of overwhelming power will work. The PCs must either bring about his (apparently) genuine defection or at least get him to give them the information. The PCs may have to travel undercover to the target’s country or he may be visiting the their own or an allied country.
The PCs’ team is to participate in a security exercise. They must either penetrate a high-security government installation and physically steal a particular file or guard the same file from a rival team, inside a seven day time limit. The building belongs to a ‘neutral’ agency (such as NASA or a police force). The PCs will be in competition with a team from another covert agency (for example the CIA, Delta Force or even the Nevada Project) who are to guard the file if the PCs are the thieves or take it if the PCs are looking after it. Either way there is to be no violence directed against the rival squad (or the workers in the installation), but the teams are free to use any dirty tricks they want. The winners will be heroes to their own organisation, and will be rewarded with improved status. If the PCs lose their superiors will make their lives very miserable.
At short notice the PCs are attached to the HooDoo Squad. The Project has received advance notice that a hitherto unknown, but powerful esper (abilities up to the G.M.) is to appear the following night on a live, prime time chat show. If the esper successfully demonstrates his or her powers on air it will be a disaster. The PCs are to sabotage the show or if that fails limit the damage. They may take any equipment they think they need, including doses of Psilence, and any of the HooDoo Squad. They will meet with several complications, the esper is somewhat paranoid and has several habits which make it difficult to dose him with Psilence (only eats or drinks foods he/she has prepared and brought with him/her, will not willingly take pills or injections no matter what the reason). Also if they do not want to take an NPC with them, the G.M. may want them to have to take Marcus Venture, and he will be obnoxious, lecherous and a pain in the neck.
The PCs are returning from a foreign mission and are tired and off-guard when the crowded commercial airliner they are travelling on is hijacked! The PCs do not have any weapons and the hijackers are armed and ruthless terrorists with impossible financial or political demands. The PCs will realise that the terrorists do not intend to let the hostages survive even if their demands are met. Can the PCs with their limited resources turn the tables on their captors? There are complications too, the airliner may land in a country where the PCs have enemies, or if it lands in a friendly country the authorities may launch a bungled rescue attempt, one of the hijackers may be an old enemy or even another esper. In the early stages of the adventure, the G.M. should confuse the players, is this something to do with the last mission or an unfortunate coincidence?
A country friendly to the PCs’ homeland is threatening to go to war with a neighbouring state. The allied nation’s President (or Prime Minister) is a charismatic fanatic, too macho to reduce the rising tension, and believes destiny is on his side. The war will be an international disaster, which the PCs’ government wants to avoid. The PCs’ team will be sent to this country under the cover of advisors to the President (who will trust them initially) and are tasked to avert conflict. They cannot assassinate the President as this is liable to trigger a war. The G.M. can throw in border skirmishes and assassination attempts as he sees fit.
An important Esper from the PC’s Project has successfully defected to a foreign rival Project. The PCs’ are sent abroad to recover her. This may not require drastic moves like kidnapping her, perhaps she regrets her flight and can be persuaded to come home.
The son of the President (Prime Minister/monarch/dictator) is lost in bad weather in a wilderness. A Project Esper has determined that he is alive but little more, and cannot pinpoint his location. The players must lead the search through difficult terrain, which will be arduous. Perhaps the young man’s disappearance was not an accident, in which case the PCs will find themselves in combat with armed kidnappers.
A vengeful father is searching for his lost child, an Esper forced to work for the PCs’ Project. The father is a former covert operative and is very clever and dangerous. The players must stop him somehow, the fact that their opponent is both sympathetic and in the right makes this difficult. Just to make things worse, the child may escape…
To draw media and public attention from a black operation by another agency, the PCs are to fake a series of non-psychic paranormal events on members of the public. For example they make set up mock UFO abductions, poltergeist activities or other Fortean events. The players are free to pick their victims, and should be encouraged to have fun. If the GM wants there may be a dark side, they may be so successful a victim may die of a heart attack during their manifestation or a really persistent media investigation may discover too much about their activities. The FBI operatives mentioned in Hook 5 may also become involved.
This is the reverse of Hook 14. The PCs are sent to investigate a sinister paranormal event which is sufficiently alarming to have attracted their Project’s attention. After a lengthy investigation they will discover that the phenomena is an elaborate hoax. The motive may be a prank, a stunt perpetrated by a local tourist commission to attract visitors, or by criminals to disguise their activities. It might be Old Mr Peterson the Janitor trying to hide his counterfeiting scheme by scaring away the yokels. He may get away with it too, if it isn’t for those meddling espers…
The PCs’ team is investigating a series of murders of agents from their national intelligence service or Project. When they make progress attempts will made on their lives by professional assassins. Should the PCs survive, they will discover a world-wide conspiracy by a secret organisation fronted by a wealthy and charismatic megalomaniac who enjoys caressing fluffy white cats. This person is near completion of a plan to undermine the international banking system, gain control of the world’s energy resources, provoke a major war or other drastic event. He operates from an elaborate hi-tech base with scores of armed guards, booby traps and technicians, and is also protected by a fanatically loyal bodyguard/chief henchman with a colourful physical or psychological abnormality. Depending on the PCs’ morality they may try to prevent their enemy achieving his goal or else offer to throw in their lot with him if this seems more promising.
On the PCs’ last mission they were careless and left enough evidence to incriminate themselves. As a result, a respected team of journalists is about to present a TV special which will embarrass the PCs and their Project. The PCs must stop this. Threats and actual violence may be counter productive, as the reporters are clever and have access to all manner of surveillance gear so the PCs may find themselves on tape. Possibly the best ideas are to undermine the programme’s credibility or buy them off by revealing a story of greater public interest. A juicy sex’n’drugs’n’politics scandal (real or fabricated) may do the trick.
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