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Memoir learn their secrets until he discovered that

Monique, the woman with him, was their


Otherwise, the enemies do nothing
whatsoever to draw attention to
©2016 Michael Brown
filing system — she has such an themselves; thus, the PCs themselves
advanced degree of total recall she’s a alerting the guards won't work. As an
The adventurers are drawn into a deadly
virtual living computer. Every secret the added complication, each PC and
race to get an extraordinary woman to
gang ever had is tucked away in detail in Monique rolls once; on a 5 or less, that
safety.
her head. Toliver convinced her to turn individual needs to visit the fresher. The
government’s evidence, but they were group must decide how to handle the
Overview attacked by the organization’s thugs as inevitable splitting up. 1D6+1 guards shut
The PCs are nearby when a vehicle they were leaving, resulting in the crash. down any disturbances quickly with
crashes. In the wreck are a badly- stunners and backup which arrives in 1D6
wounded government agent and his Monique must get to the Grand combat turns. Malcontents are hauled off
charge, a woman with an extraordinary Magistrate’s office in the planetary capital. to the security offices to wait for local law
mental faculty who is formerly a member Toliver asks the team to do so in his enforcement.
of a brutal criminal organization. The stead. He gives them his badge as proof
dying agent requests the team get the he sent them, directions to a sub-orbital Two of the gunmen buy tickets; so once
woman to the world capital, where her shuttle port and a VouchCard with the flight is announced, they get in line
information is critical to destroying the $20,000. He urges them to hurry before with everyone else. The others call ahead
gang once and for all. The group must the goons catch up to them. to operatives in the
then run a gauntlet of vicious killers and Monique (Age 60) capital. On the plane, the
Referee’s Information
unforeseen obstacles to deliver justice. Supremely intelligent, goons behave as they did
If the adventurers leave but somewhat in the port. They make no
immediately, they escape, physically frail. Not a trouble, but keep a strict
Memoir is a no-frills adventure designed
hearing the sounds of gunfire physical combatant by eye on the PCs. But any
for tabletop RPG science fiction games
as Toliver makes his last any stretch, but can be heroes that didn’t visit the
using a 2D6 mechanic, starring
stand. Otherwise, the group a font of tactical ideas. fresher at the station must
characters of varied career backgrounds.
Combat skills, especially firearms combat, has a chance each minute of do so during the flight.
Gunmen
encountering n+6 Plus, there’s nothing
are essential. Tough and reasonably
submachine gun-wielding keeping the criminals from
smart with orders to kill
To determine the number of enemies gunmen with orders to kill trying to goad the
Monique and anyone
during the indicated portions of the anything that moves. adventurers into starting a
helping her. They’ll
adventure, a formula is used with n commotion. The flight
The team must decide how to carry out those orders
representing the number of PCs. lasts 3 hours from takeoff
get Monique to the transport to the letter.
Example: n+3 is the number of PCs plus to landing, with mandatory
three station, 20 km away. If they
Submachine guns, seat restraints in the first
have no vehicle of their own,
communicators and final 15 minutes of
Monetary values are given in dollars ($). they must find one quickly.
The referee should substitute the The gunmen, after finishing flight.
currency of the chosen game world. off Agent Toliver, are hot on their trail in a In the planetary capital, the heroes must
gravcar. They have no problem trying to again fight off attempts on their lives from
Players’ Information
kill the PCs and Monique in broad the second they set foot outside the
The adventurers are finally at liberty after daylight, which might result in a running station. The new attackers number n+5 —
taking care of starport business. With gun battle. plus the two that traveled aboard the
their pay burning holes in their pockets, To simulate the chase, give the PCs 5 shuttle, unless they were eliminated
they’re eager to get started on an evening “chase points,” which may be defined as beforehand — and attack at +1 to skill.
of fun. increments of any value—distance, time, The team is also chased through the
etc. Each turn, both groups roll 2D6; streets of the capital (use the Chase rules
It almost comes to a sudden end; with the
higher result wins. If the PCs win the roll, above again. If the enemies win, they do
whine of an approaching vehicle (sounds
they add 1 to their chase point total; if the their best to destroy the PCs.)
like the mini-turbine’s shot), a vehicle
nearly hits the adventurers on its way into gunmen win, the PCs subtract 1. Throws At the Grand Magistrate complex, the
a nearby wall. of “2” or “12” subtracts or adds 2 chase heroes can’t claim victory until they’re
points, respectively. Ties result in one within the gates. A security checkpoint
Responding heroes find a badly-injured turn of combat. The chase ends when the with two armed guards is stationed there.
young man in the driver’s seat and an PCs reach 10 points (they reach the They stop visitors and check clearances
older woman, dazed but not as hurt, in station), or 0 (the gunmen prevent them and credentials, and sound an alarm in
the passenger seat. The conveyance is a from doing so.) The enemies attack case of intruders. They’ll also sound an
total loss even if it weren’t for the bullet immediately if they catch up. Naturally, alarm if a running gun battle erupts in
holes in its engine compartment — the heroes can decide to stand and fight their proximity. The PCs must decide how
apparently, the mini-turbine actually was at any time, although this puts Monique in to overcome this last obstacle, but getting
shot. more danger. just Monique and one of their number
The driver briefly pulls a gun on the PCs At the station, the heroes aren’t yet out of through is enough to send the gunmen
before recognizing them as mere danger. Shuttle tickets are $1,000 each, running for the hills.
bystanders. He lowers the weapon, easily paid for with the VouchCard (its The information Monique provides quickly
muttering an apology, and then original purpose.) The goons fan out, results in the destruction of the criminal
introduces himself as Government Agent watching the adventurers and waiting for ring. The adventurers are rewarded with
Abram Toliver. As a deep cover agent, he an opportunity to strike without drawing the replenishing of the VouchCard to
penetrated the inner circle of a brutal and the station guards’ attention. Any PC left $20,000, with an additional $20,000 for
widespread criminal organization. He was alone, or Monique if left with only one PC, their assistance to the government.
unable to find their computer files and is in danger of being quietly knifed.

Sallerin Philippe (order #11411160)

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