You are on page 1of 2

STARS WITHOUT NUMBER CAMPAIGN - UNKNOWN SPACE

______________________________________________

Scenario 1 - First Contact

The Group will finally arrive after about 6-or-so days of Metadimensional Travel
(which will go by quite uneventful), at System 7,5 (Junons Null), where the Primary
Group of the Diplomatic Corps with get to work on establishing Official Relations.
Initially they'll all stay in orbit and wait for a comms-opening in the heavy
planetary storms, that'll allow direct comms.

During this initial wait-time, the players can go talk with other crew members in
the whole diplomatic Corps Envoy - if they do, they'll learn about the stuck-up
'Primaries' as a lot of the crew's gone around to call the main diplomatic envoys,
due to their rather awful attitude towards anyone not part of the main diplomatic
team (of which the players technically aren't either, they are in the Secondary
Support Group, and more or less composes all of the secondary support group).
Players may also choose to help adjust the comms relay on the ship to ensure a more
stable contact once the storms at the main-city hub on the planet has calmed or
passed by. It'll cut down the wait time from 4 days, to only 2 days of wait time
AND a much clearer comms-transmission is ensured. This will boost the likeability
of the Main Diplomatic Group by one level, and also raise the likeability level of
the bridge crew by one level as well because you helped them out of a pinch.
Or players can just chose to hang out in their own bunk and do nothing during the
2-4 days of downtime.

During all that wait-time, a lot of talk will begin buzzing about the massive
Shipyard that's far-distance orbiting the planet as well, and how pristine it still
looks for something that's supposedly more than 500 years old and has most likely
remained without maintenance since the Scream.
Immunizations are also given towards the local world's Biosphere, sampled and
quick-synthesized into a generalized vaccine for the local viral and bacterial
hazards - of course it's only a generalized vaccine, so it will not help with
anything more unique to the world.

There's also an odd in-system error-ping of an object being detected, but before
the location can be discerned, the ping vanished... this will repeat about every 12
or so hours - no one got any idea of what is the cause of this. Neither will the
locals.
------------------------------------

Once communication is established, a planned meeting will be set up for the


following day - Although depending on player-intervention, they might be required
to go down on-planet as part of initial security setup of the meeting place.
The locals will be initially quite surprised by the contact from another world's
people, initially taking it as a hoax until they've had a chance to use their
(compared to the PC's level of tech) rather outdated satellites and observation
platforms to confirm the presence of an actual spacefaring vessel in near-orbit of
the planet.
Initial uncertainty will touch the world, but since it's just a singular vessel
that's come, it's apparently humans that's on board, etc. No active hostilities
will happen.

It's during this time that the PCs will end up being sent down as part of a pre-
greet and security detail setup for the Main Diplomatic Envoys the following day.
Of course, it's not gonna be all easy peasy, and there's clearly some rather
xenophobic extremists that wants nothing to do with the aliens (that are just
fellow humans, but rumors can easily be twisted), and the PCs will need to ensure
at least a Challenging Test to cover all the bases that such extremists might make
use of.
One such place will be a suicide bomber that will need to be taken down or a lot of
damage will be done.
----------------------------------

Now the meeting can begin, and the PCs are welcome to step in and try to support
the Diplomats however they can. Even if it's just bringing refreshments and such.
They will still be required to be on security duty and keep an eye out for
potential dangers.
One of the more conservative of local diplomats will be carrying a gun and is
intent on assassinating the cheif of the Diplomatic Envoys from the PCs homeworld.
Will all these attempts and messing with the PCs and the Diplomats' efforts, it
seems something is amiss on this world... someone seems to be orchestrating these
attempts in secret... for now tho, there's no evidence as to who or what may be
behind this.

The PCs are free to try various methods to find some clue or get more indepth into
the connections and such of the Would-be assassin.
Should the Assassin actually succeed, the diplomatic talks will break down, and an
immediate withdrawl is needed for the shuffle and return to the Orbiting Ship. From
there the PCs will have to take over parts of the diplomatic talks, due to both
fear and lack of leadership now from the rest of the Envoys.
---------------------------------

Depending on how the talks go and if it's the PCs or not that does the talking,
initial diplomatic relations will be established and plans for a cooperative Space
Station will be put in place, a collaborative work between both worlds.
A couple of people in the network with the Prior Assassins, would have been caught
by now as well, since it'd be a few days later - but the local law enforcement and
intelligence agencies keeps running into obstacles, so it seems like the true
culprits will remain unrevealed.
___________________________________________

The talks from there will end and the PCs along with any surviving Primary
Diplomatic Envoys will leave that world and begin the journey back home - or if the
PCs can convince the rest of the ship, they can all explore the Refueling Station
that is still around, get a closer look at the Major Shipyard, tr to investigate
the Odd Signal popping up every 12 or so hours, etc.

If the PCs decides to just leave, then the Journey Home will remain rather
uneventful and they'll be required to recount event during the diplomatic effort,
defend their positions if anything went wrong, etc. Finally they'll each get paid
for a job finished and it'll range between 500 credits each, to 2000 credits
depending on how successful they all overall were.
And that'll be the end of the first, initial Scenario - From there on the PCs can
decide if they wish to stick with the Envoy stuff, seek a way to aquire a Spike
Drive Starship of their own and go exploring, etc.

You might also like