TEXT: William Self (order #4987768)
  
  21 Plots: Planetside 
   
  21 Plots: 
  Planetside 
  A Sourcebook 
  From Gypsy Knights Games 
   
   
   
  Authors 
  Tony Hicks (1-4,8-21), John Watts (5,6), Bonnie Dodson (7),   
   
  Artists 
  Can Stock Photo: AlgolOnline (Cover);  © Luca Oleastri | 
  Dreamstime.com (p.2) 
   
  Editor 
  Curtis Rickman 
   
   
   
   
   
   
   
  All rights reserved.  Reproduction of this work by any means is expressly forbidden.   
   
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are 
  used according to the terms of the Traveller Logo Licence version 1.0c.  A copy of this licence can 
  be obtained from Mongoose Publishing.  The mention or reference to any company or product in 
  these pages is not a challenge to the trademark or copyright concerned. 
   
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are 
  used with permission.  The Traveller Main Rulebook is available from Mongoose Publishing. 
   
  Gypsy Knights Games 2012 
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  William Self (order #4987768)
  
  21 Plots: Planetside 
   
   
   
   
  Playtesters 
  Wendy Watts, Mike Nixon, Greg Seaborn, Randy Sutton, Tom Howard, 
  Anthony Westbrook, Dave Bell, Matt Kerns, Bonnie Dodson, and Alan 
  Mullican 
   
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  Drive-Thru RPG. 
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
  Gypsy Knights Games 2012 
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  About this book 
   
   
  Using a familiar format for 
  Traveller players, this book 
  presents 21 possible plots for the 
  Referee to use with a gaming 
  group.  These can be useful not 
  only when planning a short 
  diversion from the main 
  campaign, but also on those 
  occasions where the players go 
  off the anticipated path.  
   All of the plots presented in 
  this edition of 21 Plots are 
  designed to be used on the 
  surface of a planet.  Gypsy 
  Knights Games has plans for 
  other books in our 21 Plots series 
  which will concentrate on other 
  situations.  We hope you’ll keep 
  an eye out for those products as 
  well. 
   
  Each of these plots has six 
  possible variations.  A Referee 
  can follow the advice of the text 
  and roll 1d6 to determine the 
  course or he/she can simply 
  choose among the presented 
  options.  Either way, we hope 
  that some of these plots can be 
  revisited by the Referee at 
  different times with different 
  outcomes. 
   
  Some of these plots, as 
  presented, are intended to take 
  place on worlds presented in our 
  Quick Worlds series.  Of course, 
  while we would love for you to 
  look into those books as well, it is 
  not a requirement.  The Referee 
  should feel free to modify the 
  location as easily as he/she might 
  modify other events within the 
  plot. 
   
  Like all of our products, the 
  main intention of this book is to  
   
   
   
  provide an extra spark to the 
  Referee’s imagination.  We hope  
  to provide a quick boost to make 
  things a little easier. 
   
  Most of the plots contained 
  herein assume a group of 
  characters traveling in a starship 
  from place to place.  Of course, 
  this can be modified by the 
  Referee as needed.   
   
  We at Gypsy Knights Games 
  hope this product is used and 
  reused by you many times and 
  that it is an aide to you in coming 
  Traveller campaigns.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  William Self (order #4987768)
  
  21 Plots: Planetside 
   
  1. 
  In Search Of….. 
   
  While visiting a planet on leave, the party hears about an  
  amazing wilderness trip to search for a mythical creature.  No one has 
  ever been able to catch the creature or prove its existence.  
   
  The tour guide will explain that he has exclusive knowledge 
  of the creature’s habitat and, for 500 credits per character, can lead the  
  characters straight to one of these creatures. Due to the local laws, the 
  only firearms that can be carried on the trip are small caliber “camp  
  guns”. 
   
   
  Roll 1d6 and consult the chart. 
   
  1 The party enjoys a restful few days in the wilderness. They see several 
  examples of local wild life.  A good amount of time will be spent searching 
  for the creature but the characters will come away empty handed.  The 
  Referee is, however, encouraged to throw several other challenges at the 
  characters (rock climbing, other animals, etc). 
  2 The guide’s entire story is an elaborate ruse.  The guide will lead the party 
  to a deep part of the wilderness only to have them ambushed.  The group 
  will total the number of characters + 3 and the group will be slightly 
  better armed.  The bandits intend to take everything they can from the 
  characters and leave them in the wilderness.  The party must then 
  attempt to survive in the wilderness on their own as well as return to 
  civilization. 
  3 The characters hike into the wilderness and after a few days of easily 
  found tracking signs, they will come across several of these creatures.  It 
  will be become quickly obvious that this is a setup and that the creatures 
  are badly formed representations.  If pressured enough, the guide will 
  give them their money back if they agree not to expose him.  It is a 
  tourist scam. 
  4 As 3, except that shortly after discovering the ruse, one of the characters 
  actually spots the creature watching them from a distance. 
  5 As 3, except the characters are attacked by the actual creature and the 
  guide is killed.  The creature turns out to be far larger and more 
  aggressive than the characters were led to believe.  The camp guns have 
  little effect on the creature.  The characters must then survive the attacks 
  and the wilderness as they try to return to civilization. 
  6 Deep in the wilderness, the guide will disappear.  Soon after, the 
  characters will learn they are the “creature”.  They have been tricked into 
  becoming the prey in a hunting game where wealthy hunters have paid to 
  hunt “the ultimate game”.  The characters will be hunted until they can 
  resolve the situation either by confronting the hunters or escaping the 
  wilderness.  
   
   
   
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  21 Plots: Planetside 
   
  2. 
  Sometimes Salvation 
   
  While the characters are in a bar drinking, they come across a  
  local drunk being kicked out for not paying.  The man will remind one  
  of the characters of someone in their life (father, uncle, old drinking  
  buddy, etc.).   
   
  The local will then sit and talk to the party about how he was  
  once a huge success and if only he could get one more shot at it, he  
  could be a legend again. His stories will be both entertaining and amusing.   
   
  At the end of the night, he asks the party for help reclaiming  
  his former glory. 
   
   
  Roll 1d6 and consult the chart. 
   
  1 After several days of strange quest-like adventures throughout the 
  town/starport the party will realize he is a troubled homeless man. He will 
  turn out to be Toren Dickinson, a local who lost his entire family in an 
  accident some years ago. Since that point, he has slowly lost his mind 
  drinking while creating an image of a champion that could go back and 
  save his family from the accident.  The characters should be faced with a 
  decision on how best to get Dickinson help or treatment. 
  2 The local will turn out to be a genius level serial killer going by the name 
  of Frank Lu.  Lu will lead the party to several locations and tell the 
  characters they are helping him solve a crime.  However, his goal is to set 
  up the party to take the fall for his crimes and then disappear to another 
  system. 
  3 The man is an escaped mental patient.  He suffers from a bi-polar 
  disorder.  Throughout his time with the characters, he will 
  absentmindedly play with a holocube he carries in his pocket.  If asked 
  about it, he will say that it is important, but he doesn’t seem to know why 
  and will ask the characters to help him with it.  Eventually, the characters 
  should discover that the picture is of a relative who is currently searching 
  for him. 
  4 The man is a former member of local law enforcement.  He was released 
  from his position due to a corrupt boss.  The characters will be asked to 
  help gather evidence to clear his name and restore his position on the 
  force.  He will be very grateful and help the party out in any way he can 
  after being reinstated. 
  5 As 4, except the man is lying.  He is the corrupt one and he is gathering 
  evidence to set up someone else. 
  6 The man was a wealthy merchant.  He was robbed, drugged, and dumped 
  on this world by his former business partners. These drugs have damaged 
  his mind somewhat.  The characters will be asked to help him get 
  revenge on his former partners.  Once he is able to do so, he will reward 
  the characters handsomely. 
   
   
   
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  21 Plots: Planetside 
   
   
   
  3. 
  Test Drive 
   
  While visiting a planet, the characters run across a salesman who  
  is adamant about selling them a new vehicle matching the highest 
  technology available on the planet.  The salesman offers the characters 
  free use of the vehicle for a few days as a test drive. 
   
  The salesman says he feels certain the characters will  
  want to purchase the vehicle after this use. 
   
  Roll 1d6 and consult the chart. 
   
  1 The characters have happened upon the greatest salesmen on the planet.  
  He will do his utmost to sell the vehicle to the party at an inflated price.  
  Even if the characters choose not to buy, the vehicle drives well and the 
  characters will likely enjoy their test drive. 
  2 The salesman is a con artist and preys on offworlders he believes are easy 
  marks.  The vehicle seems to drive well but experiences a catastrophic 
  failure halfway through the test drive.  The salesman will attempt to have 
  the characters pay for the car and the characters will quickly discover that 
  planetary law will be on the side of the salesman.   
  3 The salesman is, at best, an average salesman that needs the sale to keep 
  his job.  He will attempt to sell the car to the characters at a reasonable 
  price and doesn’t mind using his situation to lay a guilt trip upon the 
  characters.  The vehicle is a nice midline model and is reliable, so the 
  characters may see fit to purchase it or even work him down to a lower 
  price. 
  4 The salesman is desperate to sell the vehicle and as such, after the test 
  drive, he will make an offer the characters will find hard to resist.  The 
  vehicle is a steal at this price.  It may simply be a good deal for the 
  characters or they may sell the vehicle elsewhere and make a profit. 
  5 The salesman is a not a salesman at all, but a thief who is on the run from 
  the local law enforcement.  The authorities know the description of the 
  vehicle, but not the driver(s).  The characters will find themselves pursued 
  through the test drive.  If stopped, law enforcement will find some of the 
  stolen in the cargo section of the vehicle.  
  6 The salesman is a not a salesman at all, but a hit man.  He has rigged the 
  car to have a minor problem which will cause law enforcement to stop the 
  vehicle.  Upon inspection, the authorities will find a body of a wealthy 
  business man in the cargo section.  The hit man has disappeared in the 
  meantime, leaving the characters in the lurch. 
   
   
   
   
   
   
   
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  21 Plots: Planetside 
   
   
   
  4. 
  Guard, Guard, Guard, Kill, Kill, Kill 
   
   
  While on planet, the party receives notice for job consisting of  
  a nights worth of security work at a warehouse facility.   
   
  The characters will receive 500 credits each for the evening’s work.  
   
  Roll 1d6 and consult the chart. 
   
   
  1 It is an uneventful night; the party makes it through with little problems. 
  A few people come and try to gain admittance, but are easily turned away 
  though the Referee is encouraged to make many of them seem more like 
  a threat than they actually are. 
  2 About halfway through the shift, the party is approached by a group of 
  men dressed in robes and chanting under their breath. They walk by the 
  main gate, circle the perimeter of the warehouse three times then leave. 
  The rest of the night is uneventful, but hopefully, this will cause the 
  characters enough paranoia to have them jumpy. 
  3 As 2, but on the third trip around the building, the men in robes begin 
  chanting louder and throwing stones.  They will throw many items at the 
  warehouse and, by extension, the characters.  This is a protest against 
  the company that owns the warehouse and the characters will have to 
  attempt to keep it from getting out of hand. 
  4 During the night, a group of 1d6+2 professional thieves will attempt to 
  enter and steal a valuable crate from within the warehouse.  The thieves 
  are lightly armed and will have to be stopped by the characters. 
  5 The shift will be uneventful.  However, the next morning a valuable crate 
  will be discovered missing from the warehouse.  The characters will be 
  accused of stealing it for themselves.  In truth, the crate was missing 
  before the characters even got there and they have been set up to be the 
  patsies.  The characters must then attempt to convince law enforcement 
  they were not involved and perhaps be forced to investigate on their own 
  to clear themselves. 
  6 After investigating a noise, the characters will discover that a fire has 
  started.  The fire will engulf the warehouse almost immediately.  In 
  addition, a valuable crate will be lost in the fire.  The characters will be 
  held responsible for the fire and the loss of the crate.  In actuality, the 
  crate was stolen before the characters arrived and a fire bomb timed to 
  go off later was left behind.  The characters must then attempt to 
  convince law enforcement they were not involved and perhaps be forced 
  to investigate on their own to clear themselves. 
    
   
   
   
   
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  21 Plots: Planetside 
   
  5. 
  Animal Incursion 
   
  While on Catalunya, the characters come across a request for help 
  from a woman named Casey Sacasa.  It would seem that she owns a 
  small ranch several kilometers southeast of the Badalona starport.  Her 
  ranch has been the victim of several attacks from a local predator and she 
  will pay each character 100 credits per day to hunt and kill the animal. 
   
  Roll 1d6 and consult the chart. 
   
  1 All is as presented.  The animal is attacking several of the cattle she 
  imported.  The predator is a native animal called a Fast Cat.  It resembles 
  a large black and gray striped cat and hunts alone.  
   
  Fast Cat 
   
  Type 
  Habitat 
  STR 
  DEX 
  END 
  INT 
  Instinct  
  Pack 
  Pouncer 
  Plains 
  Walker 
   
  8 
  17 
  8 
  1 
  10 
  5 
  Athletics-2, Stealth-2, Melee (Claws)-1, Melee (Teeth)-1,Survival-0, Recon-0 
  Teeth (1d6), Claws (1d6) 
   
   
  2 As above, except the animal is training its young to hunt as well.  The 
  three younger cats use the same stats with a -3 penalty to strength. 
  3 All is as presented.  The animal attacking Sacasa’s cattle is called a Crazy 
  Chicken.  It is a large chicken-like animal standing 2 meters (6 feet) tall.  
  The male “rooster” is the culprit. 
   
  Crazy Chicken  
   
  Type 
  Habitat 
  STR 
  DEX 
  END 
  INT 
  Instinct  
  Pack 
  Killer 
  Plains 
  Walker 
  21 
  10 
  10 
  1 
  7 
  5 
  Melee (Beak)-3, Recon-1, Athletics-1, Survival -0 
  Beak (3d6) 
  The Crazy Chicken is native to Catalunya and lives on the plains.  While the females, 
  or hens, are docile creatures, the male “roosters” are killing machines. 
   
   
  4 As 3, except there are 1d6+2 “roosters” with which to deal. 
  5 As far as Sacasa knows, she is being honest with the characters.  
  However, the true culprit is not an animal at all, but a neighboring 
  rancher.  The rancher, Ivico Espejo, hopes that the attacks will get 
  Sacasa to sell her land to him.  The real cattle killers are 2d6 armed ranch 
  hands (daggers and shotguns) in Espejo’s employ. 
  6 Sacasa is lying to the characters.  She is hoping the characters will 
  believe that the roving ranch hands from Espejo’s ranch are responsible 
  and it will bolster a legal case she is planning on bringing against Espejo 
  to take his property. 
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  21 Plots: Planetside 
   
  6. 
  Sport Security 
   
  The characters are hired by a man named Victor Manning.  It 
   
  would seem that Manning has worries concerning threats to a large scale 
  sporting event.  These threats have come from a group which opposes the 
  current government on the planet.  Manning is an advisor to that 
  government and he feels the threat is real. 
  The characters will be paid 1000 Credits (for the group). 
   
  Roll 1d6 and consult the chart. 
   
  1 The threat is not real.  However, the Referee should be sure to not let the 
  players know this.  Odd things should happen.  Examples could include a 
  person attempting to smuggle a weapon into the stadium, a drunken 
  person causing mayhem, a streaker, fistfights between rival fans, or a 
  vehicle crash outside.  All of these things should be hyped by the Referee 
  to cause nervousness on the part of the players. 
  2 The threat is real, but it isn’t very talented.  Referees should treat this 
  just like 1, except that one of those things will turn out to be the actual 
  threat.  It will be 1-3 persons with weapons who will attempt to attack 
  random people. 
  3 The threat is real.  A group of anti-government protesters have arrived at 
  the stadium and are attacking key areas with firebombs.  There will be 
  3d6 of them.  Once the fires are started they will yell slogans and try to 
  stop anyone from putting out the fire.  Half of them will be armed with 
  clubs. 
  4 The threat is real.  Treat as 1, except one of those events is a distraction.  
  A group of angry fans of a sports team that the home team played days 
  ago are here to exact revenge for a loss.  There are 2d6 of them.  They 
  are carrying the largest weapon allowed by the law level of the planet on 
  which the characters find themselves.  They will not threaten anyone until 
  they get near the star player for the home team.  They will then attack 
  that player and anyone who attempts to stop them. 
  5 The threat is real.  Treat as 1.  While they are dealing with one of the 
  unrelated situations, they will be informed of a bomb threat.  The Referee 
  should decide on the location of the bomb, but it should be hidden from 
  view.  Characters should have to decide whether to disarm the bomb or 
  evacuate the stadium. 
  6 The threat is not only real, but overwhelming.  After dealing with several 
  situations as in 1, they will discover an anti-government group intends to 
  crash a medium sized flying vehicle into the stadium.  The characters may 
  have a way to stop it if they have their ship nearby.  However, it is far 
  more likely that they will not be in time.  The characters should have to 
  try to evacuate as many as possible and help tend to the wounded 
  afterward. 
   
   
   
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  21 Plots: Planetside 
   
  7. 
  The Perfect Gentleman 
   
  While at their latest port of call, the characters seem to be  
  followed by a well-dressed man about the same age as the oldest 
  character.  At one point, the eldest character notes that the man is John 
  “Jack” Garceau, a man he/she knew at university or in their previous 
  career.   
   
  Garceau is boisterous, loud, and fun.  He will buy the characters 
  food and drink, but will seem to have deeper thoughts on his mind.  
  Garceau will not speak of it and will continue on in his boisterousness.   
   
  Following this, as night falls, he insists on leaving the characters.  
  As he does, the characters see/hear/experience a report stating that there 
  have been several murders in the area.  The description of the murderer 
  in question sounds much like Garceau. 
   
  Roll 1d6 and consult the chart. 
   
  1 
  Garceau is innocent.  Indeed, his largest worry is that a young woman of his 
  acquaintance could be in danger from this murderer.  He has left the 
  characters to escort her home.  The Referee should, however, make this 
  seem far more threatening as any character who is spying on or following 
  Garceau should be made to believe his action are far more sinister. 
  2 
  Garceau is, in fact, not the murderer.  However, he is far from innocent.  
  Garceau is here with the murderer, a much younger, stronger man.  He is 
  documenting the murders, how they are performed, and how the locals and 
  law enforcement react.  If the characters discover his involvement, he and 
  the younger man will fight with bladed weapons and a sidearm (if law level 
  allows). 
  3 
  Garceau is not the murderer at all.  He has, in fact, found employment with 
  local law enforcement aiding their search for the killer.  His caginess earlier 
  was to prevent the characters from attempting to steal his job or involve 
  themselves for a partial payment.  The characters and Garceau will find that 
  there is not one, but six murderers who will be armed with weapons just 
  slightly more powerful than allowed by the local law level. 
  4 
  Garceau is the murderer.  He has honed several psionic powers which allow 
  him to gain far more strength and dexterity than a normal human.  He will 
  attack anyone following him with an amazing ferocity.  He will be armed with 
  two blades and this uncanny physical augmentation. 
  5 
  Garceau is not the murderer, but is overseeing a group of six killers.  He is 
  exacting revenge on the wealthy, which he once was but is no longer.  They 
  are planning to not only go on their killing spree this evening, but then come 
  back and attack the characters whom Garceau perceives as “knowing his 
  secret”.   
  6 
  Garceau is not the murderer.  He is actually a masked vigilante who has been 
  hunting the murderer.  His recent studies have told him that the murderer is 
  actually six murderers.  He enlists the characters to “mask up” and aid him in 
  his search.  Garceau has developed several ingenious devices to aid them 
  along the way.  Their search will include rooftop hunts and other feats of 
  derring-do. 
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
  8. 
  Deadly Catch 
   
   
  While on a world with a substantial ocean, the characters are 
  approached by locals who offer a chance to join an “exciting fishing 
  adventure”.  The captain of the fishing vessel explains that he takes people 
  out for both an adventure and also for profit.  The cost of “the adventure” is 
  500 credits/day (for the entire group) for a three day voyage.  The captain 
  also adds that the characters will also share in the sale of the fish (and some 
  can sell for high prices).  He tells them that many persons who have gone on 
  the trip not only make their fee back but also turn a tidy profit. 
   
  Characters who research conditions will find there are several storms 
  moving through the fishing grounds.  The captain of the fishing vessel will 
  insist the desired fish can only be caught on the edge of the storm line.  In 
  addition, observant characters will note that the captain has a weapon 
  onboard which exceeds both the local tech level and law level. 
   
  Roll 1D6 and consult the chart. 
   
   
  1 
  It is a rough sea.  This should test the characters’ constitution.  Characters 
  failing an END 8+ check will become sick.  Those who become sick will also 
  grow weaker.  The Referee should allow for several types of local marine life 
  to be caught during the trip.  However, they will not encounter the more 
  expensive fish the captain mentioned.  At the end of the trip, the fishing 
  captain will return their money to them with his apologies for the sickness 
  and the uneventful trip. 
  2 
  The characters encounter rough sea as in 1.  They encounter one of the more 
  expensive fish, a Blue Spear.  The spear itself can be dangerous (1d6+3 
  damage) to those attempting to bring the fish into the boat.  The characters 
  are able to make 350 credits nearly covering the expense of the trip. 
  3 
  As 2, except the characters encounter a school (5) of the Blue Spears.  The 
  characters will make 1750 credits.  The captain of the ship will want to press 
  on for another day.  If they do, the characters will discover that the captain 
  only stocked provisions for the three days.  Food will be short and so will the 
  temper of the rest of the crew.  Characters may find themselves in fistfights 
  (or worse) with members of the crew who are angry at both the captain and 
  the characters. 
  4 
  As 3, except the characters will also encounter a rival fishing boat (crewed by 
  4 people) following the catch of the Blue Spears.  If firearms are illegal here, 
  the rival fishers will be armed with clubs and spears.  If firearms are 
  available, they will be armed with rifles of an appropriate tech level. 
  5 
  As 4, except the characters will be attacked by two boats.  These boats are 
  seeking revenge against the captain for stealing their catch a few days 
  beforehand.  They will treat the characters, crew, and captain as pirates. 
  6 
  As 3. except during the catch of the Blue Spears, the captain spots a Rainbow 
  Stripe.  The captain will say he has only seen one of these. The payoff will be 
  thousands of credits.  The captain will seem obsessed and threaten to kill 
  anyone who does not wish to press on with the trip.  No one except the 
  captain will see the Rainbow Stripe, and the crew will think him quite mad.  
  The Stripe will not be seen, but the captain will not relent.  The characters 
  will be forced to try to stop the captain before he kills them all. 
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
   
  9. 
  Gridiron 
   
   
  The ship and crew are forced to land planetside on a lower tech 
  level planet to make repairs.  While talking to the mechanic they learn 
  that he is also one of the largest contractors on the planet.  If the crew 
  is willing, he will set them up with jobs working on a new 
  communications network in the planets largest city.  If they agree, the 
  mechanic will introduce them to his foreman and they will be put to 
  work. 
   
  Roll 1d6 and consult the chart. 
   
  1 The crew finds the job is rough and exhausting. They will spend most of 
  their time hanging cable lines, arranging mainframe hubs, and checking 
  customer installations. The job labors on far longer than originally 
  expected.  In the end, the money earned will barely cover the cost of 
  repairs. 
  2 The job is hard and very labor intensive, the work goes on for a few 
  weeks with occasional outages and power spikes. The crew has a chance 
  to improve their computer and electrical skills. The crew makes some 
  extra money and is able to get the ship repaired. 
  3 The job turns out to be surprisingly easy. During the course of the job, 
  the crew notices the contractor is using unreliable parts.  The network will 
  not continue to function over a long period.  The characters must deal 
  with the dilemma of exposing the mechanic or allowing him to continue. 
  In addition, the characters should be reminded that the contractor may 
  be doing the same with the repairs on their ship. 
  4 As 2, but the characters will discover the network can also be used to spy 
  on the citizens of the city.  If the characters investigate further they find 
  out that the mechanic had no idea that the system could be used in such 
  a manner.  It should initially be a mystery as to who is doing this, but 
  upon investigation, the characters can discover that it a local media 
  corporation who is responsible.  The organization intends to use the 
  system to spy on entertainers and politicians to gain an upper hand in 
  reporting upon them.  
  5 As 4, except when the characters investigate further they will discover the 
  mechanic is also the planet’s most dangerous crime boss.  He plans to 
  use the system to keep aware of the movements and activities of other 
  criminals and the police.  If the characters threaten to expose him, the 
  mechanic will employ bribery and coercion.  If those do not work, he will 
  employ violence against them. 
  6 As 4, except if the characters investigate further they find that the local 
  government is behind the network (and it violates local laws).  The 
  mechanic is a government operative and if anything goes wrong he will 
  believe the characters are committing sabotage (whether they are or 
  not).  The crew will find themselves fugitives from a government that also 
  has their ship in custody. 
   
  Gypsy Knights Games 2012 
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  William Self (order #4987768)
  
  21 Plots: Planetside 
   
  10. 
  The Backs Of The Bruised 
   
   
  While planetside, the characters are approached by an outspoken 
  heavy set gentleman named Alfonso Vajda.  Vajda claims 
  to be the planets most wealthy and popular philanthropist.  He has taken an 
  interest in the characters because one of them (Referee’s choice) reminds him 
  of himself when he was younger. 
   
  He will offer to pay for the characters’ dinner and drinks in exchange 
  for a moment of their time.  If they accept, Vajda will lead them on a tour of 
  the city.  During the tour, he will point out many places throughout the city 
  where he has made investments, donated money, or aided a charity.   
   
  Following the tour, he will tell them that he has been threatened by a 
  local militant group, Lucky 13, because of his wealth.  He will boast that he 
  has no fear for his own life, but he does believe these militants might attack 
  one of his businesses or even his charity operations. 
   
  He will offer the characters 1000 credits/day for four days if they will 
  simply look into this group and learn what their plan for mayhem might entail. 
   
  Roll 1d6 and consult the chart. 
   
  1 
  The characters spend the entire four days looking into Lucky 13, only to find 
  that they have no intention of harming Vajda or his operations.  In fact, 
  Lucky 13 has an admiration for Vajda as a wealthy man who “gives back”.  
  The characters will gain both Vajda and Lucky 13 as contacts. 
  2 
  As 1, except Vajda will refuse to believe this.  Vajda will offer the characters 
  5000 credits to go back to Lucky 13 and kill them all.  If the characters 
  proceed, Vajda will then seek to have the characters killed in order to keep 
  them from implicating him later.  If the characters balk at these orders, Vajda 
  will become an enemy of the characters and do everything he can to hunt 
  them down. 
  3 
  Following Vajda’s tour, the characters will be attacked by Lucky 13.  It seems 
  the militants think that the character who reminded Vajda of himself has now 
  been mistaken to be Vajda’s son.  Lucky 13 will attempt to kidnap this 
  character and hold him for ransom.  If the character is kidnapped, Vajda will 
  offer to aid in recovering the kidnapped character in any way he can.   
  4 
  As 3, except Vajda planned this.  He knew the character’s resemblance would 
  draw out Lucky 13.  He has hired mercenaries to attack Lucky 13 and 
  informed them to not attempt to spare the characters.  Vajda will leave the 
  system as soon as the character’s kidnapping is attempted. 
  5 
  As the characters investigate Lucky 13, they find more and more evidence 
  that Vajda is not as well-liked as he portrays.  Most agree with Lucky 13 that 
  Vajda made his wealth on the backs on the poor.  Not only is Lucky 13 
  attempting to kill Vajda, but many of the people of the city support them in 
  their efforts.  Indeed, some will even attempt to hire the characters to kill 
  Vajda.  Characters should be pressured to make a decision on how to 
  proceed. 
  6 
  After the tour, Vajda will release to the public that the characters are seeking 
  to destroy Lucky 13.  Vajda intends for Lucky 13 to attempt to kill the 
  characters.  He will watch through a network of holocameras installed all over 
  the city.  He is doing this for the sadistic glee of watching humans fight. 
  Gypsy Knights Games 2012 
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  William Self (order #4987768)
  
  21 Plots: Planetside 
   
  11. 
  The Lonesome Crowded West 
   
  The characters have arrived on a partially settled world.  While 
  there, one of the characters runs into an old friend, Jessica Tsongma.  
  Jessica wishes to hire the characters for 200 credits/day to 
  aid her with some trouble she is having.   
   
  It would seem that Jessica has invested in a large amount of 
  untamed land on an unexplored continent.  She would like the characters 
  to survey the area she has bought, but insists they do so on the ground.  
  However, planetary law forbids vehicles to land in that area.  The 
  characters will be forced to land over 50 kilometers away and walk onto 
  her property.   
   
  Jessica has already sent two teams to her property, but they have 
  not returned.  She blames herself for this.  She will insist that the reason 
  those teams did not return is because she paid them before they left 
  rather than that they ran into any real danger. 
   
  Roll 1d6 and consult the chart. 
   
  1 
  The characters spend weeks surveying the land.  The Referee should include 
  random attacks by animals, storms, and other dangers.  They will see no 
  signs of the other two teams.  See the animals listed on page 14. 
  2 
  As 1, except at some point during the survey, the characters will realize they 
  are being followed.  A large animal called the Rilawok (see page 14) will 
  finally be spotted.  The characters may be attacked or they may seek to 
  follow the animal back to its lair.  If they do go back to its lair, they will 
  locate the remains of the previous two teams. 
  3 
  As 1, except the characters find remnants of a camp.  The camp will have 
  several pieces of damaged equipment and the bodies of people matching the 
  description of the second survey team.  The bodies show signs of injuries by 
  slug throwers and laser weapons.  If the characters press further into 
  Jessica’s property, they will be attacked by the first survey team.  It would 
  seem that the first survey team has decided to keep the property for 
  themselves and will kill anyone who they feel is trespassing.  
  4 
  As 3, except that the characters find remnants of both survey team camps on 
  the property.  Someone has obviously killed both survey teams.  If the 
  characters continue to press on, they will discover that a group of 
  government rebels have hidden on Jessica’s property.  They will believe the 
  characters are scouts for the government and will shoot at them on sight.  
  There will be between 10-15 rebels armed with laser rifles. 
  5 
  As 4, except the characters will find that these rebels have set up their own 
  anarchistic society on the property.  The rebels number approximately 100 
  (this includes children) and will be hostile to the characters on sight.  The 
  characters will be forced to either flee or attempt to bargain.  
  6 
  The characters will discover that Jessica’s property is riddled with small 
  caves.  Characters entering those caves will discover that there are several 
  odd drawings and artifacts from a previous low tech civilization.  Jessica will 
  not greet this news with joy, as she knows the government will now take her 
  property without compensation.  The characters will need to decide if they 
  should inform the government or acquiesce to Jessica’s wishes. 
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
   
  Plains Wolf 
   
  Type 
  Habitat 
  STR 
  DEX 
  END INT 
  Instinct  Pack 
  Intimidator 
  Plains 
  Walker 
   
  7 
  17 
  10 
  0 
  7 
  10 
  Athletics-2, Melee (Teeth)-1,Survival-1, Persuade-1, Recon-0 
  Teeth (1d6), Number Encountered: 3d6  
  These four legged animals are reminiscent of coyotes.  They will attempt to 
  form a semi-circle about their target and scare them away from any food they 
  might possess. 
   
   
  Canyon Spider 
   
   
   
   
  Type 
  Habitat 
  STR 
  DEX 
  END INT 
  Instinct  Pack 
  Trapper 
  Canyon 
  Walker 
   
  16 
  15 
  8 
  1 
  10 
  0 
  Recon-1, Melee (Teeth)-1, Melee (Stinger)-1, Survival-1,  
  Teeth (2d6), Number Encountered: 1 
  With circular bodies, eight legs, and web abilities, this animal reminds one of a 
  spider.  However, the canyon spider is far larger and bulkier.  It builds webs 
  between the walls of tight canyons and then eats what it ensnares (including 
  things as large as a plains wolf or a character). 
   
   
   
  Rilawok 
   
   
   
   
  Type 
  Habitat 
  STR 
  DEX 
  END INT 
  Instinct  Pack 
  Killer 
  Canyon 
  Walker 
   
  28 
  12 
  24 
  0 
  8 
  0 
  Recon-1, Melee (Spines)-1, Melee (Teeth)-1, Melee (Tail)-1, Survival-1 
  Teeth (3d6), Spines (1d6), Tail (3d6)  Number Encountered: 1 
  This powerful animal resembles a large pig with monstrous teeth, a spiny back, 
  and a long tail like a mace.  They travel alone and will attack anything that 
  moves. 
   
   
   
   
   
   
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
  12. 
  Protecting The Boss 
   
  While on a planet with a law level 3-5, the characters will 
  be offered a job by a local private investigator, Detlef Edlin, to guard a 
  defendant, Siamak Savard, in an important court case.  The job will be for 
  the duration of the case and, if found innocent, will continue for another 
  week to ensure there are no attempts on Savard’s life.  The case will last 
  for two weeks. 
   
  During the case, the characters will find that Savard is being 
  presented as a cruel crime lord.  However, he is nothing but gracious to 
  the characters at all times.  He will claim he is innocent of the charges 
  against him and the case is an attempt to destroy his business 
  empire. His only crime, he will claim, is “success”.  His daughter, Bea, 
  never leaves his side throughout the trial and is acting as president of his 
  company. 
   
  When the trial is over, Savard will be found innocent of all charges.  
  However, on the way out of court, there will be an attempt on his life.   
  The assassin will fire one shot from one of the many buildings nearby.   
   
  Roll 1d6 and consult the chart. 
   
  1 Savard dies on the spot.  The characters must attempt to find out what 
  has happened.  The assassin will escape the perch.  Investigations will 
  show that the assassin was a man named Gabriel Bhatt.  Bhatt had been 
  the brother of Luc Bhatt, an alleged victim of Savard’s crime ring. 
  2 As 1, except Savard lives.  He is rushed to a nearby hospital where he 
  begins to recover.  The characters must attempt to protect Savard from 
  other Bhatt family members who have sworn revenge against Savard. 
  3 As 2, except Savard must not only be guarded against Bhatt family 
  members but also vengeful rogue law enforcement members. 
  4 Savard lives and is loaded into an ambulance.  The ambulance crew will 
  refuse to allow the characters onboard.  If the characters attempt to 
  follow the ambulance, it will immediately begin attempting to lose them.  
  If they do not follow, the ambulance will simply not arrive at the hospital.  
  Investigation will show this was the plan all along and is Savard’s method 
  of going into hiding.  The Bhatt family and Edlin were part of the ploy and 
  the characters were hired to make it seem plausible.  
  5 Savard lives due to an armored vest under his suit.  Savard will find local 
  reporters and blame the assassination attempt on business rivals.  He will 
  ask the characters to spirit him away to another system.  The characters 
  will find themselves under attack until they can leave the system with 
  Savard.  
  6 As 5, except Savard blames local government and intends to start a 
  rebellion from the safe distance of another system.  Government agents 
  will attack the characters until they can leave the system. 
   
   
   
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
  13. 
  The Danger Zone 
   
  Shortly after arrival on a lower tech level planet (TL5-7 
  recommended), one of the characters receives a call from one of his/her 
  contacts.  The contact asks if the characters are willing to fly some cargo 
  to the other side of the planet.  It’s a short trip for the characters and 
  they will earn some spending money for the stay on planet.   
  There is a catch, the area that they will deliver to is considered to 
  be the worst war zone on the planet.  The contact will try to convince the 
  character that it is perfectly safe as long they don’t stay too long.  
   
  Roll 1d6 and consult the chart. 
   
  1 The contact appears to be correct.  The Referee should have a lot of 
  firepower on the ground (and in the air), but most of it won’t harm the 
  characters’ ship too badly.  A few tense moments with hits that cause the 
  ship to shudder might keep the characters on their toes. 
  2 War zone is right; the ship will hit resistance as soon as they enter the 
  area.  Although the hull will stand up to most of the initial shots from the 
  ground, as the characters get closer to their destination the weapons get 
  more powerful.  These weapons could cause real damage to the ship.  
  When (or if) the characters arrive at their destination, the people 
  receiving the cargo will distrust them.  Many will say that the characters 
  are simply a ruse from the enemy.  It will take all of the characters’ social 
  skills to convince them to not attack the crew or the ship. 
  3 As 2, except when the characters arrive at the landing zone, the forces 
  they are going to meet are not there.  The crew will have to wait through 
  mortar and artillery fire until the recipients arrive.  When they do arrive, 
  the recipients will have the enemy right behind them.  They will attempt 
  to convince the characters to fly them to safety.  
  4 As 3, except the characters will discover that the enemy has weapons of a 
  tech level even with their own.  The enemy intends to cut through the 
  recipients and capture the characters’ ship. 
  5 The landing zone is a refugee camp. The cargo is medicine, food, and 
  equipment.  After talking to the leader of the camp, the characters will 
  learn that a recent raid resulted in the capture of several doctors by the 
  enemy. The camp leader asks if the characters can ferry a strike team 
  (and even provide air cover) so they can recover the doctors. 
  6 The war zone will turn out to be a huge resort for the wealthy of the 
  planet. They have created a fictitious war to keep out unwanted attention 
  from the common people of the world. The characters will be greeted with 
  a week’s stay as the guests of the contact.  Further exploration may 
  reveal certain facts about the resort such as that the war is real enough 
  for the participants (and many have died), they are harvesting the organs 
  of the dead, and/or they are committing genocide by ensuring the troops 
  are of a certain ethnicity or background.  (Referee’s choice.  One or all 
  three.) 
   
  Gypsy Knights Games 2012 
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  William Self (order #4987768)
  
  21 Plots: Planetside 
  14. 
  What’s So Civil About War Anyway? 
   
   
  The characters have been sent to a nearby world with a lesser tech 
  level to offload medical and food supplies at the request of an aid society.  
  When the characters arrive in the system, they are quickly surrounded by 
  several armed vessels.  The characters’ ship will be forced to land at a 
  downport near the equatorial region. 
    
  When the characters arrive at the downport, they are informed that 
  the world is in the midst of a planet-wide civil war against the ruling 
  government.  The war has been going on for decades.  
   
   
  In addition, the characters will learn that, in order to get paid, they 
  will have to deliver the supplies to 4 different camps (2 for each side).  
  Due to a government placed “no-fly” zone, the characters cannot use their 
  ship or ships boat to make the deliveries.  The characters will have to 
  pose as locals and use ground transportation.    
   
  Roll 1d6 and consult the chart. 
    
  1 
  The characters quickly learn “War” is a loose term on the planet.  In reality, it 
  seems to be 2 armies staring at one another across an open field.  This is 
  odd, but made stranger by the fact this has been going on for more than 20 
  years. If the characters investigate, they will learn this is a local custom for 
  armies to behave this way.  Each is now waiting on an excuse to attack the 
  other, however, so far, no excuse has been given.  Provided the characters 
  avoid the main lines, they can deliver the supplies without problem and leave 
  the planet without incident.  However, if one of the characters gets too close 
  or any error in protocol is made, the shooting will begin.   
  2 
  As 1, except one of the soldiers will become offended that offworlders have 
  arrived to “take pity” on them.  He will attempt to pick a fight with one of the 
  characters and any reaction will become the spark that sets off the war. 
  3 
  The war is a bloody conflict which has gone back and forth over the same 
  ground for decades.  When the characters arrive, the locals will be enjoying a 
  rare cease fire.  By the time the characters reach the second camp, there will 
  be rumors of a lasting peace and withdrawals of forces.  Unfortunately, when 
  the characters reach their third stop, they are mistaken by the soldiers in the 
  camp to be enemy forces.  The soldiers will fire on the characters and it will 
  now be up to them to not only survive but also keep the peace process intact.  
  4 
  As 3, except this mistake will be made by both sides. 
  5 
  This conflict is one of the worst the characters have ever seen.  The entire 
  planet smells of burning death and refuse.  The characters will be required to 
  make occasional END checks to keep moving.  While the deliveries 
  themselves go according to plan, the characters will be asked at each stop to 
  take bodies away from the camp.  In addition, there are several other 
  dangers such as land mines, bandits, and other marauders. 
  6 
  This war will, in fact, prove to be quite civil after all.  It is merely a collection 
  of duels fought by certain individuals.  They have met on the four “fields of 
  battle” four times each year for the past 20 years.  Upon arriving on one of 
  the fields, the characters will be forced to duel as well to get their payment.  
  No one is allowed to leave until all of the characters have fought one duel (to 
  first blood).  If more of the characters lose their duels than win, they will not 
  be paid. 
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
  15. 
  Sailing 
   
   
   
  The characters arrive at Ararat and are asked by the local 
  government for assistance.  It would seem that the government has 
  contracted for several buoys to be placed in key locations.  These 
  buoys emit pulses which aid in preventing hurricane formation.  
   
  Recently, the buoys have begun deactivating.  Unfortunately, 
  this seems to have come at such a time that a hurricane is currently 
  forming.  The city of Japeth is in the potential path of the storm. 
   
  The characters will be hired to ferry out a man who the 
  government says is an expert on the system.   
   
   
  Roll 1d6 and consult the chart. 
   
  1 Upon arriving at the first buoy, the expert determines there is a 
  design flaw in the system which is causing the shutdown.  If all of the 
  buoys are not fixed, they will all shut down within a day.  Fixing the 
  buoys might slow (or even dissipate) the building hurricane.  The 
  characters must then fight the storm and fix the buoys.  See the 
  weather rules in The Traveller Main Rulebook pages 74 and 137. 
  2 As 1, except the hurricane has already formed and has destroyed 
  many of the buoys.  The characters must get to the next line of buoys 
  before (or during the first stage of) the arrival of the storm. 
  3 As 2, except the expert reveals that he is the son of the inventor of 
  the buoy system.  The buoys are not shutting down, but operating in 
  reverse.  The characters must fight to get to the buoys and shut them 
  down before they cause widespread destruction. 
  4 As 3, except the expert’s father is actually controlling the beacons.  He 
  will contact the government and the characters with an extortion 
  demand of 14 gigacredits or he will continue to pound the one 
  continent on Ararat with storms until everything is destroyed or they 
  decide to pay. 
  5 As it turns out, the buoys aren’t malfunctioning at all.  They are being 
  stolen.  Seaborne pirates are stealing the buoys, sneaking them 
  offplanet, and selling them for a profit.  The characters will discover 
  some of the pirates in the act.  The pirates will fight to protect their 
  scheme. 
  6 There are no buoys.  The representative from the Ararat government 
  who hires the characters works for a group of ship thieves.  The 
  “expert” is a plant to keep the characters focused on the hurricane 
  problem (which is real).  When the characters land at the site of the 
  first buoy, a much larger starship will surface from The Deep.  The 
  “expert” will reveal himself and the characters will have to fight to 
  keep their ship from being hijacked, stolen, and/or turned to scrap. 
   
   
  Gypsy Knights Games 2012 
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  William Self (order #4987768)
  
  21 Plots: Planetside 
   
  16. 
  Even Dave Knows….. 
   
  When the characters arrive at their next destination (a world with a 
  downport), they note that the city is strangely quiet.  There are people 
  walking about the city, but no one is speaking.  The locals will refuse to speak 
  to the characters until they start to walk away from them.  Then (and only 
  then) the local will speak and say “Even Dave Knows”.  The locals will 
  absolutely refuse to say anything else or even repeat the phrase. 
   
  Roll 1d6 and consult the chart. 
   
  1 
  It would seem this world has a superstitious culture in which they believe an 
  evil demonic force (named “Dave”) is watching them at all times on a certain 
  day.  Today happens to be the first day in a seven day long cultural event.  It 
  would seem that “Dave” can take any form thus the characters will be highly 
  distrusted.  The phrase is to be uttered at the end of an interaction both to 
  ward off the demon and to assure the demon that the individual knows that 
  he is always watching.  The characters will be plagued by this and will have a 
  very difficult time with going about their time here. 
  2 
  As 1, except the characters have arrived on the final day of the cultural 
  event.  The next day the planet is scheduled to erupt into a celebration called 
  “Demonic Delights”.  The day is said to be a day long no holds barred party.  
  However, the characters will soon find that the celebration will include 
  activities which will go beyond the characters’ moral boundaries (Referee’s 
  discretion.)  In addition, the festival also entails a level of violence and 
  prejudice against offworlders.  Characters will be forced to navigate their way 
  through this and survive unscathed both mentally and physically. 
  3 
  The characters will discover that this planet was once invaded by a rival 
  world.  The biggest hero in the defense of the planet was a man by the name 
  of David Bell, or simply “Captain Dave”.  “Captain Dave” died defending the 
  world, but his actions helped repel the invaders.  The local populace shows 
  their reverence for “Captain Dave” by remaining silent and only speaking the 
  phrase in question.  However, they also choose this day to show their intense 
  hatred of offworlders.  Characters must remain on guard for possible attack 
  by crowds of angry xenophobes.  
  4 
  As 3, except that an anti-government faction has discovered evidence that 
  most of the stories about “Captain Dave” have been fabricated.  They intend 
  to use these facts as the beginning of massive uprisings against the current 
  regime.  The characters will not only have a xenophobic crowd, but now two 
  crowds fighting both each other and the characters (and any other 
  offworlders as well). 
  5 
  The phrase refers to the local city-state leader who is a ruthless dictator.  To 
  avoid any troubles with the all-seeing dictator, the populace has given to 
  remaining silent in public.  The phrase is a sign of resistance and anyone 
  overheard saying this to the characters will find the security forces hauling 
  them away.  The characters will immediately be suspected of plotting against 
  the dictator and will need to extricate themselves from legal difficulties.  
  6 
  As 5, but the phrase is a passcode as well.  When the characters do not 
  respond properly, the locals will feel the characters are with the government.  
  As the revolution begins, the characters will be attacked as agents. 
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
  17. 
  What’s The Matter?  No bullets? 
   
  The characters arrive at a planet with a cargo of weapons and 
  ammunition.  The planet is renowned to be a place of relaxation and the 
  characters could certainly use some.  However, when they arrive, they 
  find the government has changed since their last visit and both weapons 
  and ammunition is illegal. 
  The characters must decide whether or not to go ahead with the 
  delivery.  Their contact on the world is a man called Matt Simpson. 
   
  Roll 1d6 and consult the chart. 
   
  1 During the character’s absence from the planet, Simpson has gone from 
  being a shady character to becoming the chief of the planet’s security 
  force.  He will give the characters a fair price for the cargo.  Simpson will 
  ensure that the characters have a pleasant shore leave by offering to pay 
  for any food and drink they might want. 
  2 As 1, except several of the local laws have changed.  Any drink with 
  alcohol in it is now also illegal.  However, there are several locations 
  which still serve it illegally.  Characters will not be warned of this and any 
  character exhibiting drunkenness will find him/herself in legal trouble.  
  Simpson will do nothing to help them and will refuse to pay the bill they 
  may have incurred. 
  3 As 1, except Simpson is now a local noble.  He will attempt to ingratiate 
  himself to the characters by offering them a variety of items which are 
  now illegal on the planet (Referee’s discretion).  Before the characters can 
  leave, a counter-revolution will have started to overthrow the new 
  government and Simpson’s home will be a target.   
  4 As 1, except the change in laws has allowed Simpson to become a 
  powerful crime boss.  He will attempt to enlist the characters in an attack 
  on a rival crime boss.  However, before the characters can accept or 
  refuse, Simpson’s home is attacked by the other crime boss.   
  5 As 1, except Simpson has become the leader of the counter-revolution as 
  opposed to the security chief.  The characters will be met at the port by 
  Simpson’s compatriots and will be instantly attacked at the starport by 
  security forces.  The characters will be asked to aid the revolution by 
  joining an attack on the palace of the recently installed dictator. 
  6 As 5, except Simpson is both the leader of the revolution and the security 
  chief.  The attack at the port is an attempt to get the weapons without 
  paying for them.  If the characters survive the attack, they will be asked 
  to join the revolution.  However, Simpson will double-cross them as soon 
  as the palace attack is over.  If the attack fails, Simpson will blame the 
  “foreign imperialists” and attempt to arrest them.  If it succeeds, he will 
  say they were working for the past government and arrest them.  In any 
  case, Simpson will take all of the credit for any success and none of the 
  blame for any failure. 
   
   
  Gypsy Knights Games 2012 
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  William Self (order #4987768)
  
  21 Plots: Planetside 
   
  18. 
  Midnight City 
   
  The characters, upon unloading their cargo at Vasynov, are 
  approached by an old friend of one of the characters from one of their 
  past careers, Chloe Stone.  Chloe claims to have possessed an alien 
  artifact from Tal’Kalares.  However, it was recently stolen from her and 
  she believes the responsible parties are a gang of thieves living in the 
  lower underground levels of the city of Grosheva. 
  The artifact is a cylinder which is 2.54 centimeters (1 inch) in 
  diameter and 1 meter long (3 feet).  Chloe is unsure what it does, but she 
  claims the ADF people who found it were quite afraid of it.  She will pay 
  the characters 25,000 credits to recover the item. 
   
  Roll 1d6 and consult the chart. 
   
  1 Shortly after leaving Chloe (whether they accept the job or not), the city 
  is shaken by a massive shudder.  It is unlike anything which has 
  happened here since the colonization, but the tremor is natural in origin.  
  Several tunnels collapse and the characters must find a way to get 
  themselves, Chloe, and anyone else they choose to help to safety.  Most 
  of the people who live in the lowest levels do not survive the collapse.  
  Chloe assumes the artifact did not either, but is thankful for the 
  assistance. 
  2 As 1, except the tremor was caused by a blast engineered by a group 
  wishing to overthrow the Vasynov government.  The rebels will attack 
  anyone attempting to leave the city. 
  3 The characters investigate and discover that a local crime leader, Dagri 
  Mironov, has the artifact.  He is a personal friend of the Grosheva 
  Controller and thus has escaped justice.  He believes the artifact is a 
  weapon he can use against a rival crime boss from the Baranova crime 
  family.  He will ask the characters to help him carry out a raid against the 
  Baranova Family, and if they do, he will sell them the artifact for 10,000 
  credits.  Otherwise, he will not relinquish the artifact.  During the raid on 
  the Baranovas, he will use it against them and discover it is alien in 
  origin, but is a simple piece of conduit.  He will give it to the characters 
  for free. 
  4 As 3, except the artifact is a weapon.  However, it is no more powerful 
  than a laser rifle.  He will sell for 10,000, but can be talked down to 
  5,000. 
  5 As 3, except the artifact causes the effects of #1 during the raid.  The 
  characters will now have to escape both the Baranovas and the disaster. 
  6 As 2, except the blast was the result of the rebels using Chloe’s artifact.  
  It opened a portal to an alternate universe and a group of insectoid 
  creatures pour out of the portal.  They consume all organic material in 
  their path.  The characters (and the criminals and other residents) must 
  fight their way out of the city. 
   
   
    
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  21 Plots: Planetside 
   
  19. 
  A Night At Brookhaven 
   
  The characters have arrived on a backwater planet with a cargo for 
  a wealthy eccentric that can be best described as “sensitive”.  The buyer, 
  Norville Kasem, insists on meeting the characters at a remote manor 
  house called Brookhaven.   
  Looking into planetary lore will reveal that most of the locals 
  believe the place to be haunted.  If asked, locals will reveal that many 
  years ago, a great many people died within the walls that surround the 
  manor of a plague.  Most who have been there can also give a personal 
  experience with some sort of spooky behavior at or near the home.   
  Air travel is prohibited by the local government, so the characters 
  will have to travel for many hours by ground vehicle to arrive at the 
  remote location.  When they arrive, they will find no one to meet them 
  and the sun is setting. 
   
  Roll 1d6 and consult the chart. 
   
  1 Nothing substantive happens during the overnight stay.  However, this is 
  a perfect time for the Referee to have some fun with the players.  
  Creating a scary situation with lots of bumps in the night, creaking floors,  
  squeaking doors, accidental holographic projections and the like scaring 
  the characters.  Shortly after sunrise, Kasem will arrive and offer 10% 
  extra for the cargo due to his tardiness. 
  2 As 1, except a fog will begin forming near the manor house.  The fog has 
  a minor hallucinogen in it and anyone breathing in the fog will begin to 
  see odd things.  This is the actual explanation of the “haunting” and the 
  Referee is encouraged to keep this truth from the characters for as long 
  as possible. 
  3 As 2, except some of the sounds within the house turn out to be real.  
  Not ghosts, but rather a group of ghost hunters who are 
  recording/filming/holocapturing the experience.  This can become a 
  problem as Kasem chose the location so no one would know about the 
  cargo or his purchase of it.  The characters will have to find a way to deal 
  with the ghost hunters before Kasem arrives. 
  4 As 3, except the ghost hunters are not who they seem.  They are, in fact, 
  members of local law enforcement.  They will act like crazy teenagers 
  chasing ghosts until Kasem arrives.  Then they will attempt to arrest both 
  the characters and Kasem. 
  5 As 4, except they are actually Kasem’s rivals.  They will attempt to gain 
  the characters’ trust and try to kill them one by one.  If this fails, they will 
  attempt to kill the characters and ambush Kasem. 
  6 As 2, except there are real noises coming from the basement.  It would 
  seem that Kasem and the characters are not the only ones who have 
  chosen to make this the location of their meet.  The people in the 
  basement are hardcore smugglers who will be more than willing to use 
  violence to protect their stash. 
   
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
  20. 
  Sweep The Leg 
   
  (Note:  This entry is intended to be used as a follow-up to “Two 
  Gentlemen” which appears in 21 Plots Too) 
   
  While at a downport, the characters are approached by two 
  gentlemen.  They seem out of place from their surroundings.  They are 
  quite eccentric and seem endlessly wealthy.   
  The men approach the characters and ask them to steal something 
  for them.  Specifically, they want the characters to steal a statue which 
  they claim was stolen from them by a man named Larry “The Legend” 
  Barrett (though, they call him “The Leg”).   
  Barrett is a wealthy man who lives in a well-protected home.  The 
  two men will describe the statue only vaguely (“Looks a bit like a fish.  
  Bluish.   One of a kind.  Can’t miss it!”).  However, they are willing to pay 
  the characters 100,000 credits for its return. 
   
  Roll 1d6 and consult the chart. 
   
  1 Stealing the statue is a difficult prospect.  However, security is not as 
  tight as it seems.  If the characters are able to succeed, the two 
  gentlemen will pay them the promised money. 
  2 As 1, except when they arrive at Barrett’s home, they will discover that 
  he has hundreds of statues of blue fish.  The one the two gentlemen want 
  has a yellow stripe across the bottom, but they never specify this.  Only if 
  the characters manage to find the correct statue, the two men will pay 
  them.   
  3 As 2, except security is very tight.  The characters will have a very limited 
  time frame in which to determine which statue is the correct statue. 
  4 As 3, except when they break into the home, the characters will discover 
  there is no statue matching anything close to the vague description given 
  by the men.  In fact, the two men were running a check of Barrett’s 
  security system for him and using the characters as guinea pigs.  The two 
  men will laugh and offer them 50,000 credits for their time. 
  5 As 4, except the two men are using the characters to cover for their own 
  theft of the statue.  The statue has been Barrett’s from the beginning and 
  the gentlemen are using the characters as decoys.  The gentlemen will 
  quickly flee the system. 
  6 As 3, except the two gentlemen will, upon receipt of the statue from the 
  characters, pull out weapons.  Other men will quickly surround the 
  characters.  The two men will inform the characters that they will not pay 
  and “the wages of sin is death”.  They will fire their weapons at the 
  characters only to have flags come out of the guns which say “BANG!”.  
  The gentlemen will laugh and pay the characters 150,000 instead for 
  providing the big laugh at the end. 
   
   
   
  Gypsy Knights Games 2012 
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  21 Plots: Planetside 
   
  21. 
  Ishtar And The Setting Sun 
   
   
   
  While at a starport, the characters encounter four beautiful women.  
  The women seem very interested in the characters (both male and female) 
  and will be quite willing to spend time with them over the course of the 
  evening.   
   
   
  The next morning, the women will inform the characters that they 
  must return to their convent.  They will request that the characters 
  accompany them or give them a ride to the convent.  The convent, they 
  say, will cover any travel expenses and pay them for their time. 
   
   
  Roll 1d6 and consult the chart. 
   
      
   
  1 All is as presented and the convent is more than happy to pay the 
  characters for reasonable travel expenses and add 20% for the effort.  
  The convent is dedicated to a local goddess of fertility and the characters 
  will be well-fed from the bounty of the local harvest. 
  2 As 1, except all of the male characters will be dosed with a neurotoxin in 
  their food and the female characters attacked.  Fortunately, the toxin is 
  slow acting, but the male characters will be heavily impaired. 
  3 During the trip back to the convent, the women will explain that they are 
  to be the sacrifice to their goddess this evening.  They were allowed one 
  day to “enjoy the world” and now must return to be killed.  They are 
  adamant that they are perfectly willing to give themselves for the cause.  
  However, after the women leave the vehicle, the characters will see a 
  note left by one of the women that says “Help Me”.  
  4 As 3, except the entire thing is a falsehood.  The characters are being 
  conned by the women and if they mount a rescue, will discover the 
  women and several compatriots lying in wait for them.  If the characters 
  are defeated, the women and their friends will steal all of their 
  possessions (including, possibly, their ship). 
  5 Two of the women they have met are agents of local law enforcement 
  who have infiltrated the convent.  They have mistaken one of the 
  characters for another law enforcement agent.  They will expect help in 
  freeing the women trapped in the convent. 
  6 As 5, except the women are not members of law enforcement but of a 
  rival religion.  Both they and the members of the convent will believe that 
  the characters are members of the rival religion.  The characters will be 
  forced to confront a convent of angry zealots. 
   
   
   
   
   
   
   
   
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  21 Plots: Planetside 
  Gypsy Knights Games 2012 
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