Evil 00 GM Planning Mission 00 - JellyFish Basic Setup (See MRS also.) An isolated lab on a small Island is studying marine biology – with a view to creating jellyfish that excrete various useful compounds. Jellyfish are simple organisms – making them ideal for genetic study. A competitor wants to steal this research and shut them down. And this is the PC job. As a twist on this, however – one of the students working at the labs has been siphoning off a particular 'upper' chemical that they've made, at the behest of wannabe bigshot 'Tony'. The chemical is, of course, Jek – and Tony is, of course, awakened. But trouble with this does not erupt yet – Tony isn't taking it yet. And there's a private investigator on the premises too, who is looking out for some basic theft of supplies – which he won't find because it's actually the student futzing the paperwork in order to double the number of jellies being bred. IMR is not aware that the labs are making Jek (they'll freak out if they find out) Tony is not aware that the PCs are causing trouble. Session Plan Start up with a quick recap. Tell them to imagine the training they each went through - watching as fifty candidates were whittled down to five. Each morning you woke up and looked at the list of "Please report to commander" on the post - finding the names of those you're convinced were doing better than you on there. Kuri calls them in. Hand out the various handouts, but tell them to read them when they have a free moment, not all at once. Hand out the MRS. Quick mission brief. Don't hand out the maps until they ask (either Kuri or Intel) for them. Ask for questions. Send them out to start planning and gathering equipment. Play up even spending of points. (I gave them quite a lot of points, I think.) If they go without a plan, politely stop them. If they pester Kuri too much, shout at them. Remember to take a look at the timeline. They might arrive on the island before Tony, or Tony might arrive whilst they are there. Either should draw notice. -- Training Montage only when they spend Artha -- Once they're on the Island it's very much freeform. There's a bunch of stuff and people here and the players actions should drive everything. Check the time-line (if the players didn't already extract it from Intel) to see what external events are going on. The Island is VERY small and visitors are pretty much all a lot of the population has to talk about. On the Island there are really only three things to worry about: 1. The local population / police / coastguard. These should only get involved if the players do something STUPID. And if they do, they're gonna get pulled in by the rescue team and reamed by Kuri. 2. The labs. There's a decent (but not great) security system and a few security guards and cleaners. There's also the scientists etc. There's a heck of a lot of different approaches the PCs could take - anything reasonable should work. 3. Tony the Chef. He's come here to make the Jek pick up (making the student important is way cheaper than paying for the stuff) and while he's here he'll be checking up on the other 'low end' guys here. The Labs The labs do have their own generator - but since it's hooked up to the aircon and other support systems for the marine specimins, it's liable to either quickly overload and shut-down or dump most of the lighting and security. It's only really intended to keep the aircon going during the quick interruptions to the power supply servicing causes. The CCTV spools to tapes - on site. That's another obvious weakness. Of course, the players might just go for outright bribery and corruption. That would easily work - except Tony already did it. Inside the lab, two experiments are going on right now (the one the players are interested in, the Jek, is taking up two labs) The other experiment is interesting, but completely unimportant. Tony 'the chef' Tony has hooked one of the students to be his supplier of Jek (Don't refer to it as that in front of the players - it's chemiluminescence plasma) and he'll be turning up to collect. He hasn't really sorted out a plan yet either. But if the players hire a truck or a boat or anything, he'll try and borrow it. He's left Klaws back on the mainland, since there's not going to be any problems out here. There's really only the student and a couple of people who do a little smuggling and import a few drugs. The police turn a VERY blind eye to the drugs and are paid off to ignore the smuggling (it's just setting up the route right now, nothing worse than cigars) However - there is a P.I. on the island (working as a cleaner at the base, no less) - who is actually here because the company suspect that someone is stealing materials from the lab. They haven't realised that the paperwork is screwed up, the student is growing twice as much jelly as they paid for and Tony is nabbing the rest of it. The players are almost certain to mess with this in one way or another. Stats of People you might meet: Average Guy (Including cleaners and security guards) – difficulty 1 Mooks / Police – difficulty 1, but 2 for one of fast-talking or fighting Tony (the Chef) – difficulty 2, 3 for talking and organising.