Lets Play - Falcon 5: The Dying Sun

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Thaluikhain
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Lets Play - Falcon 5: The Dying Sun

Post by Thaluikhain »

Much the same as last time, but no scoring this time.

Earth 3034 AD
A third of the land's surface is populated with cities which stretch miles up towards the Ionosphere and are also tunnelled deep into the Earth's crust.

The world is united - war within the atmosphere of a single planet can only lead to total destruction. Government is carried out by Executives, each having full powers within a certain area. The Food, Health, Pleasure and Enforcement Executives are centred in Alpolis, a city covering what was once an independent country - Switzerland - and it is here that the most recent Executive, TIME, exists.

People live for fun, not to work. Most tasks are performed by robots, so life is quite easy. Only 10% of the population still works, and then only for fun or out of a sense of social duty. Food is plentiful, the main source being a fungus grown in huge vats under artificial light. Luxury foods, such as meat, are a rarity. Communications have improved so as to transform society: holophones connect all homes across the Space Federation so it is possible to be in direct contact with many alien species light years across space. Travel on earth is done by hovrail, jetcopter or stratocruiser, so that the longest journey need take no more than an hour.

The average Earther lives for two hundred and fifty years and the ageing process only begins during the last fifty years of life. Life-prolonging drugs, called Anagathics, are freely available, and transplant surgery is now a simple operation. Unfortun- ately, because people live longer, there are many problems. There is overcrowding and very little to do which has resulted in a rapid increase in violent crime. With so many people needing new hearts, lungs and other organs there is a shortage of spare parts for use in transplant surgery, so the Enforcement Executive has passed a Termination Code. All violent crimes are punishable by painless death. The Enforcement Executive has had sensors set up to catch criminals, especially Bodybrokers who deal illegally in organs for surgery. If Energy Weapons are used by criminals, for instance, a police jetcopter will be there in seconds.

Earth, using Hyperdrive, faster-than-light travel, has established itself as head of the Space Federation, which includes all the earth colonies and alien planets. The Navy patrols the colonies: Lastlanding, Proxima Centauri, Ascension and so on, as well as the alien worlds: Kelados, Sundew, Dyskra, Clyss, Rigel Prime, the Hive and others. Contact with alien life forms is commonplace and the colony ships of the twenty-fourth century are still approaching the centre of the galaxy.
How to Travel in Time
Travel through time involves crossing a fourth dimension, 'Null-space' or the 'Void' as it is known. This dimension joins all points in time and space from the beginning of the universe to its end. Imagine time as a cable. Earth's Timeline (or past, present and future) is a single strand of this cable stretching from Earth's beginning to the end of time. The timelines of other planets run alongside this and weave around each other, because events on one planet affect things on another. These strands, or Timelines, are insulated from the fourth dimension in the same way that an electrical wire is insulated. At certain points there are holes in the insulation allowing travel from one point on the wire through this hole to a different point on this or another wire. In this way a Time Machine may move from one 'Timehole' to another and from one point in space to another via Null-space.
The Timeholes are formed when the fabric of time is damaged by unknown forces. They can be larger, but are usually less than five miles across. Timeholes come and go as new damage occurs and older Timeholes close up naturally. The Monitoring Section is responsible for keeping the map of current Timeholes. Your up-to-date map is at the beginning of the book. At least one hole has been there for a long time - the Eiger Vault, near the TIME Building in the Alps. It is thought to be a permanent Timehole and your Time Machine, Falcon's Wing, is kept there along with those of the Lords of TIME and other Agents. Some Timeholes are safer than others and it is possible to go back in time only to find that the hole through which you travelled has closed up, trapping the unfortunate traveller in the past. Time passes at the same rate in all Timeholes as on Earth. If you begin a journey to a Timehole ten minutes after somebody else does you will arrive ten minutes later than them. Only those with Psychic Awareness can navigate across Null-space.
Game Rules
ATTACK
In certain paragraphs you will have the chance to attack an enemy. When you choose to do so, you will be asked to make an Attack Roll. To do this, roll two dice and add the numbers together. You will be told which paragraph to turn to next, depending on your score. In all combats you are more likely to succeed if your score is high than if it is low

ATTACK MODIFIER
Whenever you make an Attack Roll you must add or subtract your Attack Modifier to the dice score. Your Attack Modifier may change as the adventure unfolds and you should keep a note of this on your Agent Profile (at beginning of adventure). To begin with your Attack Modifier is zero.

EVASION
In certain cases you may need to avoid the attack of an enemy or escape from a difficult situation. You will be asked to make an Evasion Roll, to which you must add or subtract your Evasion Modifier. This works in the same way as the Attack Roll and Attack Modifier as described above. Your initial Evasion Modifier is also zero.

POWERS OF THE MIND
Some paragraphs will offer you the chance to make a mental attack, either a Thinkstrike or Power of Will. Make an Attack Roll, just as if you were attacking normally, but add or subtract your Thinkstrike or Power of Will Modifier, not your Attack Modifier. In all other ways mental attacks work in the same way as a physical attack. To begin with your Thinkstrike and Power of Will Modifiers are zero, as noted on your Agent Profile.

PSYCHIC AWARENESS
Your Psychic Awareness operates at all times and you will be told when you have discovered anything of interest.

ENDURANCE
You, Falcon, start the adventure with 20 points of Endurance. If you are wounded in combat, suffer something unpleasant such as an acid atmosphere without a space suit, or become exhausted, you will lose Endurance points. A running total of your Endurance should be kept on your Agent Profile. If at any time you fall to zero Endurance or less you are dead and your adventure is over. Endurance points can be regained by visiting the Autodoc in your Time Machine (see equipment list) and you
will be told when you can use your Autodoc.
Equipment
Standard Issue for TIME Special Agents
ITEM i: MODEL A3 TIME MACHINE [see accompanying specifications]
Your own Time Machine, Falcon's Wing, is silver with bright scarlet markings and is the eleventh machine capable of travel through time ever built. Its cost cannot be computed, since it involves the use of certain materials and scientific skills which are priceless. The silver and scarlet hull will withstand enormous pressure, heat and exposure to harmful gasses and liquids, as .well as providing protection from radiation. The six hydraulic legs which support the machine are extended when it aterialises in a new Timehole, to provide stability on uneven ground. The Main Access is operated by invisible Tractor Beams (energy beams that can be used to grip and lift) that will draw the Time Traveller up into the cabin, to rest on the Access Disc. This disc is matter but is changed to air as you move through it by the Molecular Converter (see Item 4). The pressurised cabin is lined with instruments and gadgets. The crash couch is moulded to fit your shape and can be moved up to the command console or up into the Flyer (see Item 6). The air inside the machine is kept pure by the life support unit and can be flushed out and replaced within ten seconds. The
Main Access will work only when its Memory Scanner recognises your own brain patterns. Specially sensitive cameras and power floodlights are mounted on top of the Machine. The Variac Drive, which forces the Machine into null-space, is housed beneath the deck and is controlled through your computer (CAIN, see Item 7).

ITEM2: HOLOGRAM GENERATOR
Each Time Machine is equipped with a Hologram Generator - very important if the First Law of TIME is to be obeyed. The Generator changes the appearance of the Machine by casting a hologram around it, so the computer can make the Machine look like a small wood, hayrick or grassy hill etc, which is very lifelike unless you are within two metres of the Machine itself. This stops people in history being curious at the sight of a highly technological machine.

ITEM 3: HOLO-DETECTOR
Due to the existence of Hologram Generators you may find it difficult to see other Time Machines. As a member of the Time Police you have been given a Hologram-detector which is portable and operates to a range of fifty metres. This will reveal the presence of a hologram and therefore another Time Machine.

ITEM 4: MOLECULAR CONVERTOR
Each Time Machine is equipped with a Molecular Converter, a device which uses the rarest of all elements, Polybdenum, as its fuel. Small articles, placed in the Converter, are transformed into whatever the computer decides. In this way, Time Travellers have disguises which allow them to pass undetected amongst the intelligent beings of other times. CAIN, your computer, carries information about the Timeholes shown on your map, so that the blueprints required by the Converter to make the disguises accurate, are usually available. Your Psionic Helmet, for instance, can be turned into a legionary's helmet, while keeping its modern powers.

ITEM 5: AUTODOC [see accompanying specifications]
This is a couch-like device which has needles, a drip, a blood supply and surgical robo-arms. You may lie in the Autodoc during the time taken to travel from one Timehole to another, for instance, and come out healed, restoring your Endurance by up to twelve points. You will be told when you can use your Autodoc.

ITEM 6: FLYER [see accompanying specification]
Your crash-couch swivels up onto the platform of your flyer when you wish to use it. The flyer is a small hover-raft which is catapulted out of the Time Machine through the Launch Doors, two sections on top of the hull that slide apart. Once safely away from the Machine the Ion Drive can be cut in, giving the flyer a top speed many times the speed of sound (Mach 6). It can hover which allows you to use it as an observation platform, but it is too small to carry a Hologram Generator and should only be used when strictly necessary. Fortunately, its Ion Drive is almost soundless. You are also issued with a Homing Beacon, which, when activated, will make the flyer move to its location as quickly as possible. The flyer is then piloted by its micro computer. The Beacon is magnetic, and about the size of a die.

ITEM 7: CAIN [Cybernetic Artificial Intelligence Nexus]
CAIN is one of the most advanced computers known to man. Its data banks offer information on all subjects and historical data on all Federation and alien planets. Its memory banks are continuously updated with information concerning the Time-1 holes and it is able to link with the massive memory banks of the TIME Service Computer at the Eiger Vault. A holophone, through which you can contact any other holophone in the Federation, is built into CAIN and you also have access to most of the files kept by TIME. CAIN answers to your spoken commands and runs the Time Machine for you. It can display information visually, via the terminal screen, or verbally, using its melodic chimes.

ITEM 8: BLASTER [see accompanying specifications]
This is your Standard Starship Trooper issue Plasma Pistol. It fires superheated plasma to a range of 100 metres, and the Energy Pack is sufficient for ten minutes continuous use. You have more Energy Packs in your weapons locker. Your blaster is labelled, 'For use in exceptional circumstances only'.

ITEM 9: PSIONIC ENHANCER [see accompanying specifications]
This helmet helps your Powers of the Mind by damping all other thoughts. It senses when you want to use your power and activates automatically.

ITEM 10: ENVIRONMENT SUIT [see accompanying specifications]
A light, pressurised suit for use in vacuum, inhospitable atmospheres and extreme ranges of temperature which monitors your life signals such as pulse and temperature. It is compatible with your Psionic Enhancer.
Personal Background
Special Agent (TIME)
Codename: Falcon
For three years you have studied at the Academy as a cadet attached to TIME: the Temporal, Investigative and Monitoring Executive, and you have passed the difficult training pro- gramme with flying colours. You have been selected from the Academy to be a Special Agent because of your unusual talents, having been born with Powers of the Mind: you can sense things that others can't and even influence their actions through thought alone. These powers have been strengthened and focussed during your training and you have been issued with a Psionic Enhancer, a helmet which increases these mental powers. You have been taught to attack the minds of others with a blast of mental energy you call Thinkstrike. Your Power of Will allows you to control the minds of those weaker than you, and your Psychic Awareness allows you to sense things that others cannot, including the presence of another with such mental powers. This Psychic Awareness also lets you navigate your Time Machine through time and space. Few have such powers and even fewer are trusted with one of the small number of Time Machines in existence. You are expert in survival - including combat — armed and unarmed. History and detective powers of deduction have also been major subjects of study. You are now an Agent in the Time Police, whose job is to guard the Timelines of the past and to ensure that no-one tampers with past events in any way that would change things as they are now.

TIME, the Temporal Investigative and Monitoring Executive, was set up in Alpolis forty years ago shortly after Time Travel was discovered. The realisation that anyone with access to Time Travel could change the past so that the entire human race might cease to exist was worrying, so Time Machines were built for the Time Police in their crystal domed TIME headquarters, in order to stop this. TIME is headed by five Lords, representing the most powerful groups in the Space Federation. Each of these has Powers of the Mind, and their own Time Machine. The Executive is divided into four sections: Administrative, Research, Monitoring and the Special Agent Section (or SAS). The Monitoring Section, headed by Section Chief Jobanque, is responsible for noting any disturbances in the past, or Timelines, of the planets in the Federation. The Research Section, headed by Section Chief Skirrow is responsible for all equipment used by Special Agents and is also examining the possibilities of travel into the future, as yet impossible. Your own Special Agent Section is- headed by Section Chief Agidy Yelov, a Siriun humanoid from the Federation member planet, Sirius Secundus. Agidy Yelov and others have told you the importance of the First Law of TIME when on active service: 'A TIME Agent must, in all cases, act naturally according to the time in which he is currently operating, thus minimising any disruption of the Timelines his or her presence might be causing'. As Yelov once said to you: There's no point in coming back to 3033 if you have left an atomic hand gun near Hitler's bunker, because this would change the present - in fact, you'd probably find you had never existed!' As with all Special Agents, your bloodline has been traced back, in your case to the French Revolution in 1789 AD. Should any one of your ancestors fail to produce the next in line it would be as if you had never existed.
The rules are very simple - you could almost play this book without reading them at all. But reading the Personal Background and, of course, the Mission Brief will help you to understand what is happening as you begin the adventure. If you come across something you don't understand, don't worry, check the Equipment List and this may give you a clue. If not, carry on anyway, it will probably become clear later.
Thaluikhain
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Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

Mission Brief
Rested and revitalised after experiencing the exotic delights of the pleasure dome on Titan, Jobanque's summons to join him in his office for your next mission briefing sends a tingle of excitement through you.

Jobanque's smile, as welcoming as ever, matches the twinkle in his eye as he enquires after your welfare. Your ordeal following the attempt at future travel which lost you in time left you tense and fatigued at your last meeting, but you are able to assure the Lord of TIME that you have regained your enthusiasm for the job. He laughs out loud when you ask, in mock apprehension, whether Section Chief Skirrow of the Technical Section has any new inventions for you to try - it was his addition to the Variac Drive of Falcon's Wing that sent you into a parallel universe in

Jobanque soon becomes serious: 'I expect you'll enjoy this mission, Falcon. Search and Destroy. Your target is your mortal enemy, Yelov. Find him and kill him. We cannot afford to allow him to live. You may use all available agents as long as someone is delegated to police the timelines. Lynx is still out, recuperating after her last brush with Yelov, and Bloodhound has disappeared unaccountably. We simply cannot trace him, we've tried everything - he could be anywhere in time and space ... Talk about an amoeba in a fungspread vat.. .'Jobanque spreads his hands and shrugs. 'There are three graduates who have recently passed out of the Academy, none is ideal, but they are a talented group. You may recruit one as Bloodhound's replace- ment. They will be in your office, ready for you to interview, at noon today.

'One of our moles in CYBERNET tells us that Yelov has made contact with the criminal underworld on the exile-planet, Barbarossa. He has recruited three of their most dangerous operatives, the Thaccoid, Dark Star and the Symbiont. I suggest you examine the Enforcement Executive files on them before you select your new agent. Yelov is planning to use them in some insane scheme, but we don't know what yet - perhaps to kill you. Agent Leopard is on Barbarossa at the moment; you may recall him if you wish. The files on the Academy graduates are available now, I suggest you study them right away. That's all. Falcon. Good hunting.'

As you return to your office you mull over the news that Yelov has linked up with CYBERNET, the powerful crime syndicate. The enforcement executive conceded long ago that it could not destroy CYBERNET. Drugs, bodybroking, organised smugg- ling, stealing technical secrets, extortion, violence and countless other activities have allowed CYBERNET to infiltrate all levels of most societies. In all probability they are simply using the insane Yelov for his Time Machine, but if CYBERNET succeed, the danger to the Federation is ten times greater than the threat posed by Yelov alone and he remains a shrewd and lethal adversary. It will be imperative that you strike quickly. As your office door slides open you resolve to choose your new agent as quickly as possible. A message on your screen alerts you to a recent happening in the vicinity of the 1743 star cluster. A new and hostile civilisation has been discovered and three navy probes to 1743 have failed to return. You decide that this information is not personally relevant at this moment and switch to file mode. You have two hours in which to study the files before the interviews begin.


Your plexiform couch moulds itself to the contours of your body as you enter your security clearance code THETA into the TIME Executive Computer.

(You can look at any of the files now, or at any time later, so going to put them all here)

Your link with the Enforcement Executive computer, the largest in Alpolis, is open; you are at liberty to investigate the files of known CYBERNET Operatives.

FILE ENFORCEMENT EXECUTIVE
Criminal Dossier Library Security Access Code: THETA
SUBJECT: THE THACCOID
Security Classification: Extremely Lethal Psychopathic (T.O.)

LIFE HISTORY: The only inhabitant of planet Thaccos to have crossed the Earth Federation boundary, the Thaccoid was captured, illegally, on its homeworld by zoo-stockists from Rigel Prime. The race of Thaccoids is believed to be cunning, carnivorous and incapable of reasoned restraint. While the Thaccoid shows understanding, attempts to placate it have provedineffective.

The Thaccoid escaped from its storage cell on a Rigellian freighter when the ship was attacked by Phocian pirates, and broke ship at Barborossa where it was recruited by CYBERNET and has proved most successful in inspiring terror in securoguards and enforcers alike. The Thaccoid's actions, so extreme in disregard for other life-forms, compelled the Enforcement Executive to raise a Termination Order despite the fact that it is the sole ambassador of its race.

APPEARANCE: Similar to a Terran wolf-spider, with a lizard- like head and eye-stalks, four metres tall and extremely strong. Known to have a web-spinning capability usable in combat.

LOCATION: The Ariadne arm, tenth sub-quartile.

HOMEWORLD: THACCOS (text taken from Rigellian in- terrogation report). A planet with gravity slightly lower than our own, sparsely vegetated, with many gigantic life-forms. Mixed atmosphere. Rich in natural resources. Dominant life- forms: dangerous and warlike.

END OF FILE

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FILE ENFORCEMENT EXECUTIVE
Criminal Dossier Library
Security Access Code: THETA SUBJECT: DARK STAR
Security Classification: Very Dangerous, Kleptomaniac

LIFE HISTORY: Born Cestos, on Phocis in 2945 AD. At the age of fifteen flew with her father on pirate raids against the Keladi and commanded her own ship when he was killed by an Earth Navy Cruiser's 'warning shot'. She swore undying hatred of Earthers and disrupted space traffic to the colonies for several years until her ship's drive was disabled and she was taken and incarcerated in the Earth prison, Chicago. Her unsuspected psychic talents allowed her to escape Chicago, one of a handful ever to have accomplished this. She has been stealing and killing humans ever since. She obtained passage to Barbarossa when recruited by CYBERNET and is now one of their top operatives.

APPEARANCE: Typical hawk-head Phocian humanoid, moves with bird-like grace and can be distinguished by red and purple cheek feathers. She has the ability to teleport using the power of thought, is extremely elusive and a skilled space-pilot.

ADDFILE / /1 THE PET
Dark Star stole an organism from the genetic experimentation laboratories in Orleans which she calls the Pet. It was the most successful product of the TERRORISE programme to develop highly lethal terrestrial combat organisms. APPEARANCE: Classified Access Code ORANGE
END OF FILE

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FILE ENFORCEMENT EXECUTIVE
Criminal Dossier Library Security Access Code: THETA
SUBJECT: SYMBIONT
Security Classification: Dangerous, sadistic psychopath
LIFE HISTORY: Born Coin Helm, in Joburgopolis, Earth, 2988 AD. Helm joined the space navy and served with distinction on the Phocian borders, rising to become an Assault Leader among the elite starship marines. He won the Cross of Gold for his bravery during the second Hiver war. After the war he demobbed and became a Singleship Scout. He followed Skirrow to planet Hel in 600 AD where an unfortunate accident befell him.
Helm was able to return his ship to the nearest Earth colony (Lastlanding), but the being that stepped down from the singleship was a tortured travesty of the battle hero who had so intrepidly explored planet Hel. Fused into his back was a parasite, resembling the blood-wet lobes of a giant liver, which had thrust black veins beneath his skin. Helm had become the Symbiont.
The parasitic infestation from Hel appears to feed on the psychic waves produced by mental suffering. Helm is forced to inflict this on others or suffer the effects of a painful poison which the parasite releases into his blood system when hungry. Helm's strong will has been eroded by the pain and horror of his circumstances and CYBERNET have been able to recruit him in exchange for 'safe' victims.
APPEARANCE: From the front the Symbiont appears as a physically strong and resourceful Singleship Scout, showing signs of extreme stress. From behind he appears as a grotesque hunchback, whose liver-like flesh has erupted from beneath his skin. The parasite quivers gently in time with his pulse, the details of its sensory apparatus are unknown but Helm has shown unusual strength since his return from planet Hel. It is thought the parasite has psychic powers and augments Helm's mind enabling him to use an 'Ego Whip', a psychic attack of great power that causes intense mental pain in the victim, allowing the parasite to feed.
END OF FILE

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Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

As your fingers hover over the keyboard in your desk top, a message flashes onto your holoscreen. Pressing the receive button brings an array of characters into the air before you. It is the Academy's report on the three candidates you are to interview.

Name Yellow-Blades....Sosquilla...Bounty Hunter

Reflexes........................8...7...7
Sim-Combat Skill ..........8...7...10
Unarmed Combat Skill....10...2...7
Deadliness.....................9...2...8
Intelligence (General).....7...10...7
Speed of Thought...........7...9...8
Powers of Logic..............6...9...6
Resistance to Stress.......9...5...9
Leadership.....................7...5...4
Survival.........................8...6...8

(maximum score 10)

PSYCHIC POWERS

POW..................Very Good...Good......Good
Thinkstrike...........................Good......Good
Psychic Awareness...Good.....Good......Good

Other...Sosquilla has Emotional enhancement, and Bounty Hunter is invulnerable to psychic attack.

(Damn messy tables...guess Yellowblades can't use Thinkstrike)

FILE
TIME EXECUTIVE
Personnel File Library Security Access Code: THETA
SUBJECT: Yellowblades
POSITION: Graduate of the Academy, SAT training course 5PECIES: Rigellian
BORN: Rigel Prime, 2944 AD
LIVES: Centridome, Asteroid Belt, Sol system

PERSONAL HISTORY
Yellowblades is, even by Rigellian standards, a splendid physical specimen. Reigning champion of the tribal arena, he is the hero of Rigel Prime. Discovery of his latent psychic abilities, which have since been developed at the academy, by Time Lord Silvermane, made him a natural candidate for the SAT agent training course. Lord Silvermane, who is of the same tribe, is his sponsor, and has provided a character reference which is summarised here: 'Yellowblades is possessed of superb reflexes, great courage and the quickness of thought necessary to triumph in the arena of Rigel Prime. He has become a keen student of history and his powers of the mind are developing strongly. His natural arrogance is diminishing as he realises the varied demands that will be made on him if he becomes a Special Agent.'

HOMEWORLD
Rigel Prime is a large, high-gravity world covered by farmland ranges. The population is 30.131 billion. Yellowblades' tribe is in power but occasional differences are settled through ritual combat, no longer to the death, between chosen tribal champions.The Rigellians' culture is based upon the code of the warrior and physical strength is still prized.

DIPLOMATIC HISTORY
The Rigellians developed space travel in the 1890s and first contactedan Earther spaceship in 2152 AD. There was a long historyof minor frontier wars as both Rigel and Earth staked claim to various barren planets useful only for the easily mined asteroids which surrounded them. These were eventually settled after the Battle of the Flying Coffins, notable because less than ten percent of the personnel involved survived it. Rigel Prime joined the Federation soon afterwards. The Rigellians assisted the Earthers in the great Hive War and without their help the war might have been lost.

END OF FILE

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FILE
TIME EXECUTIVE
Personnel File Library Security Access Code: THETA
SUBJECT: Sosquilla
POSITION: Graduate of the Academy SAT training course SPECIES: Ardann
BORN: Arden
LIVES: Spiro's Ringworld
PERSONAL HISTORY
Sosquilla was brought to the notice of one of our intrepid singleship scouts by tales of her extraordinary mental powers. She could not, at first, be induced to leave Arden, until ordered to do so by the Ardann Elders. Physically timid, she has adapted to life inside the Earth Federation tolerably well, but her powers of the mind are largely responsible for this since she can manage the degree of any emotion felt by whoever she meets. She is also a genius, learning bio-mechanics, electronics and servo biofeed- back theory in only a few months. She has a strong desire to succeed and is aware that, as ambassador of the Ardann, she must acquit herself nobly. Her high level of self control allows her inclination to absolute privacy to be overcome so that normal working relationships may be established.

HOMEWORLD
Arden is an Earth type planet covered in luxuriant vegetation. lakes and forests. Food is abundant and life is easy except during the polar cycles which last for ten years in every forty. The Ardann are highly intelligent and civilised but have not developed any significant reliance' on technology or machinery.

DIPLOMATIC HISTORY
Arden was discovered by a Rigellian trader in 2804 AD but the Rigellians visited it seldom for the Ardann were not inter- ested in trade. They remain timorous and anxious to avoid contact with spacefarers, although the Elders have recognised the possible advantages, particularly in terms of safety, offered by joining the Federation, and have duly sent Sosquilla to Earth. Her family see this as a sacrifice rather than an oppor-
tunity.
END OF FILE

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FILE
TIME EXECUTIVE
Personnel File Library Security Access Code: THETA SUBJECT: 'The Bounty Hunter'
POSITION: Graduate of the Academy SAT training course SPECIES: Earther human
BORN: Ascension
LIVES: Apogee Palace Hotel, Alpolis, Earth

PERSONAL HISTORY
The man who calls himself the Bounty Hunter stowed away on a space freighter at the age of fourteen and escaped repatriation for five years. The experience he gained allowed him to work as a highly paid bodyguard until he was wealthy enough to buy his first single-ship, a Cobra class all-purpose fighter. He gradually armed the ship with the most advanced weaponry available and became the most feared Bounty Hunter Earth-side of the Cygnus Cluster. Brave to the point of recklessness and a loner, he has so far responded well to authority. He has an obsessive dislike of criminals and space pirates, having retired many CYBERNET operatives. Seven years ago CYBERNET offered a Bauhaus designed lancer cruiser to anyone who could terminate the Bounty Hunter. He still lives and this alone is sufficient testimony to his survival skills.

HOMEWORLD
Ascension. An Earth colony which fulfils all the criteria for habitability but whose atmosphere encourages a fast rate of mutation, with the effect that new diseases break out regularly, wiping out many of the people of Ascension before new antidotes can be found. Society has fragmented and people seldom risk close contact with strangers.

DIPLOMATIC HISTORY
Ascension has its own defences against would-be attackers and benefits from its easily assumed neutrality to trade with other species using hermetically sealed roboships.

END OF FILE

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Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

The holoscreen flashes up a list of the agents currently under your command. You are invited to enter a file number to view the personnel file of each agent. (The files numbers are also the section numbers, as an aside)

FILE
TIME EXECUTIVE
Personnel File Library
Security Access Code: THETA
SUBJECT: Paparestis, Giorgio (Agent Bloodhound)
POSITION: Agent First Class, Special Agent Section, TIME
SPECIES: Earther Human
BORN: Calgary Starport, 2953 AD
LIVES: TIME Headquarters, Alpolis, Earth

PERSONALITY
Brave, calm and quick-thinking under pressure. Bloodhound was the first Special Agent recruited from the Academy and remains its most experienced. He has proven himself in countless operations across time and space, showing the ideal capacities called for in a member of the TIME Police. He was unlucky to have been passed over by Agent Falcon, who was chosen ahead of him to replace the traitor Agidy Yelov as Head of the Special Agent section, but retains a good working relationship with his new superior.

Agent Bloodhound volunteered to attempt to move forward in time in Falcon's place but Falcon refused this. While Falcon was lost in time, Bloodhound sustained a serious injury, losing two fingers and the use of an arm while policing the Phocian timeline. After recuperating he set off on a mission to guard a timehole on Rigel Prime and has not been heard of since. He seems to have vanished without a trace.

HOMEWORLD
Earth

DIPLOMATIC HISTORY
(Homeworld Earth)

END OF FILE

FILE
TIME EXECUTIVE
Personnel File Library Security Access Code: THETA
SUBJECT: Sydney, Harlo (Agent Lynx)
POSITION: Agent First Class, Special Agent Section, TIME
SPECIES: Earther Human
BORN: Proxima Centauri, 2971 AD
LIVES: TIME Headquarters, Alpolis, Earth
PERSONALITY
Cool and efficient, quick-thinking and reliable, Agent Lynx was the third agent recruited to the Special Agent Section, shortly after agent Q who was killed investigating a disturbance on the Kelados timeline. She was trained in combat by Agidy Yelov and is the most deadly of the SAS Agents. Like Bloodhound she has acquitted herself nobly in operations throughout time and space. She recently tracked the traitor Yelov down to the battlefield of Gettysburg where she bravely attempted to serve the Termination Order on him single-handed. She was severely wounded and is presently unavailable for active service, recuperating in the Health Executive Hospital, Alpolis.
HOMEWORLD
Earth

DIPLOMATIC HISTORY
(Homeworld Earth)
END OF FILE

FILE
TIME EXECUTIVE
Personnel File Library Security Access Code: THETA
SUBJECT: Spapseeps, Blute Torris (Agent Chameleon)
POSITION: Agent, Special Agent Section, TIME
SPECIES: Illusion Master
BORN: Phalang
LIVES: TIME Headquarters, Alpolis, Earth
PERSONALITY
Agent Chameleon is a dependable and resourceful member of the TIME Police. In complete control of his changing outward appearanceand able to dissemble with a skill surpassing that of any other species, he remains totally inscrutable. Nothing is known about his motivations but he professes absolute loyalty TIME and his actions support this. He is in occasional communication with his home world Phalang and Time Lord Pilota has suggested that armed with the knowledge Chame- leon has gained, the Illusion Masters might, if they chose, overrun the Space Federation. It is thought that Chameleon does not know of Lord Pilota's scepticism, although he is
telepathic and may have caught an unguarded thought.

HOMEWORLD
Phalang. Nothing whatsoever is known of this planet, itscolour and size appear different whenever an Earther pilot flies by. The Illusion Masters can force a visitor to see only what they choose. They are telepaths but it is thought they have no other mental powers, other than that of illusion and shape changing.

DIPLOMATIC HISTORY
Phalang's only contact with the rest of space is through Chameleon who was given his place as an agent of TIME due to his ability to change his form to that of any being of a similar or even larger size at will, his Psychic Awareness and history of honourablebehaviour.

APPEARANCE
Chameleon has always maintained that seeing him in his true shape would turn a human insane. He appears to his fellow agents as an athletic, smooth-headed man with a costume, or skin, of deep sea green decorated with blue circles.

END OF FILE

FILE
TIME EXECUTIVE
Personnel File Library Security Access Code: THETA
SUBJECT: Duran, Borak (Agent Leopard)
POSITION: Agent, Special Agent Section, TIME
SPECIES: Earther Human
BORN: Proxima Centauri
LIVES: TIME Headquarters, Alpolis, Earth

PERSONALITY
Duran was discovered by a psychic talent when his own latent psychic powers asserted themselves after his command of Assault Troopers had been pinned down and wiped out in the Last Hive war. He had lost the use of all his limbs, and communications contact, but the raw strength of his mind's call for help was his salvation. His body useless, he was loaded into a cydroid shell and is now a living brain in a robot body. His psychic powers and combat experience rendered him a natural choice for the Special Agent training course at the Academy, fromwhich he graduated with honours. His mental adjustment to his android condition has been relatively smooth but his inability to enjoy certain simple pleasures has left a gap which is
filled by intense dedication to his work.
HOMEWORLD
Earth
DIPLOMATIC HISTORY
(Homeworld Earth)
END OF FILE

FILE
TIME EXECUTIVE
Personnel File Library Security Access Code: THETA
SUBJECT: Anatol, Yvlena (Agent Sparrowhawk)
POSITION: Agent, Special Agent Section, TIME
SPECIES: Sirian
BORN: Sirius Secundus, 2966 AD
LIVES: TIME Headquarters, Alpolis, Earth
PERSONALITY
Her self-confidence and decisiveness flourished under the tutelage of her Sirian mentor, Agidy Yelov. She is now a resourceful and capable agent with well developed powers of the mind. Since Yelov's disgrace, however, her confidence has suffered and she has been seconded to support duties, which she has fulfilled adequately. It is to be hoped that the new head of the SAT Section, Falcon, can re-harness the abilities of this most valuable agent so that she may be deployed to full effect. Her affection for Yelov was well known and not based entirely on hero-worship although he was a very charismatic and able leader. She is reputed to have a strong mind.

HOMEWORLD
Sirius Secundus. Population 12.576 billion. Sirius Secundus is an Earth type but cool world, rich in minerals and with a strong economy. As the sun, Sirius, gradually wanes, the Sirians are beginning to emigrate in increasing numbers from their dying world.

DIPLOMATIC HISTORY
The Sirians are fiercely independent members of the Space Federation, which they joined in order to gain the secrets of space travel. Trade between Sirius and other worlds is now flourishing.
END OF FILE

111
You relax and compose yourself, mulling over the task of terminating Yelov, then the face of Ameena, your secretary, fills the holoscreen: 'Welcome back, sir, are you well?' You return the greeting and are told that the first two candidates have arrived. You switch to the holovid camera in the foyer outside your office and the strong contrast between the two figures sitting there strikes you immediately. They are side by side but one is four times as large as the other. It is the blue-skinned Rigellian, Yellowblades, undisputed champion of the arena, a magnificent figure of mercurial power. Next to him sits a slim and unimposing figure at once reminiscent of a squirrel, but humanoid. Her paw-like hands are clasped together under her chin. The gigantic Rigellian turns to her and wishes her good fortune. Sosquilla replies by bobbing her head and saying that she hopes Yellowblades will become the new Special Agent. It is noon, and the Bounty Hunter has not yet arrived. Who will you call for interview first:

Sosquilla the Ardann?
Yellowblades the Rigellian?
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Post by SGamerz »

I highly doubt the order matters here, since there's no reason we don't get to interview them all before we make the decision. Just go by the order listed. Which means Sosquilla first.
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Post by Omegonthesane »

Agreed.
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Post by Thaluikhain »

The Bounty Hunter enters the foyer at one minute past noon, as you are ushering Sosquilla to a seat. Yellowblades greets him jovially but the taciturn man's reply is curt, if polite, as he sits opposite the Rigellian and eyes him darkly. You switch off the holovid and greet the Ardann, conscious that the outcome of this interview will probably have far-reaching influences on the diplomatic ties with the Sylvan Ardann.

211
You turn your attention to Sosquilla, who is sitting with her hands under her chin, smile, and apologise for not greeting her straight away. She smiles at you nervously. You go over her outstanding performance at the Academy, praising her mental agility. You have decided to begin the interview gently and become tough later on. Will you:

Ask her why she feels that she is the best candidate to become a Special Agent of TIME?
Ask her what she feels the duties of a Special Agent include?
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Post by SGamerz »

Since she's apparently the timid kind I say option B, which seems less confrontational.
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Post by Omegonthesane »

Agreed.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Darth Rabbitt »

We know why she's a good candidate (but possibly not the best one), let's see what she thinks being a Special Agent entails.
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Post by Thaluikhain »

225
Sosquilla's reply is given without the need of a moment's reflection. 'A Special Agent of TIME must be knowledgeable, resourceful, determined and ... brave. They must be able to protect the timelines of history without their presence being discovered.' You nod but you cannot help noticing the way that she hesitated before saying the word brave. Will you ask her if:

All of the Ardann are, like her, reluctant to push themselves forward?
She is afraid of being a Special Agent?
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Post by Omegonthesane »

"Are you afraid?" seems more appropriate than "Is your entire race this way?"
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

A Special Agent of TIME ought to be trained in diplomacy too, considering the organization employs members of various races from all over the galaxy. And lesson number 1 should be not make stereotypical remarks/assumption about an entire race and ask potentially offensive questions.

Ask if she's afraid. This interview is about her, we're not sending the rest of her family on missions.
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Post by Darth Rabbitt »

Agreed.
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Post by Thaluikhain »

235
Once again the Ardann replies promptly, admitting that she does react with fear at the thought of joining the TIME police, but that she has found herself becoming braver during her training and her people would now think her reckless. You decide to become a little rougher to see how she will respond. Will you:

Spring towards her and then shout, 'How dare you think you were fitted to become a Special Agent.'?
Paint a grisly picture of the dangers she will face and then use your Psychic Awareness to probe her mind?
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Post by Darth Rabbitt »

The second one tests her psychic ability as well as her courage, so it would be a better way to test her than just playing “bad cop”.
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Post by SGamerz »

Agreed.

Besides, she might inadvertently hurt us if we shock her too much with option 1.
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Post by Omegonthesane »

The second is appropriate for interview.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Thaluikhain »

You recount the tale of your recent odyssey through Time and Space, when as a result of an attempt to travel into the future you became lost in time, dwelling in gruesome detail on the many dangers that befell you. Without warning, you use your Psychic Awareness to probe Sosquilla's mind. Your words are indeed filling her with fear, so that you cannot be sure whether or not she would panic when faced with danger. But there is a strength of character and power of intellect that almost humbles you. Realising that you will never know whether she can cope until she experiences the real thing, you indicate that the interview is over and she leaves.

If you have not yet interviewed the Rigellian, you decide to talk to him next.

As the Ardann leaves, you switch on the holovid once more. The Rigellian and the Bounty Hunter are exchanging notes on the combat simulator. The Bounty Hunter is obviously an expert, and Yellowblades is listening to what he has to say with interest. He springs up when summoned and you wave him to a chair in front of you.

141
Yellowblades waits, composed and still, for you to begin the interview. You decide to begin affably and then become more tough as the interview progresses. To begin with you apologise for not greeting him immediately and he smiles non- committally. You briefly go over his fine performance at the Academy, praising his combat skills and he begins to relax. Will you:

Ask him why he feels that he is the best candidate to become a Special Agent of TIME?
Ask him what he feels the duties of a Special Agent involve?
Last edited by Thaluikhain on Sat Mar 03, 2018 3:36 am, edited 1 time in total.
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Post by Darth Rabbitt »

Being a warrior and tribal hero we know he's brave, and he probably has a very good idea as to what being an agent of TIME entails if he's trained with a Time Lord. So ask him why he thinks he's the best for the job.
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Post by SGamerz »

I'd like to see how his answer varies from the previous interviewee, so option 2 for me. I think option 1 is best used on Bounty Hunter later.
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Post by Omegonthesane »

I'm with Darth on this one.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Thaluikhain »

149
The Rigellian replies in the booming voice of his species that he cannot tell whether he is the best candidate but that he would welcome the chance to place his skills at your disposal. He pauses, then adds, 'It may be that you will not find a superior combat organism living in the galaxy.'

That may well be,' you reply, 'but there is a great deal more to life in the SAS than killing.' Will you go on to ask:
Whether Yellowblades' allegiance lies with Rigel Prime or the Federation?
How he views the role of Special Agents as diplomats?
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Post by Darth Rabbitt »

Again, ask the second question. We know he's loyal enough to the Federation that a TIME Lord personally trained and recommended him for a Federation job. But we don't know if he knows anything about diplomacy, since all he's talked about is his combat skills.
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Post by Omegonthesane »

Agreed. "Personally trained by David Tennant" goes a long way.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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