Another Day at Camp: Camp Nowhere

From SSDC, Inc.

Jump to: navigation, search

Camp Nowhere

The training is just that, a refresher to make sure their stealth and B&E skills are still good. They should get the feeling that they only send teams whose missions are of utmost importance get sent to any training and their going is abnormal even more so because they are so new. There are four such compounds on the planet but they are going to the only one on the northern continent, surrounded by lush forest cut back well away from teh perimeter wall of the base, and within is its own wooded area for testing. The base commander is a stickler for the rules but is also known for giving out rewards and recommendations for mercs that excel he is a human Brigadier General by the name of Alfred Harris.

They are to ship out the day after the briefing on a two day journey to Evance onboard a worn out transport freighter that was old when the arachnids first invaded in the early 22nd century. The trip is uneventful and the freighter crew aren’t talkative unless it is about ships.

Players can get some information regarding spacecraft if they want which gives a +5 bonus to transicruiser or spacecraft ID vessel checks. THey however must have some knowledge of those vehicles to begin with or the crew will consider them to not worth talking to.

They land at a small grav port built just within the compound walls and their gear is offloaded onto gravcarts which are being pushed by simple robots. Following their gear they head to the main barracks where they unload the carts and the robots trundle off with them.

As the robots head off a tall human male walks out of the barracks; he is in full military attire, sporting two gold stars on the collar of his green service uniform. His square jaw is set and his eyes are sharp crystalline blue as they run over the characters. Brown hair is close cropped to a stubble and his uniform is immaculate and even though he only comes up to an eridani’s chest he stares down at the formidable swordsaints and is confident that he could easily beat any of the characters.(He can except for ram pythons)

If any of the characters are not in their uniform(Ask them what they wear as they leave the freighter) he will give them a very harsh verbose lecture and kp duty for a week and at least two black marks(uniforms are a 'pet peave' he has and he will do inspections regularly, to be rolled at BM discretion). Whoever has the best uniform will receive 100 XP, any failures will get a stern lecture about keeping their uniform in proper shape and a night of kp(Roll ML check and the one who beats theirs the most has the best uniform, i.e. two players roll, one has a ML of 50 and the other 75. The first charcter rolls a 39, beats the check by 11 and character 2 rolls a 50, beats theirs by 25 and though he got a higher number gets the XP).

The barracks is full of faces that have seen too much already will have stories to tell. There are six other teams just arriving in the barracks complex which is shared by the base's guards, 120 mercenaries who wear heavy armor and weild a wide variety of mid to high grade weapons all of which is stored in the armory except when they are on duty. In general two squads of twenty are on duty for six hour shifts, one is on call and the other patrols the perimeter, at the end of the six hours the on call squad takes over perimeter patrol and another team comes on call.

On the other side of the base is a massive apartment complex where the instructors and bureaucratic staff that ensure everything runs smooth live. Both the XO and CO live here as well but their rooms are non discript except for the enhanced security systems(lvl 20 defeat security for the regular rooms and 25 for the CO's and XO's room)

The first week is uneventful as the characters check in and begin their training. BM's Note: The first three weeks can be skipped if you wnat to hurry it along. Skills given to the players are already accounted for in the pre-made characters but other wise characters can choose 3 skills from the military, espionage, and security fields though it is up to the BM what skills to allow, just remember they aren't being hyper trained and only have four weeks.

The commander has setup a competition between training squads called the Commander's Trophy. It runs for four weeks and is composed of tests involving individual primary and secondary skills, a shooting contest between squads(pop-up targets on a gun range), and ends with an obstacle course that requires teamwork to get through. The tests are divided into three segments(one for each week) except for the weapons shoot which occurs at the end of the third week. Remember not all teams are without scruples and will try to sabotage tests and weapons if they can. The award for winning the trophy is 10,000 credis to be divided among the team members, 3 promotion points for each, a nice gold trophy to the team leader, and 5,000 XP for each team member.

Difficulty for the checks are as follows(Each check is for a different skill and as long as over half the group makes them they are in the running, make sure they realize how rare this is for a team as green as them): Weaponry/Gunnery – 6(this is a shooting contest skill check, weapon levels give a +10 instead of +4 for this roll only.); Primary – 1st - 2, 2nd – 5, 3rd – 7; Secondary – 1st – 1, 2nd – 4, 3rd - 6

Let the players roleplay out their training, including the six hours of sleep time they are allowed. Impose those sleep rules, remember they're getting free training from the company. And if a player is caught doing something stupid, like breaking into the staff housing complex, the CO is going to fry them. Double all black points earned while here if any. And getting caught breaking into staff housing will disqualify the team from the competition, other disqualifying reasons are up to the BM.



Next: Another Day at Camp: The Last Week

Prev: Another Day at Camp: Intro


Return to Another Day at Camp

Return to Module Library

Personal tools