Warehouse Troubles

Tchklinxa's picture
Tchklinxa
June 27, 2015 - 7:19am
Refer to: Janus .

I am adding this possability: (this is just the basic idea in works)

Checking the incoming warehouse at the starport will reveal nothing unusual. A lot of office furniture, printed forms, machine parts for floaters and ground vehicles etc, no weapons of any kind. Most of the security guards do not carry weapons of any kind. Checking the warehouses at the City’s Wharf will reveal that security is oddly armed around the Multi-Cap Warehouses. If PCs observe the warehouse they will note there is a security guard at the gate at all times, two visible guards on patrol around the perimeter each with a security dog. It is possible to sneak in under the regular chain fence on the far side of the warehouse between the patrols into the warehouse particularly at shift change which is every 8 hours. PCs have a base 45% (+ any modifiers they have) chance each to sneak under the fence at this time and make it to the warehouse, if however someone is seen the dog with the security officer will be released and set onto that player. No further players will be able to sneak in and 4 security officers will run from the warehouse out to help arrest the intruder. Players in the compound need to stay hidden not to be detected. If they attempt to help their friend 5 more security officers will arrive via the front gate in a vehicle and the other patrolling security officer will arrive on foot with his dog.

MULTI-CAP SECURITY OFFICERS:

MULTI-CAP BRINDLE SECURITY DOGS: 

If the PCs manage to get to the warehouse undetected: They will need to hide and wait for another shift change, the 4 guards in the warehouse will walk out together towards the gate. It is then they can quickly duck into the building they have a 75% base chance of success as the guards will all be at the gate for about 15 minutes, if the PCs are quick they should be able to determine the warehouse is full of weapons more suitable for a planetary militia than a medical aggraculture company. Impress upon the PCs these are dangerous weapons way beyond the scope of dealing with hostile wildlife more in line with war. PCs must get out of the warehouse and either into hiding till next shift change or under the fence again before the Multi-Cap employees start wandering around again.

If any PCs are captured they will be taken to see Capt. Flint.

Capt. Flint is a 65 year old no nonsense female human. She will have the captured PCs jailed at Multi-Caps facilities and booked for interfering in planetary security affairs amongst other things. She will inform the players it will take months for their situation to be resolved via Janus’s court system. If the players try to talk their way out of this, she will start listing off their crimes including but not limited to: resisting arrest, assault of an officer, assault of a police dog, industrial espianoge, planetary espianoge, trespassing, vandalism, threatening planetary security and attempted burglary. She will inform the players “You are going away for a long time.” PCs will not be able to legally get out of jail until the hearing (roll 1d10 to determine how many days till hearing). At the hearing the judge will set bail at 10,000 credits each, Multi-Cap’s lawyers will object but the judge will state there is not enough prelimanry evidence to set bail higher.

If fellow PCs are thinking about breaking their friends out… remind them once their friends are IDed more than likely port authority has put the landlock back on their ship. They are going to need a good plan to get their friends out and off planet.

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 "Never fire a laser at a mirror."
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Tchklinxa's picture
Tchklinxa
June 27, 2015 - 8:11am
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Note Janus’s Legal System is Napoleonic in nature the accused is guilty until proven innocent. Their system does allow for bail being set and the guilty hiring lawyers, investigators to mount a defense to prove their innocence, but players must prove their innocence in court before a tribunal comprised of two judges and one peer.

If PCs where hired by the Multi-Cap executive or are Star Law, a lawyer will show up representing themselves as the PCs lawyer hired by the “freight company” that is the PCs cover. The lawyer will seek to get the Easy Money’s landlock removed as the company she represents is loosing money everyday it is landlocked (this is a ploy to allow remaining not arrested PCs to go explore jungle, while she works on defense for arrested PCs, arrested PCs will be put on a monitoring system, not allowed to leave Central City or board the Easy Money). If the PCs are on Janus because of spacer rumors they will need to hire a lawyer.

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 "Never fire a laser at a mirror."