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TAF plot hook thread


Dominique

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As promised in another thread, here's the first of my plot hoos for use with the characters from Blackwyrm Games Algernon Files.

 

Back to the Bayou - As one of many celebrities and organizations who wish to donate their time and money to the Hurricane Katrina relief efforts, Hell’s Belles has decided to throw a charity concert, with the proceeds being donated to charity. The players can either be members of the audience, special guests, sitting at home watching the show on TV, or what ever happens to suit your specific game.

 

Unfortunately, it also happens to be the same night one of your campaign’s villains (preferably some type of crusader, or anti-government type) decides he/she needs to make a statement about the way the poor and down trodden are being treated by the government.

 

The concert will kickoff normally, with Hells Belles completing few songs before taking a break to allow aid groups to make a plea for donations. The announcer is just starting to get into his or her speech when the villain strikes. His entrance should be designed to attract as much attention to his stated cause as possible.

 

The Informant - Your PC’s have been asked by a law enforcement agency (use whoever fits the bill) to help baby-sit a witness scheduled to testify against a criminal organization (It could be a mob family, a crooked company, a terrorist organization, whatever happens to fill the particular needs of your campaign).

 

The government agents will assure your players that they’ve taken every precaution, and there’s no way anyone could have found out where they are hiding this guy (or girl). The only reason they are asking the PCs for assistance is because the informant insisted that without your PCs watching his back, there would be no deal.

 

His testimony could be very damaging to the certain people in very high places. So to ensure his untimely demise, long before he sets foot in the court room, someone’s hired the Black Knights to eliminate the problem, and recover any evidence that may link the government’s informant back to their employers.

 

The informant, the US Attorney, several US Marshals (or some home brew agency), and the PCs are holding up in a multi-story hotel in a large metropolitan area when the Black Knights strike. Their primary goal is to kill the snitch, the US Attorney (as they are not quite sure what information he may already have), and destroy any documents, computer files, etc., that may implicate their clients. If they happen to knock off a few cops and some supers that get in the way, they’ll just consider it an added bonus for their services.

 

To Catch a Thief - Your players have been discretely asked to investigate the break-in and theft of a number of electronic devices from several defense contractors operating in your city. The perpetrator is reportedly an attractive female, who has somehow managed to evade the various security devices, armed security personnel, and any other security precautions the firms have implemented. What little information they have been able to gain on the thief points to a woman know as “the Ice Queen”. Who she’s actually working for and what she’s been stealing will be left up to you.

 

More to follow.

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Re: TAF plot hook thread

 

And a few more.

 

King Kong ain’t got nothing on me - Magog has learned of a recently constructed government research installation located near your campaign city. In order to find out what the facility’s purpose is, he’s decided to launch an attack against it. He’s also hoping to initiate some type of response from one or more of your heroes, as defeating them may allow him to regain his position with his people.

 

The player(s) will first hear of a series of explosions just outside of the city, and that local police and emergency units are responding. These reports will rapidly be followed by reports of police SWAT units and security personnel engaging in a running battle with Magog (who’s slowly taking the place apart piece by piece). They can’t figure out what he’s looking for (as he doesn’t know himself), but things are getting desperate, and the defenders don’t know how much longer they can hold out without some outside help. What the facility is actually used for is left up to you.

 

Ghost in the Machine - A hi-tech research firm located in or near your campaign city, has recently acquired an interesting piece of technology. So far they haven’t been able to identify its exact design or manufacturer. After a number of unsuccessful attempts at reverse engineering its design, they discover, much to their horror, that the electronics are actually a small piece of the robotic terror, The Assembly.

 

Not only that, the Assembly's managed to infiltrate the facility’s computer system. Now that it knows its been discovered its taken steps to eliminate the facility’s staff, by turning their own security system against them, and is in the process of constructing a new body from various components within the facility. Your heroes receive a short, but garbled and distorted, plea for help before completely loosing the signal.

 

The Professional - The local hoods are tired of having their clocks cleaned by your PCs, and decide to bring in some outside help, Sureshot. Who he’s actually working for, and how he makes his presence known to the players is left up to you. If one of your PCs is a street level type character, he may be able to pick up info on the street, or an NPC could be killed in some dramatic fashion. If the PCs have a military background they may have known him prior to him becoming Sureshot.

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