(Approved) Launch Week Episode 1 Schedule

Started by Sheo, 22-08-2013

0 Members and 1 Guest are viewing this topic.

Sheo

This is where, if approved, that the Episode schedule for week 1 will be located.

DAY 1 - Shipment Day
EVENT - Shipment Ambush

Characters needed:
Bandit Leaders
Ammo Shipment Characters
Independant Station Head of Guard

Description:
The independent station's ammunition shipments from Belorusskaya have not gone unnoticed by the bandits. The Bandit Leaders gather willing recruits from their station, before setting out to ambush the ammunition shipment.

Both guards are promptly killed, before at gunpoint they relieve a few crates of the ammo shipment - As much as can be conveniently carried through the tunnels.

The shipment master hurries the shipment to the station, where he relays the story of the attack to the Head of the Station Guard and the independent station.

Repercussions:
Ammunition prices rise moderately in the independent station.
Ammunition prices fall moderately in the bandit station.
(Exact numbers will be determined after the game mode is finished. )

--

EVENT - Council Meeting
Characters Needed:
Independant Station Council Members

Description:
Ten minutes prior to the meeting start, it's announced over the station intercom system that an emergency council meeting is being held - all citizens of the independent station are invited to sit in on it.

The meeting starts off with the Head of Guard explaining what the bandit's did, and what the situation with ammunition prices in the station is as a result - the impact of things.

He declares that the station needs to find an immediate solution to this problem. He suggests open violence - a pre-emptive attack.

Mixed support comes from the other council members, and things are not certain. The Head of Council proposes that they take three days to gather popular opinion on the matter, and then rejoin to vote in the interest of the entire station. The other council members agree - even if begrudgingly.

Repercussions:
For the next three days council members bring up the topic with citizenry and try to involve the players as much as possible in the upcoming decision.

--

DAY 3
Day 3 there's a divergence.
Plot A assumes that most players have responded positively to attacking the bandit station.

Plot B assumes that most players have responded negatively to attacking the bandit station.


#PLOT A#
EVENT - The Assassination

Characters Needed:
Independant Station Council Members
Bandit Assassin

Description:
Ten minutes prior to the meeting it's announced over the station intercom that a council meeting is about to be held.

Upon meeting start, the Head of the Guard requests permission to speak, and gives a small lamentation about needing to defend their homes, and to stand up to those who'd do them harm. Half way through this, the bandit assassin rushes to the front with a small pistol, firing two rounds at the Head of Guard, wounding him fatally before attempting to escape.

The meeting breaks off in panic, the station gets locked down. Likely the assassin is caught, what is done to him is up to the players.

Repercussions:
One of the other council members steps in for the deceased Head of Guard temporarily, and demanding action, he starts an effort to recruit new guards, and to outfit them with whatever the station can spare for an attack.

--

EVENT - Gathering Force (Bandits)

Characters needed:
Bandit Leaders

Description:
The Bandit Leaders gather the allies that they made on the ammo shipment ambush for a discussion. It's communicated that the Independant station has gotten out of hand, and are preparing for conflict with them. So, they distribute a bit better weaponry and ammunition from the shipment to these allies, before heading off to recruit additional members around the station to defend against a likely attack.

Repercussions:
The bandits have at least 4 additional members armed and ready.

--

EVENT - Gathering Force (Independant)

Characters needed:
Head of Guard

Description:
In preparation for an assault of the bandit's station, the Head of Guard recruits new guards to protect the station.

Repercussions:
At least 5 new guards are recruited, armed and ready.

EVENT - The Attack

Characters Needed:
Independent Station Guard
Bandit Crime Family

Description:
The independent station launches a preemptive attack on the bandit station. The bandit station, being relatively ready for them defends.

Repercussions:
Depends on the outcome of the battle:

If the bandits lose steeply, one of the bandit leaders is killed and the stolen ammunition is returned to the independent station. Knowing that they could not risk another conflict with the independent station, the bandits leave further ammunition shipments alone for now.

If there's a relative stalemate, both sides sustain injuries, the stolen ammunition is not recovered, however further ammunition shipments are left alone for now.

If the Guards lose, they're severely weakened, they do not recover the ammunition, and further ammunition shipments are embargoed, raising ammunition prices even higher in the independent station.

--

#PLOT B#
EVENT - The Vote

Characters Needed:
Independant Station Council

Description:
Ten minutes prior to the meeting it is announced over the station intercom a council meeting is being held.

When the meeting starts, knowing the majority of the station doesn't agree with his views, the station head of guard doesn't push the topic any further. The vote proceeds and it's decided against an attack. The council discusses alternate options, and decide that gathering guards to defend the station, as well as trying diplomacy with the bandit station would be the best move.

Repercussions:
The head of guard recruits 4-5 new guards to help defend the station, arming them with basic equipment.

EVENT - The Negotiations

Characters needed:
Head of Council
Bandit Leaders
A few guards

Description:
The head of council decides to meet with the ruling gang in the bandit station, taking a few guards to protect him, he sets off for the station. He is allowed entry, however the bandits are amused by their presence there.

After negotiating with the bandits, a leveraged agreement is finally reached in that the independent station will pay for them to leave their ammunition shipments alone, and to keep other crime families in the station from ambushing them as well.

Repercussions:
Ammunition prices drop slightly in the independent station. They are however, still not at their normal price due to the increased cost in their transportation.
Ammunition prices rise back to normal in the bandit station, though the crime family now has a steady income, eventually allowing them access to more weapons, or luxuries for their station.

--

Days 4-7 will be left empty to devise the new episode, basing it off of the repercussions of the first.

jaik

This is a good series of events to introduce the new system and balance of power in our MRP.
Approved, but needs to be revised.
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway

Plunger

Revised it a bit, changed the assassin arc a tad to seem more reasonable.

Fixed some grammar, worded things a bit differently, and fixed inconsistencies in capitalization, and spelling such as misspelling 'independent' as 'independent' occasionally.

Otherwise it looks good Sheo, and as Jake said Approved.

Revised version is below since I didn't want to erase anything you've written.

This is where, if approved, that the Episode schedule for week 1 will be located.

DAY 1 - Shipment Day
EVENT - Shipment Ambush

Characters needed:
Bandit Leaders
Ammo Shipment Characters
Independent Station Head of Guard

Description:
The independent station's ammunition shipments from Belorusskaya have not gone unnoticed by the bandits. The Bandit Leaders gather willing recruits from their station, before setting out to ambush the ammunition shipment.

Both guards, after being relieved of their supplies, are promptly killed by gunfire, and the bandits escape with as much as they can carry back to their headquarters.

The shipment master hurries to the station, shipment entail, where he relays the story of the attack to the Head of the Station Guard and the independent station.

Repercussions:
Ammunition prices rise moderately in the independent station.
Ammunition prices fall moderately in the bandit station.
(Exact numbers will be determined after the game mode is finished. )

--

EVENT - Council Meeting
Characters Needed:
Independent Station Council Members

Description:
Ten minutes prior to the meetings start it's announced over the station intercom that an emergency council meeting is to be be held with all citizens of the independent station invited to attend.

The meeting starts off with the Head of Guard explaining what the bandits did, and how the lack of fresh ammunition affects the prices.

He declares that the station must solver the problem immediately. He suggests open violence, a pre-emptive attack against the bandits.

Mixed support comes from the other council members, and the situation is left uncertain. The Head of Council proposes that they take three days to deliberate amongst themselves, gather popular opinion, and finally rejoin to vote in the best interest of the station. The other council members agree, though some begrudgingly.

Repercussions:
The next three days council members bring up the topic with citizens, trying to involve the playerbase as much as possible on the upcoming decision.

--

DAY 3
Day 3 there's a divergence.
Plot A assumes that most players have responded positively to attacking the bandit station.

Plot B assumes that most players have responded negatively to attacking the bandit station.


#PLOT A#
EVENT - The Assassination

Characters Needed:
Independent Station Council Members
Bandit Assassin

Description:
Ten minutes prior to the meeting it's announced over the station intercom that a council meeting is about to be held.

Upon the meetings start, the Head of the Guard requests permission to speak before giving a small lamentation about the obligation to defend their homes, and the duty to stand up to those who'd do them harm. Half way through the speech, from the back of the chamber, the bandit assassin aims at the Head of the Guard with a handgun he'd concealed in his jacket, and fires five shots, one striking the man in the gut, the other in the head killing him instantly before escaping into the independent station.

The meeting breaks off in panic, and the station gets locked down. Likely the assassin is caught, though what is done to him is up to the players.

Repercussions:
One of the other council members steps in for the deceased Head of Guard temporarily, and demanding action, starts an effort to recruit new guards, outfitting them with whatever the station can spare for a counter-attack.

--

EVENT - Gathering Force (Bandits)

Characters needed:
Bandit Leaders

Description:
The Bandit Leaders gather the allies they made during the ammo shipment ambush for a discussion. It's communicated that the Independent station has gotten out of hand, and are preparing for conflict with them. They distribute slightly better equipment taken from the shipment to these allies before heading off to recruit additional bandits at the station to defend against a likely attack.

Repercussions:
The bandits have at least 4 additional members, all armed and ready.

--

EVENT - Gathering Force (Independent)

Characters needed:
Head of Guard

Description:
In preparation for an assault of the bandit's station, the new Head of the Guard recruits citizens to defend the station in his absence.

Repercussions:
At least 5 new guards are recruited, all armed and ready.

EVENT - The Attack

Characters Needed:
Independent Station Guard
Bandit Crime Family

Description:
The independent station launches a preemptive attack on the bandit station. The bandit station, being relatively ready for them, defends against this attack.

Repercussions:
Depends on the outcome of the battle:

If the bandits lose steeply, one of the bandit leaders will be killed and the stolen ammunition is returned to the independent station. Knowing that they can not risk another conflict with the independent station, the bandits leave further ammunition shipments alone for the time being.

If there's a stalemate, both sides sustain losses, the stolen ammunition is not recovered, however further ammunition shipments are left alone for the time being.

If the Guards lose they are severely weakened, they do not recover the ammunition, and further ammunition shipments are embargoed, further raising ammunition prices in the independent station.

--

#PLOT B#
EVENT - The Vote

Characters Needed:
Independent Station Council

Description:
A council meeting is announced ten minutes prior to its beginning.

When the meeting starts, knowing the majority of the station doesn't agree with his views, the station Head of the Guard doesn't push for violence. The vote proceeds and it's decided against an attack. The council discusses alternate options, and decide that gathering guards to defend the station, as well as trying diplomacy with the bandit station would be the best move.

Repercussions:
The head of guard recruits 4-5 new guards to help defend the station, arming them with basic equipment.

EVENT - The Negotiations

Characters needed:
Head of Council
Bandit Leaders
A few guards

Description:
The head of the council decides to meet with the ruling gang in the bandit station, and taking a few guards to protect him, sets off. He is allowed entry, though the bandits are amused by their presence.

After negotiations with the bandits, a leveraged agreement is finally reached that the independent station will pay the bandits to leave future ammunition shipments be, and to ensure other criminal elements in the station do the same.

Repercussions:
Ammunition prices drop slightly in the independent station as the blockade ends, but are still not at base price due to the cost of business with the bandits.

Ammunition prices rise back to normal in the bandit station, though the crime family now has a steady income, eventually allowing them access to more weapons, or luxuries for their station.

--

Days 4-7 will be left empty to devise the new episode, basing it off of the repercussions of the first.