Diplomatic Service

Patron: Ambassador
Location: Highbury, (Foreven 0926) B-566879-9
Skills required: weapon skills, reconnaissance skill, intrusion skills

The PC’s are hired by the ambassador of the Avalar Consulate to Highbury. The political climate is getting hotter, the local public opinion has turned against Avalar for some reason of interstellar importance. The Ambassador, concerned for his staff’s safety, wants the embassy’s security measures tested. The PCs should be Avalar citizens so the testing can be done quietly, without further stoking local opposition. The PCs are promised cash and official thanks or recognition for their work. The Chief of Diplomatic Security is not happy about this, but agrees to comply. The PC’s are given 72 hours to conduct surveillance, then they must attempt to breach the embassy’s security ‘far enough to cause damage’, then show the white flag and end the exercise. The CDS supplies them with low-power laser weapons (power cell operated) to use; these can be concealed or disguised. The PCs and all embassy personnel will wear laser sensors at all times, so that the intruding team can simulate a shooting attack, and security staff can counter. Whether or not the attack succeeds, the PC’s will have accomplished their task by confirming the extant security measures or revealing weaknesses that can be corrected.

The Avalar Embassy – image from wikimedia
Creative Commons Attribution 3.0 Unported license

The referee should provide the players with maps and plans that display most but not all anti-intrusion measures, and strongly encourage the players to take the time to conduct pre-operational surveillance. Teams that charge right in, frontal assault-style should be easy for embassy security to neutralize. The success or failure of the staged attack should depend on the PC’s extent of planning. The referee must give the players a fair chance to breach the security – remember the embassy is on a budget, and a fortified bunker is not a positive diplomatic image to convey to the host nation.

Optional Events:
1. Nothing unusual happens during the staged attack. The PC’s plan stands or falls on its merits.

2. While conducting pre-op surveillance, the PCs detect another group also performing surveillance on the embassy. The referee must determine the size and intent of this group.

3. As with number two, but the other group approaches the PC group and offers significant financial incentives for the PCs to join in on an actual attack. Careless PC’s may find one of their members kidnapped by the rival group to persuade them to comply.

4. While conducting the staged attack, it appears that embassy security is one step ahead of them at every turn. The CDS has somehow bugged the PC’s gear or persons, and knows everything that they are planning. It is up to the PCs to discover this fact and prove it to clear themselves of looking incompetent. The Ambassador will not be pleased to learn his CDS cheated.

5. While conducting the staged attack, one or more of the PC’s lasers will switch to full power without warning. If any embassy staff are killed or wounded, the security team will change-up to real weaponry and attempt to apprehend or kill the PCs. The PC’s must determine what caused the power-up and prove their innocence.

6. During the staged attack, another group uses the distraction to launch a real attack. The attacking group will be of the same number as the PCs and will have standard weaponry, as well as explosive charges. The PC’s may hide, flee or fight. The referee must decide if the attacking group is defeated if the PCs refuse to help. In this case, the Ambassador, if he lives, will not be pleased and accuse the PCs of conspiring with the other group.

Future diplomatic relations between Highbury and Avalar must be determined by the referee based upon the public outcome of this exercise.

One thought on “Diplomatic Service”

  1. Bank Teller handing PCs their check “You really get paid for breaking into embassies?
    PC named Marty Bishop flashing a great smile, “Its a living!”
    Ban Teller sarcastically, “Not a very a good one”

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