Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Feb 25, 2024 18:29:05 GMT
Firstly, I Ate'nt Dead, though I may look like it. I'm having a better time than poor Siskoid anyway.
Here is something I thought I'd posted previously, the initial sketch for The Wrecking Crew, the US version of the Misfit Mob.
Contributions and ideas are welcome.
The Wrecking Crew.
Nikeisha Johnson The administrator of the group, Nike is a pretty straightforward and dependable UNIT field agent, with a Southern accent and enough of a sense of humour that people don’t resent her business-first attitude. She capable, perceptive and intelligent, capable with technology, intrusion and combat.
Secretly Nike is a hoarder, piling up weapons, equipment, and alien junk from UNIT operations in her secluded suburban house, and also in several unofficial storage lockers around the office. Plus a few buried caches and leased storage containers.
Sometimes Nike fantasises about the day when something horrible happens and she distributes these items to the other UNIT agents, who praise her foresight. She's 1.73 tall, but wears lifts because she thinks looking tall will stop people from attacking her. Good range of contacts, within and without.
Manley Peterson Manley was a USAF Iraq veteran and former Air Police officer. This left him skilled at both tradecraft, security and violence. He says very little but is an excellent listener, which causes other people to trust him with their problems and secrets. He accompanies the rest of the gang to the pub but once there he drinks hardly anything.
Ghulam Kaur. Ghulam is a Pashtun, rescued by UNIT from a difficult immigration situation after he killed a cultist who tried to get handsy with his sister (who now lives with him and works in a tech startup). He owes his stay in the USA to the influence of UNIT. He never touched alcohol when he lived in Afghanistan, so he was totally defenseless the first time the Crew invited him to the pub. He has since developed a bit of a drinking problem, which the others are fine with because they consider him a fun person to be around and everyone needs to wind down sometimes.
Rory Butler the Witchsmeller. Rory was formerly part of a 'Broadsword' urban operations team within UNIT-NA, and even more formerly Chicago police SWAT. Then, when raiding an apartment for a suspected alien intruder everything went horribly wrong.
Something (‘URBAN FIDDLER’) entered his head and rode him like a puppet. He killed five of his comrades in as many seconds and carried the alien's equipment out of the building, before setting the building on fire. Nine more people died.
After that things got horrible. The creature used him for months; killing people, kidnapping children and more. All the time Rory was screaming inside his own head. Then UNIT caught up with him and extracted the thing from his head.He still has the scars, including a rather dramatic one on his forehead. Two years of therapy followed, and amnesiac treatment. He's almost manged to stop thinking about the kids.
Thanks to the occupation of his mind Rory has a limited psychic ability. He can sense strong emotions, but is very, very, good at detecting mental control, possession and hypnotic influence. They call him the Witchsmeller.
Rory presents himself as a hale and hearty Yankee and is pretty good at hiding how uncomfortable he is around kids. Not because he’d ever hurt them again, but because they remind him of the times he already did. There is a lottery on when he'll kill himself.
'Big Mac' UNIT-NA experienced a rather complex case in 1980-82, involving an attempt by the renegade Time Lord known as 'The Master' to steal an experimental, and extremely capable, TARDIS. UNIT's Scientific Advisor {‘The Colonel’) and his liason team headed off an a mission of his own to stop the theft. Meanwhile UNIT confronted a detachment of robotic Yeti and the involvement of the inter- (or possibly extra-) dimensional being known as the Great Intelligence in Washington state. The effects were almost catastrophic, and even with Gallifreyan assistance events led to the triggering of the eruption of Mount Saint Helens in 1980. Worse, the odd interactions between multiple TARDISes and a piece of legacy Time Lord technology left a number of temporal instabilities littering the area.
- Indeed these effects may have propagated backwards in time and caused the formation of the volcano in the first place in an ‘unsuitable’ location, in geological terms.
Two years later in 1982 a sequel occurred when a UNIT associate within a group of geologists probing the volcano's effects from two years previously reported some odd changes in behaviour among her companions and sightings of 'Bigfoot'. During the investigtion The Master was found attempting to extract a TARDIS from the solidified lava. While rescuing a Gallifreyan suffering from amnesia, Staff Sergeant 'Big Mac' MacNeill was caught in the edge of a temporal effect and was frozen in time for forty years.
Now he's adjusting to life in the twenty-first century and the 'New UNIT'. For lack of a better place for him his superiors assigned him to the 'Wrecking Crew'
The Concierges. Janine, Lucine and Francine are the three concierges (and gofers) for the Crew's building. Officially they're not part of the Crew but there is a lot of overlap between their duties and they are part of UNIT. They are inseparable, except when one of them is womanning the front desk, which appears to be pretty much always. They are helpful, a little detached and always seem to know something the Crew don't (they're wired into the UNIT gossip network).
The live together in an immaculate bungalow not far from the business park where they grow roses, orchids and cacti respectively.
No-one in the Crew is entirely sure is the trio are (more-or-less) normal human triplets, Zygons, androids, clones, a mix of these, or something actually weird.
Sarah the Plumber.
- "Hi, I'm Sarah, the plumber".
Actually Sarah is more than a plumber (in the mundane sense not in the 'tradecraft' sense); she's also an electrician and handywoman.
Even clandestine global organisations dedicated to saving the Earth from the evils of the outside universe need someone to make sure the taps work and the toilets flush.
When the office building assigned to the Crew was being renovated it needed someone with the skills to figure out the services needed and boss the outside crews. Someone with the security clearance to be in the building without having to be dosed regularly with amnesiacs.
- Not a great solution and one the accounts now restrict after paying fifty seven times for the same job.
Of course Sarah couldn't be 'read in' to actual UNIT operations, that'd be ridiculous. But she knows more than she should.
She's also a superb handywoman, electrician and general contractor, a capable (if unlicensed) civil engineer and architect and good with networking and computers. And a not-bad electronicist who can get pressed in to fabricating gadgets.
She's not exactly combat trained, though she's done some self-defense classes and some of the Crew have given her lessons, but she's had to fight things on job sites.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Feb 25, 2024 20:29:07 GMT
And Part II.
The Office. Previously occupied by a small private 'aerospace' corporation, part of the murky US Military Industry Complex. The company engaged in numerous dubious operations involving mis-acquired alien technology. And illegal human experimentation....
Then there was a change of policy and UNIT intervened. Hard.
- Almost all the evidence of blast damage, bullet holes, laser burns and similar remnants of the intervention are now repaired, or at least plastered over1.
Now the building is one of UNITs 'special storage' sites. Not quite the Black Archive but some interesting things are in a few of those sealed crates. Oh and the Wrecking Crew are based there2.
There are extensive basement levels, five as far as most staff know, with various storage rooms.
The 'business park' that houses the office building is beautifully terraced and landscaped, with water features3, odd bits of art4 and other corporate ephemera.
- The solar powered robots that a team of the researchers had constructed as a hobby have gone feral, but are Mostly Harmless. As far as is known they merely imitate birdcalls and seek sunlight. They may be studying the macaws. Or plotting World Domination.
Just outside the business park is is a truck stop with an enormous parking space often filled with semi-trailers (artics) clustered together and with a number of drivers carrying shotguns and rifles guarding the vehicles in turn. They're carrying sealed cargoes to various 'technology' firms, some in the business park itself. Occasionally they drop off 'stuff' in the Crew's building to be stored.
One the far side of the truck stop is a mini-mall with shops, a couple of quite decent restaurants, and the usual businesses. And The Pub.
The Birds. One of the odder features of the park is the birds; no common corvids, pigeons or gulls, the area is plagued by Scarlet Macaws that were illegally imported and released by someone working for the previous owner of the building. There are now upwards of a hundred of the brightly coloured, and very loud, birds around the buildings.
- Not part of a sinister plan, just a slightly nutty researcher5.
The Pub. About three klicks or so outside the office park is The Pub. It's where the Crew go to unwind. Features some rather good live music in the evenings, a wide range of drinks and excellent food. Plus a taxi rank.
1. Well some were missed and are covered by an assortment of 'art'.
2. Few other divisions wanted to share their buildings (or indeed city). The Crew have a bit of a reputation.
3. Almost all them dangerous wildlife that called the pools home have been removed. However touching any frogs or dipping your fingers in the pools is still not recommended.
4. One of which is actually an alien combat robot in suspend mode.
5. Probably.
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Post by grinch on Feb 25, 2024 21:25:34 GMT
I could have sworn I have already seen a thread for this as well... Ah well, in any case it is nice to have a dedicated thread to it in any case.
I really like the members of this iteration of the group. I feel like Nikeisha would keep constant tabs on Rory as he is clearly the most troubled of the bunch. He's probably considered a bit of a pariah within UNIT-NA. Although it clearly wasn't his fault, a doubt a lot of his fellow officers think too well of him.
I do wonder how they work in tandem with their British counterparts. I feel like although the Wrecking Crew may have access to more resources considering UNIT America is naturally better funded, the Wrecking Crew may often find themselves greatly limited in terms of bureaucratic redtape.
Also, is it wrong that I automatically think the Concierges are probably the equivalent of Pod People? Although for some reason, they remind me of a less psychotic version of "The Beautiful People" from Ace of Wands. And how old would you say Sarah the Plumber is? For some reason, I'm imagining she's fairly young. As in only a few years graduated from university.
Personally, I feel like this group more so perhaps than the Misfit Mob would be ripe for using the SCP Foundation for adventure hooks. I could quite see the Wrecking Crew stumbling across such strange locations as The Fish Prison (https://scp-wiki.wikidot.com/scp-6222) or The Department of Abnormalities (https://scp-wiki.wikidot.com/scp-3790) The latter of which would be a good means to bring the two groups together.
I do wonder whether UNIT are using the Misfit Mob and the Wrecking Crew on a trial basis. If only to see whether it would be beneficial to create other groups within their other territories.
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Post by grinch on Feb 25, 2024 22:12:41 GMT
And Part II.
The Office. Previously occupied by a small private 'aerospace' corporation, part of the murky US Military Industry Complex. The company engaged in numerous dubious operations involving mis-acquired alien technology. And illegal human experimentation....
Then there was a change of policy and UNIT intervened. Hard.
- Almost all the evidence of blast damage, bullet holes, laser burns and similar remnants of the intervention are now repaired, or at least plastered over1.
Now the building is one of UNITs 'special storage' sites. Not quite the Black Archive but some interesting things are in a few of those sealed crates. Oh and the Wrecking Crew are based there2.
There are extensive basement levels, five as far as most staff know, with various storage rooms.
The 'business park' that houses the office building is beautifully terraced and landscaped, with water features3, odd bits of art4 and other corporate ephemera.
- The solar powered robots that a team of the researchers had constructed as a hobby have gone feral, but are Mostly Harmless. As far as is known they merely imitate birdcalls and seek sunlight. They may be studying the macaws. Or plotting World Domination.
Just outside the business park is is a truck stop with an enormous parking space often filled with semi-trailers (artics) clustered together and with a number of drivers carrying shotguns and rifles guarding the vehicles in turn. They're carrying sealed cargoes to various 'technology' firms, some in the business park itself. Occasionally they drop off 'stuff' in the Crew's building to be stored.
One the far side of the truck stop is a mini-mall with shops, a couple of quite decent restaurants, and the usual businesses. And The Pub.
The Birds. One of the odder features of the park is the birds; no common corvids, pigeons or gulls, the area is plagued by Scarlet Macaws that were illegally imported and released by someone working for the previous owner of the building. There are now upwards of a hundred of the brightly coloured, and very loud, birds around the buildings.
- Not part of a sinister plan, just a slightly nutty researcher5.
The Pub. About three klicks or so outside the office park is The Pub. It's where the Crew go to unwind. Features some rather good live music in the evenings, a wide range of drinks and excellent food. Plus a taxi rank.
1. Well some were missed and are covered by an assortment of 'art'.
2. Few other divisions wanted to share their buildings (or indeed city). The Crew have a bit of a reputation.
3. Almost all them dangerous wildlife that called the pools home have been removed. However touching any frogs or dipping your fingers in the pools is still not recommended.
4. One of which is actually an alien combat robot in suspend mode.
5. Probably.
The Pub that the Wrecking Crew frequent could be another branch of The White Rabbit. A drinking establishment that appears frequently within the Expanded Universe and appears to have some level of unspecified universal importance.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Feb 26, 2024 9:26:48 GMT
I could have sworn I have already seen a thread for this as well... Ah well, in any case it is nice to have a dedicated thread to it in any case. I really like the members of this iteration of the group. I feel like Nikeisha would keep constant tabs on Rory as he is clearly the most troubled of the bunch. He's probably considered a bit of a pariah within UNIT-NA. Although it clearly wasn't his fault, a doubt a lot of his fellow officers think too well of him. I do wonder how they work in tandem with their British counterparts. I feel like although the Wrecking Crew may have access to more resources considering UNIT America is naturally better funded, the Wrecking Crew may often find themselves greatly limited in terms of bureaucratic redtape. Also, is it wrong that I automatically think the Concierges are probably the equivalent of Pod People? Although for some reason, they remind me of a less psychotic version of "The Beautiful People" from Ace of Wands. And how old would you say Sarah the Plumber is? For some reason, I'm imagining she's fairly young. As in only a few years graduated from university. Personally, I feel like this group more so perhaps than the Misfit Mob would be ripe for using the SCP Foundation for adventure hooks. I could quite see the Wrecking Crew stumbling across such strange locations as The Fish Prison (https://scp-wiki.wikidot.com/scp-6222) or The Department of Abnormalities (https://scp-wiki.wikidot.com/scp-3790) The latter of which would be a good means to bring the two groups together. I do wonder whether UNIT are using the Misfit Mob and the Wrecking Crew on a trial basis. If only to see whether it would be beneficial to create other groups within their other territories. Well the Mob was based off the 'Ragtag Bunch of Misfits' trope, and the Crew was intended to be a similar dumping ground for UNIT's odder people. They'd tend to get the jobs no-one else wants, or where no-one else is available.
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Post by thewarchief on Feb 26, 2024 15:44:27 GMT
Just some random thoughts on the matter that popped into my head as I read this:
-Who minds the store? If the Wrecking Crew are the field operatives, who minds the store when they are away on a mission? Yes you have the concierges but is that it? Considering that this is a storage facility I'd expect more security of some sort.
-What's the cover? What sort of cover does the "Office" use? Is it still tied to aerospace in some way? Or does it have some other cover. Considering you named the team the "Wrecking Crew" a cover in construction (or as a music studio) could be appropriate. Or maybe pick something that would exist but might not do that much business, like a store that sells 70s mood rings, lava lamps, waterbeds, and such. Or maybe one of those companies that do people's taxes for them? THat way they won't be bothered after tax season. What sort of traffic, if any, goes through or near the area? And what other companies, if any, are in the park (or is the whole thing run by UNIT?).
-What state is is in? It was former tied to aerospace and the US military, so problaby soemwhere in California, Nevada or some such. Perhaps in or near a desert. Probably not too near since it must be on or near a major highway (a large truckstop) and residences (a shopping mall). Plus it has to have a climate that can support a population of Macaws. Underground complex sort of rules out Florida.
-What about the Macaws? Maybe the aren't normal birds but some intelligent alien species that was brought here be the aforementioned nutty researcher. The Macs aren't out for wold domination or anything, they just like the climate and lack of their natural predator, and so decided to move into the area. They made a deal with some previous researchers, but either the information got lost in the shuffle somewhere, or they carted off the previous researchers to the funny farm. Considering whatever happened to their previous human allies, the Macs are a bit hesitant to make any new human friends and cause them trouble.
Maybe the Macs were indirectly involved in the Mount St. Helens incident and are keeping a low profile so they don't catch the blame. And maybe the know more about what happened that they have let on, about quite a few things. Maybe the Macs aren't really aliens but terrestrial Macaws who have evolved to the point of sentience who then somehow wound up "back in the dark ages" with primitive humans.
The solar powered robots were actually built by or under the supervision of the Macs, and really serve them- which mostly consists of watching out for predators, food and good nesting sites. If something bad is a bout to go down, they are supposed to alert the (well intentioned but slow on the uptake) humans. The robots are either controlled through talk/speech (they are programmed to understand "Macaw") or via telepathy (if the birds are telepathic).
Maybe Rory Butler senses odd emotions and such from the Macaws from time to time but doesn't want to mention it for fear that he's going batty. Maybe the Macaws can sense that he is somewhat telepathic and will be the easiest one to communicate with, so they will try to befriend him first.
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Post by thewarchief on Feb 26, 2024 15:51:48 GMT
Well the Mob was based off the 'Ragtag Bunch of Misfits' trope, and the Crew was intended to be a similar dumping ground for UNIT's odder people. They'd tend to get the jobs no-one else wants, or where no-one else is available. I had set up something similar, in a different game. A space station (Station K-9, no relation) that had the nickname "the doghouse" because it was thought of as a dumping ground for those who were out of favor. Someone even painted a man's head on the wall poking out of a doghouse with the caption "Kilroy is here."
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Feb 27, 2024 15:19:54 GMT
Just some random thoughts on the matter that popped into my head as I read this: Yeah, that happens to me too....-Who minds the store?If the Wrecking Crew are the field operatives, who minds the store when they are away on a mission? Yes you have the concierges but is that it? Considering that this is a storage facility I'd expect more security of some sort. My initial take is that there are actual trusted professionals on site, to manage the storage levels . The concierges are the 'front facing' element to deal with lost and confused visitors. And infiltration attempts of course.-What's the cover?What sort of cover does the "Office" use? Is it still tied to aerospace in some way? Or does it have some other cover. Considering you named the team the "Wrecking Crew" a cover in construction (or as a music studio) could be appropriate. Or maybe pick something that would exist but might not do that much business, like a store that sells 70s mood rings, lava lamps, waterbeds, and such. Or maybe one of those companies that do people's taxes for them? THat way they won't be bothered after tax season. What sort of traffic, if any, goes through or near the area? And what other companies, if any, are in the park (or is the whole thing run by UNIT?). Hmmm, in a moderately large office park it's surprising how little anyone knows about their neighbours, especially if the paths and fences are designed to deter curiousity. I worked in a building in one, years ago now in USAia, where no-one knew one of the neighbouring units was a porn studio until myself and a colleague attempted to find a shortcut.
I'd expect there to be perfectly legit companies, maybe some startups, doing their normal business. Cleaning robots. Offsite data backup. Software development. Pet food testing. Warehousing old bank computers. Accounting. Call centres. Wine warehouse. Property management. Logistics. Publishing.
-What state is is in?It was former tied to aerospace and the US military, so problaby soemwhere in California, Nevada or some such. Perhaps in or near a desert. Probably not too near since it must be on or near a major highway (a large truckstop) and residences (a shopping mall). Plus it has to have a climate that can support a population of Macaws. Underground complex sort of rules out Florida. Probably. Though there's a lot going on on the East Coast too, close to DC. The reference to the truck stop is actually from a real place where an ex-SO and I stopped sometime while driving through back-country Connecticut. It waan't actually that big, it was off a two-lane highway, but had clusters of well guarded semis.-What about the Macaws?Maybe the aren't normal birds but some intelligent alien species that was brought here be the aforementioned nutty researcher. The Macs aren't out for wold domination or anything, they just like the climate and lack of their natural predator, and so decided to move into the area. They made a deal with some previous researchers, but either the information got lost in the shuffle somewhere, or they carted off the previous researchers to the funny farm. Considering whatever happened to their previous human allies, the Macs are a bit hesitant to make any new human friends and cause them trouble. I like that. It fits perfectly.Maybe the Macs were indirectly involved in the Mount St. Helens incident and are keeping a low profile so they don't catch the blame. And maybe the know more about what happened that they have let on, about quite a few things. Maybe the Macs aren't really aliens but terrestrial Macaws who have evolved to the point of sentience who then somehow wound up "back in the dark ages" with primitive humans. That's also and excellent idea for inclusion. The solar powered robots were actually built by or under the supervision of the Macs, and really serve them- which mostly consists of watching out for predators, food and good nesting sites. If something bad is a bout to go down, they are supposed to alert the (well intentioned but slow on the uptake) humans. The robots are either controlled through talk/speech (they are programmed to understand "Macaw") or via telepathy (if the birds are telepathic). Excellent.Maybe Rory Butler senses odd emotions and such from the Macaws from time to time but doesn't want to mention it for fear that he's going batty. Maybe the Macaws can sense that he is somewhat telepathic and will be the easiest one to communicate with, so they will try to befriend him first. Also fits well.
Thanks for your ideas thewarchief.
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Post by thewarchief on Feb 27, 2024 17:42:39 GMT
Yeah, that happens to me too.... I think it's a GM/writer talent/skill. Your subconscious looks for things to tag for adventures/stories, making the actual task of creating easier. My initial take is that there are actual trusted professionals on site, to manage the storage levels . The concierges are the 'front facing' element to deal with lost and confused visitors.It reminds me of the Universal Exports front for MI6 in the James Bond novels. If I recall correctly the building had a the export company and a repair shop as a front, and those who inquired about services were told that the company was too busy to take on new business at this time and were referred to another company that was very efficient and inexpensive. I kinda wonder if the company they got reffered to was in some way affiliated to MI6. Say run by retirees or some such. And infiltration attempts of course.I'm getting the idea of some sort of UNIT defense team that sort of blend into the background and you don't see that much of unless something happens. They mostly stay out of everyone's way and ensure the base (and alien McGuffins) are secure. But then I'm also getting the idea of a UNIT mop up team who show up after the fact and do damage control, deal with local authorities, initiate coverups, and such. Possibly refereed as LD&D for Liaison, Disinformation and Damage Control (or unofficially as Larry, Daryl & Daryl) so maybe the coffee hasn't kicked in yet. Hmmm, in a moderately large office park it's surprising how little anyone knows about their neighbours, especially if the paths and fences are designed to deter curiousity. I know. I've worked in one, for two different companies, across the street from each other, at different times. It's surprising what sort of companies you can find in an Industrial Park.
I worked in a building in one, years ago now in USAia, where no-one knew one of the neighboring units was a porn studio until myself and a colleague attempted to find a shortcut. Make that very surprising. That tops anything I discovered. BTW, what park was that? Just curious, no reason for asking. It's just rare to find a room in a Industrial park with a view. I'd expect there to be perfectly legit companies, maybe some startups, doing their normal business. Cleaning robots. Offsite data backup. Software development. Pet food testing. Warehousing old bank computers. Accounting. Call centres. Wine warehouse. Property management. Logistics. Publishing.
Okay, so the UNIT base is only part of the facility. You know that means you could have some places in the park that could pose a problem for UNIT. Imagine if there is a local newspaper there with one or more nosey reporters who notice something odd about "the Office". Or what if some rival organization sets up shop in the complex to keep an eye on (and gather intel on) the UNIT base. We don't really know what sorts of groups there are in the US. I doubt the US leaves all their alien stuff to UNIT, and neither Homeland Security nor Space Forces doesn't seem to be doing anything. You could have a lot of fun with the bothersome civivilans that the PCs have to put up with. Maybe the PCs get chewed out after saving the world because they didn't keep a low enought profile ("Did you have to use the disintegrator gun? You have any idea how hard it is to convince people that wasn't real? Try telling them that "live green screen" is a thing. Seriously, Nike, what was wrong with the 7.62 minigun? Then we could told the witnesses it was for a new Predator film.") Probably. Though there's a lot going on on the East Coast too, close to DC. I know, I'm on the East Coast. But based on your description I think your UNIT base must be somewhere else because: 1) Macaws live in warm climates and that rules out the North East. Maybe aliens that look like Macaws could live in a colder climate, but that would probably get them noticed and studied by all sorts of scientists looking to discover a new species or some such. 2) The East Coast states, at least the on in the North East, tend to have special zoning laws for these sorts of parks and special tax breaks as incentives, and they mostly prohibit something like a mall or cineplex being in them. A quarter-miles away, yes, but not in them. In the East Coast that's the incentive for compnaies to set up sot in one. Elsewhere it's different mostly because it's not as well developed, so there are logistical advantages to banding business together. 3) The UNIT base has subterranean levels and that pretty much rules out Florida- unless it's a submarine pen. 4) I doubt the Macaws would find much to eat or drink in a desert so probably someplace green. 5) Likewise I doubt they'd live somewhere that they would have to worry about predators. Perhaps their mental powers can detect and discourage a housecat or hawk, but they probably would't want to deal with any large ambush predators. So they probably are in someplace with a nice climate, lots of food and water, and not many dangers. So Club Med for Macaws. So I'm thinking it has to be in a warmer state, where the Macaws could live and not stick out, where UNIT could build a subterranean complex, and where a business industrialist park could be right next to a shopping mall. So probably the South West. Although possibly Georgia or Louisiana. Now Louisiana would be different (it doesn't pop up much in RPGs and it's got the Mississippi Delta and New Orleans. Then again maybe someplace in the Virgin Islands? Great place for Macaws, could stick an Industrial Complex away from the tourist spots, and UNIT must have some sort of presence in the Caribbean. The reference to the truck stop is actually from a real place where an ex-SO and I stopped sometime while driving through back-country Connecticut. It waan't actually that big, it was off a two-lane highway, but had clusters of well guarded semis.I think I've got an idea, sounds like Evergreen Walk in South Windsor, but I don't remember one being part of an industrial park and a shopping center. Although I might just be thinking too technical about the "business park" line. I might be referring to a specific legally defined thing (Industrial Park) where you just might mean place with lots of businesses. The only reason why I know about them, their requirements and special perks was because there one one in my home town. I like that. It fits perfectly. That's also and excellent idea for inclusion. Excellent. Also fits well. Four in a row! That might be a new record. BTW, Are the Wrecking Crew supposed to be pre-generated PCs, background NPCs, characters in a novel, or what?
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Mar 7, 2024 21:05:47 GMT
Yeah, that happens to me too.... I think it's a GM/writer talent/skill. Your subconscious looks for things to tag for adventures/stories, making the actual task of creating easier. Absolutely. Even watching Midsomer I'm collecting ideas. My initial take is that there are actual trusted professionals on site, to manage the storage levels . The concierges are the 'front facing' element to deal with lost and confused visitors.It reminds me of the Universal Exports front for MI6 in the James Bond novels. If I recall correctly the building had a the export company and a repair shop as a front, and those who inquired about services were told that the company was too busy to take on new business at this time and were referred to another company that was very efficient and inexpensive. I kinda wonder if the company they got reffered to was in some way affiliated to MI6. Say run by retirees or some such. Ah yes, I like the idea of referring the disappointed customers to a connected business.
And infiltration attempts of course.I'm getting the idea of some sort of UNIT defense team that sort of blend into the background and you don't see that much of unless something happens. They mostly stay out of everyone's way and ensure the base (and alien McGuffins) are secure. The EU books has UNIT fielding Broadsword teams. But then I'm also getting the idea of a UNIT mop up team who show up after the fact and do damage control, deal with local authorities, initiate coverups, and such. Possibly refereed as LD&D for Liaison, Disinformation and Damage Control (or unofficially as Larry, Daryl & Daryl) so maybe the coffee hasn't kicked in yet. Exactly. Every covert/clandestine agency needs cleaners. Occasionally the Mob get roped in for this. Hmmm, in a moderately large office park it's surprising how little anyone knows about their neighbours, especially if the paths and fences are designed to deter curiousity. I know. I've worked in one, for two different companies, across the street from each other, at different times. It's surprising what sort of companies you can find in an Industrial Park. Oh yes. Especially in the early days, when there was no landscaping or paths and actually getting between units was awkward.
I worked in a building in one, years ago now in USAia, where no-one knew one of the neighboring units was a porn studio until myself and a colleague attempted to find a shortcut. Make that very surprising. That tops anything I discovered. BTW, what park was that? Just curious, no reason for asking. It's just rare to find a room in a Industrial park with a view. I'll have to dig out the name but in was on the edge of San Diego. We were in a unit (huge and mostly empty) doing an IT project (Transition/Transformation) for a pharma outfit who'd 'acquired' the unit as part of a purchase and stuck us there because we needed space to build development, test, UAT and support mini-networks to simulate their rather complicated corporate network. We ended up with about twelve million collars worth of kit, back in 2008. I'd expect there to be perfectly legit companies, maybe some startups, doing their normal business. Cleaning robots. Offsite data backup. Software development. Pet food testing. Warehousing old bank computers. Accounting. Call centres. Wine warehouse. Property management. Logistics. Publishing.
Okay, so the UNIT base is only part of the facility. You know that means you could have some places in the park that could pose a problem for UNIT. Imagine if there is a local newspaper there with one or more nosey reporters who notice something odd about "the Office". Or what if some rival organization sets up shop in the complex to keep an eye on (and gather intel on) the UNIT base. We don't really know what sorts of groups there are in the US. I doubt the US leaves all their alien stuff to UNIT, and neither Homeland Security nor Space Forces doesn't seem to be doing anything. You could have a lot of fun with the bothersome civivilans that the PCs have to put up with. Maybe the PCs get chewed out after saving the world because they didn't keep a low enought profile ("Did you have to use the disintegrator gun? You have any idea how hard it is to convince people that wasn't real? Try telling them that "live green screen" is a thing. Seriously, Nike, what was wrong with the 7.62 minigun? Then we could told the witnesses it was for a new Predator film.") Exactly . Lots of possibilities. Maybe some of the Crew are propositioned by agents of <> at their bar. Or maybe it's a neutral area where no-one tried anything related to 'business'
The Bureau 13 novels (Nick Pollotta) had film crews operating as plausible cover for supernatural events. It's a reasonable cover story.
Probably. Though there's a lot going on on the East Coast too, close to DC. I know, I'm on the East Coast. But based on your description I think your UNIT base must be somewhere else because: 1) Macaws live in warm climates and that rules out the North East. Maybe aliens that look like Macaws could live in a colder climate, but that would probably get them noticed and studied by all sorts of scientists looking to discover a new species or some such. 2) The East Coast states, at least the on in the North East, tend to have special zoning laws for these sorts of parks and special tax breaks as incentives, and they mostly prohibit something like a mall or cineplex being in them. A quarter-miles away, yes, but not in them. In the East Coast that's the incentive for compnaies to set up sot in one. Elsewhere it's different mostly because it's not as well developed, so there are logistical advantages to banding business together. 3) The UNIT base has subterranean levels and that pretty much rules out Florida- unless it's a submarine pen. 4) I doubt the Macaws would find much to eat or drink in a desert so probably someplace green. 5) Likewise I doubt they'd live somewhere that they would have to worry about predators. Perhaps their mental powers can detect and discourage a housecat or hawk, but they probably would't want to deal with any large ambush predators. So they probably are in someplace with a nice climate, lots of food and water, and not many dangers. So Club Med for Macaws. Excellent points.So I'm thinking it has to be in a warmer state, where the Macaws could live and not stick out, where UNIT could build a subterranean complex, and where a business industrialist park could be right next to a shopping mall. So probably the South West. Although possibly Georgia or Louisiana. Now Louisiana would be different (it doesn't pop up much in RPGs and it's got the Mississippi Delta and New Orleans. Then again maybe someplace in the Virgin Islands? Great place for Macaws, could stick an Industrial Complex away from the tourist spots, and UNIT must have some sort of presence in the Caribbean. Good ideas. Personally I'll leave it for the individual GM to decide. The reference to the truck stop is actually from a real place where an ex-SO and I stopped sometime while driving through back-country Connecticut. It waan't actually that big, it was off a two-lane highway, but had clusters of well guarded semis.I think I've got an idea, sounds like Evergreen Walk in South Windsor, but I don't remember one being part of an industrial park and a shopping center. Although I might just be thinking too technical about the "business park" line. I might be referring to a specific legally defined thing (Industrial Park) where you just might mean place with lots of businesses. The only reason why I know about them, their requirements and special perks was because there one one in my home town. No, that place was off a road through heavy forest, miles from anything else. I like that. It fits perfectly. That's also and excellent idea for inclusion. Excellent. Also fits well. Four in a row! That might be a new record. BTW, Are the Wrecking Crew supposed to be pre-generated PCs, background NPCs, characters in a novel, or what? Yes. Like the Mob I developed them as NPCs (and the Mob have appeared as such in one of my campaigns) but they got a bit out of hand.
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Post by thewarchief on Mar 7, 2024 23:29:01 GMT
Welcome back! I was getting close to posting a scenario seed to drum up some activity. Absolutely. Even watching Midsomer I'm collecting ideas. It can be annoying sometimes. You watch something, you are enjoying it, and then part of your brain starts to wonder how it would work in game terms. Ah yes, I like the idea of referring the disappointed customers to a connected business. I hope you didn't have to buy that just to get my reference. That said, I think it does show some possibilities for front companies for UNIT. HArlington-Strake film studio for SHADO is another good example. The referring part also served a screening function, as explained in the Man With The Golden Gun when a brainwashed Bond returns from Russia (sans love). I'll cut & pate a quote if you want it. If you had some sort of newspaper or UFO group or some such nearby it could serve as a way for UNIT to get leads on alien activity without showing their hand. If the paper were a UNIT front then anything that seems legit could be kicked upstairs while the paper covers the stuff that is "safe" for public consumption. Note that this could also be a plant in office of the "nosy newspaper" idea I mentioned earlier. The EU books has UNIT fielding Broadsword teams. Exactly. Every covert/clandestine agency needs cleaners. Occasionally the Mob get roped in for this. Which makes the cleaners great candidates for reoccurring NPCs. And a cleaning company could be an interesting cover for your clearners. Oh yes. Especially in the early days, when there was no landscaping or paths and actually getting between units was awkward. Maybe the park aspect could be a feature? What if UNIT had several such facilities in a dozen or so Industrial Parks spread out in different regions of the country. Lots of possibilities. Maybe some of the Crew are propositioned by agents of <> at their bar. Or maybe it's a neutral area where no-one tried anything related to 'business' Yeah, the fun bit for the GM is that not every interaction is UNIT/Alien related, and the PCs will need to figure out which contacts are legit. Also, a rival organization might not be hostile to UNIT, and could end up supporting them when stuff hits the fan and Daleks show up. Just putting a mannequin company in the park can ramp up the PC paranoia. The Bureau 13 novels (Nick Pollotta) had film crews operating as plausible cover for supernatural events. It's a reasonable cover story.
It's an old idea, but a good one. Back in 1970 Gerry Anderson's UFO TV series had SHADO (Supreme Heaquarters Anlien Defense Organization), a UNIT like organization, based underneath a working film studio. One of the perks of which was that anything strange, like an alien body or spaceship, could be explained away as something for an upcoming film. Anything blatant could be passed off as a publicity stunt. Hmm, John Levene was in UFO, too, and I don't think his character was ever given a mane. . Maybe he was Benton in an alternate universe? Oh, and I believe I have the Bureau 13 RPG somewhere. Tri-Tac game system, Phil Foglio cover. Good ideas. Personally I'll leave it for the individual GM to decide.That works. My regional bases idea could play in towards that. Say they got a base in the North East, South East, Mid West, North West, South West, etc. etc. You could even rotate the Wrecking Crew and/or Misfit Mob from one base to another from time to time for certain assignments. ]Yes. Like the Mob I developed them as NPCs (and the Mob have appeared as such in one of my campaigns) but they got a bit out of hand.
You know that might be a good concept for a sorucebook. Write up the base, some NPCs and then some adventures and story hooks for the area. Possibly set up a 'series" stroy arc like what they have done with several series of Doctor Who, with clues that lead to a season finale.
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Post by lupercal on Mar 8, 2024 23:59:41 GMT
Oohh yees! That sourcebook would be great!
Friendly greetings, Horus Lupercal.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Mar 9, 2024 22:30:05 GMT
Welcome back! I was getting close to posting a scenario seed to drum up some activity. Good ahead.... The forum ate my last attempt. I may try again tomorrow. Life was busy, well still is but I have some time. Also my gamers have asked for a "dungeon crawl" or "pirate" scenario so once they're finished with 'The Island' I'll need to plan that. I'm thinking time displaced treasure ship, C16 pirates and a network of caves, either in the Caribbean in the 1690s or current/1920s Cornwall.
Absolutely. Even watching Midsomer I'm collecting ideas. It can be annoying sometimes. You watch something, you are enjoying it, and then part of your brain starts to wonder how it would work in game terms. True. That's why my Ideas file is currently 2,696 pages and 880k words....Ah yes, I like the idea of referring the disappointed customers to a connected business. I hope you didn't have to buy that just to get my reference. That said, I think it does show some possibilities for front companies for UNIT. HArlington-Strake film studio for SHADO is another good example. The referring part also served a screening function, as explained in the Man With The Golden Gun when a brainwashed Bond returns from Russia (sans love). I'll cut & pate a quote if you want it. Good ideas. IIRR UNIT HQ was originally a nondescript civil service building.If you had some sort of newspaper or UFO group or some such nearby it could serve as a way for UNIT to get leads on alien activity without showing their hand. If the paper were a UNIT front then anything that seems legit could be kicked upstairs while the paper covers the stuff that is "safe" for public consumption. Note that this could also be a plant in office of the "nosy newspaper" idea I mentioned earlier. I assume UNIT has a network of contacts and 'friendlies' in UFO groups, and TV shows could be likewise useful.The EU books has UNIT fielding Broadsword teams. Exactly. Every covert/clandestine agency needs cleaners. Occasionally the Mob get roped in for this. Which makes the cleaners great candidates for reoccurring NPCs. And a cleaning company could be an interesting cover for your clearners. Excellent. Especially when someone needs a favour.Oh yes. Especially in the early days, when there was no landscaping or paths and actually getting between units was awkward. Maybe the park aspect could be a feature? What if UNIT had several such facilities in a dozen or so Industrial Parks spread out in different regions of the country. That would make sense, especially for the USA. Lots of possibilities. Maybe some of the Crew are propositioned by agents of <> at their bar. Or maybe it's a neutral area where no-one tried anything related to 'business' Yeah, the fun bit for the GM is that not every interaction is UNIT/Alien related, and the PCs will need to figure out which contacts are legit. Also, a rival organization might not be hostile to UNIT, and could end up supporting them when stuff hits the fan and Daleks show up. Just putting a mannequin company in the park can ramp up the PC paranoia. The Bureau 13 novels (Nick Pollotta) had film crews operating as plausible cover for supernatural events. It's a reasonable cover story.
It's an old idea, but a good one. Back in 1970 Gerry Anderson's UFO TV series had SHADO (Supreme Heaquarters Anlien Defense Organization), a UNIT like organization, based underneath a working film studio. One of the perks of which was that anything strange, like an alien body or spaceship, could be explained away as something for an upcoming film. Anything blatant could be passed off as a publicity stunt. Hmm, John Levene was in UFO, too, and I don't think his character was ever given a mane. . Maybe he was Benton in an alternate universe? Oh, and I believe I have the Bureau 13 RPG somewhere. Tri-Tac game system, Phil Foglio cover. There was a good 'aliens' scenario collection published too. Good ideas. Personally I'll leave it for the individual GM to decide.That works. My regional bases idea could play in towards that. Say they got a base in the North East, South East, Mid West, North West, South West, etc. etc. You could even rotate the Wrecking Crew and/or Misfit Mob from one base to another from time to time for certain assignments. I plan to keep the Mob in Britain, with the occasional foreign trip when asked.]Yes. Like the Mob I developed them as NPCs (and the Mob have appeared as such in one of my campaigns) but they got a bit out of hand.
You know that might be a good concept for a sorucebook. Write up the base, some NPCs and then some adventures and story hooks for the area. Possibly set up a 'series" stroy arc like what they have done with several series of Doctor Who, with clues that lead to a season finale. I have a skeletal outline for the Misfit Mob, NPC character sketches, some stat blocks and scenario seeds.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Mar 9, 2024 22:31:28 GMT
Oohh yees! That sourcebook would be great! Friendly greetings, Horus Lupercal. I don't have the bandwidth atm. I'm mostly wrangling my company, three very large tech companies and the Irish government contingent for the organisation of a startup support group.
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Post by thewarchief on Mar 11, 2024 19:07:05 GMT
Good ahead.... The forum ate my last attempt. I may try again tomorrow. Looks like you did. I'll take a look at it. Life was busy, well still is but I have some time. Also my gamers have asked for a "dungeon crawl" or "pirate" scenario so once they're finished with 'The Island' I'll need to plan that. I'm thinking time displaced treasure ship, C16 pirates and a network of caves, either in the Caribbean in the 1690s or current/1920s Cornwall.
Sounds interesting. I sent you a PM with an idea and an offer of my wodden ship and cannon stats if you want them. True. That's why my Ideas file is currently 2,696 pages and 880k words....
Yeah, that's a good sized file. Noting your limited bandwith, a book of scenario seeds that GMs could flesh out into full fledged adventures would be good too. Excellent. Especially when someone needs a favour. Ooh, I didn't think of that. The sort of work the "cleaners" do could be useful for covering up stuff other than aliens. So they could get involved covering up in some morally questionable things, either in a tit-for-tat situation (i.e. "UNIT could help you with your problem Senator, if we just had the funding to reactivate our field teams") or for personal gains (i.e. "Senator, whose to say your wife wasn't already controlled by the Cybermen, that she was trying to capture you, and and you had to shoot her in self defense. Only the people filling out the report. I'm sure with your help I can make some sense out of events, and maybe a few dollars?") That would make sense, especially for the USA. Yeah, it would make sense for all of North America, with a couple of places in Canada and Mexico tominotor alient activity there. Europe could have something similar although not as Industiral Parks, per say. Come to think of it, just about any business or organization related to a UNIT or UNIT era story (International Electromatics, Scientific Reform Society, THe International Circus) could be dropped into the area to up the player tensions, be potential villians, allies, or red herrings.[/font][/quote]
I plan to keep the Mob in Britain, with the occasional foreign trip when asked.Makes sense.Fit each group to a particular local and style. For a bit of flavor you could have Wrecking Crew and Misfit Mob swap locals for a bit, for some reason. Say UNIT calls one team over to handle a mission because the other team isn't available, but the mission takes a bit of time to complete, and something comes up at their home base while they are away so UNIT sends the other team over, and it takes a few months before they can swap back. You could get some good fish out of water stuff going with the right players. ]I have a skeletal outline for the Misfit Mob, NPC character sketches, some stat blocks and scenario seeds. Just the ticket. They could really help a GM flesh out the NPCs for a UNIT campaign. Give the players reoccurring NPCs to interact with, and you can use thier exploits to contrast with the players- either showing how profession one team is, or to show up one teams SNAFUs. Like say someone (PC or NPC) is bored and takes a ping pong ball or shuttlecock out of a storage bin, only to later discover that it was a Nestene artifact.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Mar 11, 2024 20:49:35 GMT
Good ahead.... The forum ate my last attempt. I may try again tomorrow. Looks like you did. I'll take a look at it. Actually that's a completely different idea..... The original was inspired by the 'Body in a Steel Cylinder' incident in Liverpool in 1944. Life was busy, well still is but I have some time. Also my gamers have asked for a "dungeon crawl" or "pirate" scenario so once they're finished with 'The Island' I'll need to plan that. I'm thinking time displaced treasure ship, C16 pirates and a network of caves, either in the Caribbean in the 1690s or current/1920s Cornwall.
Sounds interesting. I sent you a PM with an idea and an offer of my wodden ship and cannon stats if you want them. Thanks, I'll have a look tomorrow.True. That's why my Ideas file is currently 2,696 pages and 880k words....
Yeah, that's a good sized file. Noting your limited bandwith, a book of scenario seeds that GMs could flesh out into full fledged adventures would be good too. I think I'll clean up and upload the Misfit Mob file as soon as I can. It has twenty one-page seeds intended for the Mob.Excellent. Especially when someone needs a favour. Ooh, I didn't think of that. The sort of work the "cleaners" do could be useful for covering up stuff other than aliens. So they could get involved covering up in some morally questionable things, either in a tit-for-tat situation (i.e. "UNIT could help you with your problem Senator, if we just had the funding to reactivate our field teams") or for personal gains (i.e. "Senator, whose to say your wife wasn't already controlled by the Cybermen, that she was trying to capture you, and and you had to shoot her in self defense. Only the people filling out the report. I'm sure with your help I can make some sense out of events, and maybe a few dollars?") Maybe someone in UNIT, or in the Misfit Mob, need a site cleansed, for personal reasons?That would make sense, especially for the USA. Yeah, it would make sense for all of North America, with a couple of places in Canada and Mexico tominotor alient activity there. Europe could have something similar although not as Industiral Parks, per say. True.Come to think of it, just about any business or organization related to a UNIT or UNIT era story (International Electromatics, Scientific Reform Society, THe International Circus) could be dropped into the area to up the player tensions, be potential villians, allies, or red herrings. Oooo yes, the SRS struck me as a group that could rumble along. Attracting technocrats and certain libertarians, eventually forming part of the Brotherhood of Logicians.
I plan to keep the Mob in Britain, with the occasional foreign trip when asked.
Makes sense.Fit each group to a particular local and style. For a bit of flavor you could have Wrecking Crew and Misfit Mob swap locals for a bit, for some reason. Say UNIT calls one team over to handle a mission because the other team isn't available, but the mission takes a bit of time to complete, and something comes up at their home base while they are away so UNIT sends the other team over, and it takes a few months before they can swap back. You could get some good fish out of water stuff going with the right players. Oh yes, there can be exchanges, foreign visits and possibly Canada....]I have a skeletal outline for the Misfit Mob, NPC character sketches, some stat blocks and scenario seeds. Just the ticket. They could really help a GM flesh out the NPCs for a UNIT campaign. Give the players reoccurring NPCs to interact with, and you can use thier exploits to contrast with the players- either showing how profession one team is, or to show up one teams SNAFUs. Like say someone (PC or NPC) is bored and takes a ping pong ball or shuttlecock out of a storage bin, only to later discover that it was a Nestene artifact. I'll dig it out. I might experiment with the AI face generators for the Mob.
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