ZLR - Plothooks & Stats

Possible plothooks

 
The Wolf That Cried Wolf
A Fenrir Wolf specimen has managed to escape from the ZLR complex, and the scientist responsible wants it brought back, quietly as to not face angry supervisors. The runners will need to follow traces and dead prey to track the wolf to the Veluwe, where they find out the specimen is now leading a wild pack, which are perfectly willing to hunt the runners themselves.   The Deltawolf, so called for its high-quality enhancements, has +2 on every Physical and Mental Attribute compared to a normal Fenrir Wolf, as well as +2 Edge, +2 Iniative Dice, and +2 on every skill. Its Magic is the same as that of other Fenrir Wolves. It does require constant treatment to maintain its heightened stats, and has to be returned before its condition starts deteriorating.   The scientist hides the true nature of the Deltawolf, claiming it simply is the Vice President's favourite. He offers 4k per runner, and can be talked up to 5k. If afterwards confronted with the increased difficulty and the true nature of the beast, he can be pressured into paying up to 8k per runner.
Johnson begets scientist
A scientist's research into Barghests has drawn the attention of the Royal Family. Dr. Alei has made a breakthrough in magic-friendly genetic enhancements, which also allow for better training of properly imprinted puppies. Rather than buying the product, the Royal Family wants both the doctor and her research.   The runners are hired to extract Dr. Alei and obtain her research from the ZLR complex, which requires extensive legwork and infiltration to find her exact location. She has no interest in coming along, but won't resist if caught alone. However, she will eagerly use security or her ten hounds if given the chance, unless the runners offer to bring her hounds with them.   The Barghests are incredibly loyal to Dr. Alei, giving them a Professional Rating of 9 when it comes to her safety. Not only do they have +2 on all Physical Attributes and +1 on all Skills, as a group each additional Barghest counts as 2 grunts for the group bonuses. The team gets 6k each for the doctor, 5k for her research, and 4k for bringing all ten Barghests.
 

Stats

 
Guards
The outside guards, who know nothing about the underground complex and make sure to keep it that way, are Professional Rating 3. They patrol in groups of 3, while Rigger Lieutenants are patrolling with Flying Eyes and have armed Roto-Drones on standby to attack intruders (see PR3 sample statblocks in Sixth World, p206).   Underground there are only a handful of guards, spread out all over, but ready to crush intruders. These are Professional Rating 6 (for stats, see Docwagon HTR Officer in Sixth World, p207) and travel in groups of 5. There are a total of 6 groups in the complex, and if an alarm goes off they will generally all arrive within 90 seconds. Three Magic-5 Security Mages can send out a total of 15 Force 3 Spirits in case of an emergency.
Security Systems
Normal doors underground are all simple solid wood doors. Every labsite that involves live animals, however, uses armored glass and security doors (Sixth World p113 for Structure Ratings). The entrances are made from thick metal plates, and will lock down when the alarm goes off.   The underground is one large Faraday Cage, completely cutting off all wireless contact with the outside. Security communicates through microtranceivers. Cameras and door-locks all use a wired system.   The Lab Hosts (Rating 3, 3/4/5/6) are only reachable from the labs themselves, but lack a Spider's protection. The Security Host (Rating 4, 5/6/4/7) covers all security systems and is protected by a Spider with a 4 on all mental attributes.


Cover image: Dark Woods by Free-Photos

Comments

Please Login in order to comment!