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A GURPS Final Frontier
/ Alternate Worlds Adventure
Copyright © 1996-99
by Christoph Sticherling
This adventure was played with GURPS
Final Frontier (an unofficial GURPS Star Trek rules set) and the GURPS
Alternate Earths sourcebook. Reich 5 is as described in the latter.
You should familiarize yourself with this alternate earth and provide colorful
descriptions to your players. You might also
need GURPS Time Travel to understand the concept of timelines.
For short you may imagine them as parallel dimensions, more or less similar
to our own. In order to distinguish between the two timelines involved
in this adventure I will give time references with FT (= Federation Time;
the timeline that leads from our earth to the United Federation of Planets)
and R5T (= Reich 5 Time; the timeline that leads from our earth to Reich
5 and beyond into a different future). E.g. "1996 R5T" means the year 1996
in the Reich 5 timeline.
DO NOT READ FURTHER IF YOU ARE A PLAYER
OR YOU WILL SPOIL YOUR FUN AND THAT OF OTHER PLAYERS.
Background
For the player characters the stoty beginns in the year
2373 FT. They are cruising with their Intrepid class starship through a
seldom visited part of Federation space.
The timeline of Reich 5 is like our good old Earth
in many ways but in a parallel dimension. It should have developed very
similar to the Earth of STAR TREK. But through some mind-bending time-loop
it was influenced by our, the Federation timeline.
The earth of timeline Reich 5 (R5 for short) of 2300
R5T has established a Transtemporal-Shielding-Device to prevent tampering
with the past of their timeline. That indicates that timeline tampering
is considered possible and assumed to be a real threat to R5. But later
more about R5 and time machines. An unanticipated side-effect of this project
is the creation of a dimension-bridge into Federation space. Imagine this
as a physical "pocket" of space from the R5 dimension, bent into the FT
dimension. This went unnoticed by the "Space Nazis" [1],
because their ships are "rooted" in Reich 5 space and are unable to cross
into Federation space. The other way works just fine (for inexplicable
reasons [2]), except for the negative effects on IDF/SIF-generators
[3].
The graviton polarity sources of these systems overload and quit under
the intrinsic graviton spin stress induced by the transtemporal shield.
The Federation ship Nor-Falgun, a Vulcan long range
exploration vessel, on a routine charting mission in 2309 FT dropped into
the danger zone of the R5 shield while investigating radio emissions coming
from a class M planet and hinting to a pre-warp civilization (which was
1932 R5T). By the Federation standards of 2234 FT the IDF/SIF-generators
of the Nor-Falgun where not bad. But they were nevertheless immediately
destroyed and the ship was thus unable to alter course or velocity. The
Vulcans dropped from warp and were lucky to pass R5 at a barely survivable
distance, still suffering further damage and losing the ability to communicate.
In an ad-hoc decision the Captain beamed an away team down to the planet
in order to try and establish contact with Federation rescue ships, but
not to interfere with the locals. She assumed that rescuers would probably
go and look for the same class M planet.
The team got into a real mess soon after landing
and was killed before all equipment could be destroyed. Some local R5 native
made use of one phaser weapon to kill the local R5 equivalent to president
TD Roosevelt. Of course the exact details where kept secret, including
the true nature of the weapon. This incidence was the turning point for
the timeline of Reich 5. From now on everything went different. Some TL10
equipment from the Vulcans made its way to very curious German scientists
and pushed the development of technical sciences, especially those related
to space travel.
The Adventure Begins
The Intrepid class spaceship of the player characters
picks up a distress signal from the Nor-Falgun. They are able to locate
the ship, steer alongside and provide the necessary spare parts for repairing
the IDF/SIF-generators of the Nor-Falgun. The Vulcan crew has spent only
fife month of subjective time since their accident as a result to time
dilatation at velocities in proximity to c. Captain Rabak (of Vulcan) informs
the PCs, that her away team is now on the class M planet for 64 years and
probably eager to get out.
The communicator of one crew of the Vulcan away-team
can be localized in what appears to be Berlin, Germany in 1996 AD. It is
immediately clear to the PCs that this class M planet is not Earth but
a very similar world, perhaps from a parallel dimension. More precise localization
of the signal is impossible. Some fancy subspace anomaly distorts the infrequent
emissions of the old and weak locator. This anomaly is a by-effect of the
time traveling activities of the Space-Nazis. Some puzzling vague hints
to this is all the PCs should receive at this time of the adventure.
Unfortunately for the unsuspecting PCs, the past
of Reich 5 is not only protected by the Transtemporal-Shielding-Device
but also by Space-Nazi Time Patrols, equipped with advanced technology.
One of these is able to locate, stealthily approach, and board the PCs
ship as soon as they decide to beam down and have left the ship. Sudden
contact loss to a mother ship is always sure to gear up tension :-)
Down in Berlin
The nice Space-Nazi guys will try to reach Federation
space and its very hard to stop someone with technology at hand similar
but superior to ones own, especially when the PCs are not aboard. Suggest
turning of the communicators to prevent hostile beam lock-on. To make matters
worse - and more interesting - this is a good time to demonstrate the overall
effectiveness of the flying Gestapo Patrols roving Berlin on the lookout
for suspects. The PCs could hide, fast-talk, con, or brawl themselves out
of trouble for some time.
The only way to save the Federation from invading
Space-Nazis is to change history in Reich 5. To this end the PCs need to
detect the characteristic emissions originating from a time-traveling device.
Either by chance or after direct inquiry of the PCs the tricorder measurements
point to an area south of Besançon, in SS Burgundy, near
a mayor maglev-hub.
And another signal is picked up again. The old style
communicator (complete with flip-open antenna grid :-). It is to be found
in Prinz-Albrecht-Straße 8, Gestapo-Hauptquartier [4].
Maybe not all Vulcans where killed. They are very tough, one knows. And
it would be a nice, dramatic, and morale enhancing discovery finding an
200-year old Vulcan resisting nazi-interrogation for 60 years.
The locals at Prinz-Albrecht-Straße are not
very cooperative, to say the least. Massive firepower will be brought to
bear if the PCs are willing to mount a mayor fight. Here a new NPC enters.
Its Oberführer (Colonel) Johannes von Lühning. He ends the fighting
and takes the PCs under his custody. He will suggest and accept conditional
surrender. Officially he arrests them, of course.
Twisted Loyalties
The trip then goes via helicopter southwards out of
town. The motives of von Lühning remain unclear until he explains
he is working for the Abwehr, the military intelligence which is in constant
rivalry with the SD [5] and the Gestapo. He strives
to build trust and promises to bring them to a "safe place" where further
explanations will be given. Asked deeper, he will hint of his knowledge
that the PCs are "not of this world". His personal abilities are at times
amazing and inhuman [6]. He is a Tenshi, a Kempei
Tai [7] "Heavenly Warrior"
of Imperial Japan, created for and assigned to a long term infiltration
mission in the heart of Germany. He has blown his cover when he realized
the outstanding importance of his folks laying first hand on these "visitors
from another future".
But while its very hard to fool the Gestapo its impossible
to elude one of the secret mind reading psykers of the "Ahnenerbe" [8],
the branch of the SS involved with occult research on a broad scale. Special
agents of an elite "Ahnenerbe" subgroup named "Nemesis" are the sole contacts
of the Space-Nazis throughout the timeline of Reich 5. And one of them
has in turn infiltrated the Kempei Tai cell in Berlin. He is the trusted
helicopter pilot of von Lühning. In the middle of their journey he
will suddenly kill the rest of the crew and all guards, including the Japanese
agent with a combination of poison, Telecontrol (PSI) and his SMG. The
chopper is keyed to his palm-print, retina and voice. It will crash when
he is incapacitated, so any attack on him will be unwise.
Then he will present himself as a member of the American
resistance and offer to help the PCs, disguising his true intentions behind
the advanced telepathic skill Facade. Hauptsturmführer (Captain) Markus
Adler, that's his name, will strongly suggest to leave the helicopter,
for the Luftwaffe (Air Force) will not take long to hunt down the of-course
helicopter. So a change of vessels in mid-flight to a maglev train is required.
The helicopter will continue his flight and self-destruct in a simulated
accident. Only Adler slips when entering the train from the roof and falls
to death. He was an excellent Psyker, but a not so excellent acrobat.
Using the Devil's Tools
The train is on
his way to Burgundy. Straight to the source of time-traveling subspace
traces. And after emptying all the regular passengers in Besançon
it continues on a special side-track into a secret underground high security
research complex. Right into the heart of the Ahnenerbe Space-Nazi contact
center. Defeating the security systems with their equipment and skills,
the PCS should manage to remain on board long enough.
The undetected withdrawal from the maglev train and
the subsequent discovery of an unused but operable time-travel conveyor
is small potatoes for all truly heroics PCs [9]. The
trip into the local year 1932 is equally no big deal for well skilled temporal
engineers (let them make several skill rolls for improvisation). Once arrived
there its only a matter of locating the passing Nor-Falgun and picking
up the away team as soon as it is beamed down. And
instantly the R5 space pocket will vanish. History has changed.
Aftermath
The R5 timeline now was not involuntarily influenced
by the Vulcans. So the Nazis never won WW2 and no "Space Nazis" ever invented
a Transtemporal-Shielding-Device to relocate their past world in some other
dimension. It all never happened.
What had happened now is: The Nor-Falgun had a mayor
warp core emergency resulting in the destruction of the graviton polarity
sources. And the away team spent all the years on an - not especially remarkable
- pre-warp class M planet unnoticed. Sixty years later the PCs ship rescued
them.
To bad that no one will remember and enjoy all the
heroic deeds the PCs just accomplished. Except the players. At least, I
humbly hope so.
Good night, and "Fare well and prosper !"
Footnotes:
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[1] "Space Nazis" is how
I will call the future descendants of Reich 5 as it is described in GURPS
Alternate Worlds. They originate from 2373 R5T and time-traveled back to
1996 R5T.
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[2] Fill your players
with technobabble for as long as you enjoy or until they are satisfied,
whatever comes first.
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[3] For
more on Inertial Damping Field / Structural
Integrity Field generators see GURPS Star Trek or Star Trek - The Next
Generation Technical Manual by Rich Sternbach and Michael Okuda.
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[4] Gestapo is a German
acronym for Geheime Staatspolizei = Secret State Police. Hauptquartier
= Headquarters.
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[5] SD is a German acronym
for Sicherheitsdienst = Security Service. The
SD was the secret intelligence agency branch of the SS. SS is
a German acronym for Schutzstaffel = Protection Squadron. The SS is part
of the NSDAP, the German Nazi-party. For some more information see p. AE36.
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[6] Give Oberführervon
Lühning the following advantages: Acute Senses +5, Absolute Timing
and Direction, Combat Reflexes, High Pain Threshold, Night Vision, Peripheral
Vision, Rapid Healing, and Toughness (Lev. 2).
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[7] The Kempei Tai is
the secret intelligence agency of Imperial Japan.
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[8] Ahnenerbe is German
and means literally "Heritage from one Ancestors" .
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[9] Too much might happen
at this stage of the adventure. So I limit myself to the bare outline of
what should happen. It is up to the improvisation of the GM to flesh this
out according to the actions and plans of her players. In my experience
this works just fine.
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