Crisis Aboard the Starship Hecate
Deltakere: 8-16 players
The year is 2213. Space travel has come a long way over the past few centuries. Human colonies and industrial outposts are scattered throughout our solar system. Cryo-stasis technology makes the long trips more bearable. But the biggest breakthrough happened just 20 years ago: the technology to travel through hyperspace. Journeys that used to take months or years can now be completed in a matter of hours.
Construction on the Plutonian Gate has been rushed, so that it might be opened in time for the 20th anniversary of the Gate System. Once activated, this Gate will facilitate travel beyond our solar system, something which, for centuries, humans could only dream of. It's a huge event, with lots of publicity...and you're going to be there for it!
The cargo ship _Hecate_ has been chosen to facilitate this event. The ship's crew will be hosting a small reception for VIPs, followed by a journey of approximately four hours to reach the new Gate. Players will assume the roles of VIPs--notable social and political figures from the various colonies--or the ship's crew, responsible for the completion of the mission, and the safety of all aboard (which includes making sure the VIPs don't kill each other.)
However, there are rumors about things that happen in hyperspace. Some shippers have reported strange noises, flickering lights, and objects that seem to move on their own. Does hyperspace travel affect the mind? Could there really be something out there? Or is it a bunch of nonsense and superstition?
**This is a high-immersion game of roleplaying, intrigue, and suspense, with some horror elements. Players may be exposed to artificial fog, strobing lights, and stressful situations. If this concerns you, please contact a GM prior to signing up.**
|Intercon M (2013)|
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