AMBER ZONE: Courier Down

Player’s Information:


Any A,B,or C star port with another inhabited system one jump away.

The Job:

One of the party members is contacted by former marine intelligence type, now working security for Charlings United Ventures, a local sector wide mega corporation.

A courier carrying sensitive material in a pouch, has been hospitalized, in a private hospital. The courier is in a coma, due to a vehicle accident. This has occurred on a planet one jump away from the party’s current location.

The courier’s employer, Charlings United Ventures, has an ongoing dispute with the planetary government of the world the courier is on. Within the last month, the planet has put down a rebellion that the planetary government feels may have ties to Charlings United Ventures. Therefore Charlings can’t send a representative itself.

The government in question doesn’t know that the courier works for the corp. Charlings United Ventures would prefer that they never find out. Your contact wants you to collect and transport the courier off planet, back to the party’s current location.

Local Planetary Problems:

The attempted rebellion that occurred one month ago was started by a group that wanted greater off world investment and immigration. As the rebellion was not widely supported by the general populace and only had backing from businesses and families that were involved in off world trade, it failed.

The extreme violence that the rebels used has caused a popular backlash by the planetary government. In the month following the rebellion anyone with suspected connections has been brought in for questioning. Many are still being held incommunicado. The cities have checkpoints set up by all government and civic buildings, including hospitals.

The players will find that, while off world trade is not forbidden, off-worlders at this juncture are viewed with suspicion, if not outright hostility. The hostility is starting to cool down, but the outbreak of a riot is not beyond question.

Due to the recent political instability on the planet, it has been marked as an Amber Zone.

The Pouch:

The courier doesn’t have the key. The pouch’s lock is biometric. Also, if the courier dies, a dead-man device will destroy the contents and render them unrecoverable. If they accept the job, the players must agree to get the courier back alive, along with the intact pouch, with the planetary government none the wiser.

The Payoff:

Charlings United Ventures will pay the players a Cr 100,000 per player involved in the attempt to recover the courier and his pouch. Cr 25,000 will be paid upfront to cover expenses. If the courier dies this will be their only compensation. They must return the courier and his pouch regardless.

If the players recover the courier alive, with the pouch intact and without alerting the government of the planet the courier, Charlings United Ventures will pay the party Cr 5,000,000 upon completion of the job.

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