Saturday, 13 January 2024

Double Hubris

Manticore is a scenario for Traveller. It takes place on the world of Pysadi in the Aramis Subsector of the Spinward Marches Sector and involves an investigation into a runaway girl and her connection to a zealous religious cult on a nearby world. It ideally requires the Player Characters to have basic training in both weapons and vacc suit, and if they do possess a starship, that it should be capable of Jump-2. The scenario includes a set of eight pre-generated Player Characters, four of which between them have the skills necessary to operate a starship as well as one of them owning an S-Type Scout. However, one of the problems with this is that the Player Characters are expected to to own a merchant ship of some kind and certainly a vessel capable of carrying cargo. Both the mechanics and the plot of Manticore are straightforward enough that running it using Traveller, Classic Traveller, or Cepheus Deluxe Enhanced Edition are all easy enough to do.

Manticore is written by Carl Terence Vandal and is a sequel of sorts to The Phoenix Initiative, which ended with the Player Characters being recruited as agents in the service of Duke Norris and his family. It is not though, a direct sequel, but rather a thematic one as it deals with the misuse of advanced science. Alternatively, it can also be run as a standalone affair. It begins with the Player Characters on Aramis in the Spinward Marches Sector, spending a little of their recent profits on a night out when they approached by a girl asking for money. Soon after this, she is approached by two men who attempt to abduct her, but she seems able to deal with them in a smart fashion. Their encounter is timely, if not for the Player Characters, then for a local Imperial agent who recruits them with gentle threats of menace. The Imperial Agent informs the Player Characters that the girl, Maxine, has recently fled from the nearby world of Pysadi, an an agricultural world governed by the strict ‘Mother Church’. The two men who attempted to abduct her were zealots of the Mother Church. The Imperial Agent will also tell the Player Characters that the Mother Church has entered into an agreement with an independent military organisation called ‘Manticore’, to launch an invasion of Zila, a neighbouring world on religious grounds and so bring it into the fold of Mother Church. Maxine and her family was being held by Manticore. The Imperial Agent wants the Player Characters to confirm the existence of the invasion plan, the links between Mother Church and the military organisation, and whether or not the Imperial representative on Pysadi, Baron Sir Mikhail Lentreth, is supporting the plan or being held hostage by Mother Church.

Getting to Pysadi will prove easy and the Imperial Agent will even provide goods that merchants on the planet will want to buy. Pysadi is a TAS Amber Zone due to its theocratic government and high law levels, which bans firearms and blades—and worse, alcohol. (In fact, the given reason for the invasion of Zila is that some of the agricultural exports from Pysadi are being fermented into alcohol!). Other than that, the Player Characters have relatively easy freedom of movement on the planet and what they will quickly discover is that everyone on the world is aware of the invasion plan and fully supportive of it. They do not know the exact details, of course, but can point to the rocket being prepared on its launchpad at the starport with no little pride and expectation. In technological terms, the rocket is confirmation that Mother Church has outside help as it is incapable of constructing it using the means available on Pysadi.

The Player Characters have several avenues of investigation. These include locating the Manticore compound, getting a closer look at the rocket, discovering the plans for the invasion of Zila, and determining the degree to which Baron Sir Mikhail Lentreth is involved in the plan. Some information is relatively easy to find, especially given the openness of the members of the Mother Church about the forthcoming invasion, but the Player Character will still need to conform this. Much of this involves stealth and breaking into various buildings, although some paperwork can be obtained to gain access to certain areas. Ultimately, the Player Characters will want to stop the invasion. Which means stopping the rocket.
This can be done from the ground, but the security around the rocket is very tight, or it can be done after the rocket has launched. This sets up an exciting chase from Pysadi to the Jump Point as the Player Characters attempt to rendezvous with the invasion rocket, which it turns out, is actually a Jump Rocket and is fitted with a Jump Drive. Once in close proximity, they are to board and capture the vessel and its crew, which leads to showdown with the villain of the piece and a firefight or brawl in the cramped quarters of the rocket.

There are a number of situations which the scenario does not address. What happens if the Player Characters simply decide to launch their starship and use its weapons to destroy or damage the rocket on its launchpad? What if they fire at the unarmed rocket during the chase? Can they sabotage it that way? What happens if the rocket makes it to the jump point and gets away? In the first case, this would also mean firing on the starport, which is Imperial territory—and this is before the number of possible casualties is considered, and in the second, firing on an unarmed vessel would be seen as an act of aggression. If the rocket gets away, the Game Master will have to develop this possibility herself.

The Game Master is given a decent amount of support to help her run the scenario. This includes details and map of the world, Pysadi, the Mother Church and its headquarters, the Manticore compound, and details and deckplans of the invasion rocket. There are a couple of items of new equipment, the Concealed Power Holster and the Hand Needler, which will enable the Player Characters to circumvent the high law level on Pysadi. The last part of the scenario includes a section of Library Data, which is decent enough, but not all of the information is useful and there is some information missing, such as that on Manticore.

The scenario is not without its issues. One is with the NPC, Maxine. She is underwritten, the Game Master needing a little more detail than is given about since her involvement underlies the whole scenario. What becomes clear over the course of the scenario is that she has been genetically enhanced and if the Player Characters do confront the Manticore contingent aboard the rocket ship as the scenario lays out, they will discover that its commander is too. He is a tough opponent and it is suggested that if the Player Characters cannot deal with him, then Maxine can. Which undermines the Player Characters’ agency in what is a climatic encounter. Another issue is that Manticore is underwritten as a presence in the scenario. It lurks in the background and the Player Characters never really have a chance to encounter it and its operatives until very late in the scenario. It does not help that the motivations and background to Manticore are left unexplained. Lastly, the connection between Manticore and The Phoenix Initiative is underplayed, both terms of the background to the scenario and the fact that the Player Characters may have Imperial connections already as a result of playing through the latter scenario.

Physically, Manticore is an improvement on the earlier, The Phoenix Initiative. It is tidier and the world map is better, but it does need another proofing pass. The artwork is decent though.

Manticore is a much better and more interesting scenario than the previous The Phoenix Initiative. It is also better written and organised and so easier to run, but it does leave the Game Master with a number of unanswered questions which she will probably have to answer herself. Otherwise, Manticore is a decent scenario which explores what happens when pride goes too far and someone takes advantage of it.

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