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SCENARIO
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Agents have been ordered to Baltimore, MD (urban) to ascertain provenance a target: a coroner/M.E. (government targets). The only way they can get to the target is to visit the first location: an illicit beach/pier, where their first clue - delivery receipts - points toward a second location - an ill-managed nightclub - and the activities of the antagonist - MJ-12 - and its minons - dirty cops.
At the second location they find their second clue - security footage - (and potentially face off against, be waylaid by or otherwise evade a nuisance: a natural disaster), which leads them to a third location: a staid and dour jail/prison. Here the minions set up a trap: the cops on your tail. By sheer luck or pluck, the agents deal with the trap and thereupon find their third clue - a rambling lunatic.
This clue leads to the target, which either directly or indirectly explains the antagonist's and minions' machinations: open a gateway somewhere to gain forbidden knowledge/research, which requires varied esoteric ingredients. By leveraging their assets or using previous clues, agents can now find their way to the a nightclub, where they can defeat the antagonist once and for all.
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location description |
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nuisance |
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data from Shotgun_Scenario_Generator