Florbin Case
Florbin Case
The Florbin Affair
| Fact | Value |
|---|---|
| Scope | shared |
| Starts when | at once |
Author note
The spine of the map. Four steps, each one a different console's problem.
Ambassador Florbin has been kidnapped and smuggled out in a cargo container. Follow the cargo trail, find him, and bring him home to DS 1 - alive.
Take the Case
| Fact | Value |
|---|---|
| Starts when | revealed |
| Then | reveal Identify the Kidnapper |
| Action | - ds1 hails ds1_brief |
| Scope | shared |
Author note
Opening. DS 1 hails the CREW; nothing else is revealed until this lands. `Starts when: revealed` rather than `at once` because `Action:` fires the moment a beat goes active, and the call has to land AFTER the Admiral explains why anyone would be calling. florbin_case.mast reveals this step when that message has been read.
DS 1 is calling. Answer the incoming hail on comms to open the investigation.
Identify the Kidnapper
| Fact | Value |
|---|---|
| Done when | signal suspect_identified |
| Starts when | revealed |
| Then | reveal Subdue the Kidnapper |
| Scope | shared |
Author note
Midpoint. Science work - the crew learns Florbin is alive and aboard.
Follow the cargo trail: interview stations and bio-scan suspect holds to find which ship is hiding the ambassador.
Subdue the Kidnapper
| Fact | Value |
|---|---|
| Done when | signal kidnapper_subdued |
| Starts when | revealed |
| Then | reveal Recover and Return Florbin |
| Scope | shared |
Author note
The trap. Weapons must NOT solve this the usual way; that is the whole beat.
Do NOT destroy the ship - the ambassador is aboard. Drop its shields below 50% (or use a secret codecase) to force its surrender.
Recover and Return Florbin
| Fact | Value |
|---|---|
| Done when | signal florbin_delivered |
| Starts when | revealed |
| Scope | shared |
Author note
Payoff. Helm and docking; deliberately quiet after the standoff.
Collect the escape pod and dock it at DS 1.
Keep Florbin Alive
| Fact | Value |
|---|---|
| Starts when | at once |
| Scope | shared |
| Fail on signal | florbin_killed |
Author note
The stake, running underneath all four steps. Never listed as a task.
The case is lost if the ship carrying the ambassador is destroyed before he escapes.