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Peter “Maveritchell” Thompson David McGregor Andrew Brownell “Stoney” “Comomojoe” David Eno Chris Sloanstein JB Venier Ben B.

Tommy "VerdantSF" Roddy James C.

Ben B.

Tommy "VerdantSF" Roddy James C.

Steve “Jaspor” Orr

Aazlain – Author of the EotE symbol font FangGrip – Author of the EotE Style Guide

Jesus Christ – Author of my salvation and reason for my hope

This work is not made, distributed, or supported by LucasFilm Ltd., LLC, The Walt Disney Company, or Fantasy Flight Games. Star Wars elements ™ and © LucasFilm Ltd. LLC. Edge of the Empire system and associated marks ™ and © Fantasy Flight Games. This work is not intended for sale.

For more work like the work you see here, including maps, items, tools, and other adventures, please visit www.thompsonpeters.com/eote.

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Stepping In to the Outer Rim ... 6

So What’s in This Book, Anyway? ... 7

Chapter I: One-Shots ... 8

One-Shot Characters ... 10

Across the River ... 18

Justice Be Served ... 32

On Top of the World ... 44

Beyond the Veil ... 55

Nowhere to Run ... 67

A Chance of Turbulence ... 82

Chapter II: Player Options ... 92

New Species ... 92

New Weapons ... 97

Gear ... 102

New Vehicles and Starships ... 107

New Starship and Vehicle Modifications ... 113

Chapter III: The Savareen Sector ... 114

Rodia ... 115 Points of Interest ... 117 Christophsis ... 123 Points of Interest ... 125 Nelvaan ... 131 Points of Interest ... 133

Other Savareen Sector Systems ... 138

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“Psst… hey, Faxn, did you hear what Moolik said? About the ghest?”

Faxn rolled his eyes. Yes, he’d heard Moolik. He’d heard nothing but Moolik since the group started their hunt. “My father killed a ghest out here once,” he’d say, “It must have been twice the size of a person and three times as deadly.” Faxn was tired of Moolik’s crowing, but since it was Moolik’s family that was sponsoring their First Hunt, he couldn’t very well afford to be too disrespectful.

“Faxn, hey… are you all there?”

“Yes, sure, sorry Deech, lost in thought there for a second. Yes, I heard Moolik’s tale.”

“Do you think it’s true? Do you think there’s really ghests out here?”

Faxn, Deech, Moolik, and the rest of the Rodian youths of the Sovam clan were deep in the swamps on their First Hunt, the first chance any of them would have to show their stalking and hunting skills away from the elders of the clan. They were expected to bring back a trophy of their victory, and they’d been tracking a karstag for three days, a promising quarry.

The chances of seeing something as rare or as dangerous as a ghest were impossibly low, and it was just as well, because if this group ran into a ghest, they’d probably never make it back. “No, Deech, I’m sure he’s just polishing his spines. Ghests haven’t been seen in this area for a hundred years, and besides, he never said he’d seen one recently. He’s as green as the rest of us.”

Abruptly, the group fell silent. Moolik, standing at the head of the group, raised two fingers and pointed off to the left. That was the signal; they should be getting close to the karstag.

Two of the group broke off and headed off in the direction of Moolik’s gesture, moving to corral the karstag into a trap that would be set by the rest of the group.

“Of course it would happen now,” Faxn thought. “Right when Moolik’s at point.”

“Moolik’s never going to let it go that he led us in the capture of our first trophy.”

The sound of muffled shouts and blaster fire rang out through the brush.

“That’s odd,” wondered Faxn, “they were only supposed to spook the karstag, not…”

He never had time to finish his thought, as a massive blur of teeth and claw burst into the clearing from beneath the murky waters, tearing into one of the young Rodians before he could even scream and dragging him back underwater.

The hunting party lost all semblance of unity as Moolik screamed, “Run! Ghest!” and the Rodians scattered in every direction.

“Faxn, come quick!” Deech shouted, grabbing the arm of his friend, but he wouldn’t move. “Deech, don’t move,” Faxn whispered, but they knew it was futile. Deech, too, saw the ghest’s eyes peeking out from the water right in front of him, staring at them intently. Faxn brushed the blaster at his hip, knowing there was no way he could be fast enough.

The ghest leapt as Faxn and Deech both made their moves.

Faxn’s shot went wide and late. “Deech, no!” he cried, as the ghest pounced on top of Deech before he could even fire a shot.

The six-meter-long beast sat on top of Deech while Faxn wondered when it would be his turn. As the ghest slowly rose, Faxn stood paralyzed by fear.

And then the ghest flopped over onto its back, a wounded-but-still-alive Deech heaving it up. “…Deech! You’re alive! How?” Faxn exulted. Deech smiled meekly and flipped his blaster up. “Lucky shot, I guess. I suppose I’m a real hunter, now.”

“Yeah, I’d think so,” Faxn chuckled to himself. “We got our quarry, and there’s no way Moolik’s taking credit for this one.”

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The Savareen sector, the gateway to the Outer Rim, sits on the border of the Mid Rim and on the heart of the Corellian Run. Those that come in are taking their first steps into the true galactic outback, where the rule of law – and the hand of governments – is a little bit lighter, the technology is a little bit more suspect, and the danger is a little bit higher.

The Savareen sector represents a blending of the cultures and responsibilities of the inner galactic planets with the wilderness of what lies beyond. While many planets, like Rodia and Christophsis, represent vast economic and social success, they also remain independent of the goings-on of galactic politics, each their own port in a storm. Despite being massively populous planets, they’re also bastions of dangerous wilds, with the jungles and swamps of Rodia home to fantastic beasts and the deeps of Christophsis home to untold creatures and sights.

The Savareen sector also has planets like Nelvaan, places that represent the true wilderness of undiscovered worlds as well as how the galaxy interacts with them. Planets like this comprise much of the Savareen sector and the Outer Rim; worlds that few know about and more seek to discover.

Players visiting the Savareen sector have a unique opportunity to explore new and isolated planets, planets that aren’t beholden to the baggage of the Galactic Civil War or the long arm of the Hutts and other large criminal enterprises.

Because the Savareen sector, like much of the Outer Rim, hasn’t had the time or the attention put towards exploration and development, untold treasures and discoveries await those who journey through its borders. This draws a unique sort of people, the kinds that have nothing to lose or the kinds that have a burning passion for discovery.

Many of the peoples of the Savareen sector find their ways as explorers, hunters, and traders – independent operators that rely on their wits, their tech, and a lot of luck to succeed in the galaxy. These people don’t have the backing of major governments or massive criminal organizations – they’re just lone operators that simply make do with whatever they can scrounge together.

Groups traveling through the Outer Rim and the Savareen sector will have the chance to find technology and people that don’t necessarily represent the “best” of the galaxy – but they often represent some of the most unique. This should allow characters to approach problems in different ways, representing the creativity and wit that fringers in the sector need to survive.

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One Shot First is a setting book designed to take players and Game Masters on a journey through the Outer Rim, specifically, the Savareen sector. The book is centered around the concepts of adventure and exploration, giving groups the chance to pursue the oddities and rarities of the galaxy without a lot of the overhead of meddlesome galactic politics. Unlike other setting books, One Shot First is centered, first, on a series of adventures. These adventures, found in Chapter I, are flexible, like the modular encounters found in other setting books, but they’re substantially more in-depth and they’re designed to provide a broad array of different types of experiences.

Following the adventures section, Chapter II includes a broad array of useful options for players. It includes three new species: the mathematically brilliant Siniteen, the primitive Nelvaanians, and the affable Pacithhip. There are also several different options for players interested in picking up weapons, gear, and vehicles representative of the Savareen frontier. Finally, Chapter III provides narrative background for the Savareen sector, highlighting its most notable planets and reviewing its other major systems. Each major planet has its own set of challenges and adversaries available for those players interested in exploring the area. Chapter III also provides some detail on the sectors surrounding Savareen, since players will often move in and around many parts of the galaxy when adventuring in the Outer Rim.

The featured one-shots section is a unique section designed to help Game Masters facilitate deep exploration of the Outer Rim while still carrying on their own campaigns in the background.

Each of the one-shots contained within can be run as a standalone adventure, and each of the one-shots also contains modular pieces that allow GMs to swap out key story elements for characters and places in their own campaigns. For Game Masters looking for a single-session game or for those looking for inspiration for their own adventures, this is a great resource. However, in addition to that, the one-shot adventures can also form a larger story arc, one that can be played all at once or piece-by-piece, giving Game Masters the opportunity to have a fully realized subplot easily integrated into an ongoing campaign.

The player options chapter features three new species, the Intellect-focused Siniteen, the Cunning but undeveloped Nelvaanians, and the sociable Pacithhip. There are also several new weapons, including some of the rare and unique Rodian blades, new gear, and many of the exploration vessels needed to delve into the unknown territories of the Outer Rim.

Although focused on the key planets of the sector, Rodia, Christophsis, and Nelvaan, this chapter also highlights many of the other systems found in the sector. Additionally, it takes a short look at the Savareen sector’s neighbors.

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S

ome of the best hunters and explorers in the galaxy have come out of the Savareen sector, and the Tyrius system and Rodia are at its heart. This section is designed to provide a middle ground between ongoing, multi-session campaigns and single flavored encounters. Set in and around Rodia, this series of one-shot adventures should provide Game Masters with session-long chunks of material that can be linked together as a campaign, played piece-by-piece, or re-flavored and used only in part.

One-shots are session-length adventures, usually between two and four hours, designed to give players a complete story in the course of a single session.

These one-shot adventures can be used as jumping-off points for a larger campaign, although many Game Masters may simply use these to provide a parallel story in the background of their main campaign, giving the GM a chance to take some planning downtime while still allowing the players to grow their characters.

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Additionally, one-shot adventures may be used as a single, contained experience for a group of players that might not get the chance to play more than once – like at a game night or at a gaming convention.

The one-shots in this book are designed to be modular, similar to the Modular Encounters found in location sourcebooks like Suns of Fortune or Lords of Nal Hutta.

This means that, in addition to standing alone, certain elements of these one-shot adventures can be swapped out at will – key characters or locations can be substituted to make an adventure fit more readily into the ongoing story of a campaign.

Each one-shot opens with a short hook to be read to the players followed by a generic “adventure summary” that describes the general flow of play.

The next section, “key elements,” highlights the important characters and places of the adventure and describes their motivations or uses in such a way that the names can simply be exchanged, one after the other, to fit with previously established items of interest (if so desired).

The six one-shots that follow are designed to fit a wide variety of character archetypes and motivations, in addition to supporting the general theme of hunting and exploration that goes hand-in-hand with the Savareen sector. Each one-shot supports most strongly one of three general themes – exploration, socialization, or combat (although each adventure uses elements of all three). There are two one-shots that will be most appealing to Adventurers (exploration), two for Speakers (socialization), and two for Warriors (combat). These are indicated in the table below. GMs may choose to make players aware of the type of adventure, so that they can choose appropriate characters for that adventure. A set of pre-made characters for the adventures is provided in subsequent pages.

All six one-shots, when combined, can act as a single, multi-session campaign. Additionally, the two halves (the first three and the last three one-shots) act as their own self-contained arcs, and so can be played as two disjointed halves. This is all in addition to the easy integration of individual one-shots as single adventures spaced throughout an ongoing campaign.

Across the River Exploration Planetside A journey into the deep jungle to rescue a scientist and recover her work.

Justice be Served Combat Planetside A search for a piece of critical evidence in the face of a murder accusation.

On Top of the World Socialization Planetside A gala heist in a high-rise museum to steal an invaluable artifact.

Beyond the Veil Exploration Outer Space A voyage into deep space to recover a long-lost battlecruiser.

Nowhere to Run Socialization Space Station An unsolved crime mystery onboard a space station.

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While many Game Masters may choose to run through the adventures of One Shot First with a group of players and characters from an ongoing campaign, the six one-shots are also designed to be usable at conventions, demos or other limited-commitment experiences.

To support this, six characters are provided in the following section, balanced to play well with the One Shot First adventures. For Game Masters who would prefer to have players make their own one-shot characters, or for those who would simply like different choices, all these characters are built using starting XP allotments plus an additional 15 XP.

The group of characters presented in this section comprises two characters from Edge of the Empire, three from Age of Rebellion, and one from Force and Destiny. They also include the three new species from One Shot First, Nelvaanians, Pacithhips, and Siniteen.

The Nelvaanian, Devros, is a rare expatriate of Nelvaan. His bond-mate, Zulas, became smitten with an offworld Bothan water trader and decided to follow the water trader offworld. Devros, mistaking her leaving for her having been kidnapped, left the planet himself to search the galaxy for her and rescue her. He currently makes his way in the Savareen sector as a tracker-for-hire, putting many of his native Nelvaanian scout skills into good use. Devros is a straightforward, even blunt party member, often being the voice of reason. He has an occasional naïve streak.

Taral, a young woman from Christophsis, was brought up to take her father’s place in mining administration, although she much preferred spending time in the mines to spending time in an office. When the time came for her to take on her administrative training in earnest, she decided to take a risk and run away from home. She was shocked to find out that, upon reaching the starport, she was able to make her way onto a direct freighter offworld with little more than a depleted credit stick and two ration bars – everyone else “saw” that she had her tickets. Taral currently flits around from place to place, going where her instincts (and nascent Force sensitivity) direct her to. She’s currently working with a group of spacers from the Mid Rim, knowing only that she feels a strong need to help them out. As the youngest party member, Taral is hopeful and enthusiastic, although she’s often reckless, as well.

Roona Davudo is a pilot from a Rodian colony in the Arkanis sector, currently a Flight Officer in the Rebel Alliance. She’s serving with Honwil’s team, working to make sure that their resource-gathering missions in the Outer Rim are productive, hidden, and, most importantly, safe.

Roona hasn’t been to Rodia, her species’ homeworld, since she was very little, and while the prospect excites her, she’ll make a concerted effort to stay focused on the task at hand. She’s not the ranking officer in her group, but she often takes the responsibility for making sure everyone’s getting done what needs to be done.

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Jako Ondarafaro, a young Rodian male, is probably in over his head. A new recruit to the Rebel Alliance from Rodia, his homeworld is the last place he thought he’d be headed when he joined up to help rid the galaxy of tyranny. However, when Honwil put together her small squad to work in the Tyrius system, she figured having a native guide would be useful, and Jako was the choice.

Earlier in life, Jako made his way in the Outer Rim as a journeyman infochant, but when he barely escaped a Base Delta Zero operation on the planet of Tarnis VI, he felt his eyes open to the injustice of the Galactic Empire. He used his information contacts to help him find his way to a Rebel cell, where he’s just finished his basic combat training. As a new Rebel, he’s determined to see his mission succeed, which often makes him second-guess his decisions for fear of ruining things.

The Pacithhip woman Honwil, unassuming with her small stature, is secretly a Lieutenant in the Rebel Alliance and an agent for advancing their cause in the Outer Rim. She’s been assigned to give the Rebels a foothold on the nominally-independent Rodia, and to do this, she’s put together a small team, with her pilot, Roona, and a native Rodian recruit by the name of Jako. Along the way, she’s hired help – or, in the case of a strange young woman, had it dropped in her lap.

Honwil is generally a kind woman, agreeable and non-confrontational. However, she is unbreakable in her resolve to aid the Alliance in their quest to restore the Republic and overthrow the Empire, whose presence on her homeworld of Shimia she finds intolerable.

Once a rather successful slicer in a middling smuggling organization, Aric Linepa’s bill finally came due as he was arrested in the middle of what was to be his biggest score, the theft of a rare Corusca gem from a museum on Naboo. He was tried and convicted and was to be held in prison for several years. However, at the intervention of Tall-Tep Ores, a Rebel Alliance front masquerading as an Outer Rim mining concern, Aric was released on a conditional bail. Now Aric lives a life similar to his old one, kept out of immediate danger from the law by the protection of Tall-Tep Ores. However, the tradeoff is that, whenever the Alliance needs someone of his particular skills, he’s called in as a subject-matter expert in the field. And, despite his criminal past, Aric doesn’t really mind it – he enjoys his work, no matter who he’s doing it with.

Only three of the characters are explicitly part of the Rebel Alliance – Honwil, Roona, and Jako. Devros has been hired on as a tracker for the group, given his familiarity with the environments in the Savareen sector, and Aric has been called in as an expert in computer systems. Taral, the un-planned-for actor, has joined the group at the prodding of the Force, the will of which is inscrutable, but it has them together for now.

The group of six is effectively working towards a singular goal, driven by Honwil’s mission – obtain an ally in the Tyrius system. To do this, the group has made contact with a businessman of some repute, Ranem Tiiv, a man who’s willing to consider aiding their cause should he be put in the position to do so. Each of the six one-shots is done in service to Tiiv with the intent of gaining his favor and increasing his power.

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Astrogation (Int) 0 Athletics (Br) 1 Charm (Pr) 0 Coercion (Wil) 0 Computers (Int) 0 Cool (Pr) 1 Coordination (Ag) 0 Deception (Cun) 0 Discipline (Wil) 0 Leadership (Pr) 0 Mechanics (Int) 0 Medicine (Int) 1 Negotiation (Pr) 0 Perception (Cun) 1 (- )

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0 Skulduggery (Cun) 1 Stealth (Ag) 0 Streetwise (Cun) 0 Survival (Cun) 2 Vigilance (Wil) 0 (- ) Brawl (Br) 0 Gunnery (Ag) 0 Melee (Br) 0

Ranged (Heavy) (Ag) 0 Ranged (Light) (Ag) 1

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0

Outer Rim (Int) 0

Underworld (Int) 0 Xenology (Int) 1 Warfare (Int) 0 Blaster Pistol Ranged (Light) 6 Medium

 Inflict a Critical Injury on hit for

 Can be set to Stun as an incidental Adverse

Env. Gear

Ignore one imposed by the

environment.

Backpack Increases encumbrance threshold by 4 Climbing

Gear

Contains cable, hooks, pitons, and other climbing equipment

Crash Survival Kit

Contains distress beacon, emergency comlinks, rations, emergency medpac, respirator, glow rod, flare gun, etc.

Comlink Allows communication between other characters with comlinks

Stimpack (2) Use this with a maneuver to heal 5 wounds Credits 125 Credits

Keen Eyed Remove from Perception or Vigilance checks. Decrease time to search an area by half.

Outdoorsman Remove from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. Natural

Hunter

Once per session, may reroll any one Perception or Vigilance check.

Quick Strike Add to combat checks against targets that have not acted yet this encounter. Stalker Add to all Stealth and Coordination

checks. Devros Nelvaanian Family (10) Explorer (Scout)

4

14

12

3

2

2

3

2

2

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Astrogation (Int) 0 Athletics (Br) 1 Charm (Pr) 0 Coercion (Wil) 1 Computers (Int) 0 Cool (Pr) 0 Coordination (Ag) 1 Deception (Cun) 0 Discipline (Wil) 1 Leadership (Pr) 0 Mechanics (Int) 0 Medicine (Int) 0 Negotiation (Pr) 0 Perception (Cun) 1

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0 Skulduggery (Cun) 0 Stealth (Ag) 0 Streetwise (Cun) 0 Survival (Cun) 1 Vigilance (Wil) 1 Brawl (Br) 2 Gunnery (Ag) 0 Melee (Br) 0

Ranged (Heavy) (Ag) 0 Ranged (Light) (Ag) 0

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0

Outer Rim (Int) 0

Underworld (Int) 0 Xenology (Int) 0 Warfare (Int) 0 Shock Boots Brawl 3 Engaged

 Inflict a Critical Injury on hit for

 Disorient for three rounds on hit for

 Deal an additional 3 strain on hit for

 Add to Perception checks to notice that the boots are a weapon

Syntherope A long spool of synthetic rope.

Comlink Allows communication between other characters with comlinks

Stimpack (2) Use this with a maneuver to heal 5 wounds Credits 120 Credits

Uncanny Reactions

Add to all Vigilance checks.

Misdirect The user may spend / to make a target at short range unable to perceive a chosen person/object of Silhouette 1 or smaller for one turn.

Misdirect: Control – Appearance

The user may alter the appearance of the chosen object instead of just hiding it. Misdirect:

Control – Illusion

May use Misdirect to force the target to perceive a single illusory person or object.

Human Enthusiasm (50) Mystic (Seer)

4

13

13

3

2

2

2

3

2

1

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Astrogation (Int) 1 Athletics (Br) 0 Charm (Pr) 0 Coercion (Wil) 0 Computers (Int) 0 Cool (Pr) 1 Coordination (Ag) 0 Deception (Cun) 0 Discipline (Wil) 0 Leadership (Pr) 0 Mechanics (Int) 0 Medicine (Int) 0 Negotiation (Pr) 0 Perception (Cun) 1

Pilot (Planet) (Ag) 1 (- )

Pilot (Space) (Ag) 1 (- )

Resilience (Br) 0 Skulduggery (Cun) 0 Stealth (Ag) 0 Streetwise (Cun) 0 Survival (Cun) 1 Vigilance (Wil) 0 Brawl (Br) 0 Gunnery (Ag) 1 Melee (Br) 0

Ranged (Heavy) (Ag) 0 Ranged (Light) (Ag) 1

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0

Outer Rim (Int) 0

Underworld (Int) 0 Xenology (Int) 0 Warfare (Int) 0 HL-27 Pistol Ranged (Light) 5 Medium

 Add to attacks made with this weapon

 Inflict a Critical Injury on hit for

 Can be set to Stun as an incidental Catch

Vest

Has +1 Soak against energy-based weapons Anti-Grav

Chute

Take no wound or strain from falls Utility

Belt

Encumbrance increased by 1 Extra

Reload

Ignore one “out of ammo” result of a ranged weapon check

Comlink Allows communication between comlinks Hand

Scanner

Portable electronic assessment device Credits 125 Credits

Dead to Rights

Spend 1 Destiny Point to add additional damage equal to half Agility (rounded up) to one hit of a successful attack made with vehicle- or ship-mounted weapons. Full Throttle

(Improved)

Take a Full Throttle action; make an

Average ( ) Piloting check to increase

a vehicle’s top speed by 1 for a number of rounds equal to Cunning. May perform this as a maneuver for 1 Strain.

Let’s Ride Once per round, may mount or dismount a vehicle or beast or enter a cockpit or a weapon station on a vehicle as an incidental.

Skilled Jockey

Remove from Piloting checks.

Roona Davudo Rodian Personnel (5) Ace (Pilot)

3

12

12

2

3

2

2

2

3

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Astrogation (Int) 0 Athletics (Br) 0 Charm (Pr) 0 Coercion (Wil) 0 Computers (Int) 0 Cool (Pr) 0 Coordination (Ag) 0 Deception (Cun) 1 Discipline (Wil) 0 Leadership (Pr) 1 Mechanics (Int) 0 Medicine (Int) 0 Negotiation (Pr) 0 Perception (Cun) 1

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0 Skulduggery (Cun) 0 Stealth (Ag) 0 Streetwise (Cun) 1 Survival (Cun) 1 Vigilance (Wil) 0 Brawl (Br) 0 Gunnery (Ag) 0 Melee (Br) 0

Ranged (Heavy) (Ag) 0 Ranged (Light) (Ag) 2

Core Worlds (Int) 0

Education (Int) 1

Lore (Int) 0

Outer Rim (Int) 0

Underworld (Int) 0 Xenology (Int) 1 Warfare (Int) 0 Heavy Blaster Pistol Ranged (Light) 7 Medium

 Inflict a Critical Injury on hit for

 Can be set to Stun as an incidental Breath

Mask

Allows breathing normally in harmful environments

Military Pack

Increases encumbrance threshold by 6 Entrenching

Tool

A tool for digging holes Military

Field Manual

Once per scene, can be used to grant based on GM discretion

Comlink Allows communication between other characters with comlinks

Credits 145 Credits

Expert Tracker

Remove from checks to find tracks or track targets. Cuts time to track a target by half.

Grit Gain +1 Strain threshold.

Quick Draw Once per round, draw or holster a weapon or item as an incidental.

Resolve When involuntarily suffering Strain, reduce it by 1 (to a minimum of 1).

Second Wind

Once per encounter, use the Second Wind incidental to heal Strain by 2

Basic Combat Training

Brawl and Ranged (Light) become career skills.

Rodian Support (5)

Colonist (Scholar, Recruit)

5

13

12

3

3

2

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Astrogation (Int) 0 Athletics (Br) 0 Charm (Pr) 2 (- ) Coercion (Wil) 0 Computers (Int) 0 Cool (Pr) 1 Coordination (Ag) 0 Deception (Cun) 1 Discipline (Wil) 1 Leadership (Pr) 1 (- ) Mechanics (Int) 0 Medicine (Int) 0 Negotiation (Pr) 2 Perception (Cun) 0

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0 Skulduggery (Cun) 0 Stealth (Ag) 0 Streetwise (Cun) 0 Survival (Cun) 0 Vigilance (Wil) 0 Brawl (Br) 1 Gunnery (Ag) 0 Melee (Br) 0

Ranged (Heavy) (Ag) 0 Ranged (Light) (Ag) 0

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0

Outer Rim (Int) 0

Underworld (Int) 0

Xenology (Int) 1

Warfare (Int) 0

Tusks Brawl 4 Engaged

 Inflict a +10 Critical Injury on hit for

 This attack ignores one point of Soak Holdout

Blaster

Ranged (Light)

5 Short

 Inflict a Critical Injury on hit for

 Can be set to Stun as an incidental Restraining

Bolt

Adheres to a droid’s chassis to inhibit its actions and movement

Disguise Kit A variety of tools for changing the appearance of a person

Holo- Messenger

A device for creating holographic recordings and transmissions

Comlink Allows communication between other characters with comlinks

Stimpack (3) Use this with a maneuver to heal 5 wounds Credits 765 Credits

Grit Gain +1 strain threshold.

Indistinguish-able

Upgrade difficulty of checks to identify this character once.

Kill With Kindness

Remove from Charm and Leadership checks.

Nobody’s Fool

Upgrade difficulty of incoming Charm, Coercion, or Deception checks once. Enduring Gain +1 soak.

Silhouette Silhouette 0 Honwil Pacithhip Recruiting (5) Diplomat (Ambassador)

5

13

13

3

2

3

2

1

3

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Astrogation (Int) 1 Athletics (Br) 0 Charm (Pr) 0 Coercion (Wil) 0 Computers (Int) 2 Cool (Pr) 0 Coordination (Ag) 0 Deception (Cun) 0 Discipline (Wil) 0 Leadership (Pr) 0 Mechanics (Int) 2 Medicine (Int) 1 Negotiation (Pr) 0 Perception (Cun) 1

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0 Skulduggery (Cun) 1 Stealth (Ag) 1 Streetwise (Cun) 0 Survival (Cun) 0 Vigilance (Wil) 0 Brawl (Br) 0 Gunnery (Ag) 0 Melee (Br) 0

Ranged (Heavy) (Ag) 0 Ranged (Light) (Ag) 1

Core Worlds (Int) 0

Education (Int) 1

Lore (Int) 0

Outer Rim (Int) 1

Underworld (Int) 0 Xenology (Int) 0 Warfare (Int) 0 ASP-9 Autopistol Ranged (Light) 4 Short

 Inflict a Critical Injury on hit for

 Inflict an additional hit on hit for

Slicer Gear Decryption software, codebreakers, tools used to aid with cracking computer systems.

Backpack Increases encumbrance threshold by 4 Datapad A portable data storage and display device

Toolkit Allows mechanics to attempt to fix devices, allows mechanics to repair droids

Comlink Allows communication between other characters with comlinks

Stimpack (2) Use this with a maneuver to heal 5 wounds Emergency

Medpac

Allows characters to attempt to heal others without penalty

Credits 200 Credits

Codebreaker Remove from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.

Defensive Slicing

When defending computer systems, add to opponents’ checks.

Grit Gain +1 strain threshold. Natural

Programmer

Once per session, may reroll any 1 Computers or Astrogation check.

Astrogator Savant

Before making an Astrogation check, may spend a Destiny Point to be granted an automatic (additional) on the check.

Siniteen Criminal (10)

Technician (Slicer)

4

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2

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(18)

The swamps and jungles of Rodia are no place for the timid. While the great cities of Rodia belong to the Rodians, the vast tropics of the planet remain wild and untamed.

When an anthropologist and her team, trekking into the very heart of the swamplands, fail to check in for three days, her colleagues can only suspect the worst. Her employer knows that chances for the team grow slimmer with each passing day, and so he turns to offworlders – mercenaries, wanderers, and soldiers of fortune – to venture out and see what they find across the river…

The players have been hired by a businessman1 of significant influence in the local system2 to find an

employee of his, a missing anthropologist3 and her team. The scientist has gone missing in the jungles far outside any city, and the players are asked to find this scientist, help her complete her task(s), and, if possible, bring as many of the team back alive.

Their employer will be able to provide them with a general area of interest, but nothing more specific than a direction from the nearby city. Knowing this, the players will need to use whatever resources they can find to locate the scientist’s likeliest location.

Once the players manage to locate the scientist, they will find the scientist and her assistant4 in the hands of a primitive tribe5 of jungle-dwellers. There they will need to save whoever they can, or failing that, at least retrieve their notes.

Whatever is recovered from the tribe – the scientist, assistant, or notes – will give the players direction to the goal of the scientist’s research – a lost starship development facility. Immediately prior to being captured, the scientist and her team were en route to the lab to copy the data from its computer core. The players will need to find their way through the facility to the computer core, copy the data, and escape the facility to deliver the data back to their employer.

(Substitute as necessary)

1

The employer/businessman: Ranem “The Glove” Tiiv, owner of Tyrius Sysworks Syndicate

2

The local system: Tyrius System, home to the planet Rodia

3

The scientist: Dr. Gena Tan

4

The assistant: Tora Ninn

5

(19)

The players start their adventure in midday in Karsteeku, a medium-sized city on Rodia. They have on hand the details of the contract they made with Ranem Tiiv, their employer.

Contract for: Successful recovery of the

completed work of Dr. Gena Tan and team. Dr. Tan was last known to be located in the jungles west of the city of Karsteeku. She and her team had reported a breakthrough in locating an historical data cache, but following that, the team failed to report in for three days.

Her area of interest was an area sized in the several hundreds of square kilometers, and since she’s operating under a low-impact protocol, our scout ships have been unable to locate her last campsite. Suggest that the search be made before nightfall, as waiting until morning decreases chances of survival dramatically.

Payment will be made for a successful recovery of the data cache and Dr. Tan’s work. Additional compensation may be afforded for the rescue of any members of Dr. Tan’s team.

(20)

Unbeknownst to the players, Dr. Tan’s team has been captured and killed by the Longspine clan, a tribe living in the jungles where the team was searching. Only Dr. Tan and her assistant Tora Ninn still survive; however, they’ve been captured by the Longspines for use as sacrifices in a religious ritual.

To find Dr. Tan and Tora Ninn, the players will likely have to find their camp first – it will stand out far more in a search than a technologically primitive tribal village will (which is where the two are being held).

Finding the campsite in the wilderness is a very difficult task. With only the information provided by the players’ employer, coming across the remains of the research worksite would require a great deal of luck on an

Impossible+ ( ) Survival check.

The players are not without recourse, though! Players may tap available resources in any number of ways to facilitate a successful search:

 Hiring local help to search the jungle

 Performing a low-orbit scan with the players’ ship

 Gaining access to flight data records (to see where the research team may have gone)

 Speaking to colleagues/friends/family of the research team to see if they made contact while away

Obviously, players may come up with any number of solutions. Each successful use of resources to narrow the search will reduce the difficulty of the Survival check by at least ( ). One thing to keep in mind, though - the search for Dr. Tan is on a clock!

The players have approximately ten hours before nightfall. Should the players fail to reach Dr. Tan by nightfall, she will be killed by the Longspines.

Each attempt to search the wilderness will take about two hours, and possibly more, depending on whether any complications arise from the search. The search may be performed more than once, although each attempt will obviously take time. Each of these attempts will also reduce the difficulty of the check.

Each task done to reduce the difficulty of the survival check will also take time; each will take at least one hour.

Searching Narration

Be sure to use terminology that reinforces the idea that each action to aid the search does not complete the search for the players; it simply makes the search easier. For example, “Your sensor scan of the area has narrowed the possible locations of Dr. Tan and her team to several different areas.”

Threat or Despair While Searching

If the players roll a large number of Threat or Despair while searching the jungle (or need to be waylaid for some other reason), consider using the optional “Off the Path” encounter at the end of this adventure.

(21)

Success on the Survival check to search the wilderness will lead the players to the abandoned and ransacked campsite that formerly housed Dr. Tan’s research team.

Searching the campsite may yield several clues as to the location of Dr. Tan and her assistant.

An Average ( ) Perception check may point out one or more of the below clues to the players, with + or allowing the player to notice a shadowy figure (one of the primitive Rodians – see “Longspine Clan Rodian” below) observing them from the treeline.

An Average ( ) Computers check on an abandoned holocam, left with a pile of electronic equipment, will show a recording of a large group of primitive Rodians attacking the research team with spears and blades, killing or wounding most, and dragging all the

bodies and captives into a jungle path to the north.

An Average ( ) Survival check to search the ground (with ( ) if performed in the camp, due to the debris) for tracks will find a group of tracks leading into the jungle to the north.

 A search of the tents will reveal several datacards, with which an Easy ( ) Computers check can be made to find a note one of the researchers made about seeing some sort of village near the waterfall to the north of camp.

An Average ( ) Mechanics check to fix the camp equipment (specifically, the generator) will turn back on the peripheral camp lights, highlighting the trail to the north and the tracks leading in that direction.

 An Average ( ) Knowledge

(Education) check may reveal that the gashes in the tents appear to be caused by a weapon of some kind, indicating an attack by a sapient people. If the player has + or on this check, he can further conclude that any nearby settlement would likely be by the river (following the river would lead the players to the primitive Rodian village). Once the players know the direction they need to head, they can reach the Rodian village within a short time of finding the camp. Searching for clues and the subsequent trip to the Rodian village will take a combined one hour.

After an exhausting search, success is revealed in the form of an eerily quiet campsite in the otherwise buzzing jungle. Makeshift shelters are overturned, and you can see large gashes torn in the side of several durafiber tents. A small generator hisses and sparks to one side of a large tent, no longer connected to the overhead glowlamps that once lit the camp. A severed power wire leaves scorch marks on the flattened leaves nearby.

You recognize the hovertruck, sitting next to a pile of scattered electronic equipment, from the description provided to you by your employer – this is, or was, Dr. Tan’s camp.

(22)

Depending on how long the players took to reach the camp, they may find one of several different situations.

If the players took: 0-7 hours:

7-10 hours:

Through a clearing in the jungle, you can see a cluster of thatched-roof huts sit near a river – a river widening into the sheer drop of a waterfall!

Several Rodians clad in leathers of various hues mill around campfires, and just at the edge of the light cast by one, you can see two wooden cages, each holding a Rodian woman wearing a ragged blue jumpsuit.

Through a clearing in the jungle, you can see a cluster of thatched-roof huts sit near a river – a river widening into the sheer drop of a waterfall!

Although the daylight is fading, you can see a roaring fire near the edge of the riverbank – it lights a procession of hide-clad Rodians carrying an entranced Rodian woman dressed in a blue jumpsuit. As you gather it in, you can hear a muffled shouting from beyond the firelight:

“No! Dr. Tan! Gena! You’ve got to wake up! Don’t let them throw you over!”

(23)

10+ hours:

A Simple ( ) Knowledge (Outer Rim) check will allow the players to understand what the Rodians are saying; they’re speaking in an offshoot of the widely-understood Rodian language.

If the players reach the camp in the 7-10 hour bracket, they have arrived just as the Longspine clan is making a sacrifice to the “Mother’s Mouth,” the cascading waterfall near which they made their settlement.

The Rodians believe that Dr. Tan and her team have, by virtue of their work, desecrated their “Swampmother,” the river they worship. They are carrying out a sacrifice to the Swampmother to avert her retribution. In doing so, they’ve forced Dr. Tan to inhale the incense of burnt local flora, with the end result of her being in a waking-dream-like state, unaware of her surroundings.

These primitive Rodians are members of a tribe that, for whatever reason, have remained largely unaffected by the technological and cultural progress of the Rodians at large.

They are certainly aware of the more technologically advanced culture that surrounds them, although they prefer to remain isolated from it.

Likes: Fearlessness, Aggression, Straightforwardness

Dislikes: Advanced technology, Disrespect of the river

Skills: Athletics 1, Coercion 1, Coordination 1, Melee 2, Perception 1, Ranged (Light) 1, Resilience 1, Stealth 2, Survival 2, Vigilance 2 Talents: Quick Strike 1 (Add per rank to combat checks against targets that haven’t acted this encounter), Natural Hunter (Once per session, re-roll any Perception/Vigilance check) Abilities: None

Equipment: Bottwood Spear [Melee,

Damage+2, Critical 3, Range: Engaged, Pierce 1, Defensive 1, Vicious 1], Bottwood Spear

[Ranged (Light), Damage 5, Critical 3, Range: Short, Pierce 1, Accurate 1, Vicious 1], Sawtooth Knife [Melee, Damage+1, Critical 3, Range: Engaged, Vicious 2]

Through a clearing in the jungle, you can see a cluster of thatched-roof huts sit near a river – a river widening into the sheer drop of a waterfall!

Several small fires dot the village, and by the fire’s glow, you can see the occasional Rodian, garbed in what seems to be some kind of animal hide.

Standing out, near the back of the camp, you can see two cages – one empty, one containing a young Rodian woman wearing a tattered blue jumpsuit.

2

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BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

(24)

The players may resolve the situation with the Rodians in several different ways. A successful negotiation may even net the Rodians as allies of a sort.

Ultimately, the players’ goal here is to gain a lead on the data cache Dr. Tan was tracking down, and that will likely be a result of one (or more) of four outcomes:

 Dr. Tan is successfully rescued from the Longspines, and she leads the way to the presumed location of the data cache.

 Dr. Tan’s assistant, Tora Ninn, is recovered from her captivity, and she helps explain Dr. Tan’s findings, directing the players toward the presumed location of the data cache.

 Both Dr. Tan and Tora Ninn perish, but the players recover data from their person (datacards, clues, etc.) that point them in the direction of the data cache.

 The Longspines reveal to the players that Dr. Tan’s team was getting too close to the “Heart of the Mother,” their primary religious site. This is an abandoned starship research factory and the location of the searched-for data cache.

Why don’t we just fly there?

While at this point it may seem prudent to the players to turn around, pick up a ship, and re-equip, try to reinforce the narrative goal of this being an adventure-style trek through the jungle.

One can justify this on the basis of time (e.g. “The Longspines are still tracking us! We need to get to the data cache in a hurry before they hide it for good!”

Another can be to justify this with technology – why hasn’t the facility been found before now, anyway? Maybe there’s some kind of sensor disruption that makes it difficult or impossible to find in a larger ship, or maybe there’s some kind of anti-tech field that shuts down higher-level technology (so starships and airspeeders, but not blasters and datapads.

(25)

Once the players resolve the matter of finding the location of Dr. Tan’s objective, it should only be a short trek upriver to an abandoned starship test facility.

By virtue of one piece of data or another (Dr. Tan, Tora Ninn, or a datapad recovered from either), it should be clear to the players that their goal is to get to the computer core of the facility, wherever that might lie.

There are several potential obstacles in the way of that goal, starting with the lake crossing itself. Players will likely find one of four ways to cross:

 Floating across the lake to the shores leading up to the facility

 Flying over the lake

 Crossing the footbridge

 Crossing the speeder bridge

Either of the bridges presents their own challenges.

The footbridge is only wide enough for players to cross single-file, and each player will need to make an Average ( ) Coordination check while crossing. Failing this check will mean that the players stepped on a portion of the walkway they shouldn’t have, and the foothold there will become more unstable. This will As you trek through the jungle, you notice

the river growing wider and wider until eventually, the trees part and the river breaks into a glittering green lake.

A small island pokes out of the center of the lake, on which sits a dilapidated metal structure. Rough, knotted vines cover the outside of the complex – in the absence of use, nature has made its claim on the facility.

Two long bridges reach out from the edges of the island – one, a narrow, swaying footbridge, another, a partially collapsed speeder bridge, the two halves of which dip precariously into the lake halfway across .

(26)

result in a Setback ( ) added to the check for any subsequent players to cross. If the player nets + or , segments of the bridge may fall out from under where the player was walking and/or result in the player falling in the water.

The problem presented by the speeder bridge is somewhat more straightforward. The middle section of the bridge has collapsed into the water completely, leaving a gap about a dozen meters wide. How the players solve this will be largely up to the tools they personally have available and what they individually are proficient with.

Falling into the water should be more of an annoyance than a danger, although spending an extended amount of time in the water may draw the attention of schools of Svoor, an omnivorous lake-dwelling eel-fish.

Usually found in the dark parts of lakes and freshwater seas of Rodia, the Svoor is a small snakelike fish that grows up to eight inches in length. These fish subsist primarily on insects, smaller fish, and leafy plants (found at the bottom of lakes), although they will occasionally graze on the flesh of slow-moving larger animals when available.

Likes: Low light, movement

Dislikes: Extreme temperature changes Skills: Athletics, Brawl, Survival, Vigilance Talents: None

Abilities: None

Equipment: Needle Teeth [Brawl, Damage 3, Critical 5, Range: Engaged, Vicious 2]

Players have essentially three modes of ingress into the facility. While there are more buildings to the facility than shown in the cutaway, the other buildings are collapsed, overrun by nature, or effectively empty of anything of note. 1. The Simulations Offices contain the entrance nearest the end of the footbridge. The simulations offices are five stories of office terminals and desks mixed with ingrowing vines and rubble. A large rupture in the floor has created a pit extending from the bottom floor all the way up to the next-to-top floor, and the bottom is littered with debris that’s fallen through. Additionally, the lower two floors of the Simulations Offices are filled with water (approximately even with the lake’s level, if not a little higher).

2. The Primary Cargo Handling room is the entrance nearest the speeder bridge. It’s an unremarkable room, wide and open, stacked with empty cargo crates and brush growing in some of the damper corners. A broken cargo lift hangs halfway between the floor and a shaft extending above the roof.

3. The Climatic Laboratory is a giant, capital-ship sized hangar perched on top of the facility. Its main entry door, wide enough to fit a Consular-class cruiser, is covered in the ubiquitous vines as well as a thick layer of frost. This hangar is designed to test spacecraft under extreme temperature conditions, and its temperature control mechanism (and independent power reactor) have been stuck at dangerously low temperatures for years. Combined with the humid climate of Rodia, this has frozen the door mechanism shut.

1

4

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0 0

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BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

(27)

A simple exploration of the aboveground areas of the facility will make it clear that the computer core (containing the data cache) isn’t to be found there. If the players make their way up to (4.) the Controller’s Office, by way of climbing up the broken lift in Cargo Handling, entering through the Climatic Lab, or by some other means, they should be able to find an overview of the facility that makes it clear where the computer core is located.

To get to the computer core, the players will need to descend down to (5.) the Isolated Testing Cavern. There are two lifts that lead down into this otherwise-sealed cavern.

One is accessible from the walkways leaving the (1.) Simulations Offices and/or (2.) Primary Cargo Handling, although any trip through those hallways will go underwater in the lower third portion.

The other is accessible directly adjacent to the (4.) Controller’s Office with no obstacle in the way, although as before, that will have required access to that level already.

Both of the lifts that travel down to the Isolated Testing Cavern pass through several filtering gates (designed to keep the cavern sealed) that prevent any of the water above from seeping down into the caves or below levels.

These bat-like creatures, often found in damp caves, share as many characteristics with insects as with larger flying creatures. Born in a larval state that takes years to grow into a fully-grown, half-meter long adult, Vurm have social structure centered around a single queen Vurm, which feeds vampirically off of larval Vurm to grow into its massive, two-meter size. In absence of other food, Vurm are often cannibalistic, although (queen aside) they feed only on other adults.

Likes: Heat, Darkness

Dislikes: Bright lights, loud noises Skills: Brawl, Coordination, Stealth Talents: None

Abilities: Vicious Swarm (each additional minion in the group adds 1 to the Vicious rating of a Fang attack [a group of 2 would have Vicious 1]) Equipment: Fang [Brawl, Damage 3, Critical 3, Range: Engaged]

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BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

(28)

Once in the (5.) Isolated Testing Cavern, the players should each pass an Average ( ) Stealth check or be attacked by a swarm of Vurm Swoopwings. (This encounter may also be skipped for time.)

If the players are too noisy or disruptive, a group of Vurm will wing down from the ceiling of the cave to harass the players, who are likely trying to maneuver their way through the room to one of two exits:

 The cave tunnel at the back leading to (6.) Repuslorsled Access, or

 The (7.) Temperature Regulation Vent protruding from the ground (which is a direct route to (8.) the Computer Core). The players may also be attacked by the Vurm Broodqueen (depending on party size and desired encounter difficulty).

These significantly larger Vurm specimens act as social center of the brood. There is only ever one of these per Vurm family-group.

Likes: Heat, Darkness

Dislikes: Bright lights, loud noises

Skills: Brawl 3, Coordination 1, Perception 1, Stealth 2, Vigilance 1

Talents: Adversary 1

Abilities: Vampiric Cannibalism (may kill one engaged Vurm to restore 6 wounds)

Equipment: Large Fang [Brawl, Damage 6, Critical 3, Range: Engaged, Vicious 2], Flying Tackle (Brawl, Damage 3, Critical 4, Range: Engaged, Knockdown]

2

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BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

(29)

As the players move through the Isolated Testing Cavern, they will likely notice the lit exit in the back of the cavern. This leads to an access hallway that takes the players to (6.) Repuslorsled Access, a loading dock and tunnel access to the partially-built access tunnels to the remainder of the facility.

Once, this included several testing rooms, but as the facility fell into ruin, most of the access tunnels to the underground rooms became caved-in dead ends. The only tunnel that remains wide enough and clear enough for access is the largest tunnel, the one that provides a winding path to the underground (8.) Computer Core.

Several abandoned (but likely still-working) repulsorsleds sit waiting at either end of the tunnels. The tunnels, by necessity, are very circuitous and require careful, slow navigation (just slightly faster than walking speed) on the sleds.

These relatively small hovercraft are designed to transport personnel and equipment over rough terrain at various speeds.

Maximum Altitude: 1 meter Sensor Range: Close

Passenger Capacity: 4, crew included Cost/Rarity: 2,000 credits/2

Customization Hard Points: 0 Weapons: None

If the players are more adventurous (or if they’ve seen the facility schematics), they may elect to delve deeper into the facility by way of the (7.) Temperature Regulation Vent.

This wide pipe is used to create a negative-pressure environment in the Computer Core as well as remove any heat generated from its massive databanks.

It is traversable, although with the fans operating (and they are still in operation), there are several different junctions with large spinning fans that present a dangerous obstacle to the players. There is also a large vertical section halfway down that, in addition to requiring the players to pass through a spinning fan, will require some means of climbing down nearly two dozen meters.

0

3

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2

1

-1

0 -

0

1

SILHOUETTE SPEED HANDLING

ARMOR DEFENSE

SS. THRESHOLD HT. THRESHOLD

(30)

Once the players have reached the (8.) Computer Core, they will finally have the opportunity to fulfill their contracted objective. The core room is filled with several large databanks, and recovery of the data cache will be contingent upon succeeding at a Hard ( ) Computers check. Failing the check will corrupt some of the data, and reduce the difficulty of subsequent checks by ( ).

Once the players have recovered any data at all, the facility will trigger a core-level security procedure designed to prevent data theft. Several minor explosions will ring out under the facility, and the whole complex will start to shake – it’s being collapsed from below!

The players will now need to escape the facility as quickly as possible. There are approximately ten minutes before the complex collapses, and this may necessitate rushing tasks that were carefully done before (e.g. speeding through the repulsorsled tunnels, which would require Piloting checks).

If the players fail to escape before the facility collapses, all players will suffer a critical injury and be “stuck” until help arrives. Fortunately, the destruction of the facility is a noticeable enough event that their employer, who’s been scanning the area in hopes of finding his lost team, will be able to pick it up and send rescue ships out. This will, however, be at significant cost to him (and this will be passed on to the players).

Once the players have successfully handed the data (and any remaining members of Dr. Tan’s team) over to their employer, he’ll pay them based on the following rubric:

 500 credits per person on the team (i.e. a team of four would be paid 2000 credits)

 1000 credits for the return of Dr. Tan

 500 credits for the return of Tora Ninn

 -500 credits for costs incurred if the players had to be rescued

 -50 credits per person on the team for each failure on the Computers check to recover the data (for a maximum of -150 credits per person)

The players as a group will also have gained (or reinforced) a standing with their employer and his organization, an enterprise with significant standing in the Tyrius system, with hands in transport (legal and otherwise), shipbuilding, and planetary commerce.

(31)

The players are confronted by a Ghest, a predator native to Rodian swamps.

This should be a relatively quick combat encounter, designed only to engage characters if the game is dragging. This should be relatively dangerous to the individual characters, but not a large challenge to the group as a whole.

These giant, six-meter long reptiles (also known as swamp demons) sit comfortably at the top of the food chain in some swampy areas of Rodia.

Likes: Live prey

Dislikes: Cold temperatures

Skills: Brawl 3, Perception 1, Resilience 1, Stealth 1, Vigilance 1

Talents: None

Abilities: Lurker (may take a maneuver to descend into mud or water, forcing a Perception vs. Stealth check to see it) Equipment: Feral Claws [Brawl, Damage 9, Critical 3, Range: Engaged, Disorient 1], Toothy Maw [Brawl, Damage 4, Critical 2, Range: Engaged, Vicious 3]

While making your way through the dense foliage, you hear a squishing sound. It grows quiet for a moment, but then with a giant splash, a large four-legged reptile leaps your way!

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BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

(32)

The farther one gets from the bright center of the galaxy, the further one gets from the truly organized rule of law. It often falls to those with the most wealth, the most strength, or the most cunning to determine what really passes for “right.”

When powerful people accuse a top agent of an Outer Rim syndicate of murdering one of the scientists of that same syndicate, it seems like a foregone conclusion that the agent will be lost. In hopes of resolving the situation beneficially, the syndicate’s head reaches out to freelancers to see justice be served…

The players have been hired by a businessman1 of significant influence in the local system2 to meet with and clear the name of one of his finest agents3. Five days ago, one of the businessman’s scientists4 was murdered, and pressures from the businessman’s competitors have directed accusations onto his top agent.

The players will meet with the agent to hear the details, and he’ll tell them about a secured datacard that contains evidence that could clear him. His former employer, the local security force, will have the datacard being transported somewhere, and the players will have to find that transport.

The players will learn that it’s about to be transported, via hover-convoy, from a remote security lab back into the city. The agent is insistent that they recover it before it gets to the city and into the hands of his enemies. The players will have to steal it from the convoy transporting it.

The recovery of the datacard and the possible inspection of its contents will bring the situation to a head. A confrontation will be forced between the local authorities and the accused agent at the agent’s safe house, and the players will have no choice but to take sides.

(Substitute as necessary)

1

The employer/businessman: Ranem “The Glove” Tiiv, owner of Tyrius Sysworks Syndicate

2

The local system: Tyrius System, home to the planet Rodia

3

The agent: Lieutenant See Bonuda, formerly of the Rodian Planetside Security Force (RPSF)

4

The victim: Dr. Gena Tan or Tora Ninn, scientists in Tiiv’s employ (which one – if any – may depend on the outcome of “Beyond the River” if that adventure was played previously)

(33)

The players start their adventure in Karsteeku, a medium-sized city on Rodia.

They have been provided with a contract from Ranem Tiiv, their employer.

Lt. Bonuda’s safehouse is located in the Slums section of the Residential District, and he’s co-opted an abandoned cantina on the second (of two floors) floor of the building as his base of operations, where he lives with several mercenaries hired as protection.

Upon meeting him, he’ll greet the players as expected agents of their joint employer.

Contract for: Clearing the name of Lt. See

Bonuda and identification of the true murderer of Dr. Gena Tan.

Lt. Bonuda, agent of Tyrius Sysworks Syndicate, is currently facing trumped-up charges of murder of Dr. Tan, another TSS employee.

Lt. Bonuda is in hiding at a converted apartment building, 32 Yusk Avenue in the Residential District. He will provide further details on the job.

“Listen – here’s the deal. Tiiv’s already filled you in on my… situation.”

“While working for TSS, I also held a lieutenant’s position in the Rodian PSF – the local authorities. It’s because of my work there that I’ve been able to stay in the wind for the past week.”

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