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Mission 1: Kidnappers!CREDS:
Mission 2: S.O.S.
- Slade received 3XP for his services on which he spent on STR/STA and was promoted to Corporal
Mission 3: The Sting
- Waiting for XP from SS, 1000Cr
Doze Grenade 10Cr/0.2kg
Frag Grenade (8d10) 20Cr/0.2kg
Tangler Grenade 25Cr/0.2kg
Armor/Defenses
Skeinsuit (armor vs ballistic attacks, absorbs 1/2 damage for 20 hits) 300Cr/1kg
Albedo Suit (armor vs laser attacks, absorbs 10 hits) 500Cr/1kg
Inertia Screen (as skeinsuit, 50 hits, 1 hit/charge) 2000Cr/1kg
Albedo Screen (as suit, 25 hits, 1hit/2 charges) 2000Cr/1kg
Screen PowerBeltPack (50 charges) 50Cr/1kg
AntiShock Implant (defense vs electric stun attacks) 1000Cr/--
Miscellaneous Equipment
First Aid Pack refill 20Cr
Freeze Field (preserves <0 STA person) 2000Cr/5kg
Gas Mask 5Cr
IR Goggles 300Cr
IR Jammer (uses powerbeltpack) 500Cr/1kg
Magnigoggles 200Cr
Rifle Scope (reduces range by one) 150Cr
Rope, 30m 2Cr
Solvaway (for tangler threads) 10Cr
SpaceSuit 1000Cr/20kg (does not apply in 0G)
Anchor w/100m cable 50Cr
Armor (half damage from all attacks) 1000Cr/10kg (does not apply in 0G)
Emergency Life Support Refill 500Cr/5kg (does not apply in 0G)
Emergency Patches (2) 50Cr/--
Magnetic Boots 100Cr/1kg
Emergency Life Support Refill 500Cr/5kg (does not apply in 0G)
Emergency Patches (2) 50Cr/--
Rocket Pack (no fuel) 2000Cr/20kg (does not apply in 0G)
Rocket Pack Fuel (50 bursts) 50Cr/5kg (does not apply in 0G)
Survival Rations 1Cr/Day
Tornadium D-19 (5d10) 50Cr/50g charge
Variable Timer/Detonator 5Cr
Water Pack 1Cr/Day 1kg/day
ToolKits
Med Kit (+10STA for healing, 20 uses) 500Cr/5kg
EnviroKit (+5 resolution) 500Cr/5kg
TechKit (+5 resolution) 500Cr/5kg
RobComKit (+5 resolution) 500Cr/5kg
Misc.
Hospital Healing 1Cr/point
Monorail 1Cr/Day
Ground/HoverCar 4000Cr (Rental = 10Cr/Day)
Ground/Hovercycle 1000Cr (Rental = 5Cr/Day)
______________________________________________________________________________________
* Laser & Gyrojet weapons may be fired once per turn. Automatic weapons may be fired twice per turn, or one ten-round burst per turn.
All pistol ranges are as follows: Point Blank:0-5m, Short:6-20m, Medium:21-50, Long: 51-100, Extreme:101-200.
All rifle ranges are as follows: Point Blank:0-10m, Short:11-40m, Medium:41-100, Long: 101-200, Extreme:201-400.
Gyrojet Weapons do not employ a point blank modifier, consider any PB ranges as short range (i.e. a gyrojet pistol would have a short range of 0-20m)
** A character may carry his or her ½STR in mass (kg) without penalty. Going over results in half normal movement rates for up to full STR in mass (i.e. a STR:50 character can carry 25kg with no penalty, maximum 50kg).
*** Lt Machine Gun requires bipod mount (included), but can be hip-fired at -10 to hit if STR>45, -20 for STR<45
Wheeling majestically through space, hundreds of kilometers above the planet's surface, is Clarion Station, home to the militia ships of the Royal Marines. A starship arrives at Clarion Station about once every 100 to 200 minutes. Shuttles leave for the planet even more frequently. This heavy traffic brings thousands of characters of all four races through the station, so huge crowds can be seen mingling about on the business deck at all hours. A typical day sees hundreds of beings going about their business with frantic haste during all hours.
All of the major corporations in the Frontier have offices at Clarion Station. Agents for these companies can be encountered throughout the business deck. Independent freighter owners and pilots are also common, searching for cargos or buyers. As such, some semblence of security and order is required and does not fall under the immediate jurisdiction of Star Law. To this end, the Royal Marines are partially in charge of station security. Although the characters directly responsible for this police work are in a separate branch of the service (the Royal Guard), all Royal Marines in the area can be called in to help when trouble breaks out. Many of the Royal Marines' leisure hours will be spent on the business deck of Clarion Station. If the need arises, they can be called into action for any station emergency situations as they arise.
Following the capture of the SS Packhound and her hidden load of Ixiol, the Marines decide to find out who the buyer of this shipment is. The survivng crew members offered nothing, choosing to recieve their full sentences rather than snitching. Not a problem, surely someone on Clarion Station is expecting a load of skimmers with a small package under the passenger seat of each vehicle.
Fortunately, someone was expecting the load. Royal Guards onthe station were able to pick up the suspected buyer in short order, before the Falcon was able to make berth. You were all hoping to become a part of this investigation, but all hopes of a deep cover operation are not out the airlock. The Clarion Royal Marines have a second mission waiting for just such an eager group.
While the Royal Marines are entrusted with protecting all of Clarion's citizens, members of the Clarion Liberation Party have historically shown more aggression toward the government than outside forces. The current monarchy allows for their existence, however they do not tolerate criminal acts against Clarion rule from anyone, regardless of political party. The recent deiscovery of Streel provided weaponry aboard the SS Dark Shadow indicates that the buyer was a member of the Liberation Party. The identity of this buyer was not discovered as the Dark Shadow crew did not know themselves (they claim neither side knew of each other, and that they had a different contact each time they visited), however in an effort to plea leniency in their court case they did manage to divulge the password that was to be used to establish the meeting.
Since news of the Dark Shadow capture (enacted by the sister ship CMS Osprey) had not been released to the general public yet, the Clarion Royal Marines have decided to run a sting operation to locate the arms suppier who is expecting that shipment. Once this weapon traffiker is discovered, the rest of the network shouldn't be too dificult to locate. To this end, the Royal Marines have enlisted the assistance of a civilian craft that is approaching Clarion Station. The Falcon's boarding party will be rushed immediately to join them, posing as the gun runners once the ship makes berth. The Royal Marines will supply several of the recovered robots along with their concealed cargo of handguns (with the firing mechanisms removed). They will also supply a portable computer that lists all the phony robot information recovered from the Dark Shadow, and inside a secret compartment of said computer will be a functional laser pistol with a powerpack drained to 2 charges that is to be used as a "test model" for the suspected buyer. An audio recording device is also concealed within the computer, which will be used to gather further evidence against this arms buyer.
The boarding party is now acting as crew members aboard the SS Laconian Duster, a small Class:V freighter. You have been issued civilian skeinsuits and stunguns that can be concealed, along with a stunstick that can either be concealed or worn visibly. You have a spare powerpack in addition to the ones loaded in each weapon. Once docked, you are to proceed to the commercial decks and visit all the popular hangouts with the portable computer. The password you are to use for engaging in conversation is "Tachton Industry robots are spacedust compared to the line-up of maintenance bots I have to offer." The buyer's password is "You must be pulling my arms." Royal Marines figure the buyer to be a dralasite in order for that pun to work.
Once you acquire the target, he is to be lured back to the Laconian Duster in order to complete the transaction (where several of the mock robots will be stored alongside scores of standard 'bots in the Duster's hold). Once the transaction is completed, you are to signal the Marines with your chronocom and they will converge onthe Duster to capture the buyer(s). The Duster's hold will be in a vaccuum, so all persons will be required to don spacesuits when inside.
Players may begin their search int he Spacer's Bar & Grill aboard Clarion Station, or start going door to door in the commercial shops section.
(players will use the "commercial deck" space station map along with the small freighter deckplans from Warriors of White Light)
Parliament ChairLady Valerie Liabon has been missing for several days now, having apparently vanished without a trace. The Royal Guard has been investigating her disappearance on the planet's surface to no avail, not finding a single clue that points toward any suspects.
You heard about this during your tenure at Clarion Station orbitting high above. Clarion Flight Control has contacted you concerning a rogue scout ship that has berthed, apparently it somehow missed any cargo inspections from militia ships as it appears to have no record entering the system. The SS Vigilant has been holed up in Clarion Station's docking bay, surrounded by Royal Guards and the bay doors closed to prevent escape. However, the scout's twin laser bateries could still permit an unauthorized escape attempt, so time is of the essence. The Vigilant's active refusal to cooperate may be somehow connected to the Parliament ChairLady's disappearance, so far it's the only lead that the Royal Guard can come up with.
The Vigilant's crew has been hostile with Flight Control's numerous requests for cargo inspections, not permitting anyone access to within. The CMS Falcon's boarding party has developed a reputation in the short time they have been active when it comes to such operations, so you have been called to action. You have assembled in the low grav section of the station hub, specifically at docking bay 09. A ladderwell/airlock in the center of the chamber leads up to the scout's main airlock, and an airlock on the far wall leads out into the actual docking bay where the scout is berthed. The bay is currently sealed and pressurized, but that could change at a moment's notice if the Vigilant fires her guns to effect an escape.
It's a stand-off. No doubt a standard entry can be anticipated by the Vigilant's crew if you elect to access the craft via the ladderwell. And despite the availability of spacesuits and a laser powertorch, any exterior attempts will no doubt be seen and thereby allow a suitable reaction. You must decide the best way to gain entry and swiftly take charge of the investigation within. Clarion Royal Marines have provided you with typical deckplans of a standard scout ship layout so that you may prepare yourselves:
http://www.f4fbbs.com/StarFrontiers/scout.jpg
Even more important is the location and confiscation of illegal cargo. A number of items cannot be legally imported into Clarion,and cargo search teams should be especially watchful for these things. The Contraband Cargo Chart lists these prohibited items, and the penalty for importing each.
CONTRABAND CARGO CHART
Cargo Type | Penalty for Importing |
Personal Weapons* | 20 years to life in prison |
Heavy Weapons | Death by vacuum |
Streel Corp property** | 10 to 20 years in prison |
Raw Uranjum | 5 to 10 years in prison |
Sathar or Sathar Agents | Death by vacuum |
Addictive Drugs | 10 to 20 years in prison |
** Ships operating under Streel Corp. Charters can enter the systern and dock at the space station, but their cargos cannot be unloaded into the station or shuttled to the surface
You have been patroling the space lanes for several weeks now without incident, cutting your teeth in policies and procedures. Your next call is the inspection of an inbound Class:V freight hauler, the SS Dark Shadow. The freighter making its fifth recorded visit to Clarion from the Prenglar system, and today's manifest claims a load of maintenance robots destined for Valentina, the Throne City. As the Falcon closes to within 250,000km of the inbound freighter, an emergency call is recieved from Clarion Flight Control.
The Falcon is to immediately abort this search mission and intercept a fleeing craft. CMS Osprey will rendevous with the Dark Shadow for inspection duty, as you are the closest vessel to this Priority:Beta threat (Priority Beta is a threat against the ruling government of Clarion).
Princess Leotia Valentine XX was last seen boarding a shuttle on the surface of Clarion that matches the description of one that was seen docking with the SS Stothgard, a Timeon Clipper class freighter that is in the Class:VII size category. The Stothgard left Clarion Station without clearance and the details began to flood in shortly afterwards. The ship's owner is one Captain Chaison Masting, a male human believed to have ties with the Clarion Liberation Party. With a Council of Worlds meeting looming in the following month, the kidnapping of a royal family member could surely sway the outcome of such meetings. The Falcon is to immediately chase down and intercept the Stothgard and inspect her thoroughly from stem to stern. Use of force has been granted if the craft or crew resists or becomes evasive.
Corporals Johann, Slade, and Tichat-Ka head for the Falcon to disembark on yet another day in the space lanes. Midshipman Bluto Goorhud, their boarding party leader, greets them at the Falcon's loading deck where they are introduced to a pair of newcomers: Danyon Fenn (mH) and Gret Korg (mY). Danyon is a transfer from the Clarion Royal Guard, the land based military force under Clarion's monarchy. Gret is a former hovercyclist looking for a new lease on life. Once the introductions aer complete, the crew begins t make preparations for launch.
The Falcon has been assigned to inspect an incoming Class:XII liner, a job that promises to kill the bulk of this outing. Just as Lt. Shirrah gets the Falcon's beak pointed in the right direction, Clarion Flight Control orders a Priority Epsilon threat (Epsilon is a non-aggressive threat, but a threat nonetheless). A Class:VI Pacific class freighter has dropped out of the void, hailing from Madderly's Star. Her captain has issued a distress call, informing anyone listening that his drives have malfunctioned and he is unable to get them repaired. The craft is on a direct collission course with Clarion Station. The SS Gullwind, under the helm of Captain Garlus Tylappar, has made many visits to Clarion Station and has berthing dues paid up for the next few months. The fine craft has brought a lot of revenue to Clarion so it is important that the Marines help the crew to not only prevent a collission with our station, but to preserve the craft for future income. As the Falcon nears the malfunctioning craft, Captain Tylappar informs Lt. Shirrah that the drive motivator has been damaged beyond repair, requiring drydock facilities to fix. Unfortunately the drive motivator is the primary controlling feature of the engines, without it deceleration is impossible.
Jr. Lieutenant M'kix Ris'z II reports that the Falcon is currently carrying a spare motivator that might work, and despite the obvious size differences, in theory at least one drive could be restored to operational status with the scout's smaller unit. Shirrah orders M'kix Ris'z to bring the motivator down to the loading deck and have the boarding party meet him there. M'kix Ris'z and Shirrah will be assisting the Gullwind crew withthe drive repairs, and the boarding party will oversee the operations as a security measure. Also, the captain reportsd a small load of parabatteries is in the hold and since the craft will be docking at Clarion Station for repairs, the load must be inspected.
The Falcon races to meet the disabled craft, and gets there with time to spare. The ships are soon linked by their airlocks, and the Falcon boarding party is met by the freighter's captain. Once the group is aboard the Gullwind, Garlus seems somewhat absent minded (he is an elder after all) but will quickly snaps back, apparently eager to get underway. His five dralasite crewmembers assist the Falcon crew with repairs and replacement. Tichat-Ka joins M'kix Ris'z and they follow the Gullwind's rubbery engineer into the elevator, lugging the drive motivator along. The doors close and Bluto nods to the Gullwnind's skipper, suggesting that they get on withthe inspection of his hold since the disabled ship will be docking at Clarion Station.
Garlus calls the elevator and it arrives a few minutes later, and they all pile in. He takes the car down to the 'Wind's hold, and the group exits. Garlus' manifest lists si crates of parabatteries and a rocket battery weapon system, with no destination. "Personal goods?" Bluto asks. The skipper nods, as he is busy stuffing his worn pipe with some Inner Reach tobacco. Johann takes the elevator position as Bluto joins the rest of the inspection team, and begins making small talk with the elder.
"Stuff will kill you, y'know...of course modern medicine can counter that as well." Garlus looks over at Johann, and points to his chest. "A little late in the game to worry about that. Got the big C, detected it too late. Not sure how much time I have left." He begins with some sporadic coughing, but it ends just as quickly. Meanwhile, Danyon and Slade begin to open the crates as Gret and Johann look over the stored weapon system. Both are in order, nothing raises a suspicion withthe inspectors.
Meanwhile, Tichat-Ka begins to install the motivator under the watchful eyes of his vruskan engineer, M'kix Ris'z II. Once it is installed, M'kix gives it a once over and say "You almost got it right, Corporal. But the couplings are reveresed. Fix that and it ought to work." Tichat-Ka apologizes, explaining that he's used to smaller scale technical repairs. He switches the couplings and the Gullwind's dralasite engineer waddles over to the engineering station to run a diagnostic check. After a few minutes of data scrolling, he looks up and bellows "I think that'll do it. We're good to go, that should hold us for the trip to Clarion Station!"
M'kix Ris'z and Tichat-Ka head back to the Gullwind's crewdeck, calling to Bluto that all is well on the maintenance deck. The rest of the boarding party meet them there, along with Garlus. Once assembled on the crew deck, Tylappar informs the group about a class:X freighter that was 20-30 hours behind him that he overheard in a spacers dive at Kdikit Station that may be smuggling contraband, possibly either Ixiol or Streel provided weaponry, that is destined for the Throne City. The rogue freighter is dubbed the SS Nightshade, and Garlus informs the Falcon crew that the dralasite owner is not one to be underestimated.
Several of the inspection team members gather additional information on the Nightshade, and they thank them for the tip. Garlus salutes them as they leave, and he closes the 'WInd's outer hull hatch behind them. Soon after the boarding team is buckled in aboard the Falcon, the craft breaks loose and pulls away. The Gullwind's single drive ignites, and her skipper reports that the repair is working well. He thanks Shirrah over the subspace radio and points the Gullwind's nose toward Clarion Station. Lieutenant Shirrah calls in to Clarion Station Flight Control to report the tip, and then proceeds into deep space to meet the incoming vessel.
True to the Gullwind skipper's word, the SS Nightshade drops out of the void 20 hours after the Gullwind is underway. Lt. Shirrah calls it in on the radio and Clarion Flight Control directs the Falcon to intercept and investigte the claims. After all, the Nightshade is registered under MalCo Enterprises, a company with reputed ties to organized crime, so any inbound loads will require extra special attention, moreso with this intel that was recently gathered...
As the Falcon closes in with the rogue freighter, a lengthy radio conversation ensues. The freighter crew claims they are not stopping at Clarion Station, nor are they carrying any cargo and as such no inspection is required. They insist that they are merely passing through, on their way to Theseus or K'tsa Kar, they haven't decided which. After a lengthy arguement the freighter captain finally agrees to an inspection, telling Shirrah that they have nothing to hide.
The Falcon closes in and docks with the Nightshade. The boarding crew is on the loading deck, and Bluto leads them to the Nightshade's outer hull hatch. A rough looking yazirian meets them at the Nightshade's hatch, and opens it to allow them inside. A dralasite with a rich black cloak flowing over waht passes for shoulders stands near the yaz. The dralasite bellows out "Well, let's get this dog and pony show on the road, we got things to do!"
The dral hands Bluto a cargo manifest, it simply reads "No cargo obtained for Madderly's Star/White Light voyage". The yazirian sneers and points to the elevator. "Right this way, folks." Neither seem pleasant about this uneccesary inspection, both seem anxious to get back unerway. Bluto and Gret remain on the crew deck to watch the airlock and access to their ship, the rest of the group piles into the elevator car and it descends to the Nightshade's hold. The doors open and the group exits. Danyon, Johann, Slade, and Tichat-Ka look around the vacated hold, its floor occassionally littered with broken crate remains and an occassional mangled piece of plasticard.
"Wow, whaddya know, " the dralasite interjects. "Just like the manifest says, empty!" Danyon stoops to retrieve one of the mangled plastisheets and finds it is the remains of an old invoice. He shows it to Slade and Johann, who read the inscription: "FOODSTUFFS - Point of Origin: Inner Reach , Destination: Outer Reach"
The duo both nod and Danyon drops the plasticard to the deck. Tichat-Ka appears to be pacing the hold and tapping the deck with his pistol butts. Once finished the vrusk glances over to Johann and he nods. Johann speaks up, "We'll have to inspect your cabins next." The yazirian looks to the dralasite, who mimics a human expression by rolling its eyespots. "Oooooh-kayyyy," the dral lets out. "Let's go, back into the elevator. A lot of back and forth with you guys today!"
Everyone gets on and the car returns to the Nightshade's crew deck. Johann calls Bluto on the chronocom to report nothing found in the hold and that they are returning to the crew deck to inspect the cabins. The elevator doors open and the group sees Bluto and Gret waiting, and they exit. Johann gives Bluto a whispered update as to what weas found in the hold as far as teh mangled invoice. Bluto begins barking orders to the inspection team.
Slade and Johann begin to search the cabins while Tichat-Ka and Danyon head for the galley. The cabins are all vacant and unkempt, with nothing out of the ordinary. Try as they may, they find nothing incriminating. Then Tichat-Ka returns from the galley holding an empty vial and an aqua-pipe, obvious paraphenalia of a narcotic drug. Bluto nods, and Tichat-Ka asks the dral/yaz duo about it. The dralasite shrugs, but the yazirian dips his head down and mutters out "It's mine, personal use and all that." Tichat-Ka gets cross and demands where the drug is, telling them that while the Clarion Royal Marines can not impound the craft over the items, they can stil issue a fine. The yaz simply answers that he used the last dose a day ago.
Slade begins to ask if they know of a Captain Tylappar while Johann whispers to Bluto, who calls the Falcon C.O. on the chronocom. The dralasite acknowledges Tylappar but knows nothing of his presence in system, simply declaring that like themselves he is an independant hauler making their way through the Frontier. They have crossed paths in the past, and they merely look at him as competition. A heated debate begins as to why Garlus might drop info on "competitors" that may be carrying contraband, but in the end there is nothing gained by this and that the Marines can do little else in detaining this vessel.
Bluto hands the dralasite a plasticard and offers an apology, and that the Nighthsade may enjoy complimentary berthing for up to ten days at Clarion Station as restitution. The group herd themselves back into the Falcon with a feeling of dismay, having garnered nothing and feeling taken for as fools. Lt. Shirrah meets them inside to reassure them, saying that it happens and not to let it get to them. Gret looks back as the Falcon's outer hull hatch is closed and catches a glimpse of the Yazirian in the opposite hatch, who is giving the Falcon crew a nasty look. Gret returns it wiht an unpleasant gesture of his own, one that Bluto countermands him for. "At ease soldier, we don't get to win all the time."
Tichat-Ka clicks off with "Give us a princess to rescue, we're pretty good at that." The witty repartee brings some welcome relief to the group, and they head back to their stations to buckle in so the Falcon can rush to its next job, a Class:X11 freight hauler that just dropped out of the void.
To be continued...
CMS Falcon
Military Assault Scout
Crew:5 Boarding Party:5 (Total Life Support Capacity:12)
Hull Size: | 3 | Hull Points: | 15 | Propulsion: | Stardrive |
ADF: | 5 | MR: | 4 | DCR: | 50 |
Weapons: | 4 assault rockets, laser battery |
Defenses: | reflective hull |
Captain Chaison Masting (mH)
(owner/operator of the SS Stothgard, Clarion Liberation Party loyalist)
STR/STA:60/60 DEX/RS:60/60 INT/LOG:50/50 PER/LDR:50/50
Albedosuit, Laser Pistol, Automatic Pistol, 3 powerpacks, 3 bulletclips
Captain Garlus Tylappar (mH)
(owner/operator of the SS Gullwind, frequent patron of Clarion Station)
STR/STA:30/30 DEX/RS:40/40 INT/LOG:55/55 PER/LDR:80/80
Skeinsuit, Laser Pistol, 3 powerpacks
The characters are aboard a cruise ship heading to a planet where they are supposedly going to be starting an excavation of old ruins left behind by the Eorna. But, before they are able to get to their destination the sub-space drive cuts out in the middle of a desert planet's orbit. Some how the navigation computer had been tricked that the planet was their destination. But, before the crew can react the ship slams into the desert planet below.
Character Guidelines:
You can pick any class you wish. Since the expedition was funded by PanGal you will have plenty of equipment and protection. There are a few mercs (private security advisors) to help keep the group protected from unknown threats. Meanwhile there are a handful of technitians and plenty of scientists. Also pick your skills. You have 800 credits to buy gear of your choice (Look at Alpha Dawn Remastered rule book). You will also have 10 XP to spend which will give you enough to buy skills and boost up low abilities scores.
The groups of characters are put into a groups to go and find water. It is currently night time (best to keep cool) and the surface of the desert planet has hit below freezing. Since the crash (two days earlier) the ship's captain has decided to set up a small colony like structure in order to keep everyone alive. Soldiers have orders to keep the perimeter around the ship clear and also have orders to kill anything that moves. Thus radio contact is maditory for everyone who ventures outside the perimeter. Due to being cut of course the ship wasnt able to spare enough fuel to fuel the transport ships or even the gyrocopters. So transportation is kept around the ship to hull supplies from one section to another during the heat of the day. Basic systems function on the ship but are currently beginning to drain. Most of the power is being diverted to either weapons and defenses or just the sub-space emergency beacon.
Now onto the bad news. The ship is stuck. Food is planned to run out in ten years, but the water recycling systems are currently offline which leaves the ship with only a week of water. But with the heat that rate is slowly decaying. So resources and manpower are being currently used to get water and supplies to help repair the ship. Those here today are going to be looking for a possible water source that we may be able to tap into. So god speed and good luck.
"You have been contacted by PGC headquarters to investigate a breach in security at several top research centers. Someone has broken into these centers and destroyed valuable equipment. The raiders never set off any alarms and never were stopped by anti-intruder security systems. Your mission, should you choose to accept it, is to find out why the raids are taking place and to end them."
(This message will self destruct in five seconds...)
Character Name: Beren Tiu
PGC Liason
Race: Human
Sex: M
Handedness: Rt
Walking/Running/Hourly Speeds: (10/30/5)
height/weight: 1.8m/75kg
Hair: black (receding)
eyes: blue
Age: 45
Birth Planet: Gran Quivera, Prenglar
STR/STA: 40/45
DEX/RS: 50/50
INT/LOG: 65/65
PER/LDR: 55/55
Current STA: 45
Injuries: None
Racial Abilities: -n/a-
SKILLS
PSA: Technological
Computer 5
Technician 3
Beam Weapons 2
Melee Weapons 2
PsychoSocial 2
EQUIPMENT LIST
Civilian Skeinsuit
Albedo Screen w/power beltpack
Anti Shock implant
Sonic Stunner
stunstick
2 spare 20SEU PowerClips
Chronocom, ID Card, Pocket Tool
TechKit (in skimmer)
Laser Rifle w/5 powerclips (in skimmer)
HoverCar: Pan Galactic Motors "Fusion", vivid red
Accel/Decel: 100/60 mpt Turn Speed: 90mpt
Top/Cruise Speed: 170/60kph
Cargo: 100kg/1 cubic meter Seating Capacity: 6 SP:120
History
Beren Tiu is the players' liason officer for the game. He is in charge of directing PGC security personnel and has been entrusted to discover the perpetrators of the recent outbreak of security raids at various Pan Galactic offices. The security center of Port Loren here in Gran Quivera is one of the few remaining targets that hasn't been hit, so it is imperitive that he discover the identity of these information thieves.
To that end, he has assembled several mercenaries under the employ of PGC to investigate this anamoly. These mercs have served him well in the past, and he is confident they will find out what is transpiring once more.
Manetoe
(leader)
Race: Yazirian (male)
Handedness: left
Movement Rate: 10/30/4
Height: 2.1m
Weight: 50kg
Hair: tan
eyes: black
Age: 32
Birth Planet: Hakosoar, Scree Fron
STR/STA - 65/65
DEX/RS -- 40/40
INT/LOG - 45/45
PER/LDR - 50/50
IM - 4
Racial Abilities: Battle Rage ( 5% )
Skills
(PSA: Military)
Beam Weapons LVL:2
Thrown Weapons LVL:2
Melee Weapons LVL:1
Demolitions LVL:1
Equipment
Skeinsuit (civilian)
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol
20SEU Powerclips (x3)
Sonic Knife w/20SEU Powerclip
5 charges D-19
3 VT Detonators
Tangler Jelly*
Chronocom
_______________________________
Gramic
(computer operator)
Race: Vrusk (male)
Handedness: ambi
Movement Rate: 15/35/6
Height: 1.5 x 1.5m
Weight: 75kg
Skin: blue-green
Eyes: black
Age: 35
Birth Planet: Zik-Kit, Kizk'-Kar
STR/STA - 40/40
DEX/RS -- 55/55
INT/LOG - 50/60
PER/LDR - 45/45
IM - 6
Racial Abilities: Comprehension (15%)
Skills
(PSA: Tech)
Computer LVL:3
Technician LVL:1
Projectile Weapons LVL:1
Equipment
Albedosuit
Inertia Screen w/50SEU PowerBeltPack
Automatic Pistol
20R Bulletclips (x3)
Chronocom
Robcomkit
Hovercar
______________________________
Henry Geiger
(technician)
Race: Human (male)
Handedness: right
Movement Rate: 10/30/5
Height: 1.9m
Weight: 65kg
Hair: reddish-brown
Eyes: green
Age: 28
Birth Planet: Gran Quivera, Prenglar
STR/STA - 55/55
DEX/RS -- 50/50
INT/LOG - 45/45
PER/LDR - 45/45
IM - 5
Racial Abilities: -n/a-
Skills
(PSA: Tech)
Technician LVL:2
Beam Weapons LVL:2
Equipment
Skeinsuit (civilian)
Albedo Screen w/50SEU PowerBeltPack
Laser Pistol
20SEU Powerclips (x3)
Chronocom
Techkit
____________________________
Konchinho
(enforcer)
Race: Dralasite
Handedness: varies
Movement Rate: 5/20/3
Height: 1.3 x 1.0m
Weight: 68kg
Skin: dark grey
Eyes: black
Age: 30
Birth Planet: Groth, Fromeltar
STR/STA - 70/70
DEX/RS -- 45/45
INT/LOG - 40/40
PER/LDR - 35/35
IM - 5
Racial Abilities: Lie Detection ( 5% )
Skills
(PSA: Military)
Gyrojet Weapons LVL:3
Melee Weapons LVL:1
Thrown Weapons LVL:1
Equipment
Skeinsuit (civilian)
Inertia Screen w/50SEU PowerBeltPack
Gyrojet Pistol
12R Pistol Jetclips (x3)
Electric Sword
Doze Grenade
Tangler Grenade
Chronocom
Gas Mask
This will be a twist on the Pan Galactic Security Breach "choose your own adventure" game from the Basic Rulebook in the purple SF/Alpha Dawn boxed set. Some of the stuff will be the same, some will be altered, but the overall flavor of that first game should still tantalize you.
Twist #1: semi-experienced characters, not unskilled/zero-level beings running around making ability checks for every action. So that means you get a 5,000Cr allowance to purchase gear with, anything your heart desires within that budget fromteh SF AD Expanded Rules book. You also get 25XP for skill/ability improvement, divied up as you see fit (according to PSA & non-PSA restrictions). This means your newly generated character will be a fair shake against whatever situations he/she/it gets thrown into. Straight expenditures, no "automatic starter skills" +25XP or anything like that, just spend the 25XP as you see fit for skills and ability adjustments.
Twist #2: more powerful bad guys. See Twist #1...
Twist #3: Well, let's just say things will start off in a familiar fashion and the plot will proceed in a similar manner. How it ends, well that's not entirely predetermined nor up to a roll of the dice either.
Character Name:
Race:
Sex:
Handedness:
Walking/Running/Hourly Speeds:
height/weight:
age:
STR/STA: /
DEX/RS: /
INT/LOG: /
PER/LDR: /
IM:
Current STA:
Injuries:
Racial Abilities: as per AD rules, starter level
XP: 25
Pay/Day:
Credits: 5,000
SKILLS
PSA:
EQUIPMENT LIST
History
(optional, up to the player)