rewrite Janus Module

Tchklinxa's picture
Tchklinxa
November 7, 2015 - 7:49am
Refer to: Janus .

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Trouble on Janus Module Rewrite:

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Things that need to be Added/Done:

Add Planetary Brief for Planet information:

Add Map of Wharf Warehouse

Add Ship Map

Add Vague Map of Interior

Add details on what is aboard ship, ship stats and so on.

Several PC stats need work, specifically the party needs spacer skills

Add Random Monster Encounter List

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Background #1: You are Star Law and Star Law suspects something is wrong on Janus, not only has several ships disappeared only to be seen on the edge of the Frontier, but invoices of Multi-Cap indicate huge amounts of weapons are being purchased by a predominately medical research firm. Something is amiss, so you are posing as a small cargo/privateer ship of a small cargo company (Old Terra Shipping) on delivering trade goods and contracted “mail” to Janus.

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Multi-Cap has reported at least one shipload of Tatum-leaves being hi-jacked in the past six-months, despite the usual high security procedures. Pirates are not unknown in this region however, they normally do not bother with secondary yield cargos such as this.

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Using this hi-jacking as an excuse, Multi-Cap has consigned and is shipping to Janus extra security armament for the planetary police and the company security force. Routine investigation of invoice-movement reveals that some of the items Multi-Cap is importing include heavy-duty laser cannon, sonic blast towers, magna-thrust land mines, and radiation blast torpedoes. Obviously this type of armament is well beyond the scope or need of a planetary police force in a peaceful farming society.

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In addition, Space Patrol checks have revealed that someone on Janus has ordered computer equipment, assorted in parts, in the amount of one full metric ton, gross weight.

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As you are well aware, by the terms of the Federation, the construction of any computer over 3.5 metric tons in size constitutes an automatic act of war against the Federation, since there is NO other purpose which any computer unit that size could be used for except direct widespread military operations.

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 In addition, four ships have been reported lost without a trace in the interior of the southern continent with the last five months. Space Patrol registry checks have also revealed that three other Free Trade ships touched down on Janus in the previous six months, and did not report back onto the trade circuit again, and must therefore also be presumed lost somewhere on Janus.

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Space Patrol scouts report seeing one of the four missing ships operating near the Spiral Cluster, twenty-two systems distant from Janus, with no change in ship registration or call letters or sounding signals or any other identification marks. Attempts to intercept these vessels were unsuccessful. The Space Patrol security reports no increase in pirate activity in the sector, but is maintaining extra vigilance.

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A final oddity, Multi-Cap has, within the past three weeks, apparently reversed their decision to refine Tatum-leaves off planet only, and is in the process of purchasing and arranging for the shipment and assembly of a chemical refining and distillation plant which will be established at Central City on the southern continent.

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Go to Janus and investigate the situation. Keep in mind your standing orders and need for discretion.

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Star Law: If Multi-Cap is dealing with an internal problem, which they do not desire to share with the rest of the Federation, they are within their rights, to do so. The Federation IS NOT authorized to interfere with the internal affairs of any independent world unless and until such actions directly affect the Federation or the security of the Federation itself.

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Therefore, your first priority must be to find out what happened to the missing ships. Intelligence believes this is the central core to whatever problem is developing on Janus. Seven ships set out for the interior of the southern continent and apparent did not return. Something is obviously wrong at this point. Multi-Cap may be reacting to an obvious threat, which they believe they are capable of handling on their own. Whether this is true of not, it is imperative that the Federation know what happened to those ships.

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If the situation is such that a threat to the government of Janus is developing, or such that Multi-Cap by itself cannot handle the problem, report this information, and act as you feel is best.

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If Multi-Cap themselves are responsible for the lost ships, then such actions may constitute a threat to Federation security, and must be dealt with. You must determine what happened to those ships before you can reach any further conclusions.

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Do not antagonize Multi-Cap or the planetary police if it can be avoided. Do not involve the Federation in any illegal altercation, and do not blow your cover unless it is absolutely necessary. Planetary governments and the Federation frown on interference by the Federation with independent planetary operations, even though such interference may be necessary from time to time.

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Take a ship to Janus. Set down at Central City. Make it known that if your trading mission to the interior does not pan out that you might be interested in breaking up the crew, selling the ship and settling down as either plantation owners or merchants if this can be arranged. This will give you something to fall back on if your investigations in the interior do not produce tangible results. You have on deposit in your names, the sum of 10,000 credits each. Elect a team leader from among yourselves. Do not attempt contact with the Federation until the situation is resolved. Check the interior and if possible, check the exact locations those trade ships were supposed to have touched down. This problem must be unraveled before it develops into something major.

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Background #2: A Multi-Cap executive has hired you to investigate unusual reports and information he has become privy to about Janus. He fears a scandal and wants to make sure that what ever the problem is Multi-Cap handles it correctly, cleans up the mess and comes out squeaky clean for profit and PR reasons. You are posing as owner operators of a cargo/privateer ship in a co-op shipping company (Co-op Logistics a little known small company headquartered on a Dralasite world).

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Multi-Cap has lost at least one shipload of Tatum-leaves being hi-jacked in the past six-months, despite the usual high security procedures. (The executive suspects other ships have gone missing after expected shipments did not show up and no one seems to be able to find a few missing freighters.) Pirates are not unknown in this region however, they normally do not bother with secondary yield cargos such as this.

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Using the one reported hi-jacking as an excuse, Multi-Cap has consigned and is shipping to Janus extra security armament for the planetary police and the company security force. Routine investigation of invoice-movement reveals that some of the items Multi-Cap is importing include heavy-duty laser cannon, sonic blast towers, magna-thrust land mines, and radiation blast torpedoes. Obviously this type of armament is well beyond the scope or need of a planetary police force in a peaceful farming society.

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In addition, someone in Multi-Cap has ordered computer equipment, assorted in parts, in the amount of one full metric ton, gross weight. He finds this very suspicious.

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He is worried the Federation will consider the construction of any computer over 3.5 metric tons in size an automatic act of war against the Federation, since there is NO other purpose which any computer unit that size could be used for except direct widespread military operations.

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 In addition, he knows private shipping company ships have been lost without a trace in the interior of the southern continent with in the last five months, he is unsure exactly how many, but he is worried the local Multi-Cap employees maybe hiding problems from corporate.

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A final oddity, Multi-Cap has, within the past three weeks, apparently reversed their decision to refine Tatum-leaves off planet only, and is in the process of purchasing and arranging for the shipment and assembly of a chemical refining and distillation plant which will be established at Central City on the southern continent. This is something he is very concerned about as not being right.

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If Multi-Cap is dealing with an internal problem he has no desire to share it with the rest of the Federation, they are within their rights, to handle their own problems. The Federation IS NOT authorized to interfere with the internal affairs of any independent world unless and until such actions directly affect the Federation or the security of the Federation itself. He wishes to make sure the Federation does not have a reason to interfere.

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Therefore, your first priority must be to find out what happened to the missing ships. He believes this is the central to whatever problem is developing on Janus. Something is obviously wrong at this point. He admits local Multi-Cap authorities may be reacting to an obvious threat, which they believe they are capable of handling on their own. Whether this is true of not, it is imperative that the he knows what happened to those ships and what is going on the planet that requires such a big computer.

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If the situation is such that there is a threat to the government of Janus developing, or such that local Multi-Cap by itself cannot handle the problem, report this information at once to him.

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If Multi-Cap themselves are responsible for the lost ships, then such actions may constitute a threat to Federation security and Multi-Cap, and he will see to it, it is dealt with by Multi-Cap personal from outside Janus.

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Do not antagonize Multi-Cap or the planetary police if it can be avoided. Do not involve yourselves in any illegal altercation, and do not blow your cover or inform the Federation of any information with out his approval.

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Take a ship to Janus. Set down at Central City. Make it known that if your trading mission to the interior does not pan out that you might be interested in breaking up the crew, selling the ship and settling down as either plantation owners or merchants if this can be arranged. This will give you something to fall back on if your investigations in the interior do not produce tangible results. You have on deposit in your names, the sum of 10,000 credits each. Elect a team leader from among yourselves. Do not attempt contact him until the situation is resolved. Check the interior and if possible, check the exact locations those trade ships were supposed to have touched down. This problem must be unraveled before it develops into something major.

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Background #3: Your crew and you have heard there are hidden riches on Janus and talk of spacers from freight runs wondering what all the heavy weaponry is for.

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PC’s will have no other information until arrival at port than “There be riches on Janus for the taking, if ye be brave mate. Multi-Cap knows it that is why all the weapons they foresee pirate problems once the ‘verse knows. If I was younger I would brave that Jungle world.” PC’s will have to discover everything on the their own. "If your making a run to Janus be extra safe, I heard that ships have been vanishing in their system."

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Start of Adventure:

The bridge alarms sound indicating the “Easy Money” is emerging from the Void after an uneventful trip from Gergonise into normal space. The Navigational Buoy confirms you have entered the Geminus system. The local bouy begins to update the navigation system of the “Easy Money” with local system information and hazards. The “Easy Money” begins the deceleration process to enter orbit above Janus. The dusky, quiet jungle world Janus grows ever larger. The Planetary Authorities give clearance for final approach to Janus orbit and landing instructions For Central City Star-port at berth 5.

Star-port control informs you to stand by for customs and medical inspection upon landing. Instructing you to please open the hatch to let the inspectors board. As soon as your ship lands it is landlocked per standard port protocols.

After the ship lands, you see three men dressed in powder blue uniforms walking out toward the ship. They are carrying comp-pads (electronic clipboards).

Referee playing the part of the chief customs inspector: boards ship and asks the players for: ship registration information, crew Ident cards, the purpose of their visit to Janus, what cargo and passengers (passengers will need Ident cards), if any, they are carrying. Inform the players that the medical inspector must check the cargo hold and the crew compartments for alien spores, radiation leaks, contagious microbes or anything else out of the ordinary. He leaves, with the other two men remaining to talk with the players and check the logbook to see that it is up to date and accurate.

“This is the chief customs inspector prepare to be boarded for inspection.”

What do you do?

(Assuming the PC’s open the doors and allow the boarding, if not remind them they are landlocked and Star Port Authority does have ways of dealing with such problems.)

“Crew Ident Cards please.” The Chief Customs Inspector will scan in each Ident Card and electro stamp the Crew’s arrival to Janus while asking “Purpose of visit and do you have cargo or passengers?” (Players who do not know what sort of cargo they are carrying should be reminded that they have standard primitive trade goods, including metal knives, ropes, mirrors, crossbows, matches etc.)

“The medical inspector must check the cargo hold and the crew compartments for alien spores, radiation leaks, contagious microbes or anything else out of the ordinary. Enjoy your stay on Janus.” He leaves, the other two men remain one is the medical inspector, they other a lower ranking customs inspector who asks to see the ship’s log and to see that it is up to date and accurate. “Ship documents & logs please.”

The lower ranking custom’s official will inform the Captain of the “Easy Money” the following: “Docking fee is 400 credits which must be paid before the landlock is removed, if you are using a different currency you can get your currency exchanged at Janus 1st Planetary Bank kiosk office in the main terminal.” “Docking fees of course includes ship inspection, replacing spent fuel blocks, checking the radiation shielding, replacing burnt and worn wiring, cleaning the tubes and making assorted minor repairs as needed.”

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If the players ask, the customs inspector can tell them a lot about Janus. He will specifically warn the players: “Do not bother or harm in any way the Woollies, the local native population. Although they stand taller than most of you, they are not very strong and are also basically non-aggressive. In any case if a Woolly gets hurt the planetary police automatically hold the non-Woolly involved on attempted murder charges until the problem can be investigated.”

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If asked about sapphires, he will mention: “Well the only place that I’ve ever heard of them appear­ing is out near the Red Mound Hills, in the Wallaby River Basin, which is an area about three thousand: kilometers over to the west, in the middle of uncharted, hostile jungle. I have never actually seen or know anyone that has actually brought sapphires out of the area. I think it is just one of them yarn’s people tell in bars. I tell you better to stick with a good safe job with benefits rather than go out amongst the savages and wild beasties chasing fables.”

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“If you do decided to go exploring I would file a flight plan with the port authority.  Several other ships have disappeared into the interior, and the area has lots of big predators, and you’ll be pretty much on your own out there if anything goes wrong, and it is a big jungle to try and find you in. When Multi-Cap first started colonizing this planet the first thing they figured out was flying over the jungle is dangerous.”

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If asked about the other missing trade ships: “Sure I know about them, and I believe that green spacers not used to jungle worlds let themselves be rattled or were chomped on by any of the dozen or two type beasts out there. Kite birds could have forced the ships down, tigerpaws could have eaten them the minute they decided to let their guards down. The jungle is a dangerous place especially for people who aren't used to conditions on Janus. Best just to deliver your cargo if you don’t know these parts and take on new cargo than go gallivanting around the jungle.”

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Port Authority Office:

Smart players will head for the port authority office and check the previous flight plans filed by any other ships who stopped on Janus. If players do this, add experience points to their total scores. They can obtain access to the flight plans merely by asking a bored clerk: You see a very bored looking female human clerk behind the counter (once addressed and asked about the ships) “Missing ships? (yawn) Yes a few have gone missing.” “Yes, I can look up them up”(she types and taps on the computer) “Just a minute, I have to find the reports” (more typing) “I have four ships out of seven that have vanished that have filed flight plans.” “Their names are the “Astreal”, the “Space Gypsy”, the “7-11”, and the “Luck of Tuck”, none of which reported back to the port authority again.” “We don’t know what happened to them we did try to search for them, not long though (yawn)” (If PC’s ask to see search areas for missing ships they will discover it is haphazard, sort of half-hearted search) “Yes I have their flight plans… (more typing)… “the Astreal simply states interior region of the southern continent, you know that is a big area.” “The 7-11 says Red Mound Hills” “Luck of Tuck the Wallaby River” “And Space Gypsy also Red Mound Hills” “You know that is all west from here, must be a very nasty critter out there.”

PC’s can also get this information by asking the clerk, the customs official or anyone else with some authority around the spaceport. Basically, people who, go out into the jungle, especially off-worlders, pretty much take their own lives into their hands and none of the locals are too willing to risk their own lives over fools.

The Warehouses:

The Port and Central City are pretty typical human settlements. If they look for any rumors they won't find any. At best they may discover, by asking, that the only- sapphires ever found seem to have come from the Red Mound Hills area to the west. Most people in the city don't know that ships have been lost in the interior, and they don't really care. The jungle is dangerous, anybody dumb enough to go out there without a full plantation cutting expedition deserve what they get.

If they check the spaceport warehouse and docking area they can find the huge Multi-Cap ware­houses separate from the general warehouses. No one will make any serious effort to stop them from wandering around, and they see a lot of bales of Tatum-leaves being prepared for shipment, being loaded, into cargo pods for export. If they ask, they will be informed that this is the busy season for the Tatum-leaf crop, and that the harvest will continue over the next thirty or forty days. Not far from the coastally located star-port is the river port of Central City. Modern day River Boats and Barges travel up and down the river transporting, people and cargo to and from Central City’s Wharf. Warehouses abound at both ports. Around both the river and star port are the typical businesses traveler’s, ship businesses, spacer’s and sailors expect.

Checking the incoming warehouse at the star-port will reveal nothing unusual. A lot of office furniture, printed forms, machine parts for floaters and ground vehicles etc, no weapons of any kind. Most of the security guards do not carry weapons of any kind. Checking the warehouses at the City’s Wharf will reveal that security is oddly armed around the Multi-Cap Warehouses. If PCs observe the warehouse they will note there is a security guard at the gate at all times, two visible guards on patrol around the perimeter each with a security dog. It is possible to sneak in under the regular chain fence on the far side of the warehouse between the patrols into the warehouse particularly at shift change, which is every 8 hours. PCs have a base 45% (+ any modifiers they have) chance each to sneak under the fence at this time and make it to the warehouse, if however someone is seen the dog with the security officer will be released and set onto that player. No further players will be able to sneak in and 4 security officers will run from the warehouse out to help arrest the intruder. Players in the compound need to stay hidden not to be detected. If they attempt to help their friend 5 more security officers will arrive via the front gate in a vehicle and the other patrolling security officer will arrive on foot with his dog.

MULTI-CAP SECURITY OFFICERS:

MULTI-CAP BRINDLE SECURITY DOGS:

If the PCs manage to get to the warehouse undetected: They will need to hide and wait for another shift change, the 4 guards in the warehouse will walk out together towards the gate. It is then they can quickly duck into the building they have a 75% base chance of success as the guards will all be at the gate for about 15 minutes, if the PCs are quick they should be able to determine the warehouse is full of weapons more suitable for a planetary militia than a medical agriculture company. Impress upon the PCs these are dangerous weapons way beyond the scope of dealing with hostile wildlife more in line with war. PCs must get out of the warehouse and either into hiding till next shift change or under the fence again before the Multi-Cap employees start wandering around again.

If any PCs are captured they will be taken to see Capt. Flint.

Capt. Flint is a 65 year old no nonsense female human. She will have the captured PCs jailed at Multi-Caps facilities and booked for interfering in planetary security affairs amongst other things. She will inform the players it will take months for their situation to be resolved via Janus’s court system. If the players try to talk their way out of this, she will start listing off their crimes including but not limited to: resisting arrest, assault of an officer, assault of a police dog, industrial espionage, planetary espionage, trespassing, vandalism, threatening planetary security and attempted burglary. She will inform the players “You are going away for a long time.” PCs will not be able to legally get out of jail until the hearing (roll 1d10 to determine how many days till hearing). At the hearing the judge will set bail at 10,000 credits each, Multi-Cap’s lawyers will object but the judge will state there is not enough preliminary evidence to set bail higher.

Note Janus’s Legal System is Napoleonic in nature the accused is guilty until proven innocent. Their system does allow for bail being set and the guilty hiring lawyers, investigators to mount a defense to prove their innocence, but players must prove their innocence in court before a tribunal comprised of two judges and one peer.

If PCs where hired by the Multi-Cap executive or are Star Law, a lawyer will show up representing themselves as the PCs lawyer hired by the “freight company” that is the PCs cover. The lawyer will seek to get the Easy Money’s landlock removed as the company she represents is loosing money everyday it is landlocked (this is a ploy to allow remaining not arrested PCs to go explore jungle, while she works on defense for arrested PCs, arrested PCs will be put on a monitoring system, not allowed to leave Central City or board the Easy Money). If the PCs are on Janus because of spacer rumors they will need to hire a lawyer.

If fellow PCs are thinking about breaking their friends out remind them once their friends are identified more than likely port authority has put the landlock back on their ship. They are going to need a good plan to get their friends out and off planet.

The City:

The “city” itself is sleepy, spacious, a typical medium sized farming settlement with exception that this city has been deemed the planetary capitol. Parliamentary Buildings have been built, courthouse, hospital, local police station and jail. The majority of visible housing is Multi-Cap employee housing, though other domiciles exist. There are schools for children. Taxi services and the start of a public transit system. Various other necessity businesses are in existence as well. Woolies and other racial types go about their business in a leisurely fashion. The local planetary police are dressed in powder blue uniforms, and are not much in evidence. The Multi-Cap security forces wear dark blue uniforms and are generally seen only around Multi-Cap warehouses and offices. The head of the planetary police officers in the area is Col. Stowe and Capt. Flint heads the Multi-Cap security forces.

The Farming Option:

If players want to ask about hiring on any of the plantations, or starting their own plantations, or general information about the plantation and economy system of Janus, they will be referred to Multi-Cap Financial where they will meet Morris Harrison, the Multi-Cap financial representative, a thin jovial man in his early sixties, who will usher the players in and greet them warmly. He can tell them, in glowing terms, about the advantages of farming on Janus, where dependable weather conditions, a secure cash market and a dependable labor supply eliminate most of the dangers of farming on other planets.

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If the players have the money to invest (and 10,000 credits will get him smiling immediately), Multi-Cap is prepared to help them secure land, and loan them money at reasonable interest rates to help clear the land, buy equipment, seeds, build shelters and hire Woollies and foremen to set up the plantation. The work is not difficult, but it requires attention to detail and a willingness to stick to business. If they are looking for a career that provides security and satisfaction, Tatum-plant farming is the place for them. Multi-Cap Financial can loan them money to the amount of 90,000 credits, with a 10,000. Investment of their own, and have them settled, planted and harvesting leaves within a season, and turning a profit within two years.

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If asked about the hazards of the jungle, he will downplay the idea, saying that with modern land clearing methods, and security fences, the animals hardly ever go near any plantations. Besides, most of the animals are more scared of you than you are of them and they stay away from any signs of civilization.

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The trip out to the interior:

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Boarding their ship, the players can fly off to the center of the southern continent, a voyage of about 3,000 kilometers or more to the Red Mound area. Flying over the jungle is relatively uneventful, until they pass the last plantation and cross the horizon, when the radar screens suddenly pick up two large objects coming up from the jungle toward them rapidly.

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Visual sighting shows two enormous winged shapes, orange and yellow colored, with 6 meter wingspans, flying very rapidly towards the ship. These creatures have triple joined wings and long claws and huge beaks.

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Kite Bird:

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Type: Large Carnivore 6-10 meter wingspan, beak to tail 1-2 meter.

Number: 1 to 5

Move: very fast

IM/RS: 6/65

STA: 180

Attack: 2 claws – 50%, Beak 65% (80% if target is in claws)

Damage: each claw, 4 D10; Beak 4 D10

Impervious to stun or most poisons.

Inertia screen and skien suit will provide some protection.

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These Kite birds are not really strong enough to rip the hull of the ship, however players do not know this. They can foul the jet tubes or bend the tail fin assembly if hit in mid-air, however. The players can shoot the birds down. With luck, or outrun them with not much difficulty. If the birds reach the ship they will attack it. Player will hear through the hull of ship a hideous scraping sound as the claws hit, also a loud Clunk as the ship hits the birds. The claws may well rip off outside scanners and sensors. There is a slight chance (12%) that the attack of the birds can unbalance the ship and send it into a nosedive or other bizarre maneuver, which will require snappy pilot skill rolls to correct.

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After dealing with the kite birds, the rest of the flight continues more or less uneventfully. However, at about sixty or so kilometers from the Red Mound Hills area, two explosions shake the control cabin. One is short and sharp and has affected the radio, producing a maze of shattered remains and a small electrical fire. Almost immediately there is a larger, dull roar as something in the rear of the ship explodes. The control board shows an immediate loss of power, and there is the smell of burning material mixed with ozone, which permeates the whole ship. The ship immediately starts to go down into a powerless crash dive as all power except for emergency life support in the control cabin disappears completely. The pilot must make several good skill rolls to get the ship down in one piece into the dense jungle below.

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Meanwhile, electrical fires have caught on the insulation inside the ship and are spreading fast. The ship’s emergency fire control equipment is not operating, along with virtually everything else, as a bomb has exploded in the wiring and fuse boxes in the rear of the ship. Inform players that there are extinguishers in each compartment and they can use these to put out the fire(s) inside their ship. Unless the pilot makes incredibly bad rolls the ship should crash land basically intact but with the passengers shaken up and bruised but not badly hurt.

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Investigation will reveal that bombs were placed back in port (apparently) in the central wiring fuse box, completely demolishing the central core of power wiring needed to run the ship. It is impossible to repair this damage in their current situation, and without the ship’s long-range radio, they can’t even radio for help. Referee Note: if the players carefully observe the refitting and checks performed at the spaceport, listen to what actions they say they are doing, and place the bomb somewhere else, say in the main engine compartments, or up the rocket tubes or under the ship’s main computer, whatever is necessary to get the ship down in the jungle. The bombs are exploded be a frequency beacon, which sweeps the area like a rotating spotlight signal. If players try to rig up some sort of radio to call for help, inform them they can’t salvage enough material to make a long-range radio. If they try mention that every couple of minutes some sort of radio interference seems to sweep over the circuits, on a regular repeating pattern.

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Players should be able to salvage pretty much whatever they want from the ship unless it is totally cracked up. Referee use judgment depending on the pilot’s skill rolls for emergency landing.

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The players do have planetary maps, although they are admittedly sketchy. The Red Mound Hills are now sixty to seventy kilometers to the west, across the Wallaby River Basin where they have crashed. The nearest plantation is 220 kilometers to the north, and the map shows a larger plantation 275 kilometers due south.

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Upon Leaving The Ship:

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As soon as the players leave the ship to look around the area, they will be attacked by the following creature, which swoops down from the overhanging trees by surprise:

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THE PLAYERS SEE: Suddenly a darkness in the form of a black shadowy fog swoops down from the trees on (roll to determine player).

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Blackout Bat:

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Type: Large Carnivore (4-6 meter wing span, nose to tail .5 – 1.5 meters)

Appearing: 1 (Solitary hunters)

Move: Medium

IM/RS: 5/50

STA: 130

Attack: 2 talons 60% grasp – then, Bite 75% + blood drain

Damage: Talons 3 D10, mouth 1 D10 + ½ D10 blood drain per turn

Special: After victim has lost one third of his STA, they must roll under remaining STA to remain conscious, rolling each round the damage continues.

Attack/Defense: Fog of darkness is cast to cloak itself and its victim in a black fog about 7-8 meters in diameter.

The bat will also try to fly away with the victim, however, since the players are heavier and denser than Woolies, it will be unable to do so. If the victim is the Dralasite race the bat does initial damage plus another claw attack, then tries another, better tasting victim.

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Skien suit offer protection for players, plus the Yazarian players can, if they remove they sun goggles, actually see thru the black fog and pick out the attacker from the victim, something the other? Players will not be able to do. Once dead, the black fog dissipates within a minute or two, and this will also happen if the bat is unconscious.

After this incident, after dark or near dusk or dawn, have the players roll to see if they

notice something to the west. A good roll allows the player to notice bright lights over to the west, near the Red-Mound Hills, across the basin. The lights are white, then change to dull red, flare white again, and then a minute or two later, go out. The entire light pattern lasts perhaps a total of five to ten minutes all total.

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Day one: of a stroll through the Jungle.

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This should get the players moving out in the direction they were originally planning to investi­gate anyway. If the players instead decide to wait with the ship, or head north or south to friendly plantations, then deduct points from their score, and roll each day on the monster table so they can have plenty of excitement.

THE PLAYERS SEE:

The jungle is crowded and tall; the air is filled with the calls of birds and the drone of many insects. A colony of strange orange tube like plants with moving tentacles retracts as the players walk near them. Moving to the west by daylight, the players make reasonably good time.

They make better time when they come across a trail, not very wide, but obviously a trail, which is headed in the same direction, they want to go.

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Near midday the trail widens out to a width of about four and a half meters forming a smallish clearing. The first person across the clearing is attacked by the following, which drops from complete camouflage in the tree above the trail, completely by surprise:

THE PLAYERS SEE: A dark purple, eight-tentacle blob like creature drops from a nearby tree onto one of the party members. The tentacles wrap around the body of the victim.

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Octapus Plant:

Type: Medium, carnivorous plant, 1.5 meters diameter, .5 meters thick, with trailing tentacles about 1.5 meters long

Number Appearing: 1 to 3

Move: Very Fast

IM/RS: 7/65

STA: 88

Attacks: tentacles, 50% (8 attacks)

Damage – Special – tentacles are used to hold prey fast, while the central mass secretes sweet-smelling semi-narcotic type digestive fluid, eating through Skein suit in 5 turns, Albedo Suit in 3 rounds, normal clothing in 2 turns, damage to bare skin 1 D10 per turn.

Special: After the 3rd round of the attack, victim must roll under his STA each round to prevent being overwhelmed by fumes, which cause victim to become helpless, dazed, high and immune to pain, even though being dissolved by the plant.

Special: Plant is immune from stun attacks, poison, and takes minimum damage from needle gun attacks. Because it is a plant, it must be absolutely destroyed before it frees a victim.

After having dealt with this problem, the players also see a couple of other similar creatures hanging on tree limbs or near the top of overspreading trees around the edge of the small clearing. If players want they can kill these and get up to two pints of acid-narcotic from each one, however, wooden or paper containers are needed to prevent the acid eating thru the containers.

Day two: of the stroll through the Jungle.

THE PLAYERS SEE:

The second day on the trail the party approaches a larger clearing, perhaps thirty feet wide, and they hear a growling sound off ahead of them, also a lot of crashing and crushing as though forms are running. At the edge of the clearing they see a Woolly rush out from the trail on the other side, into the center of the clearing, and turn to meet the attack of the animal following him. He is armed with a wooden spear with a jagged bone point. Mere seconds later they see the following: A huge, green and black striped animal, a sort of cross between a feline and a hyena, with enormous front and back paws, about two and a half meters long, standing a meter and a half tall, solid muscle, with bulging yellow eyes and lots of long sharp teeth. It is running towards the Woolly.

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Tigerpaw:

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Type: Medium carnivore

Number Appearing: 1

Move: fast

IM/RS: 7/65

STA: 200

Attack: 2 front paws 60% each, 2 back claws (only if front claws hit) 80%, Bite 70%

Damage: claws 2 D10, bite 3 D10

Special Defense: Tigerpaw get +20% to saving throw vs Stun

The Tiger paw runs to the attack; he does not spring at its victim. This should give the players another moment to react.

If the players fire on the Tiger paw, it will move its attention from the Woolly to the things, which are hurting it and attack the players. If the Woollies is saved from the attack of the beast, he will be very grateful and express his gratitude after the monster is dead; “Woollies safe Woolly thanks you, you help Woolly, Woolly glad you help, Woolly thank you for delis save Woolly’s life." however, his attitude and expression turns to one of horror on seeing the humans in the group closer, and he goes into an immediate blind panic. "No! No! No hurt Woolly, no tell, Woolly no tell! No take Woolly away, NO TAKE WOOLIE AWAY! !" He will drop his spear and make a dash for the jungle around him.

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If the players capture the Woolly, they cannot get any information from him at all. He faints easy and tries to escape constantly. He is in total terror of he humans in the party and babbles in­coherently, and no useful information can be obtained from him.

The Woolly Village

After another full day of traveling, near sundown, the party hears the sound of drums, hollow log type drums, and also the sound of low chanting, as though made by many voices. Following the sound will bring them quickly to a large clearing off the main trail, an enormous opening in the jungle, perhaps a hundred or so feet across and twice as wide.

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The clearing is filled with a number of Woollies. Their backs are to the players, and they are intent on their chanting. The players can easily notice twenty-five to forty of them, all chanting something unintelligible to the rhythmic sound of the drums, which beat out a steady almost hypnotic sound pattern.

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As the players watch, they can see across the clearing a sort of long wooden platform only three feet off the ground made of a split log, right in front of a large fat green plant, sort of like an enormous barrel cactus with yellow flowers and thin tendrils drooping down from its top.

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One of the Woollies in a crude headdress made of flowers and leaves steps foreword and raises his hands. The chanting grows louder. He leans down and lifts up something. When he is upright he holds over his head the tightly bound form of a Tiger paw cub. The chanting grows still louder.

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Players now notice that on the right hand side of the clearing five Woollies are poking and prod­ding two human beings who are tightly bound with vines and ropes ahead of them toward the wooden platform and the Woolly in the headdress. One of the humans is a young beautiful woman, the other is a man of about thirty years, rugged looking. Their clothing is torn; they look battered and can just barely walk due to their bonds.

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The Woolly with the headdress holds the Tigerpaw cub above his head as it growls and squirms. With a climatic sound to the chanting, the huge plant suddenly opens up, splitting from the top into four separate parts, revealing a gapping opening lined with long sharp: thorn-teeth. The Woolly tosses in the Tigerpaw cub. There is a scream from the cub, the plant closes with a crunching sound, and then silence as the sound of ripping is dully heard. A stream of blood spears from the top of the plant and trickles down the front of it.

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The chanting of the Woollies resumes, and the guard Woollies now erode and force the bound human figures foreword toward the platform and the plant. One of them stumbles and falls and is cruelly prodded by spear carrying Woollies who force him to rise. He is unable to rise and several Woollies have to reach down and physically carry him up to the alter.

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The huge plant is swollen, and the tentacles appear to be twitching in tune to the chanting and the beating of the drums. The chants grow louder. The human woman screams as the Woollies carrying the fallen male human prepare to toss him into the maw of the plant which is due to open soon.

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Quite obviously the humans are about to be sacrificed, and hopefully the players will decide to do something about it. They can do this easily by startling the Woollies, or attacking the plant. Attacking the plant can prove dangerous:

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Mirror Plant:

Type: Medium, standing about 2 meters tall, 1 ½ meters thick

Number Appearing: 1

Move: stationary, see below

IM/RS: 7/65

STA: 400

Attack: 10 tentacles 60%, range up to 15 meters, tentacles are withdrawn into plant for most of length when not attacking

Damage: ½ D10 per tentacle, thorns along tentacle, mouth does 20 D10

Special Attacks/Defenses: Plant attacks with a flash of light, 50% chance victim will be stunned or disorientated for ½ D10 turns. Plant can flash once every 20 turns, 3 times per day, will use all charges up if heavily damaged. Plant also casts a direct mirror image of itself as soon as it takes any damage. This duplicate appears between ½ to 1 meter to the right of the plant and is a mirror image of it, caused by release of vapor and humming sound to cause partial hypnotic effect on victims or anyone else within 33.5-meter radius.

Mirror plants do not eat very often (which is probably very fortunate for the inhabitants of Janus) however this is a modestly large sized plant, and has been starved for this occasion. The Woolies have been living in the area of its semi-protective curia for some while now.

As soon as any sort of attack is made the Woollies will flee in panic, as they are very well acquainted with the feeding habits of this plant. The Woollies will make absolutely no attempt to attack the party, and will instead run from the clearing as quickly as possible along through the jungle. There are five to eight separate paths that come to this clearing from around its perimeter. The Woolly guards will also abandon the human sacrifices at once and flee with the rest. If players kill any Woollies beyond the one in the headdress and the guards prodding the human prisoners with spears, deduct points from their experience earned.

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The mirror image of the plant should confuse most of the players. The trick will be to notice that the human prisoners now appear to be three to four meters closer to the plant than they were when (hopefully) the party decides to mount a rescue effort. Anyone who manages to figure out that this is a duplicate image of the plant and informs the other players should get a point bonus to his score.

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Woollies:

Type: (sentient race) large herbivores (1.98 to 2.13 meters)

Number appearing: 1-20

Move: fast

IM/RS: 5/45

STA: 50

Attack: by weapon type, or claws 45%

Damage: 1 D10 per claw, or weapon type

If the players finish off the plant and rescue the human victims, they will introduce them selves as Laura and Harry Newton, plantation owners to the south, who were captured several days ago. Hostile Woollies overran their small plantation and killed their loyal Woolly servants, taking them­ and two neighbors who were visiting as hostage. With horror Laura will recall how these two friends were sacrificed to this hideous plant two days ago, and that they were going to meet the same hideous fate if this fortunate rescue hadn't taken place.

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They can explain that the Woollies in these jungles worship these horrible plants, and that the Woolies have all gone crazy, listening to some sort of message from their gods, telling them to attack all the out-worlders, killing them and cleansing the planet. They will explain that the Woollies told them they intended to massacre every single plantation beyond the Wallaby River Basin, and even to attack Central City it-self. They are in the jungles massing thousands of the Woollies, and they are picking up modern weapons every time they overrun a plantation or out-worlder dwelling.

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They want to get back to civilization as quickly as possible so they can spread the alarm. They will ask the players for weapons, and suggest that they move out of this area as quickly as possible. The killing of one of those god-plants is sure to set the Woollies off on a berserker-killing spree as soon as they have a chance to regroup.

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If there are Woollies still in the clearing lying stunned or webbed or otherwise alive but out of action, they will suggest moving out before they come to, or better yet, kill them. If they have guns by this time, they'll start killing Woollies on the spot. If players object to this, they will restate the information that the whole Woolly outback is in open revolt, that they mean to slaughter every single off planet inhabitant on Janus, and that this is an emergency. Any live Woolies left behind will be sure to put the rest of them on their trail the second they leave.

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Do the players want to be squeamish, or do they want to be safe?

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Referee, it is important that you role-play the part of the Newtons in a convincing fashion, giving the full tinge of honest horror to their comments and convince the players if possible that the situation with the Woolly Revolt is desperate indeed.

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The Newtons also suggest that the players head west. There is an old survey and mapping station near the Red Mound Hills, along with a cleared area for landing craft that is kept open and has a secure sonic perimeter and probably a radio trans meter as well. The station is kept open against the day when these jungles were to be cleared and divided as plantation land. They can raise help there and alert Central City police to the Woolly Revolt, and arrange for a rescue pick-up.

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GM, if the Dralastite is still alive, have him roll perception, and if successful, pass a note informing him that the two Newton humans smell EXACTLY alike. He can re-roll perception later if it's not made.

So far as background on the Newtons if the players ask; their plantation is a fairly new one, about 130 kilometers to the south, on the Azure River, it is not very large and Harry saved his money for seven years to be able to make the investment down payment to get the plantation. Before that he worked as a foreman on other plantations, while Laura taught school and did special office work in accounting and book keeping for plantations near the Central City area.

As the party prepares to leave, the Newtons should have managed to get weapons for themselves. No matter in which direction the party leaves the clearing, have several Woolies dart across the path up ahead of them. If the Newtons have weapons they will immediately blast them. If they do not have weapons, they will scream at the party to shoot them dead, right away.

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If the party tries to talk with or bring along stunned or captured Woollies, the Newtons will urge they be killed and will do their best to kill them, with weapons or even with fallen spears and knives left by the fleeing Woollies. The captured Woollies are in total terror of the party and nothing intelligent or useful can be gained by trying to converse with them, using any methods, including torture.        

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Their replies will generally run to this sort of narrative: "Woolly good Woolly, no kill this Woolly, no kill Woolly, no take Woolly, Woolly go away, never bother again, Woolly go far way, let Woolly go, let Woolly go now, he go away, no hurt Woolly."

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Punctuating any attempts at conversation with captured Woollies here or elsewhere will be comments by the Newtons, screams or growling comments and threats, urging the captives to confess, calling them murdering savages, screaming that they're murdering vicious barbaric monsters, tell how you slaughtered our friends, how many others have you butchered you fiend etc. This will of course confuse and terrify the captured Woollies even more.

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Back on the trail again:

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If the players attempt to take captured Woollies with them, over the strong objections of the Newtons, they will be attacked at a widening of the trail a few hours later by a group of Woollies who attack from ambush with spears and slingshots. The Woollies attacking will rush out and try to grapple with the players carrying the captive Woollies. If the captive Woollies have their legs free, they will try to run to this group immediately. Thrown spears do 2 D10 damage, 60% hit rate, sling stones have a 45% chance and do 1D10 damage. There are twelve Woollies in the attacking party.

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Party members may by this time, be somewhat suspicious of the Newtons, who exhibit a consistent shoot-first policy regarding Woollies. If asked about the survey station and how they knew it was there, they are vague, saying they read about it in a government bulletin. Have the players spot the white and red lights again that night when they camp. If the Newtons are told about this, they will tell the party that these are probably relay beacons for the survey station and that they should reach the station within another day's march.

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Day three: of the stroll in the Jungle

The next day travel is somewhat easier as the jungle thins out a bit and maroon scrub plants and tall purple grassy patches begin appearing along the way.

PLAYERS SEE: Out of the tall grasses a mob of 30 adult and 11 juvenile wallaby like purple and maroon striped armored scaled lobster clawed hopping creatures come charging out the grasses in what can be best be described as a stampede right at the party.

Janus Wallaby:

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Type: medium herbivores (1.8 meters from head to tip of tail, weight 24 kg.)

Number appearing: 1-100

Move: fast (90 meters/turn)

IM/RS: 7/65

STA: 150

Attack: 45

Damage: Stampede strike 2d10, Leap Kick 3d10, Bite 1d10, claws 3d10, tail strike 4d10

Special: Can leap 5 meters, immune to beam weapons.

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Janus Wallabies have a purple and maroon stripped natural body armor that is segmented and immune to beam weapons, short forelimbs that end in viscous lobster like claws evolved for cracking into hard husked large nuts, their eyes are on stalks they can swivel around, their legs are very strong, their tail ends in a spiked club that they can strike with as well. Mobs typically stampede through and away from threats, but if cornered or attacked the mob will also form a circle around their young and launch leaping and spinning strikes aimed at the threat or a portion of the adults will break off and attack back giving the mob with juveniles a chance to flee. Once they have the attacker is down they will mob their victim pounding it with their legs, clubbed tail and using their claws and teeth to tear the threat apart. Wallabies can not climb, they can leap up but will only do so on boulders, branches or logs that will give them landing support.

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The mob of Janus Wallabies will charge right at the players, players must make a DEX roll to avoid being knocked to the ground. If PCs are knocked to the ground they take 2d10 damage from the impact of being hit by a Wallaby, and they must do DEX rolls to avoid being struck on their next turn and taking additional 3D10 damage from having a Wallaby land on them with force. The stampede will last 3 turns. If PCs try to attack versus just get out of the way 9 of the adult members of the mob will break off and attack back.

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The area begins going upward somewhat, as they begin to mount a long hill in late afternoon.

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The Survey Station:

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As they top this hill, ahead of them they see the survey station, or some structure anyway. It is a series of connected concrete block buildings, one story, behind chain link fence with barbed wire toppings. There appear to be several people moving around about the buildings and a guard with a laser rifle at the large gate. There are two air-cars inside the compound.

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However, most of the player attention should rest on the large spaceship, which is sitting in front of the wire fence on the concrete landing area. This is a ship somewhat similar to the one the players arrived on Janus in. The name of the ship is clearly visible, stenciled on the nose of the vessel, and the name is "7-11"

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The Newtons will naturally be happy to see the survey station. They will want to go down with the party right away so they can call back to Central City and be rescued. If the players show any hesitation here, they will become irritated and wonder what the problem is, here they are, as soon as rescued after their terrible ordeal, and someone doesn't even want to go down and be rescued. If the players mention the ship, they might interject that perhaps the ship has probably just been found, that this is a government station, and probably the ship is being refitted.

Have the players make a perception roll at a -15 penalty. If they walk down to the area or find a way to approach closer, have them make a perception roll at normal percentages, to see if they notice that of the four men busily working around the outside of the spaceship 7-11, three of them look exactly like Harry Newton. So does the guard at the front gate, farther away. In addition, the woman dressed in overalls just coming from inside the ship happens to look exactly like Laura Newton.

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If armed, the Newtons will both whip out weapons and hold it on the party, telling them to get going, they are now prisoners, and that they'll have all the answers they want in a few minutes. If the Newtons are not armed, they will both attack the nearest players by surprise, trying to rabbit punch them from behind, with an 80% chance of attack each, temporarily stunning each separate victim, go they can grab weapons to take the party prisoners. Simultaneously, they shout to alert the people at the compound below them. Any sort of weapons fire will be noticed and a search patrol, heavily armed, will immediately head up the hill toward the sound of the sound of the shouting or shooting. Given this kind of force, it is likely that the party will be captured or killed. The attackers from the compound number 12 on the initial attack, supported by 10 others after the first wave.

ORGANIC ANDROIDS AKA THE CLONES:

Type: large, human form

STR/STA: 45/45

DEX/RS: 60/60

INT/LOG: 60/60           

PER/LDR: 60/60

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NOTE: androids from base all are wearing skein suits

These attackers have no particular fear of being killed. They will try to take the party alive, but if the going gets rough, they'll shoot to kill. In addition, if the party wipes out a large segment of the enemy, the ship's laser turret turns to focus on the hill and a voice on a loudspeaker blares out to surrender or they'll open up with the heavy laser cannon. If the party still does not surrender, the laser cannon blows the hell out of the hill and all party members nearby and the scenario ends here.

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If the players run for the jungle, they will be hunted down and stunned or killed one by one until the entire intruder force has been dealt with.

Players who manage to deal with the Newtons before an alert can be given, or previously) will be able to sneak up on the compound and observe in relative safety. The guard at the front gate is changed every eight hours. After dark one guard patrols around the inside of the compound and one guard is at the gate. There are at least one to three workers inside and around the 7-11 at all times. Players can sneak in if they want to do so, and the Referee should strive to allow them to make it inside. It's the getting back out that may prove difficult. Go to Sneaking In:

If Captured:

If the players have been captured, they are hustled right into the compound at the point of many guns. They are immediately disarmed after their capture, however the captors will not bother with skein suits or personal clothing. Grenades, guns and the like will be taken from them.

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They are ushered into the concrete building and thru an outer office, into another office off the main passageway, where they are brought before an older man in a Multi-Cap lab coat. He stands up from his desk and speaks to the party, "So, glad we are that you foolish humans, and other animals, are joining us in our glorious adventure. So, you wish to know about space ships and the things we do here. You seek to interfere once again in our glorious plans. So, you shall see all, and you shall know all, and you shall take the message back, but not in the form you expect." (He smiles at you.)

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The prisoners are herded at gunpoint thru another long corridor with doors on either side. One of the doors on the right is open, and the players can plainly see a very large computer operation attended by several humans that all look the same. A door to the left further down the hall is open and human clones are stacking rifles and grenades back into racks after the capture of the party. (If the party was not captured, they must make these discoveries on their own after breaking in.)

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The prisoners are then led thru another large room, in which wooden and wire cages have been built along the walls, sort of like a dog kennel, and most of these large cage areas are full of cowering Woollies. As soon as the group enters this area they hear a high pitched, horrible scream, which stops abruptly. A couple of minutes later, another high pitched horrible scream rings out to be cut short.

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Entering the door at the far end of the cage room, they enter a larger, high ceiling chamber. There is a padded upright table and a huge machine with lenses and lights on the right hand side. The players are led directly to this. The high-pitched screams continue, one every two to four minutes. There is a screen separating this part of the chamber from the rest of the room.

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One of the players; a human female; is roughly grabbed by the clones and the clothing is ripped off. She is strapped to the table. A switch is pulled, the huge machine starts to hum, and slowly crosses and crisscrosses the body as assorted colored rays play over the body and the machine hums loudly.

A few minutes later the machine stops and the clones let the human up from the table (but do not bother to return her clothing.) The players are then escorted beyond the divider into the other part of the chamber, where they see a large box-like machine standing four meters tall. There is a large crucible on one side of the machine, and a sort of dome light above it. There is a clone at the controls of the machine, and other clones standing near a small group of cowering Woollies on a wooden platform at the same level as the crucible and near it.

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The older man in the Multi-Cap uniform and lab coat with the party speaks a word in a language you’ve never heard before, and a whimpering terrified Woolly is dragged over to the crucible and forced onto it. A control is pressed, the machine hums slightly, and with a high pitched, terrifying screech, the Woolly dissolves into a pile of viscous protoplasm, which begins to settle in the crucible. A clone steps foreword holding a jar with wires and antenna on it, the jar looks like it contains a strange colored bizarre pear shaped brain and sets it on a table by the machine controls. A strange helmet dome like device is lowered over jar. The machine hums again, and as the players watch, the eerie green glow filters down over the crucible, and slowly, the form of a human being begins to appear in the crucible, the same form as the female party member. Within another few seconds the form is completed, the machine stops. The human figure steps off the crucible, salutes the man with the group, the jar is removed from under the helmet and carried off.

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The mad scientist speaks. "Human bodies, disgusting they are, but even human scum serve a glorious purpose. Soon will we wear your own bodies to control your cursed species completely! And when your human scum body made from Woolly cells is killed, the mind and spirit of our warriors returns to his own brain, and he lives again, so he can fight again. So, from worthless Woollies we have wrought an organic android army cast in shape of our enemies, and all without risking the actual spirit of a single warrior. Like you well? Soon we control everything on this planet, then the rest of your colonies.”

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The scientist explains that the brains are stored below for future use and safety, and explains that "Human scum is best to duplicate. Monkey shit people like this one (pointing to a Yazirian) can we also do. But no true warrior would EVER agree to become so disgusting as THAT (points to the Dralasite). So, amoeba blob, I hope you taste better than you look, for at least you serve by fueling these bodies of the soldiers with food, food we make of you. Lief, Unom, return them to the Woolly room. We eat the blood of the blob creature in two hours, and we scan the rest after dinner so they can be destroyed as well."

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The players are ushered at gunpoint back to the room with the Woollies and thrust into one of the wooden cages. The guards leave.

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Every four or five minutes there is a screeching scream as another Woolly beyond the closed door is destroyed. A few minutes later, ten to twelve minutes all total for each complete cycle, the door opens, and a human female in the form of the player character scanned walks down the corridor without wasting a single glance on players or Woolly prisoners. At the other end the android opens the door and leaves. The android is naked except for a laser gun belt and laser pistol worn with it.

Players now have several options. If they are prisoners, they will need to figure a way to get out. If they are not prisoners, but have snuck into the compound, they will have witnessed the transformation of a Woolly and an alien brain into a human form, but without the benefit of the explanation of what is happening.

Escape:

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If they are prisoners the Referee should describe the environment if the players ask for it. The cages are made of wood and chain-link fencing wire. The locks are simple slide bolt locks at the top and bottom of each cage. The chain-link is too small to allow the players to reach out and open the latches. However the latches are screwed nice and tight into the wood. The wooden boards making up the cages are standard smaller construction (2x2") style boards, and the cages look quite a lot like a regular animal hospital cage, except they are larger for Woolly, and humanoid, sized creatures.

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Getting out is remarkably simple, if the players remember that Woollies, although tall, are not very strong. The Referee should have given the players, in the form of the customs inspector back at the start of the adventure, a lecture: this very vital piece of information. To re-enforce it, the Referee might have a few Woollies try to batter and claw at their cage across the way, which they don't even much rattle the wire mesh on, barely rattling the door.

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Humans, and the other aliens in the party on the other hand are far stronger than Woollies and can literally kick the door open, picking the bolts right out of the screws securing them to the wood. This is, of course, noisy, but the android clones are used to lots of noise in the Woolly room and will pay no attention. They must be careful of the android, which come every 10 minutes however. If the players try to half-heartedly force the door, tell them it seems to give a little. It will take a combined strength of 200 to force open the door, or repeated heavy kicks will do the job as well. Woollies are also not terribly bright. Hopefully the players are smart enough to try an escape.

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Things that will not work are such old standbys as playing sick, attempting to attract the attention of the android as she walks by, screaming or trying to lunge at the guards when they finally come to take the Dralastite to the cooking pot. The chain link wiring is heavy and tough and cannot be cut very easily, not at all since the players don't have any cutting tools on them.

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The wood the wire is strung onto is the key to the problem, players must remember that normal human beings can probably break down wooden slats if they simply keep at it for awhile, especially humans with heavy boots on their feet. If they cannot make this reasonable connection, then the players will eventually die when their time limit is up, and the adventure closes here.

Players who do break out can successfully ambush the android headed their way with virtually no difficulty. The Referee may choose to be sadistic and roll a few dice in secret to keep up the suspense if he wants to. Once they have smashed the android, they have a weapon, and since one of the players looks exactly like one of the enemy (the androids being made from her image) the players are free to make their move.

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The ideal situation would be for the players to wipe out the entire station. There are several good and easy ways to do this. They can attack the android creation room if they want, but it is reasonably well defended. As the players look into this room they will see long lines of androids with jars of brains and Woollies lined up ready to be turned into human androids.

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The general layout of the station is provided here. Give the players extra points if they ambush the computer room and get the disks or copies of computer information on this oper­ation. Blowing up the Compound by setting time bombs in the arsenal is another good way to clean up the problem. Taking over the ship and then using the ship to take out the compound is a good idea, however the players should lose points if they do this without taking other measures first, as the laser turret on the compound walls itself can fire back at the ship, and will, if this action is taken. In such an exchange the players may well take serious damage or get them selves killed before dealing with the problem.

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If the players remember to save and release most of the Woolly prisoners in the cage room in their escape attempt, award them extra points for remembering to be good guys throughout it all.

Every room in the compound will have three or four androids in it except for the commander's office, which is now empty, the forming room, which has 15 brains, 4 android warriors, and 14 Woolly prisoners, plus 2 clone technicians to work the machine.

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The computer room and the arsenal each have 3 androids present none of whom are alert or prepared for any sort of surprise attack the players may care to mount.

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As a general rule the corridors will be empty. Roll percentiles, on a roll of 97 or above, either an android comes out of a room.

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The android forming room (no. 1 on map) will prove difficult to ambush unless players prepare well due to the number of enemy there, however a shoot-out here will not attract any attention, as the only directly adjoining chamber is the Woolly cage room (no. 2).

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Going downstairs is suicidal. We have not mapped this here, however there are countless brains and 75 android units down below, plus sleeping and kitchen and recreation room areas. They will be alert the minute the party goes down the stairs and will shoot up the area freely. There are two exits for the underground level, so the enemy will easily surround the party and butcher them.

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With modest caution the party should have no serious problems escaping the area. If they re­member to close doors after the shooting starts they will attract virtually no attention, as most of these doors are almost sound proof.

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The ship 7-11 is not guarded. There are three androids inside working on the wiring and insulation. They are in differing parts of the ship and can be taken easily. The ship is fully fueled and repaired and can fly out with no trouble. The radio is also fully functioning. If the party does not sabotage the base, the laser turret on the base fires at the ship. The ship has 30 Hull Pts. The actual hull structure sustains 275 pts structural before the laser punches thru. Everyone on the 7-11 will be killed.

Go to Sneaking In:

A fair number of players may have avoided capture. If this happens assume that several search­ing parties have been sent out after them, and if players are watching the area, have them see the searching parties leaving.

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Breaking into the base should not be very hard if the players are careful. Besides the guard at the gate, there should be two to four patrolling around inside the wire fence at all times. If players break inside, they will have to discover the android forming process by them selves. The Woolly prisoners can add no real information. They know they will die, but they do not know how or why.

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If an alarm is given, the players are careless, or if a noisy firefight develops that lasts longer than a few combat rounds, the base could become alert and the players might well die. Numbers of the enemy might stick their heads out of doorways to see what is going on, (only to have them blasted by players, perhaps), but if several other enemy people notice what is happening, they will alert the entire station and they will pour out to kill the players, which should not be very hard in that situation.

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If the players rush in and steal the ship, and either fly away in it or blast the base and then fly away, they lose points for not fully completing their mission. -In a situation such as this one, finishing the mission, or as much of the mission as possible, is the primary consideration in the judging of the event.

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A final word on the Alien/Sathar Organic Androids; when the Alien/Sathar brains are destroyed, so are the an­droids. They collapse into mindless heaps, and without a guiding intellect, the bodies will dissolve within half a day.

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Although biologically similar to humans, there are some differences, which might be detected. The most obvious from the player standpoint of course, is the fact that they all smell exactly the same, some­thing impossible in racial terms. Each android is basically exactly like all the other androids. Only the exterior physical features and sizes are different. The blood of these creatures is also a bit paler and thinner than true human blood, reflecting the fact that the androids are composed of Woolly protoplasm, on a world with higher oxygen content than normal human bodies have adapted to.

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The computer records will show that the alien androids have worked their way into the on-planet leadership of the Multi-Cap Corporation. They are the ones who have secretly ordered the extraordinary weapons and the computer equipment.

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If the party managed to get the computer records they will have the entire story, more than enough to solve the long-range problem. If they merely escape, without taking the computer disks or destroying the machine and the stored alien brains, then they have not solved the problem. Pausing to make off with those computer disks is worth l.50 additional points to the players. The highest rating and scoring should go to the players who manage to blow up the machine, blow up the brain cold-storage area and/or the base itself, and get the computer file disks as well.

PLAYER CHARACTER STATS

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All players have a Standard Pack. Which consists of the following: wrist communicator (5km range), coveralls, 2 sleep grenades, 1st aid pack, stem dose injection (I dose, 3hrs), sta dose injection (1 dose), Ident card (credit line & ID), Pocket Tool (sort of a super Swiss army knife), 5 days survival rations.

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There are two extra skien suits available, one of which is tailored to fit the Yaizarian male.

Race: Dralastites (ambidextrous)           

Str/Sta: 70/60           

Dex/RS: 55/45           

Int/Log: 70/60        

Per/Ldr: 30/40           

IM:            6           

Weapons: Gyrojet pistol 45% to hit           

Skien Suit provided.

Skills: Gyrojet: 3 Psycho-social: 3 Medical: 3 Computer: 1           

Has a Medkit

Biosocial PSA

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Race: Human male (right handed)

Easy Money’s Engineer

Str/Sta: 35/45

Dex/RS: 45/35

Int/Log: 55/65

Per/Ldr: 40/30

IM:            5

Weapons: auto pistol 33% to hit

Skien suit provided

Skills: Projectile: 1 Robotics: 2 Technician: 4 Engineering 4

Has a Robocomkit

Technological PSA

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Race: Yazarian male

Easy Money’s Pilot

Str/Sta: 60/70

Dex/RS: 70/60

Int/Lag: 30/40

Per/Ldr: 55/45

Weapons: laser pistol % to hit

Albedo suit 100 provided

Skills: Beam Weapons: 1 Computer: 2 Technician: 6 Piloting: 3

Has a Techkit

Technological PSA

Race: Human male (right handed)           

Str/Sta: 50/50        

Dex/RS: 65/55           

Int/Log: 30/40        

Per/Ldr: 45/45           

IM:            6           

Weapons: auto-pistol 52% to hit, knife 57%           

Skien suit provided.            : I

Skills: Projectile weapons: 2 Thrown weapons: 2 Demolitions: 2 Melee: 2 Medical: 2           
PSA: Military

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Race: Human female (left handed)

Str/Sta: 35/45

Dex/RS: 45/35

Int/Log: 65/55

Per/Ldr: 65/55

IM: 5

Weapons: Auto pistol 43% to hit

Skein suit provided

Skills: Technician: 4 Projectile: 3 Environmental: 1 Computer: 2

Technological PSA

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Race: Human female (right handed)           

Sti-liSta: 65/65           

Dex/RS: 65/65        

Int/Log: 35/35           

Per/Ldr: 50/50        

IM: 7           

Weapons: laser pistol 63% to hit, knife 67%           

Skein suit provided           

Skills: Beam weapons: 3 Melee weapons: 2 Martial arts: 3 Environmental: 2

PSA: military

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Race: Human male (left handed)

Easy Money’s Astrogator           

Str/Sta: 75/65           

Dex/RS: 40/30           

Int/Log: 50/40

Per/Ldr:50/40

IM: 4              

Weapons: auto-pistol 40% to hit           

Skein suit provided           

Skills: Projectile: 1 Computer: 6 Environmental: 1 Robotics: 1 Astrogation: 1             

Technological PSA

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Race: Yazarian female           

Str/Sta: 55/45           

Dex/RS: 60/40

Int/Log: 35/45

Per/Lor: 40/50

IM: 3

Weapons: needlier pistol 33% to hit

Skien suit provided

Skills: Projectile: 2 Medical: 3 Environmental: 3 Psycho-social: 2

Has Envirokit

Biosocial PSA

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 "Never fire a laser at a mirror."