Monday, December 21, 2015

Session 10 - Back-Alley Mercantilism

  • After completing a mission ("Absolute Zero"), the group branched off to get lunch at one of the local diners. 
    • At that point, Nikki separated from the group to conduct some research and hacking that would be beneficial to their mission later that night -- at Captain Allei's request. 
    • Allei returned as well; having completed some preliminary scouting and contact making for tonight's mission. 
  •  Wacha contacted the group -- seeing if they were up for another mission before tonight's dealings ("Back-Alley Mercantilism").
    • Thomas Gizhinn Orley. He is a freighter captain with "less than sterling business ethics". He was heading from his hotel to the docking bays when he ran into Brevin's Gang at Smugglers Row. The Gang is interested in his anti-matter mining equipment -- Orley acquired a mining contract with JumpCorp to deliver these parts to them at Kallisti Reach. 
    • Orley is known for passing off cheap, counterfeit items as the "real deal". He has acted as a smuggler before on behalf of Wacha -- which is why she wants him rescued. 
    • The group decided to take the mission -- heading to Smugglers Row via Public Transportation (Bus).
  • The majority of the group took some precautions; changing or altering attire to make themselves more fitting of being here (IE: criminal element).  
    • Vela decided to take the lead and hunted through the urban jungle to track down Orley.
    • The group found that signs of Orley lead into an alley way cluttered with litter and junk that eventually lead into a junkyard of sorts. 
    • When the alleyway turned into junkyard, that is when the group overheard the conversation between two gang members; talking about the payout of the anti-matter drilling parts being greater than any cash Orley was offering them.
  • The gang members heard the group and turned the corner to confront them; weapons at the ready...
    • Allei made a quick bluff and play; pretending to be mercenaries and runners hired by the Groid's Raider -- the rivals to Brevin's Gang. 
    • She claimed that they were here to take Orley, but that their intel had been bad. She played up her dislike of Groid and his incompetence -- eventually sweet talking Brevin's Gang as possible partners.
    • Orley apparently seemed to be unwilling to give his passcodes over to access the antimatter drilling parts. The leader of this 'squad' of gang members, Thelia (a cybernetic enhanced human female) was currently interrogating Orley through water torture. 
    • Allei played up AUW's ability to use a 'truth serum' to get information out of Orley. 
    • The group exchanged unpleasant pleasantries with the gang members as AUW went inside and assessed Orley who looked a little worse for wear.
  •  After assessing Orley, the group made their move under the guise, bluff, and subterfuge they had come up with so far...
    • Allei yanked the rifle from one of the gang members and shot another gang member in the gut with it.
    • Vela quickly cut down one of the gang members with her sword.
    • AUW used his electrified fist to jam the 'truth serum' into Thelia; taking her down in one swift strike before she knew what hit her.
    • Crow and Allei each picked individual targets; shooting them down to the ground with their respective weapons.
    • One of the gang members surrendered, but the other attempted to go out with style by firing on Allei. He was soon dispatched by a hail of laz-fire by Remek's dual SMGs.
  • The group successfully rescued a grateful Orley who offered to reimburse them as a contact, some payment, a free dinner, and some knockoff goodies. 
    • The group afterwards prepares to rest up and make final preparations to take on Wacha's special request...
  • REWARDS....
    • $875 each.
    • New Contact: Thomas Gizhinn Orley.
    • A free dinner at a 3-star restaurant of the party's choice.

Monday, December 14, 2015

Session 9 - Absolute Zero

  • The crew rested and conducted downtime activities as needed. While Allei prepared for the mission that night (Wacha's request, "Invisible Designs"), the rest of the crew decided to earn some extra scratch by completing another side mission for Wacha.
    • The client requested that the group go aboard the research vessel, the Pioneer, and discover what happened with the crew, what went on, and acquire the research that thes hip contains. This research vessel was fresh back from an expedition to the swamps of Dysnomia. It arrived at the station, docked on autopilot, and no one has entered it or left since then. The client gave the group authorization to be the first on board.
  • Upon arriving at the dockship...
    • The group hacked the controls and entered in through the airlock. Once aboard, they discovered that the ship had temperatures below freezing; the environmental control on the fritz. The group took the time to change into environmental protection clothing, then proceeded.
    • The group went to the cockpit first and discovered frozen corpses along the way. The corpses had signs of an acidic mold which ate flesh. AUW had not encountered anything like it before, but was able to identify several of its traits through his scanners.
  • The group found the captain's datapad, which contained the following entries...
    • Client sent us to acquire samples of indigenous wildlife and fauna. High paying job; my team is mostly here to provide security. Don't foresee too many problems, I've been to Dysnomia before.
    • Initial camp set-up was rough. Our ship attracted a tribe of Crags Men. We eliminated them, though took on several wounded.
    • Researchers have found a small mining area with diamonds and ancient relics. Spared a few men to recover that so the scientists could focus on their tasks.
    • A researcher came down with Dysnomian Flu and hid it from the crew. Not sure if he knew what he had, might've mistaken it for a normal cold. Idiot. He went berserk and we put him down.
    • We're preparing to leave; several notable fauna and wildlife specimens. They're interested in a mold they found, but it seemed rather unremarkable. We're putting our samples in the deep freeze to keep them pristine.
    • Reports of the temperature systems being damaged, sending the engineer down with a couple guards to check it out.
    • Freezing. The mold... it changed when it was exposed to extreme cold. Bigger. Think the damn thing is even sentient. Its cat and mouse from here, already taken out a lot of the crew. Energy weapons seem to hurt it, but not much. Its tough and quick; quiet too. Lost half my team before I knew what was going on. 
    • Leaving the civvies here... Making one last push to the temperature systems in the core. If we can repair the damage, get it hot again, it might get the mold back to normal. That's what one of the scientists said, anyway. Worth a shot, we're all dead anyway if we don't do anything...
  • The crew moved onward...
    • AUW identified the Dysnomian Flu has a potential hazard; its an illness that drives people berserk. There is a cure, but no vaccine to prevent it.
    • Remek found research logs that claims the mold is a runny, luminescent, non-intelligent smile. It is extremely durable and resistant to all non-energy damage. 
    • The group decided to head below deck to fix the environmental controls in hopes of returning the temperature from freezing back to normal--thus restoring the mold to normal as well.
    • Disturbingly, the sentient mold appeared to be keeping tabs on the group; studying and learning from them so that it might prevent them from fixing the environmental controls. It wanted to "live" after all.
  • Below deck, the group ran into trouble...
    • Defensive turrets were still active. Nikki managed to hack into two of them and gain control of them. She used one to destroy one of the malfunctioning turrets. The other turret she controlled was destroyed by the mold in the mean time.
    • Crow managed to use his rifle to snipe the last remaining turret.
    • Before the environmental controls, the group found one last obstacle...
  • The security team that had been sent below deck had been left in one mass pile of body parts; fused together as a warning and trophy by the sentient ooze. Disgusting to say the least.
    • Tamit decided to burn it with her flamethrower, but her weapon discharged the grenades and other explosive devices left among the ruined security team. An explosion occured!
    • The explosion shakened and damaged several crew members, the mold then ambushed the group from the shadows; deciding on then to strike!
    • A fight broke out between the mold and the group. It would ultimately end through a desperate gambit by Vela. She cut the fuel line of the ship and then cut the power cord with another; bringing them together to cause a massive explosion.
    • The explosion nearly killed AUW and Tamit, and it severely wounded Vela. The mold, luckily, was 'defeated'. AUW's expertise in medicine was enough to take care of the groups damage, but it was a close call--especially for the doctor. 
    • Although the ship suffered SEVERE damage, the mission was 'completed'. The group repaired the environmental systems, stored the mold safely, and recovered all the research data for the client. They got paid, job done...


      ----------
      EACH PC RECEIVES...
      $1,750

      THE PARTY THEN HAS TWO OPTIONS...
      1) Steal some of the diamonds, minerals, and artifacts aboard the ship and delete records of it; affording them some extra loot. This will create negative reputation.

      2) Forgo stealing the loot and offering to help repair the damage done to the ship through their actions. This will create positive reputation.

Session 8 - Wacha Gonna Do?

  • Hidden from the upbeat electronic music and neon lights of the Apple, a private apartment-office has been carved out. The humid and heat typically found in jungles is  present in this room as well as the presence of insects, tropical animals, flora, and the like. The smells and sounds of a rain forest are alive all around you. The  presence of technology has been carefully hidden and intergrated in the terrain in efforts of providing the most 'natural' environment possible. The ceiling is hidden by the branching  trees and vegetation, the floor covered in dirt, fungi, and other accents. The denizen of this room has revealed herself. A saurian (repitilian humanoid alien)  subspecies known as Poth'tox, Wacha possessess chameleon like traits. Her racial camoflauge works in conjunction with the stealth suit she wears to make her difficult to detect by sight. The suit is on the baggier side and is a dull  gray. Her bare feet and hands allow her to climb down from one of the trees and land on a stump with a fallen tree before it. It appears to double as a computer  console. One eye critically watches the crew while the other focuses on a monitor screen. Her long tongue briefly extends from her mouth and brushes against her own eye to wet  it before turning to her mouth. The crew soon realized that this is a nasty habit that she does regularly. Multi-color fringes stand out to give the woman a little pazza  against her green skin.Upon investigation R's datalog and schedule, Wacha was her next appointment. Obviously, something happened to R before she got here... or did she get here and  disappear as a result? The poth'tox is the group's lead for R, and she has a reputation as a business woman, a smuggler, and information broker. 
  • Introductions were made...
    • Wacha claimed that the Crew was to be brought to her by R. to work together; her as the mission finder and the crew as the specialists.
    • Wacha claims R. never made it to their arranged meeting.
    • Wacha claims that the Crew, R, and herself were to work together on a lead concerning THE VOIDSMEN -- an ancient and extinct race that caused the rings of wreckage around ERIS.
    • Wacha claims to be in the shipping business by day, smuggling by night, and information just for funsies.
    • She'd share her lead with the group, if they demonstrated good will working with her by completing some jobs for her.
  • Questions were asked...
    • Wacha claims she does not deal with criminals anymore than necessary in her occupation. Her smuggling tends to be illegal contraband, but not things that would put a large scale population at risk.
    • Wacha and R were supposed to meet two weeks ago, but the appointment was booked months in advanced.
    • Wacha claims that R said the ship, The Last Parsec, was important in her goals.
  • Missions and jobs were presented...
    • A JumpCorp executive requires a ship called the Crolnec to lose custody of their cargo. That cargo needs to be delivered to the Naval Base.
    • The crew received details for other side missions, and returned to their ship to discuss how to go about them and to get some much needed rest for DAY 21.
    • Crow made a personal request of Wacha before leaving...

Session 7 - Hitting Da Clubs

  • After having successfully saved Daisy from a cybernetic-enhanced businessman (by the name of Commerce), the crew took two hours of downtime before gathering outside of the Kallisti Apple.
    • This night club was where a poth'tox by the name of Wacha did her business. She was an information broker and smuggler by trade. And R. had an appointment to meet her.
  • The crew tried to figure out ways to infiltrate the club, but decided to let Allei use her charm to get in through the entrance and open a backdoor for the group.
    • Inside, Allei danced with a Rakasha who was high on illegal substances. The captain utilized the dance floor to scope out the immediate layout, then proceeded into the backrooms.
    • Outside, the crew noticed the arrival of pirates associated with Groid; their sigil a red dagger. They appeared to be escorting a professionally dressed Deader. The deader's host body was a Serran.
  • The pirates lead the Deader inside. It seems he had a meeting with the club owner.
    • Allei had to duck in a backroom to hide from the entourage.
    • Remek lead the remaining backdoor bouncer out of the way while the group snuck in. Remek snuck in later himself as well.
  • Once inside the back area, the group made their way to the dance floor...
    • The crew mingled at the dance floor. 
    • Remek scored the digits of a cute little monkey girl.
    • Vela used her psionics to root out the necessary meeting procedure from the bartender; which Allei then leveraged to score a meeting with Wacha.
  • Escorted by a robot drone designed to look like a fly, the group disarmed themselves willingly and went into a backroom that has been altered to artificially simulate a rain forest. The chameleon-alien watched the group in secret until AUW rooted her out with his superior senses. Then, introductions were made, and business dealings began...

Wednesday, October 28, 2015

Game Timeline

KNOWN WORLDS CHRONOLOGY
  • 21st - 22nd Century: STL Colony Ships are launched from Earth.
  • 22nd - 27th Century: Human STL colonization of Orion Arm. 
  • 28th Century: Canopan discovery of FTL hyperspace drive. "Link Up" of human civilizations results in humans abandoning the Julian calender and starting over with New Era Reckoning (NER).
  • 1st NER: Coalitions Wars among the human species.
  • 1st - 2nd NER: FTL hyperdrive saturation begins among the Known Worlds.
  • 2nd NER: Discovery of the FTL superluminal drive. 
  • 3rd NER: Present Day.
GAME TIMELINE
  • DAY 1: Party meets up and takes custody of the Last Parsec.
  • DAY 2-13: Party is in Hyperspace to the ERIS system.
  • DAY 14-19: Party traveling to Harmonia Station.
  • DAY 20: Party checks in at Harmonia Station. 
  • DAY 20: QUEST COMPLETE (Fashion Security). Crew meets Daisy. 
  • DAY 20: QUEST COMPLETE (Wacha Gonna Do). Crew meets Wacha.
  • DAY 21: QUEST COMPLETE (Absolute Zero).
  • DAY 21: QUEST COMPLETE (Back-Alley Mercantilism)
  • DAY 21: QUEST COMPLETE (Invisible Designs - Story Mission)
  • DAY 21: A JumpCorp vessel in orbit of Harmonia Station is destroyed by terrorists. 
  • DAY 22: The group helps to repair the ship damaged in Absolute Zero.
  • DAY 23: The group helps to repair the ship damaged in Absolute Zero.
  • DAY 24: The group finishes repairing the ship damaged in Absolute Zero.
  • DAY 25: QUEST COMPLETE (Death Wish Upon a Star).
  • DAY 26: Group Takes Care of Business Part 1
    -Allei is contacted by father.
    -Nikki is contacted by Vikki.
    -Vela is contacted by Matriarch.
  • DAY 27: Group Takes Care of Business Part 2
    -Crow meets old friend.
    -AUW meets with superiors.
    -Tamit meets with Sunny.
  • DAY 28: QUEST COMPLETE (The Prodigal Scientist Returns)
    •  Horst Tappelkhirre re-surfaces after thought to be dead.
    • Groid's Raiders attempt to assassinate him, the group intervenes on behalf of Maruul Soteeg.
    • DAY 28: QUEST COMPLETE (The Prodigal Scientist Returns)
      •  Horst Tappelkhirre re-surfaces after thought to be dead.
  •  The Sheriff offers the LP the contract on Groid's Raiders
    •  The group acquires LUCKY HAT.
    • The group meets CLINT -- a connection to R.
  • DAY 30-32: Rest and preparations...
  • DAY 33: The group leaves to meet up with JumpSec to fight Groid's Raiders.
    • The group encounters the crew of the Ice Pick and acquire voidsmen artifacts.
  • DAY 34-36: The group travels...
  • DAY 37: The group meets up with the Starblazer.
    • The Raid on Groid's Rock takes place.
    • Groid is captured by the party and turned over to Jump-Sec
    • The group takes ownership of Groid's Rock.
    • The group encounters WRAITH soldiers.
    • Crow meets his sister, Lisa, and reveals to the group that he himself is a RANGER.
    • Nikki unlocks leviathan on the Last Parsec.
  • DAY 38-40: The group travels...
  • DAY 41: The group arrives at Harmonia Station.
    • The group recruits CLINT.
    • The group meets with Sheriff Kaine. 
    • The group meets with Wacha. 
    • The group learns that R's goal was to find the Scientorium - a place where the knowledge of the first race is contained. To access the knowledge of its whereabouts, the group will need to earn the trust of R's former colleagues to unlock the hidden room aboard the Last Parsec which held the information. 
    • The group learns of Leviathan - an untouched planet billed as a paradise resort. 
    • Remek goes on a date with Sanaa, a simian companion he picked up at the club. The two of them lose a tail - two girls associated with Paragon Science Equipment.
    • Nikki works on a secret project and ends up fending off two of her sisters from Paragon Science Equipment.
    • The group is spied on by the Cavalry, one of the sisters from Paragon Science Equipment who posed as a punk bounty hunter. 
    • The group meets with Maruul Soteeg at a charity event for Void Sickness and gave the data from Groid's Rock.
    • The group at various events at the charity take place: Crow did security and stopped a riot, AUW made important business contacts, Vela won a lucky prize and fended off bullies, and Tamit won a limited edition prize and lead Ssssal on. Allei made a business contact and ran into an old acquaintance: Nicole Portner. 
  • DAY 42: The group meets with Horst Tappelkhirre
    • The group accepts a mission from Horst called the Veiale Expedition. 
    • The group leaves Harmonia Station and arrives on Dysnomia.
    • The group begins the Veiale Expedition. 
  • DAY 43: Traveling in the wilds of Dysnomia (The Craglands).
    • The group deals with a rushing river of water obstacle. 
  • DAY 44: Traveling in the wilds of Dysnomia (The Craglands).
    • The group is ambushed by the Cragmen and their Shaman.
  • DAY 45: Traveling in the wilds of Dysnomia (The Craglands).
    • The group is stalked by an Albino Cragman and a Feline-Gator Shield Predator. 
  • DAY 46: Traveling in the wilds of Dysnomia (The Craglands).
    • The group deals with a breakdown via repair.
    • The group observes two bounty hunters tracking down Cragmen.
  • DAY 47: Traveling in the wilds of Dysnomia (The Craglands).
    • The group finds the secret location on the Tablet.  
last updated [9/20/2016]

Tuesday, October 27, 2015

Session 6 - Hostage Crisis

  • With a fistful of plasma and a paper wad thrown like a girl, combat broke out...
    • Vela and Remek took defensive measures to protect themself while Nikki and AUW figured out on understanding what was going on.
    • Tamit and Allei's combined plasma pistol shots brought down one of the security guards.
    • Crow wounded another one.
  • With the element of surprise gone, the two sides fought...
    • Remek revealed his laser-SMG akimbo style and killed one of the guards, then wounded another.
    • AUW managed to knock out one of the guards with his stun-mechano-fist.
    • Crow fired upon a guard, but didn't wound it.
    • Nikki climbed into the cargo loader; seeking to utilize it as a weaponized exo-skeleton.
    • Tamit brought out her miniature flamethrower to set several guards on fire.
    • The businessman silenced his phone call, then went around the corner of the cargo...
    • Vela tested her molecular swords out on a guard; ending him.
    • The remaining guards provided cover fire for the businessman; wounding Allei severely and Tamit partially. 
    • Bleeding, Allei got revenge on the guard that wounded her by taking him out with her plasma pistol.
  • Ultimately, the combat would be resolved...
    • The majority of the guards would be killed with only one or two being knocked out or surrendering. 
    • It would be revealed that the businessman utilized his datajack to take control of an anti-infantry light walker mech. It had a ball gown; a part of Daisy's 'secret' project was developing chique fashion, military couter, for Walker Mechs. 
    • A well placed EMP grenade would ultimately disable the mech; forcing the businessman to surrender.
    • A secondary team had been called in to back up the first team, but Crow had called the FUZZ. Law LE intercepted them and took them out on the way to the docks.
    • The subsector marshal would arrive onto the scene and take statements from everyone; eventually arresting the security and businessman.
    • Allei and Crow spun the story to the marshal.
    • However, she would "ground" the crew to the station until the facts could be confirmed.
    • AUW would take care of the captain's wounds; along with the wounds of the prisoners.
    • Remek would identify that the businessman had a Communicator. Cyberjack. Face-Changer. Autodoc. All cybernetic enhancements.
    • Remek also tried to repair the damaged computers of the Walker during the immediate downtime post-combat.
    • Daisy thanked the group for their assistance; offering a business card to Allei for future business. 
  • With it being close to midnight, the group has the option of resting, or pursuing R's contact: Wacha...

Tuesday, October 13, 2015

Session 5 - Easy Job? Right, guys? Guys...

  • The crew entered the APPLE to discuss terms with DAISY...
    • The group also opted to not pursue their contact (Wacha) for now.
    • Crow identified some pirates in the bar that were associated with Groid's Raider, but opted to do nothing for now regarding them.
    • Daisy paid for the first round of drinks for the Crew.
    • Daisy explained that her pay included discretion, so she would be given limited information regarding the job. She gave enough details that the group felt satisfied to agree to it ultimately; seeing the Floran as trustworthy (or perhaps harmless; without 'evil' intent).
    • Crow also gave the intel on some of the pirate bounties he's heard about.
  • The crew then went to the space docks to guard Daisy's cargo...
    • The group thought about hacking the camera systems, but decided that it might bring unwanted attention from law enforcement or private security.
    • An AUW and Simian were scoping out the docks under the guise of a sales pitch flyer; casing the area for which docks had security, which had protection measures, etc. They would often tamper with the keypads for the docks when they thought no one was looking. Several party members picked them out.
    • The group found that Daisy's cargo was rather large, but was hidden in its containers.
    • They found signs of a previous security team (cooler, chairs, cards, etc). In one of the coolers, they found a gravity trap. There was also a power-loader exoskeleton nearby to help with moving cargo.
  • At Daisy's dock...
    • The AUW and Simian pair attempted to contact the group. They were almost ignored with Allei opt'd to engage with them. Ultimately, they weren't buying what they were selling (essentially, a timeshare like scam with docks; the pair was trying to purchase private docks for that goal). They left a flier, which Allei took. The group suspected that the pair tampered with the dock's keypad. The pair left without further conflict.
  • Daisy returned after her meeting...
    • The three hour guard time was uneventful beyond the drifters. That is, until a security team of mercenaries and an un-affiliated Executive type with numerous cybernetic enhancements.
    • Daisy forwarded the pay to the group and bid them farewell...
    • Allei felt something was off; suspecting a hostage play. After receiving consent from Daisy through misdirection for help, the party unleashed a surprise attack on the mercs...
  • EQUIPMENT:
    • $1,750 (payment per PC, $250 was taken out of each PC's cut for PARTY FUNDS.)
    • Miniature Gravity Trap {$1,000}
      -The trap is a small gravity increasing device that projects a high intensity field. It is powered by a small generator and is a one yard square piece of high density metal. The resulting gravity field is powerful evenough that a target stepping on or over the field is pulled down to the plate and immobilized. A Notice roll is necessary to see it and if failed, a Strength roll needs to be made to resist the pull. Each turn, a new Strength roll may be attempted to become free; failure results in remaining incapacitated. It uses a SMALL BURST TEMPLATE.

Sunday, October 4, 2015

Session 4 - The First Hyperspace Jump; The First Job

  • The party got their first taste of flight in The Last Parsec with Crow and Nikki acting as the pilots while Tamit focused on the navigation side....
    • Meanwhile, Remek worked on his secret project, AUW got his doctor's office in order, Allei tried to make sense of the puzzle concerning R, and Vela hoped for a fight.
    • The crew spent 11 days in hyperspace as they rushed off to Eris Beta V in hopes of finding clues or information left by R; all they had to go on was a supposed meeting with a contact by the name of Wacha. 
    • The crew got to know each other a little downtime and helped each other out with their unique skill sets; starting to build their partnerships.
    • Once within the sector they desired to be in, the group required 5 additional days of travel to reach Harmonia Station.
  • Eris Beta V has a massive sun (Hyaergos) at the center of the galaxy. 
    • The two planets closet to it (Imreikos and Greld) are scorched and have no atmosphere to speak of or nothing of note at all in terms of resources and dry land.
    • The third planet, Eris, is the hub of all activity in the sector. It is a mottled grayish-white gas giant composed mostly of hydrogen. Its close enough to the sun to result in high surface temperatures and volatile atmosphere with a solid core tidally locked (meaning it doesn't spin). It has two relatively young planetary rings which are believed to have formed from a collision between a super massive alien vessel and a moon. It also has its own system of of moons (eight of them, two of which are habitable). This is JumpCorp domain (which has warships to police the sector, though a pirate presence is still here.)
      • Rare minerals and artifacts are harvested from the artificial rings of Eris, though mining permits from JumpCorp are necessary if you want to work legally.
    • The fourth planet is a water world called Jantres-Gul. A breathable atmosphere, but there are no resources or dry land of note.
    • The fifth and sixth worlds are distant, lonely giants of gas and liquid known as Hyaergos-5 and Hyaergos-6. Their elliptical orbits bring them close to the sun for a short period of time, then they travel for a relatively eternity in the void until they come back.
  •  The group headed to Harmonia Station (which orbits Dysnomia; one of Eris habitable moons). 
    • The surface of Dysnomia is dominated by extensive oceans and polar ice caps. The land stretches in a wide band across the equatorial zone. This land is dominated by jungles, swamps, and coastal marshes. It has many indigenous species, but no intelligent life. Several settlements have been made on this moon.
    • Harmonia Station is the primary port of call in this sector. It has an orderly tone to it, with 50 to 60 ships coming and going every day. The station supports a population of 250,000 and it is the focal point of JumpCorp's interests in this sector. It is a palace of gleaming crystal and titanium. Atop its superstructure sit a half dozen spires that hold the JumpCorp executive offices and bristle with sensor and communication arrays; including the sector's only interstellar signal relay. It has a one-mile diameter loops that forms a band around the station's center; spinning steadily to impart gravity. Harmonia has three loops; upper (naval base), middle (public space port), and lower (habitation loop, called Public Walk). Below the station, enormous engines fire sporadically to keep its orbit steady.
  •  After receiving permission to dock, the group had to deal with a Rakashan customs agent (and his trashcan robot) for JumpCorp.
    • Gath'feld (overweight, orange fur with white strips), as was his name, made the group pay a docking fee and jump through hoops. Anything that concerned him, he didn't show and made note of it for JumpCorp records. 
    • The group explored the layout of the station through a map...
      • The executive spires (system administrator Chanx Oblios runs the station and by extension all JumpCorp concerns. The spires contains JumpCorp records and is where all agency business like communications and permits are handled).
      • The grand observatory (a large open area along the Public Walk. It is equipped with four big view points--in the floor, ceiling, and two on the outer bulkhead which create the sensation of spacewalking as one passes through. There are freestanding terminals that can be used here.)
      • The holo playhouse (holoplays are a popular and enduring medium in the Eris sector. Far beyond mere 3-D, the audience is literally surrounded by the story and sometimes become participants.)
      • Marshal Kaine's Office (K'Gaed Kaine, a one-eyed human female with a gang of robot deputies, enforces JumpCorp law.)
      • Naval Base (Reserved for the Erisan Naval Fleet, all of JumpCorp's war vessels are here. They are rurmored to have a battleship, two light cruisers, 12 fighters, and three full platoons on staff.)
      • Public Walk (the habitation loop, outlet stores offering a full array of gear along with other perks space travlers expect like accomodations and entertainment. An elevator magno-tram helps with pedestration traffic, though there are hover cars and cargo barges.)
      • Kallisti Apple (the only nightclub on the station not owned or subsidized by JumpCorp, it is the largest and most successful entertainment spot on the Public Walk. Wacha, R's contact, was supposed to meet her there.)
  •  The group decided that they would split up an hour to pursue some personal interests before meeting back up.
    • AUW purchased PDT's and would seek the consent of the crew to get them implanted in each of them to better monitor them; with the option to 'turn it off' for several people who feared being tracked that way.
    • Allei purchased several more respectful outfits.
    • Tamit, Nikki, and Remek saw about shopping as well.
    • Crow and Vela introduced themselves to the local Marshal...
      • K'Gaed Kaine is a female human in her mid-thirties. She wears space marine armor; typically called Zero-G armor. Its on the ligher side of power armor; providing protection while leaving mobility unhindered. Her uniform is sleek and dark. You know this armor costs easily over $500,000. She keeps stun grenades, a stun baton, handcuffs, and two slugthrowers on her belt. She's missing one eye; covered by a mechanical eye-patch. She has well groomed black hair; bangs covering only one side of her face.
      • Her attitude was no nonsense, but she knew how to make friends with bounty hunters.
      • She revealed that a Pirate Lord (Groid) and "Groid's Raiders" (their sigil is a red knife) seemed to have insider information on important deliveries, patrols, and routes that allowed them to hit valuable ship while avoiding reprisal. She was concerned about the security leak (which Vela found odd that she would share); but wouldn't give the two bounty hunters enough information to pursue him unless they proved themselves first.
      • She suggested that they go after Brevin and his gang first. Formerly apart of Groid's Raiders, they left on bad terms (and war occasionally). Most recently, Brevin and his gang killed a clerk named Urggi at the Blacklung ore processing station and stole a crate of antimatter containment units. He's hiding out on Dysnomia.
  •  The group headed to Kallisti Apple afterwards to try and find Wacha...
    • Kallisti Apple is run by a male kalian by the name of Ujun. Him and his establishment has been dogged by rumors of associations with pirates, but his friends would tell you these are unfounded smear campaigns against him by competitors (especially JumpCorp; they're just jealous of his success). However, one can't help but question how this is the most successful nightclub...entertainment hub in a JumpCorp owned space station. Electronic dance music can be heard from the street level outside the club. An electronic sign of a red, shiny apple blares in lighting above the club; shifting to accomodate for a green worm which slides through the apple. A Kalian bouncer manages the line outside. There's a wait, but its manageable; they aim for a decent turnover rate for profit.
    • A female floran mid-level manager by the name of Daisy was outside the club offering $2,000 per person to guard some cargo for her, but no one was taking the bait as they smelled desperation and danger on the proposition even with assurances that the job was safe.
    • Crow and Remek started to vet her; she claimed that she had an important meeting that could lead to the promotion that she so desperately desired. However, she needed the crew to keep an eye on her 'project' and guard it from rivals and danger. Daisy claimed to be in the fashion industry. She claimed it was all legal, so LE wouldn't come around.
    • Allei worked the crowd in the mean time to learn more about Wacha. She is a Path'ox (a rare sub species of Saurian that is more chameleon than standard lizard). She skirts the line between shady and legit; an information broker by trade with a shipping company on the side. She frequents the Apple, though is hard to find. If she wants to meet you, you're supposed to order a specialty drink (a fly in the glass) and wait for her.
    • The group utilized Daisy's influence and connections to get them into the club to discuss the job more...

  • EQUIPMENT:
    • - $100 Party Funds [Parking Payment]
    • Various personal purchases.

Thursday, September 17, 2015

NPC List

[FACTION] JumpCorp: #Party
-The largest corporation in the Known Worlds and the Frontier, JumpCorp is a way of life for many and contains elements that are both good and bad due to its huge size.

Subsector Marshal K'Gaed Kaine (FEMALE. HUMAN. ALIVE.) #PARTY
-The head of Law Enforcement on Harmonia Station. In her mid-thirties, Gaine has proven to be a loyal member of JumpCorp security through her defense of a Mining Facility from rioting employees (the event which cost one of her eyes). Vela and Crow sought out information regarding multiple bounties in this sector. Gaine fed them some information on parties, though Vela was suspect in the woman's candid attitude regarding information that was supposedly sensitive.

Gath'feld (MALE. RAKASHA. ALIVE.) #PARTY
-An orange furred, black stripped Rakasha, he is one of JumpCorp's custom agents that the party had to deal with when parking at Harmonia Station. He is more timid than normal members of his species, chunky and complacent to do his mediocre work with his trashcan robot as his side. He hates Mondays, but loves lasagna.

Maruul Soteeg (FEMALE. KALIAN. ALIVE.) #PARTY
-A mid-level JumpCorp executive, Soteeg utilized Wacha (who then turned to the crew of the Last Parsec) to perform some jobs on her behalf; pursuing leads into information leaks and threats to JumpCorp and public safety in the Eris' subsector.

Ssssal (MALE. SAURIAN. ALIVE.) #PARTY
-A Will Executor for JumpCorp, Ssssal travels all across the Known Worlds and the Frontiers.

Bigfoot. (MALE. YETI. ALIVE.) #PARTY
-Real name unknown, this poor yeti works for JumpCorp as an assistant to the executor. He assisted the party with R's will and last testaments.

Chanx Oblios (MALE. SERRAN. ALIVE.) #PARTY
-The subsector administrator in Eris Beta V, Chanx is good at what he does and it is why he has been trusted with one of the most valuable subsectors out on the Frontier. He motivates people in just the right way to extract the highest quality of work.

Horst Tappelkhirre (MALE. DEADER. ALIVE.) #PARTY
-A famed JumpCorp researcher and engineer, he created a new type of vessel to accompany ringsweepers which made mining profitable in Eris Beta V. He accomplished this through reverse engineering technology from a Voidsman wreckage to create an antimatter burrower.  He was thought to have died on an expedition, but was recently discovered alive in stasis inside a pod floating in space.

Captain Reiner Bolt (MALE. HUMAN. ALIVE.) #PARTY
-A member of Jump-Sec, Captain Reiner leads the Starblazer and assisted the group in the apprehension of the notorious pirate, Groid.

Yubukdor Hanz (MALE. DEADER. ALIVE.) #PARTY
-The subsector Marshal for Goldpoint Station, he is dedicated to truth and justice more than JumpCorp bylaws and regulations. He gets by with more wit and verve than his melancholy ilk. He often calls upon Krillor's Irregulars, a band of mercenaries, if he needs them to handle a threat.

Quaythis Krillor (MALE. YETI. ALIVE.) #PARTY
-The most feared, ferocious, and notorious mercenary in the subsector, this yeti leads a group called Krillor's Irregulars. He began his career as a soldier on his homeworld, but was discharged when he realized his skills were worth many credits to companies like JumpCorps. Now he's a rich man and his soldiers serve JumpCorp interests among the rings when they're called upon.

Ban Veiale (MALE. HUMAN. ALIVE.) #PARTY
-One of the most famed explorers on the Frontier, Ban Veiale has been commissioned numerous times by JumpCorp to go to the Last Parsec and Beyond! Middle-aged and with some stubble, he is often too curious for his own good. He's not afraid to get his hands dirty, but largely stays out of the JumpCorp political game.

Tert Auknatt (FEMALE. HUMAN. ALIVE.) #PARTY
-Ban's much younger assistant, Tert is a young and aspiring archaeologist and explorer. Still green around the edges, her professional demeanor keeps the outrageous Ban in line. She is steadfastly loyal to Ban more than anything - even JumpCorp.

Nicole Portner (FEMALE. HUMAN. ALIVE.) #ALLEI
-A former top graduate of the United Confederacy, she served the UC faithfully for her term of service before branching off for the public sector - joining JumpCorp and becoming one of the lead executives in charge of event planning, finances, and charitable funds. She has significant ties to Allei's father - serving with him on the front lines. Tactical planning and environmental awareness were two of her great strengths. Her record is spotless - aside from a few rumors that she is involved in a 'cult'.

-------
Misc: #Party
-This category represents people who don't fit in another category; usually because they don't want to help or harm the group.

Brony Eagle (MALE. HUMAN. ALIVE.) #PARTY
-The group encountered him during the JumpCorp charity event. He is a famous hoverboard pro skater. Tamit won an autographed hoverboard from him. He's a friendly, albeit uncharismatic person.

Rob Rorker (MALE. HUMAN. ALIVE.) #PARTY
-The group encountered him during the JumpCorp charity event. He is an elderly man, but he has been in the limelight for a long time and considered to be one of the greatest hosts alive. He hosted a prize contest in which Vela received a frame for power armor. He believes in getting your companions spayed and neutered.

Ryan Sacks (MALE. HUMAN. ALIVE.) #PARTY
-The group encountered him during Horst's press conference. He was acting suspicious, but revealed that it was just because he was excited to present his thesis to his hero.

-------
Allies: #Party
-This category represents direct allies to the party who may not be a part of a greater faction.

R. (FEMALE. DEADER. UNKNOWN.) #PARTY
-A famous scientist, she gifted the Last Parsec to the group and had connections to each party member. She is currently missing.

KUMA (MALE. ROBOT. ALIVE.) #NIKKI
-A drone that was mis-delivered to Nikki, this helpful robot is Nikki's eyes in the field when she remains hidden safely away off stage on missions. 

Daisy Stems (FEMALE. FLORAN. ALIVE.) #PARTY
-Dressed in the latest fashion trends for Floran middle-management, Daisy was requesting assistance in guarding important cargo of hers while she made an important meeting that couldn't be pushed back. She was offering some serious cash ($2,000 per head) for those willing to do it, but the patrons of Kallisti Apple. The party is currently vetting her job offer. She won't spill information regarding the cargo, but seemed honest and forthright that it was nothing shady.

Thomas Gizhinn Orley (MALE. HUMAN. ALIVE.) #PARTY
 -A freighter captain who dabbles in smuggling, his expertise is in counterfeit goods. He is one of Wacha's main support systems in her business. The group saved him from Brevin's gang.

Holoplay Actor Fayt Laanar (MALE. HUMAN. ALIVE.) #PARTY
-The dashing and handsome Fayt Laanar is one of the galaxy's biggest stars. He is best known for his moving holoplay performances and has won several awards for his roles in the past few years. He has wealth and connections in the holoplay industry, not to mention his winning personality. Although the media paints him as shallow and vain, he is actually quite spiritual and dedicated to strengthening his will through meditation.

Wacha (FEMALE. POTH'TOX; SAURIAN. ALIVE.) #PARTY
-A rare subspecies of the Saurian (Lizard) people, Wacha displays traits and characteristics similar to Earth's chameleons. She is known to keep to the shadows and the background, making her a difficult person to find aside from intermediaries or Black.Net accounts that she uses. She is a broker and merchant of many things: cargo, information, and more. Wacha is usually on the opposite side of the law working in smuggling operations. If profit is involved. she wants to be in it. She is one of R's many contacts and the two of them had a meeting set for Harmonia Station.

Kane Lohagan (MALE. HUMAN. DEAD.) #PARTY
-The owner of a Lucky hat that R. left with CLINT. Later learned to be a famous RANGER, and Crow's father. He died protecting his family from WRAITH.

CLINT (MALE. ROBOT. ALIVE.) #PARTY
-This warbot used to work for the RANGERS in the time in which R. consulted with them. It apparently knew R. and had its memory partially wiped based off of intel it knew for its own safety. It was given directive to join the Last Parsec and give them a Lucky Hat. He has been in the employ of Subsector Marshal K'Gaed Kaine for sometime.

Minbe (MALE. KHAZRAK. ALIVE.) #VELA
-One of the clanless, Minbe is a childhood friend of Vela's. Heroic and loyal to a fault, there is nothing Minbe wouldn't do for the glory of his people.

General Bruce Seidel (MALE. HUMAN. ALIVE.) #ALLEI
-Often described as an arrogant and stubborn man, General Seidel ultimately dedicated his life to seeing the United Confederation prosper. He disapproved of the way Allei left the academy, but as she is his only child, he has begrudgingly accepted the idea in hopes that she'll return one day to command a fleet within the UC.

Lynx (FEMALE. RAKASHAN. ALIVE.) #CROW
-One of the Bounty Hunter contacts Crow has acquired over the years, Lynx has acted as a mentor for Crow since he left R. She treats Crow harshly, but likely has a soft spot for him deep down.


Sunny (FEMALE. FLORAN - SUNFLOWER. ALIVE.) #TAMIT
-With a head of bright vibrant yellow and a friendly demeanor, this Floran is the highlight of many people's day. She was a childhood friend of R and is often considered clueless, all thumbs, and in possession of a bigmouth. She runs a special greenhouse; often providing R with herbs, plants, and seeds that were needed in her research.

Matriarch (FEMALE. KHAZRAK. ALIVE.) #VELA
-The leader of Vela's people, the Matriarch struggles to find her people a place among the Known Worlds. She set Vela out, along with many other clanless, to gather as much intelligence as possible so that she could make the transition seamless.

Koleos (MALE. INSECTOID. ALIVE.) #AUW
-A massive beetle like insectoid, Koleos is decked top to bottom in cybernetics to where little of him actually remains anymore. He is one of the leading cybernetic designers active out on the frontier - chased off of the Known Worlds for his abnormal ideas. He found interest in AUW because he had never met one of his species, but had heard much about them. AUW agreed to pilot and test one of Koleos designs.

Sanaa (FEMALE. SIMIAN. ALIVE.) #REMEK
-On a semi-permanent vacation after graduating from college, Sanaa is touring the frontier with a group of friends. They plan to visit Leviathan, a known 'adventuring' world, but stopped at Harmonia Station in Eris Beta V where she encountered Remek on multiple nights at the Kallisti Apple nightclub. Impressed by Remek's dance moves, his upbeat attitude, and his stories, Sanaa went on a date with him where she was exposed to the dark political intrigue of his former corporation. Regardless, she's requested to see him again, should their paths cross.

-------
Enemies: #Party
-This category represents direct enemies to the party who may not be a part of a greater faction.

B'Gosza (MALE. INSECTOID - MANTIS. ALIVE.) #ALLEI
-A rival student back at the UC Academy, B'Gosza possessed a mean, vengeful, and bloodthirsty streak as he attempted to live up to the ideal of what his superior officer, General Bruce Seidel (Allei's father), wanted. Seeing Allei as a slacker, he developed a grudge against her.


General Hane Henders (MALE. HUMAN. ALIVE.) #PARTY
-One of R's primary contacts within the United Confederation, R often expressed frustrations with his bureaucracy who she blames for stifling her research. Overweight with one eye, Hane acted as a doubting Thomas in most of R's endeavors.

-------
[FACTION] Paragon Science Equipment: #Party
-A manufacturer of science equipment; with a darker side that dances with humanoid experimentation and weaponization.

Otan (MALE. AURAX. ALIVE.) #REMEK #NIKKI
-The head of security for Paragon Science Equipment, he will likely be charged with finding Remek and Nikki.

Vikki (FEMALE. HUMAN. ALIVE.) #NIKKI
 -One of Nikki's "sisters", she attempted to warn Nikki that Otan was sending a security force made up of her sisters after her. She has a competitive personality.

Vado Yirar (MALE. KALIAN. ALIVE.) #REMEK #NIKKI
-The scientist in charge of project SHELL, Vado was in charge of the lab born humanoids that were kept in isolation chambers like Nikki. He is attempting to develop CYBERMANCY; a blend of Weird Science and Psionics. Rumor has it that he believes in the Primordials; who will usher in an extinction level event across the Known Worlds.

Cavalry (FEMALE. HUMAN. ALIVE.) #PARTY
-A punk rocker bounty hunter new on the field, Cavalry is the most 'experimental' of the PSE Girls. She is out hunting for Remek and Nikki, but was convinced to back off by Tamit.

Jewel (FEMALE. HUMAN. ALIVE.) #REMEK #NIKKI
-One part of a duo sent to spy on Nikki, Jewel is in sync with her counterpart with Gem. The two of them make a concert force that often finishes each other sentences - close to being identical.

Gem (FEMALE. HUMAN. ALIVE.) #REMEK #NIKKI
-One part of a duo sent to spy on Nikki, Gem is in sync with her counterpart with Jewel. The two of them make a concert force that often finishes each other sentences - close to being identical.

Jen (FEMALE. HUMAN. ALIVE.) #REMEK #NIKKI
-One part of a duo sent to spy on Remek, Jen is more of a calculated execution. Jen takes great pains to follow protocols to the letter.

Gwen (FEMALE. HUMAN. ALIVE.) #REMEK #NIKKI
-One part of a duo sent to spy on Remek, Gwen is more of a risk taker. She is great in making snap decisions that keep her team safe while accomplishing the mission.

-------
Criminal Underworld: #PARTY
-This category represents NPCs who primarily make a living through illegal and criminal activities.

Thelia (FEMALE. CYBORG HUMAN. ALIVE.) #PARTY 
-One of the members of Brevin's Gang, she acts as their leader on Harmonia Station. She shook down Orley for some antimatter drilling parts, but was defeated by the group and arrested by law enforcement. She's a gangbanger with a cybernetic arm.

Commerce (MALE. CYBORG HUMAN. ALIVE.) #PARTY
-A cybernetic enhanced businessman, Commerce likes to arrange business deals in which he swindles the other party out of their offer; either through legal or illicit means. He typically goes with the illegal option for ease. It seems he was over confident this time regarding his transaction with Daisy which lead to his arrest at the Harmonia Station. He seemed confident his lawyer would get him free.

Zadra Wulfenstein (MALE. LUPUS. ALIVE.) #PARTY
-Owner of a Light Freighter vessel, The Crolnec, Zadra is reminiscent of the werewolf legends of the Terrans. He is quick to anger and eager for a fight, but at the end of the day, he seeks to protect himself and his pack by providing a regular stream of income. In some subsectors, this is through piracy, while in others it is through illegal and legal delivery jobs. He was going to release a threat onto Harmonia Station on behalf of an unknown client, but was stopped by the party.

Groid (MALE. AURAX. ALIVE.) #PARTY-An ill-tempered pirate, Groid leaders a band of Raiders that terrorizes BETA V. It is believed he has someone on the "inside" of JumpCorp feeding him important information regarding caravan routes and schedules. There's a bounty on his head. Their sigil is a RED KNIFE. GROID was captured by the party as part of a bounty.

Torgis Brevin (MALE. HUMAN. ALIVE.) #PARTY
-A former pirate under Groid's command, Brevin split off and created his own gang of scoundrels who war with Groid when not raiding. There's a bounty on his head. Brevin and his gang killed a clerk named Urggi at the Blacklung ore processing station where he stole a create of antimatter containment units. He's hiding out on Dysnomia (one of the moons that circles Harmonia Station).

Asha (FEMALE. HUMAN. ALIVE.) #AUW #CROW #VELA
-This pirate attempted to take a ship hostage, but it ultimately was an ill thought out or poorly executed plan as two bounty hunters and a doctor managed to stop her and place her into JumpCorp custody.

Leonhart (MALE. RAKASHAN. DEAD.) #PARTY
-One of Groid's pirates, he betrayed his employer in exchange for his life when the Last Parsec raided Groid's Rock. He has a fish tattoo on his neck, one ear entirely pierced, and claimed to be on life five out of nine. He was shot in the head by WRAITH.

-------
[Ship] The Ice Pick: #PARTY
-This mining vessel primarily operates in Eris Beta V; it prefers to get a safety net of various ores while on the hunt for rare artifacts and finds. The crew is primarily a mix of humans and simians.

[Captain] Betty (FEMALE. YETI. ALIVE.) #PARTY
-White-furred with a purple dye job on the bangs that cover one side of her face, Betty acts as the captain of the Ice Pick. She has a motherly demeanor about her.

[Security Officer] Spike (MALE. AUW. ALIVE.) #PARTY
-Albino (white-fur, red eyes) by birth, this AUW acts as the safe and secure captain for the Ice Pick. He has no real soldiers under his command, but his fearlessness and his alpha-dominate mindset serve him well in his role.

[Engineer] Yayar (FEMALE. FLORAN. ALIVE.) #PARTY
-Tulip in origin, this quiet and reserved woman is the ship's engineer; at home in oil and grease as she is in dirt and grass.

[First Mate] Jang (FEMALE. SIMIAN. ALIVE.) #PARTY
-Covered in red fur, she has a lot of piercings and an up-beat personality. She hides her face with a holographic overlay of a bear when wearing a space suit. She is the First Mate of the ship.

Plana (MALE. SIMIAN. ALIVE.) #PARTY
-A rather unremarkable miner, he somehow always ends up on the away team for missions. His lucky red-shirt helps him make it back in one piece.

Ruko (MALE. SIMIAN. ALIVE.) #PARTY
-The main foreman for the crew; he acts as their common voice and representative. Typically acts in a practical manner, though knows when to push for something if the price is right.

[Doctor] Adalo (MALE. KALIAN. ALIVE.) #PARTY
-The ship's doctor; he has a penchant for over-worrying. One of his four-arms appears to be dedicated to the sole purpose of squeezing a stress ball.

-------
[FACTION] Roufel: #AUW
-A small medical company that AUW is an employee of.

AUW-R3DI5 "Red" (MALE. AUW. ALIVE.) #AUW
-Addicted to an experimental pain killer of his own creation, RED is the technical supervisor of AUW. With a stubborn and vengeful personality, RED has nevertheless been a good partner for AUW at his stint with Roufel; ultimately approving of AUW's request to conduct field research.

Stiny Fenez (MALE. SERRAN. ALIVE.) #AUW
-The boss of AUW's superior, he uses his precognitive psionics to make smart business decisions. He possesses a very zen-like mindset, is afraid of fish, and only has one arm (and refuses to get a cybernetic replacement).

-------
[FACTION] WRAITH: #PARTY
-A shadowy organization of assassins, spies, and mercenaries... or not? WRAITH is one of the biggest conspiracies on the Black.Net. People view them as the "illumanti"; pulling the strings of various factions, worlds, and governments. Essentially, nut cases claim that WRAITH holds the true power in the Known Worlds and out on the Frontiers. Most people don't view them as real, let alone a true threat.

"Cyclops" (FEMALE. HUMAN. ALIVE.) #CROW
-This young woman's face never loses focus; her eyes always on her target whether it is a kill or an infiltration. Dubbed Cyclops, this WRAITH SOLDIER is armed with a SCOUT SUIT, CAMO CLOAK, and GYROJET RIFLE. Her face plate consisted of a face with only a single, giant eye in the middle of it. Her true name is Lisa, Crow's long lost sister.

"Ghost" (MALE. HUMAN. ALIVE.) #CROW
-Not much is known about this mysterious man, but he is believed to be a high ranking member of WRAITH. Ghost is responsible for the death of Crow's family.

"Psycho" (MALE. HUMAN. ALIVE.) #PARTY
-A bulky, bald man who looks more at home in a wrestling ring than on the battlefield, Psycho is a WRAITH soldier that is armed with an ASSAULT SUIT, CAMO CLOAK, and MOLECULAR CHAINSAW. He was spurred on by bloodlust and his love of killing. His face plate consisted of a hockey mask painted on in white. He appeared to possess psionic abilities.

"Skeleton" (FEMALE. HUMAN. ALIVE.) #PARTY
-A woman with thinning, straw yellow hair who spoke only in one word sentences, Skeleton is a WRAITH soldier that is armed with an ASSAULT SUIT, CAMO CLOAK, and ENERGY KATANAS. She fought the group to a stand still, but was withdrawn by her group still alive. Her face plate consisted of a skeletal face contorted into a manic grin. She appeared to possess psionic abilities.

"Vampire" (MALE. HUMAN. ALIVE.) #PARTY
-A thin and gaunt man armed with a SCOUT SUIT, CAMO CLOAK, and PLASMA RIFLE, this WRAITH soldier did not engage the party directly at Groid's Rock. Rather, he ensured that their group's escape route was clear. His face plate consisted of a skeletal face with vampire fangs dripping blood. He appeared to possess psionic abilities.

Quest Log

Active Quests
  • To the Last Parsec and Beyond!
    • Find the Deader Scientist: R.
      • Discover the correct question for R's will.
      • Discover what awaits on the third floor of the ship.
  • Eris Beta V.
    •  The Mysteries of Dysnomia (MAIN STORYLINE - JUMPCORP CONTRACT): The party has been hired as a security team for an expedition to Dysnomia, a moon of Eris. ($3,000 per PC, $1,000 of which was up front)
    •  Fugitives (Bounty Contract): The Brevin Gang ($2,500 per fugitive, dead or alive)
    • Supply Run (JumpCorp Contract): Food Shipment Delivery to Lithe. ($3,000 per PC)
    • Security Detail (JumpCorp Contract): Secure a Derrick Ship from Saboteurs ($5,000 per PC)
  • Personal
    • [NIKKI & REMEK] Resolve your outstanding issues with Paragon Science Equipment.
    • [CROW] Resolve your outstanding family issues. 
    • [CROW] Rebuild the RANGERS
-----------

Completed Side Quests
  • Fashion Security (Daisy Contract): The group successfully guarded the floran's cargo and saved her from being robbed in a hostage situation.
    -----REWARD: Contact - Daisy. $1,750 PER PC.
  • Absolute Zero (Private Contract): The group successfully defeated an alien mod sample on a derelict ship; turning the research over to an unknown client.
    -----REWARD: $1,750 PER PC.
  • Back-Alley Mercantilism (Private Contract): The group successfully rescued one of Wacha's smuggling contacts from Brevin's Gang who sought to torture him for the passcodes to anti-matter drilling parts.
    ------REWARD: $850 PER PC. CONTACT - Thomas Gizhinn Orley.
  • Death Wish Upon a Star (Private Contract): The group successfully protected holoplay actor Fayt Laanar during his new premiere "The Lord of All Space".
    ------REWARD: $1,750 PER PC. CONTACT - Fayt Laanar.
  • Raid on Groid's Rock (Bounty Contract): Take out the pirate Groid and his crew ($2,500 per PC, more negotiable depending on the crew's reputation
    ------REWARD: $2,200 PER PC. Additional loot.
Completed Story Quests 
  •  Wacha Gonna Do (MAIN QUEST): The group successfully located R's Contact: Wacha. The crew has made a deal to work with her to help locate R.
    ------REWARD: Contact - Wacha.
  • Invisible Designs (ERIS BETA V STORYLINE - Maruul Soteeg + Wacha): The group prevented cargo containers filled with silicon spiders to be released upon the space station and delivered them to JumpCorp for investigation purposes.
    ------REWARD: $850 PER PC.
  • The Prodigal Scientist (ERIS BETA V STORYLINE - Maruul Soteeg + Wacha): The group protected the famous scientist, Horst Tappelkhirre, from an attempted assassination.
    ------REWARD: $1,750 PER PC.

Saturday, September 12, 2015

Session 3 - Psyche, Just Joking About That Alien

  • The crew, seeking out to repair the ship's core systems and the AI memory banks, encountered a xeno equipped with claws, a barbed stinger tail, acidic blood, and vicious fangs. It was not alone; reinforced with "spider spiders" that sought to leap on faces and lay eggs down people's throats with their tails.
    • Shots were fired. Daggers and fists were swung. Through some thought process and testing, it was discovered that the xenos were realistic holograms created by the ship's AI through; preying on the group's fears via a horror simulation based off of recorded video from the last events that the ship experienced. 
    • The holograms were disrupted through Nikki's hacking distractions to the AI.
    • Vela had a hard time believing that the 'lie' was not real, but when the holograms disappeared, she reluctantly believed it.
    • At that point, the doc, the mechanic, and the captain got to repairing the ship. 
    • With the ship repaired, the group could move on...
  • The AI came back to life and introduced herself as Tamit. It seemed her memory was corrupt and that she could not recall what happened to R or the last events that took place on the ship. She was upset at the disappearance of her creator, as was most of the party.
    • The group settled in to watch R's video will. 
    • The video will seemed to be an AI or program that R created with pre-recorded responses. It can be accessed by the crew at any time. When asked a question, it will provide the answer that best matches. If it cannot find an answer, it asks for additional information. Answers aren't always direct when answering questions since its covering broader topics than specifics (aside from specifics that R. predicted would be asked).
    • R claimed that the group was entitled to some monetary compensation, some supplies, and the ship itself; all of it to be divided evenly and fairly among the group.
    • R claimed that the ship itself as well as Tamit (the ship's AI) were made from terran technology and coding, but then modified and upgraded through alien tech that she discovered on her journey; making certain aspects unpredictable. The holograms are a part of this for example; allowing Tamit to use psionic residue to tap into a subject's mind and make holograms seem more real through sensory inputs.
    • Due to R's secretive and paranoid nature, Tamit's memory is unpredictable; designed to store information and flush itself leading to memory losses. R is protective of her information and research; thinking that people are after her for it.
    • R does not have information regarding her disappearance or the last events that lead up to it. R claimed to have vague enemies (some people within the UC, some pirate crews, some xeno species), but she couldn't specify a name for the group to pursue. R. believes that her disappearance likely ties into her research regarding the Primordials. 
    • R claimed to have predicted that Remek would rescue Nikki and that she would join the crew. R seemed familiar with Nikki, despite having never met with each other.
    • Allei believed that this all seemed to be some elaborate test or plan by R; that the right questions would provoke a clear path and take them to R. If true, these questions elude the group.
  • The group decided to check their personal e-mails for a message directly to them from R. The group then would take a 30 minute break to get a snack, explore the ship, or do anything else. Then they planned on meeting back up for a group discussion. 
    •  Remek helped repair Tamit's android body. Nikki was present, though sought out food.
    • Crow claimed his old bunk and had a discussion with Vela (after Vela had got food herself).
    • AUW familiarized himself with the medical bay.
    • Allei explored the captain's bunk.
  • The group had their small meeting...
    • Introductions were made, backgrounds were shared, and it seemed unanimous that Allei would take on the role of Captain. Tamit could act as the pilot. Nikki the computer expert. Remek the mechanic. AUW the doctor. Vela and Crow as muscle. 
    • The former captain's PDA suggested that R was heading to Eris Beta V next to meet a contact. The group ultimately decided that they would start in that system...
       
  • EQUIPMENT:
  • The party find that R. had left the following for them...
    • $1,000 Credits to each PC.
    • $1,000 Credits to a Ship Bank.
    • Survival Pack to each PC. Includes the following...
      All-weather jumpsuit, binoculars, commlink, energy sheet, first aid kit (basic supplies for 10 Healing rolls), flashlight (10” beam), language translator, lifejacket, medi-gel, 15× nutri-bars (food for 1 person for 5 days), rope (10”), rebreather, shaded goggles, small sensor suite, tool kit, 6 quarts water (supports 1 person for 3 days), water purification filter, waterproof matches (box of 50).

      **NOTE: If you already have one of these items, please reimburse yourself the credits for the item you already own.**
    • Spacesuit [Armor] to each PC...
      This is a typical airtight spacesuit made of flexible fabric with air and heat. It provides +1 Armor, and includes a helm with a two-way radio (50 mile range) and Heads Up Display (HUD) to display atmospheric composition or incoming messages. Canisters for the suits contain eight hours of oxygen, and an integral headlamp provides powerful illumination. Spacesuits provide complete protection against cold and vacuum, and are shielded against radiation (+4 to resistance rolls versus more intense sources). If the wearer suffers a wound in a vacuum, he must apply an adhesive patch (see page 14) as an action If he doesn’t, he suffers depressurization (see Vacuum, page 26) the following round. The suit contains a small thruster system that allows the wearer to maneuver in zero-gravity for up to eight hours.

      **NOTE: A spacesuit cannot be worn with armor. If you want a more defensive space suit, invest in a Combat Spacesuit later on.**

Tuesday, September 8, 2015

Session 2 - Alien on Board

  • The crew made rather informal introductions with each other; deciding to hold off on more formal things until they had a chance to listen to R's video will aboard the ship. 
    • Upon entering the ship bay, the crew saw that the ship was in mixed condition. While it was functional and seemed to have been recently repaired, there were obvious signs that the ship had been in some sort of conflict. The nature of the damage suggested that the ship had been fired upon and that it had been breached from the underside. 
    • Of two entrances, the group opted for the cargo bay hold instead of the airlock on this three-tiered ship. Prior to entering, the group encountered the ship's malfunctioning AI. The group was afforded entrance thanks to past connections with R, but it was clear that the memory cores of the ship had been damaged and left untouched.
  • The group explored the cargo bay hold, a maintenance and kitchen area, the airlock, and the deck of the ship on the second tier. The crew discovered mysterious signs that pointed to an assault from an outside force. However, rather than mercenaries or pirates, signs pointed to xenos as a result of the acidic damage and claw marks. 
    • The locks on the doors (hand pads) were all but malfunctioning. Sometimes the AI could be convinced to open a door, but other times they had to be bypassed through some wire tripping.
    • In the air lock, a massacre of some sort had taken place as the walls, floor, and ceilings were covered in dry blood.
    • Stray shots from a plasma weapon could be seen.
    • The stairs to the lower deck seemed to have been barricaded. The crew took the time to remove the barricade. 
  • At the deck of the ship, the group discovered that the room had been secured by blowing out the lock with a plasma weapon. The group managed to find a way in though where they discovered an inert android body in the captain's chair. It looked like she had been the one last piloting it, but the batteries had died.
    • Nikki opt'd to try and get the camera system working, though it was a drain on the ship's backup power. It wouldn't be an issue if the group could get below deck and make the necessary repairs.
    • Below deck seemed to be worse; a living hive of damaged wires and circuits along with consistent steam and other obscuring materials. 
    • Some members of the group had reason to belief something was slinking around in the ventilation shaft; ranging in size from a small dog to a large rat.
    • The group made it to the core; where the repairs would need to be made. However, slinking in the obscuring steam, was the presence of an unidentified xeno...

Tuesday, August 25, 2015

Session 1 - The Start of Something

  • Through tragic circumstances, one of the leading researchers in xeno-anthropology, R., has left her ship (The Last Parsec) to a group of individuals that she had made contact with over the years. In her will, she hoped that this group would be able to band together, work cohesively, and become a great crew that could better the Known Worlds and the Frontier. If not, at least then to make good lives for themselves.
  • Crow (a human bounty hunter), AUW-4Mhfp (an AUW doctor), and Vela (a Khazrak Clanless) banded together and purchased tickets on a JumpCorp transportation vessel to take them to the fueling space station of Midway where R's ship was waiting for them to inherit. 
    • The three knew each other from shared encounters; the doc patching them up, the bounty hunter freeing the clanless, and the clanless helping track down the bounty hunter's prey.
    • The three friends caught up over an early dinner in the ship's cafeteria, but had their conversations interrupted by a group of terrorists with unknown affiliations. It was unclear what they were planning, perhaps a robbery, but before the four pirates and their woman-captain could get the situation under the control, our trio leapt into action and got control of the situation.
    • Security would later interview and question the trio, but were grateful for their intervention. JumpCorp secured the area and would be interviewing the sole survivor (the leader) in private. The media only has second hand accounts of the event and JumpCorp is only giving minimal information on the incident in order to avoid sparking any outrage regarding their transportation security.
  •  Remek (a simian mechanic), Nikki (a genetically engineered human computer expert), and Allei (a human UC student aiming to be captain) made a plan with each other. See, Remek worked for Paragon Science Equipment who technically owned and created Nikki (along with others like her). PSE sought to create the ultimate Walker Pilot, Hacker, and more all in one. To do this, they bred people in sensory deprivation chambers in order to keep outside stimulus from interfering with them. Remek discovered this and conspired with his old school chum, Allei, to free Nikki from PSE and allow her life out in the Known Worlds and the Frontier.
    • Remek and Allei both had connections to R. With the timing on the will and the ship, they decided now was the time to make a move...
    • The plan was that Nikki would create a video-feed loop on the security cameras while Remek utilized a special compartment in his tool cart to extract Nikki from her chamber and the two of them would head to the garage where Allei would be waiting with the escape vehicle.
    • All was going according to plan. Allei stole an experimental stealth ship from the Academy and utilized her fast-talking and various papers that she had collected (some her own, some advisers, and some even from her father--an important general) and came up with the cover of being a bored student here on a job shadow--an internship. Believe it or not, the security and middle management involved bought it.
    • The situation eventually lead to Nikki being put on the ship with Allei and Remek heading to board it when Omak. The aurax put a tracker on their ship, but the group managed to detect it. Together, they bluffed their way past him and he let them be. 
    • It was not until the group attempted to leave was the jig up. With some fancy flying, Allei got the group cleared and Nikki experienced her first taste of freedom aboard the ship with her two new friends.
    • The group hyper-jumped to the Midway space station where Allei left enough clues for her father to locate the ship that she had "borrowed". 
  • At Midway station, the two groups ran into each other and had limited introductions (there will be more involved ones next session). They met the executor of R's will (a JumpCorp suit, a cocky serran and his administrative assistant, a Yeti). 
    • The executor was quick to gloss over the legal documents and got the group to sign them. Essentially, it gave them each partial ownership of the Last Parsec as is and absolved JumpCorp of fulfilling their obligations to R.
  • The group prepares for formal introductions and checking out their new ship next time...

Thursday, July 23, 2015

Glossary

This entry will be utilized for providing terms and definitions that you'll likely see in the campaign. I'll also try to touch on explanations, so as to form a common knowledge base for ourselves and for your characters.

Definitions might change as I learn more about The Last Parsec and running a sci-fi game in general. I live for rule of cool, good storytelling, dramatic stuff. I generally want this to be a "hard science" campaign, but I was never any good at science. So, be flexible with me!

----------

Faster Than Light; Hyperspace Jumping: To join the community of the Known Worlds, a species needed to have mastered Faster Than Light travel in one manner or another. Some developed it on their own while others utilized other species to get there. To go Faster Than Light, a ship needs a "hyperdrive" to jump from Place A to Place B. A hyperdrive allows a vessel to venture into extradimesional pathways between points in ways that avoid hindrances (asteroid fields, gravity wells, black holes, planetary bodies, etc.) that could interfere with the jump. Astronavigation skills are needed in order to plot a jump correctly.

Beacon coordinates are needed in order to perform a jump safely. Jumping blindly is a dangerous prospect and takes significantly longer time to reach the destination than jumping safely.

Psionics: A normally untapped potential lurks in the minds of everyone. Certain species are gifted with the 'third eye' while others utilize cybernetics, chemicals, or other methods to draw out the potential of psionics from within. Psionics is a term that is used to encompass unique abilities like telepathy, telekinesis, and many others. In some cultures, psions are revered as Gods or Shamans while in others they're hunted down to near extinction. Psionics are just as dangerous as even the most advanced tech out there.

Walkers: Another term for 'Mech', a Walker is typically an automated or piloted machine of labor or destruction. Walkers typically tower over buildings, though the size can range by design. Walkers come in all shapes and sizes; from ones built to look like animals, humans, or stranger more alien things. Humanoid-shape Walkers are some of the most common for pilots to use since its easier to wrap their brains around the operations of it. Walkers are utilized in land, air, sea, and space combat when appropriate. Walkers are typically found in militaries, though lucky pirates and mercenaries get their hands on them.

Weird Science: Although not an officially recognized term, Weird Science is the term utilized for technology that can't be easily explained. When asked how a device works, most weird scientists shrug and reply that it 'just does'. Some people theorize that all Weird Science device draws on some ancient alien technology or universe wide unknown power source. Weird Science is typically a learned skill or trait, though in certain cases it can be inherited or discovered. There are many unexplained phenomenons out there and Weird Science is one of them.

Wednesday, July 15, 2015

Cheat Sheets

Here is a list of some useful "cheat sheets" to help you play.

Combat Survival Guide: 
Click Here.
-This PDF offers tip on things you can do to increase your accuracy or damage if you're fighting opponents that either are hard to hit or hard to hurt.

Combat Tricks and Tips:
Click Here.
-A list of creative (and legal) tips that you can utilize to get an advantage in combat. It summarizes some of the more advanced combat tactics covered in the core rulebook, albeit its slightly disorganized in its presentation.

Raises Chart:
Click Here.
-Need to know how many Raises you got? Take a quick look at this sheet, compare the target number to your total roll, and it'll tell you how many Raises you had on your roll!

Quick Reference Sheet:
Click Here.
-Forget some of the basics? This sheet as you covered; goes over the core mechanics of Savage Worlds. This is a similar one... (Click Here!)

GM Screen Inserts:
Click Here.
-Another quick reference sheet(s) meant to be used as GM Inserts. Attack Options is useful.

House Rules

This is a living, breathing document that will be a mish-mash of specific "Setting Rules" and "House Rules". Setting Rules is what I say when I mean rules that are specifially inherit to the Last Parsec campaign setting while House Rules are kind of either my own thing, something I read about, or optional rules presented by Savage Worlds.

I know I distinguished "Setting Rules" and "House Rules" above, but I won't be distinguishing them below since there is no real purpose to it. I just wanted to explain my own logic (for as much as my self as for all of you). As a result, you can take these as our official guidelines. I may update it from time to time, but will generally try to give you a heads up when I do.

House Rules

Character Creation
1) Races. Humans are the most common, but there are many bizarre and diverse aliens out there. Please refer to the races presented in the Science Fiction Campaign Book for the races that are available (and numerous in the galaxies). I am allowing you to create your own race if you wish, though I will have the final say in it.

2) Traits. All your traits start at 1d4. You have 5 points to start with. Your traits are Agility, Smarts, Spirit, Strength, Vigor. By spending 1 point, your trait raises one step (ex. 1d4 -> 1d6). No trait may go higher than 1d12.

3) Skills. You have 15 skill points to start with. By spending 1 point, your trait raises one step (ex. 0 -> 1d4 -> 1d6.) so long as the attribute linked to that skill is equal or higher than your skill. If you exceed the attribute, the cost becomes 2 points per die type. As with attributes, no skill may be increased above d12. Don’t forget to figure out your other stats (Parry, Pace, Toughness, Charisma).

4) Edges and Hindrances. You can take one Major Hindrance and two Minor Hindrances. Think carefully about the ones that you take. A Major Hindrance is worth 2 points. A Minor Hindrance is worth 1 point. For two points, you can raise an attribute one die type or choose an edge. For one point, you gain another skill point or gain additional money equal to your starting funds. Make sure when looking at Edges, Powers, etc… you limit yourself to Novice ones.

5) Gear/Starting Funds. You start with $1,000 in which to buy your equipment with. All equipment in the core rule book and the science fiction sourcebook is available with the exception of anything labeled Ultra Tech. Anything that is Ultra Tech requires that you run it by me first before purchasing.


Arcane Backgrounds
I am allowing only two Arcane Backgrounds; Psionics and Weird Science. Psionics manifest in certain races or are acquired through experimentation (either genetically or through cyber enhancements). Weird Science is something that stands out from the norm of engineering and standard technology; it is “super science” and you see it in a lot of characters who perform experiments or make strange tech.

The exception to this is Deaders who receive Arcane (Super Powers) as part of their racial trait. This is more of a result of genetic and racial enhancements through evolution or bonding with their hosts than actual Super Powers. The Super Power sourcebook will be off limits to them, as that source book assumes that everyone is utilizing those powers (which is clearly not the case for this campaign).

Blood and Guts
You can use bennies to re-roll damage.

Cinematic Ammo
To avoid bookkeeping, you don’t need to purchase ammunition at the start of the game. You are assumed to have the ammunition you need (bullets, battery packs, whatever). However, I draw a card after any engagement. If the card is a Five or lower, the group is Low on ammo. They have enough ammo for one more fight and then they’re out. They’ll need to find a way to resupply. Missiles, bombs, torpedoes, and similar “special” ammunition is tracked normally.

Critical Failures
Bennies cannot be used on Trait rolls where double 1's are rolled.
Cost of Living
To avoid bookkeeping, we’re going to assume the ship is outfitted for your basic needs (fuel, sustenance, etc). Your ship comes fully stocked at the start of the game, but you will need to replenish it as time goes on.

--Ship’s Energy: 300/300.
Your ship can hold a max of 300 day’s worth of fuel and energy. Each day your ship is used, you use one of your energy. One point of energy costs $300.

--Ship’s Provisions: 300/300.
Your ship can hold a max of 300 day’s worth of provisions (food, water, oxygen, etc.). One day worth of provisions costs $50.


Fear
We’re using the Fear rules on PG 85. If your character encounters a horrifying monster, situation, or something they’re scared of, a Spirit check will be called for. In addition, we’ll also be using other rules presented in that chapter such as Allies, Chases, Dramatic Tasks, Hazards, Mass Battles, and Interludes.

Joker's Wild
When a player draws a Joker, all players gain an extra benny.
Multiple Languages
Your hero knows his cultural or national language plus an additional number of languages equal to half his smarts die. For example, a human with a d8 smarts knows Human (default), and 4 other languages. "Human" is the default language most species utilize to communicate due to the large number of the species.

Knowledge Skills
Players have asked for a formal skill list; particularly in regards to the Knowledge Skill. 

Please refer to PG 23+ for specific definitions and uses of the Skills presented in Savage Worlds. We aren't changing any of the existing skills, or combining skills. I want to use the system as is pretty much.

I will, however, expand and define as much of the Knowledge skill as possible. This list should not be all inclusive, if people feel they need to take a Knowledge skill that is relevant that is not on this list, they are free to do so.

PLAYERS: You each receive one free knowledge skill equal to your SMARTS DIE.
ex. If your SMARTS die is 1d8, you can choose to have Knowledge (Whatever) 1d8.


NOTE: When confronted with a question, if a specialized knowledge is applicable, then a penalty might apply to the user's roll if they only have the broad skill. If they have the specific skill, they would likely receive a bonus to the roll.

NOTE: Ignore the Knowledge (Language) skill as written. Languages will be covered under its own ruling. If you want more languages, take the LINGUIST Edge.

Knowledge (Arcana): 
--Specializations: Psionics, Weird Science.

Knowledge (Battle)

Knowledge (Computers)

Knowledge (Electronics)

Knowledge (History)
--Specializations: Xenoanthropology.

Knowledge (Law)

Knowledge (Machinery)--Specializations: Robotics 

Knowledge (Medicine)

Knowledge (Navigation)
--Specializations: Astrogation. Geography.

Knowledge (Science)
--Specializations: Xenobiology.

General Rules
1) XP Rate: You will receive 1, 2, or 3 XP per session. This is based on whether or not the session was light, medium, or heavy in terms of roleplay, combat, storytelling advancement, and other factors.

2) Bennies: These are like the Chips that we used in Deadlands. Each session you receive 3 bennies. At the end of each session, any remaining bennies are forfeit, so spend them! I will hand out at least 2 bennies per session to the group for good roleplaying, cool actions, or helping me with bookkeeping.

I will receive 1 benny for EACH PC who showed up to the session (along with each Wild Card NPC receiving 2 of their own bennies per session). My NPCs can draw from these pools.

A benny can be spent to reroll any Trait test. You can also spend a benny to Soak damage. Soaking allows you to roll a Vigor check. A success and each raise reduces the number of wounds suffer by an attack by one. You can only use one soak per attack (unlike the trait reroll which you can do as much as you want). You can also use a Benny to immediately eliminate the Shaken condition.

3) Initiative: I will likely utilize the same set-up that we did in Terra Nullius where we pre-roll initiatives and I have five sets to call upon to use until we run out and repeat the process. We’re using the card based initiative system.


My Expectations
1) Code of Conduct: All I ask is that everyone gets along and that you’re not dicks to each other. I’m here to have fun. If you’re not having fun, reevaluate some stuff. If you’re being a nuisance for whatever reason, I may ask you to leave for the night. If it continues, maybe long term. Be adults. Get along. Work it out if it needs to be.

2) Open Feedback: I am here to work with you, help you, and make sure you’re having a good time. If I’m doing something you don’t like, tell me. If you want to see more of something, tell me. Whatever you want out of the game, tell me, and I’ll help you get there as best as I can.

3) Attendance: We will play at 4:30 PM (PST), 7:30 PM (PST). This will give me and you enough time to get home, do anything that you need to do real quickly, and be ready to go. This is a hard start time; once 4:30 hits and if I’m ready, I’m going. I expect that if I haven’t received an e-mail or text that you are planning on showing up. Stuff comes up, but make sure we know, otherwise I’ll be pissed. Ideally, we’ll play for 4ish hours give or take. If your schedule does not allow you to be present at this time, you will have to play catch up. I will ask that the other players help accommodate you as best they can.

4) Attention: I don’t care if you have a side activity going so long as you can tab out within a moment’s notice and pause it. I don’t want to be waiting on responses or your actions if it’s your turn. If your turn is coming up, pre-type it out and have it ready to go. If your turn is coming up, ask me the questions you need answers to beforehand. I want to keep the session moving. Don’t slow it down if you can help it. The majority of your attention should be on the game. This is out of respect for me and the fellow players. If you are clearly AFK, I will skip over you until you come back. You will be treated as if you had delayed your turn.

5) Patience: This is a new system for me and most of you. We are learning it together. Call me out if I’m wrong, or if anyone else is wrong. I don’t mind looking it up as we’re playing, though I do have the call to just make a decision and roll with it, then check later if needed. We’ll get the hang of it after awhile.


Skill Kits
A skill kit is a collection of skills. The idea behind skill kits is to make it so that you can have a wide variety of skills that fit within a collective theme.
  • CHARACTER CREATION: These options are added to the character creation section.
    • You can spend two skill points to raise a SKILL KIT by one die type.
  • ADVANCEMENT: These options are added to the advancement section.
    • You can increase any SKILL KIT that is lower than the trait(s) it is linked to.
    • You can increase any SKILL KIT by one die type.*
      • *You can only choose this option once per Rank.
  • SKILL KITS
    • ATHLETIC KIT [CLIMBING, SWIMMING, THROWING]
    • RESEARCH KIT [INVESTIGATION, CHOOSE ANY TWO KNOWLEDGE SKILLS]
    • SCHOLAR KIT [CHOOSE ANY THREE KNOWLEDGE SKILLS]
    • SOCIAL KIT [INTIMIDATION, PERSUASION, TAUNT]
    • STREET KIT [GAMBLING, LOCKPICKING, STREETWISE]
    • WILDERNESS KIT [RIDING, SURVIVAL, TRACKING]
    • VEHICLE KIT [BOATING, DRIVING, PILOTING]

Tuesday, July 14, 2015

The Last Parsec (Ship Details)


The Last Parsec (Freighter, Light.)
-Medium Starship.
--Size (8). Acceleration (55). Top Speed (700).
--Climb (2). Toughness (25). Armor (6). Crew (5).

--Weapons: Dual Linked Heavy Lasers
**Range: 150 / 300 / 600.
**Damage: 4d10.
**Rate of Fire: 1
**Ammo: 100 (Power Cores cost $2,000).
**Modifications: 3
~~~Dual Linked: +1 attack, +2 damage.

--Remaining Ship Modifications (4)
*Artificial Intelligence (AI): The ship’s AI can operate all systems – from locomotion to weapons to opening or closing hatches. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the Captain’s Action card. Giving the AI a short verbal command is a free action.

*Anti-Missile Counter Measures (AMCM): These integrated jammers and decoys provide a +2 Piloting, Knowledge (Astrogation), or Knowledge (Electronics) to evade missile attacks and tractor beams.

*Atmospheric: This ship can enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-off and landing (VTOL) capability.

*Deflector Screens: This vessel is protected by an energy field that deflects incoming ballistic attacks (it has no effect against lasers). Attackers must subtract -2 from their Shooting rolls.

*FTL Drive: This includes both the drive and the astrogation system required to use it.

*Planetary Sensor Suite: Range (10k miles). Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to Notice rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion.

*Speed 2: Each purchase of this increases the ship’s Acceleration by 5 and Top Speed by 50. This is factored in above.

*Leviathan Protocol:  Upon activation, an EMP WARHEAD in a LARGE BURST TEMPLATE centered on the LAST PARSEC is fired. The LEVIATHAN then takes control of the Last Parsec for as long as its electronics are down. The Last Parsec then acts as an NPC with the abilities of a SPACE LEVIATHAN (see Science Fiction Companion, PG 93).

History: 
The Last Parsec is classified as a Light Freighter; a cozy and comfortable affair for an intimate crew. Bigger than a drop ship or fighter ship, smaller than most other ships, the Last Parsec is made of reinforced steel and painted granite black. The design is sleek and clearly human in origination. The front of the ship has reinforced glass to allow the pilot to see out of it, though there are limited windows (normally kept sealed) and airlocks scattered at main points.

The ship is divided into three main portions: the cockpit, the cargo hold, and the living quarters. The ship starts off narrow, but tends to widen towards the middle and keeps the size to the end of it. From its back end, there are two outward 'wings' to help it keep balance with the cargo hold.

The Last Parsec was originally utilized as a freighter vessel by the United Confederacy, but a crew of pirates damaged it severely in one of its transport runs. The UC salvaged the ship when it docked and then utilized it as a teaching tool in one of their academies. Many budding mechanics tested their skills and prowess on getting the ship operational with the school's limited funding. Finally, it got to the point where the ship was good and new, no longer worthy as a teaching tool. While briefly utilized in piloting classes, it was eventually requisitioned for use by Professor R (AKA: The Sage).

R. made The Last Parsec a truly unique vessel at this point; going out of her way to customize it, spice it up, and make alterations to fit her personality and mission. No longer just a freighter ship, but rather a modified 'research vessel', The Last Parsec allowed R. to conduct her research and journeys across the Known Worlds and the Frontier itself.

During this time, neither the Academy or the UC really keep abreast of The Last Parsec beyond the short reports that she sent back; generally fulfilling reasonable requisitions that she would make for the sake of her studies. If R. did not meet you at the Academy, you likely met her during this time that she ventured space in the name of research.

It will have been some time since you last spoke to R., but you receive a holo-message from the executor of her will: you have inherited part of The Last Parsec. The report is sparse at best, but the executor claims that The Last Parsec showed up to dock at a refueling station. The ship sent a final message; a distress call that repeated itself on loop. It was vague, but upon doing a heat scan of the ship, no lifeforms were detected on board.

Upon attempts to access the ship, they were thwarted by the ship's A.I. reportedly. The password to enter the vessel remains in R's will. Attempts to contact the Deader have failed; resulting in the message to you all...

You gathered your things. This is a big opportunity for you: your very own ship. At the same time, what became of your contact?

Description: 
The Last Parsec is a Light Freighter Vessel that has been re-purposed and modified overtime. The ship has three 'tiers' which are referred to as basement, floor, and attic. There are several ways into the ship - doors that lead into the cargo bay or the interlude between the cockpit and the kitchen.

The ship has a standard computer system that helps run automated systems. A program created by R. has left her memories and answers within the ship in a hologram format - attempting to address any questions that the crew has.

However, the ship itself is run fully by an Artificial Intelligence known as Tamit. This A.I. is a unique creation of coding created by Nikki, unlike anything out there in the Known Worlds. Tamit has been heavily modified, as well as the ship, with alien and ancient technology R. has found over the course of her explorations. Tamit is a huge asset, but can sometimes be a danger to herself and the crew when a malfunction occurs.

The basement contains the ships inner workings. On this floor the ships engines and machinery can be found. It is cramped and humid, but for a grease monkey -- its home.

The attic's contents are entirely unknown - an area that has been off access and locked thanks to R. In order to access it, three things had to be given: a verbal object, a material object, and a sample of DNA. The area is believed to be her primary work space.

The main floor is divided into several major sections. At the front of the ship, you have the cockpit. Home to numerous computer consoles, captain's chair, and pilot seats, this portion of the ship can be utilized by a single person but works best with an entire team staffing the area. Shortly before that, there is a small alcove and commons area that is used as the primary means of entrance and exit to the ship. After that, there is a small communal dining area with tables, benches, and a kitchenette that can be used for meals.

In the middle of the ship, the cargo bay area rests. The cargo bay is huge - typically manned with empty storage containers that are suitable for whatever the crew might need to transport. The majority of the crew's supplies are also maintained area.

Through the cargo bay and to the rear of the ship is the living quarters. There are several small rooms here that serve as bedrooms or bathrooms. The captain's quarters are here as well - easily twice the size of any other bedroom (it pays to be in charge!). Most notably, a common rest area has been provided with a couches, tables, a gaming table, a television display, and exercise equipment.

The ship has seen some wear and tear, but it stands out as a notable marvel thanks to 'stealth' upgrades that have been made to it - most of which would baffle people due to the unknown alien technology involved with it.