Sunday, January 31, 2016

Session 14 - (Death) Wish Upon a Star

  • During the week in which the party rested, Wacha provided them with a job...
    • The crew was to provide security for a famous holoplay actor: Fayt Laanar. 
    • Holoplays are a popular and enduring medium in the Eris subsector. Far beyond mere 3-D, the audience is literally surrounded by the story, sometimes becoming participants in a limited fashion. 
    • The Harmonia Holo Playhouse, the station's swankiest, is located on the Public Walk. Laanar's newest holoplay, The Lord Of All Space, is premiering tonight. In this holoplay, Fayt Laanar is portraying Emperor Decaton. He is a tragic figure who attempted to unite several gaalctic sectors, but suffers a humilating fall from grace and dies in impoverished solitude. 
    • The film's detractors cite a laundry list of similarities between Emperor Decaton and Lord Betagron (a yeti warlod whose bloody conquests killed millions before his defeat). Put simply, they don't take kindly to a sympathetic depiction of Lord Betagron's deeds.
  • The group arrived at the holoplay house with hours to spare; Fayt arriving to greet his fans and prepare for the premiere...
    • Besides his die hard fans, there was also numerous protesters.
    • The group discovered that, hidden among the fans, was an assassin meant to kill Fayt.
    • Through their direction intervention, they were able to prevent Fayt from being killed and apprehended the would-be assassin (later turning him over to JumpCorp).
    • Fayt and the group made acquaintances with each other; learning that Wacha had sent them to protect Fayt during the premiere. 
  • In the hours before the premiere, each member of the group faced challenges...
    • Remek thwarted a group of protesters from confronting Fayt.
    • Allei did a tactical sweep of the building and blocked off several easy points of access as well as prime areas in which an attacker might go after Fayt.
    • Nikki was able to save the premiere by taking down some remote hackers who were looking to cause mischief. 
    • AUW managed to save Fayt after the actor had consumed a poisoned drink.
    • Tamit, during some of the early preparations, stopped a would-be assassin from using the lights and other trappings to kill Fayt.
    • During the showing itself, Crow and Vela took out a last-minute direct assassin against Fayt.
  • The group managed to enjoy the showing of the premiere thanks to their efforts, as well as keep Fayt safe.
    • The premiere was well received; the movie would perform well in the coming weeks and provide Harmonia Station with some much needed entertainment after the recent JumpCorp ship explosion.
    • The group would accompany Fayt to several after-parties; able to enjoy themselves for a job well done.
    • Fayt took a shine to the group; it seems he wants to contract them or utilize them for their feedback in future HoloPlays. 
  • REWARDS...
    • The group gained Fayt as a contact.
    • The group each received $1,750. (This is after the party fund chunk was taken out of the original payment of $2,000.)

Saturday, January 23, 2016

New Game Choices

As you guys enter new areas (and we start new modules / adventures), new edges and hindrances specific to those areas become available. If you are interested in swapping one of your existing hindrances for these new ones, or taking a new edge, just reach out to me and I will help you facilitate the swap.

ERIS BETA V
  • HINDRANCE
    • Lethargic (Minor)
      Between Eris’ orbit and all the varying orbital rates of her satellites, night and day are fluid concepts. These constant shifts play havoc with some beings’ circadian rhythms, causing them to be constantly listless and enervated. Whenever the hero with this Hindrance sleeps, he must make a Notice roll (–4) to wake up. He also suffers a –4 penalty to Vigor rolls made to stay awake.
    • Void Sickness (Major)
      Spacers who suffer from this Hindrance are influenced mentally and physically by the galactic void that borders the Hyaergos system. Nightmares and out-of-body experiences, in which the dreamer feels the sensation of hurtling through a black void, are common among those with the Hindrance. No doctor has been able to pinpoint the cause. Your spacer suffers –2 to all checks to avoid Fatigue, such as those made to resist radiation, poison, and disease.
  • EDGE
    • Improved Gravitic Acclimation
      Requirements: Seasoned, Gravitic Acclimation, Agility d8+
      The hero with this Edge hasn’t just acclimated to zero-G, she’s virtually an acrobat. She can move swiftly in such conditions, and vault between surfaces to great effect. In zero-G she adds +2 to Agility rolls made to perform acrobatic maneuvers (including Tricks) and +1 to Parry.
  • EQUIPMENT
    • Stun Grenade (Range - 5/10/20, Weight .25 lbs, Cost $30)
      • This grenade uses a neural force similar to an EMP to stun targets' nervous systems. When thrown, all targets in a LARGE BURST TEMPLATE must make a VIGOR ROLL or fall prone and incapacitated. At the start of each subsequent action, they can make a VIGOR ROLL to revive. Success means a target revives but is SHAKEN for the round and can cover on the next as usual. A raise means he revives instantly and is not shaken.

LEVIATHAN
  • HINDRANCE
    • Weak Stomach (Minor)
      Your spacers' digestive system doesn't react well to new or unusual foods. If your hero's native cuisine, or at least the bland concotion of proteins and starches found in most ship's galleys, isn't available, he must make a VIGOR roll to eat the available fare. A failure on the roll means he simply can't digest it, while a 1 on his VIGOR die (regardless of the WILD DIE) means he regurgitates the meal immediately - which may have unpleasant social consequences.
  • EQUIPMENT
    • Tranquilizer Pistol (Range - 2/4/6, RoF 1, Shots 1, Weight 3 lbs, Cost $700) 
    • Tranquilizer Rifle (Range - 4/8/16, RoF 1, Shots 1, Weight 6 lbs, Cost $2000)
      • Tranquilizers do not work against targets with an armor of +3 or greater.
      • To be effective, a tranquilizer dart must contain a dosage suitable to the size of the target. If the creature is larger or smaller than the dosage, it gains a modifier to its VIGOR roll equal to the difference.  
        • Example: A human (size +0) hit by a tranquilizer meant for a large dog (size -1) receives a +1 bonus. However, that same human receives a -2 penalty versus a dosage for a bear (Size +2). There is no upper limit to the bonus for an inadequate dose, but the max penalty is limited to -4 for excessive dosages.
      • Setting the dosage for a single dart requires an action and can only be performed on a dart not already loaded in a tranquilizer gun.
        • A rifle dart can be dosed up to Size +7.
        • A pistol dart can be dosed up to Size +3.
      • A target hit by a tranquilizer must make a VIGOR roll (-2 penalty if the hit was a raise) at the beginning of its next two actions. On a failure, it acquires two levels of FATIGUE, and with a success only one. If the target gets a raise on the VIGOR roll, he suffers no further effects from the dart, but keeps any fatigue levels he may have already acquired. 
        • It can be dangerous to hit a creature with a dart dosed for a creature 2+ sizes larger. If a creature hit in this scenario receives an additional level of FATIGUE beyond INCAPACITATED, he dies in 2d6 rounds unless another character makes a HEALING ROLL at -4. If a target critically fails one of the VIGOR rolls, the tranquilizer causes a heart attack (per the FEAR TABLE in SAVAGE WORLDS).
        • Creatures INCAPACITATED by a tranquilizer dart are rendered unconscious until at least one level of FATIGUE is recovered. FATIGUE levels caused by tranquilizer darts are recovered at the rate of one every 30 minutes.

SLIPSTREAM
  • HINDRANCE
    • Weak Stomach (Minor)
      x
  • EQUIPMENT
    • TANGLE GUN ($1,000, $150 per net)
      • Range 2/4/8, Damage None, RoF 1, Weight 9 lbs, Shots 5, Str d6
      • Invented for capturing criminals unharmed, the tangle gun uses a compressed gas cylinder to propel a weighted net a single target. When it makes contact, the net wraps around the target, entangling him completely.
      • Escaping a net requires a STRENGTH or AGILITY test with a -4 penalty. If the roll is failed, the victim is too entangled to make another escape bid and must wait for rescue.   
      • The mesh is strong and has a Toughness of 7 - cutting weapons only. Bound targets cannot cut themselves free. It is not possible to reload a fired web.
    • GRAPPLE GUN ($600, spare grapple line $50)
      • Fires a 30-yard high tensile cable attached to a metal spike. The user fires the gun as if it were a pistol (3/6/12). If it hits, the spike has lodged and can hold up to 500 lbs of weight. The fixed cable can be separated from the gun and tied to a nearby object, allowing the gun to be reused.

Session 13 - Breathe

  • After the completion of several missions, the group took some downtime. They met in the cockpit to discuss some potential plans and directions to move in.
    • The group discussed the recent ship explosion. A JumpCorp vessel had its hydrogen storage tanks ignited; the 'accident'; killing over 5,000 victims. Details are currently sparse, but JumpCorp is investigating it. This is all that is showing on the Intergalatic News Network for the next week or so.
    • The group discussed potential salvaging and mining rights. To obtain one legally, it would cost $300 for the Last Parsec. To obtain one illegally, it would cost $100.
    • The equipment would cost a lot, but the group would be able to lease a mining pod for $1,000 a month and 10% of the salvage found from JumpCorp.
    • In Eris Beta V, due to the danger that the rings pose, salvagers utilize a special technique that was created by a JumpCorp engineer: Horst Tappelkhirre.  By utilizing Voidsman technology, he created an antimatter burrow that blasts into a rock fragment at high speed and seals the entry hole to protect itself. There, mining can begin on the salvage until a tractor beam is used to pull the mining burrower out.
    • Beyond regular salvage, this subsector was rich with Voidsmen artifacts; Advanced technology from ancient civilizations; some associated the Voidsmen with other progenitor / master alien races like the Primordials. The devices often 'mimic' psionic abilities. A few artifacts that have been found by others include quantum shifters, dark energy nullifers, ocular stunners, genetic optimizers, and dimensional shifters. They're often coveted among collectors, but some of been use to advanced technology in this subsector by leaps and bounds.
    • The theoretical alien race JumpCorp scientists call Voidsmen piloted their supermassive craft easily the size of a small moon; out of the void for some unfathomable reason. Perhaps they had miscalculated their course, or maybe their ship was damaged and flying out of control. Either way, the result was an interplanetary disaster. Their vessel entered the Eris system at high velocity and collided with one of the gas giant’s moons. Both were obliterated. Some of the resulting debris was flung off into space, some was sucked into Eris’ atmosphere and incinerated, and a great deal of it settled within the planet’s Roche zone—there to create a pair of turbulent rings, filled with the Voidsmen’s artifacts and the occasional giant, drifting chunk of their lost vessel. 
  • The group ultimately decided to stay away from missions that would take them away from Harmonia Station.
    • They've decided to take a contract to protect a HoloPlay Star from Wacha until she could prepare the group with more details regarding R...
  • During this week, each Crew Member pursued different things...
    • Crew spent time bonding with Vela and caught up with an old friend.
    • AUW was reached out to by his superiors, and they requested that he perform some field tests on a few pharmaceutical drugs. 
    • Nikki was contacted by one of the POD people (Vikki). She warned her "sister" that the company that she was created by would be sending out security teams to bring her back.
    • Tamit was contacted by Sunny; a childhood Floran friend of R. Sunny informed that R's order was ready and that she would be delivering the seeds of an extinct plant species to the Last Parsec soon.
    • Vela was contacted by the Matriarch; the leader of her species who sent Vela (among others) out into the intergalatic community to learn as much as possible; so that their species could find a way to integrate into this community. She received the knowledge Vela acquired, and offered some advice on how to proceed with their mission. 
    • Allei's father (General Seidel) reached out to her regarding her sudden disappearance. He attempted to convince her to come back to the UC, but she declined. The two parted on decent terms, though he is likely still angry with her decision to leave. Allei brought up the possibility of UC corruption.

Tuesday, January 19, 2016

Session 12 - Invisible Designs (Part 2)

  • Allei followed in Captain Zadra into the ship as per their arrangement...
    • Zadra revealed that he had twelve containers marked fragile; their contents unknown.
    • Zadra did not know who his employer was; hired through a third party to take care of the task. He assumed that the party's fake superior within JumpCorp was his point of contact due to never experiencing an inspection like this before.
    • Zadra had no ulterior motive; he just wants to get paid for a job.
    • Zadra's orders are to break the containers in the docking bay to unleash whatever is inside onto the station. He has been assured that this won't be a threat to him.
  • While that was going on...
    • AUW got into position with Nikki's drone outside the doors in case of a showdown.
    • Tamit attempted to give a customer survey to the Serran first-mate of Zadra. He didn't appear to be particularly pleased.
    • Crow revealed that Zadra was wanted in some small subsectors for piracy; but he did not have an intergalatic bounty on him which allowed him to continue his day-to-day operations. Zadra did not shit where he ate, so to speak.
    • The others merely bide their time.
  • Zadra opened the Crolnec's Cargo Hold and his remaining pirates began to unload the containers.
    • Nikki remotely disable Zadra's detonator for the cargo.
    • Allei maintained the guise of helping Zadra with his plan as a corrupted JumpCorp employee while Crow lead the charge with the others; posing as bounty hunters after Zadra.
    • The Last Parsec crew killed about half of the pirates and managed to knock the others (including Zadra) unconscious. Throughout the firefight exchange, the group learned that the barrels contained some sort of spider creatures made from silicone; their webbing capable of breaking down and destroying matter.
    • The group managed to contain the situation; preventing the spiders from escaping. The two exposed containers were destroyed for safety purposes.
    • After the fact, Allei attempted to alter the crime scene to be sure that Zadra would buy her story later that the cargo was safely released and/or escaped with.
  • The group delivered the cargo to the Naval Base...
    • The Naval Base had three platoons (each with 40 JumpCorp soldiers),  a battleship, two light cruisers, and twelve fighter ships.
    • At BAY 86-G, a crew of men were waiting to unload the cargo containers delivered by the group.
    • Maruul Soteeg, a female kalian mid-level executive in JumpCorp, revealed to be Wacha's client who was interested in rooting out any internal affairs issues within the company.
    • She wants to use the cargo acquired to find out who it linked to, who was behind the threat, and neutralize them.
    • The group seems to leave on agreeable terms with her; Maruul willing to leverage the group again for tasks.
  • Something unexpected happened after...
    • Mere seconds after you have pushed yourself into the pedestrian crush of the Public Walk, screams of shock and dismay ring out among the crowds. Everyone turns around toward the huge viewports that frame a magnificent view of Eris and her rings.
    • In the distant gas giant's upper atmosphere, you see orange blooms of falme erupting from a ship. Explosion after explosion rips through the hull, and it sheds clouds of debris as it disappears into Eris' pearly clouds. As the initial shock begins to die down... in Harmonia Station, it is silent as the vacuum of space.
  • REWARDS....
    • $850 each for mission completion.

Monday, January 18, 2016

Errata

Savage Worlds Deluxe Errata:CLICK HERE!!!!!

Savage Worlds Errata: CLICK HERE!!!!!!!!!

-----------------
[HOUSE RULE #1]
1" (6 feet) in Savage Worlds is 1 square on the battle map / grid we use in Maptools.

[HOUSE RULE #2]
Particle Accelerator (PG 21 of Science Fiction Companion. Flavor text is the same, though please add the following to it):
-Particle Accelerators are accurate weapons that fire a single particle; a mass smaller than a ballistic weapon fired at a highly accelerated rate of speed. Due to the nature of this weapon, the rounds delivered by it excel at piercing armor and delivering fatal damage. The time in which it takes to accelerate the particle makes it difficult for the weapon to be used for rapid fire.

ERRATA 1: The SMG and Gatling Blaster version of these weapons do not exist.
ERRATA 2: The Pistol and Rifle have had their stats edited below. The Rate of Fire of these weapons has been reduced to 1, and the weapons are no longer able to use the Double Tap or Triple Tap feature. The weapons have a new trait called Accurate, which gives a +1 to the Shooting skill check to attack with this weapon.

Particle Accelerator Pistol
-Range (12/24/48) | Damage: 2d6+3 | RoF: 1 | Ammo: 100 | Perks: Accurate, AP 3.
-Particle Packs cost $20 and weight .25 pounds each.

Particle Accelerator Rifle
-Range (24/48/96) | Damage: 2d8+4 | RoF: 1 | Ammo: 100 | Perks: Accurate, AP 3.
-Particle Packs cost $20 and weight .25 pounds each.

Game Announcements: Retraining, Rebuilding, Source Books, Erratas, and House Rules (2016)

Regarding Retraining: For each advancement you receive, you may retrain one previous advancement so long as its a legal option you could've taken at that level. (IE: You can't retrain at 20 XP to take multiple seasoned edges or something like that). You should keep track of how each advancement is spent, not just for your records, but for mine as well. You may go back and retroactively spend your retraining now; this will last until the end of the month (Janurary 2016) at which point the offer will be off the table and you may only retrain for each advancement you receive in the future.

Regarding Rebuilding: If you are unhappy with your characters, or maybe you feel you really messed up on the advancement path you have taken thus far, I will allow a total rebuild on a case-by-case basis. I would rather that you did not create an entirely new character, but if for some reason that was the only option, I will work with you how I can. I want you to be ultimately enjoying the game and happy with your character, and a part of that is making sure you have the stats, skills, and things of that nature to your liking. Contact me if this is something you ever feel you need.

Regarding Source Books: The core rulebook, the sci-fi book, and the last parsec books are the core three "legal" books I am allowing. I will allow additional sourcebooks (or rather, specific material from the book) on a case-by-case basis. This is to prevent everyone from feeling overwhelmed by the breadth of options out there while still allowing you certain things that you feel would "make" your character.

Regarding Errata and House Rules: Errata seems few and far between for Savage Worlds, but when it occurs, we will implement it immediately upon discovering it. I will often houserule somethings to my liking on an as needed basis. I will post these houserules on the blog for everyone to see. You should see one of these later regarding Particle Accelerators (I have given them a slight buff to put them in line with other weapons in the setting).

Sunday, January 10, 2016

Reputation Guide

For our Savage Worlds game set in the Last Parsec setting, I have decided to incorporate a reputation guide that will show you where you stand with a lot of factions and allies. This will help keep fresh the factions and NPCs as I may fall behind on updating those pages.

The reputation guide I hope to keep more up to date due to the benefits you will be receiving from it. It will work on a five point system as demonstrated below (hated, disliked, neutral, liked, loved). Most factions will start out in the neutral spot, but this may vary depending on starting relationships with them such as backstory and the like.

The benefits associated with a faction may vary from little things such as access to certain types of gear or discounts to bigger things like the ability to call for help.

Reputation Ratings
  1. Hated: This faction openly hates you due to your actions. They will often attack on sight or seek legal means to ruin your life. They will not work with you except for the most dire of circumstances and even then, they may try to find a way to mess with you.
  2. Disliked: This faction dislikes you. They will not help you; not without a steep price in their favor (2:1 for example). Depending on the reason why you're disliked, they may also seek to harm you in some way.
  3. Neutral: This faction neither likes you or dislikes you. There may not be enough information for them to form an opinion, or perhaps they didn't really care for you one way or the other. Neutral factions will generally work with you on a 1:1 fair ratio exchange.
  4. Liked: This faction likes you; you've must have done a couple favors for them or they were already friends or family with you. A liked faction is more likely to easily work with you and may even take a couple of risks for you. IF YOU ARE LIKED, YOU WILL OPEN UP TIER 1 BENEFITS WITH THAT ALLY.
  5. Loved: This faction loves you. They will often risk a great deal to help you out; within their capabilities of course. Once you are loved by a faction, unless you make a huge mistake, your reputation with them won't drop. Just remember to scratch their backs every once in awhile, alright?  IF YOU ARE LOVED, YOU WILL OPEN UP TIER 2 BENEFITS WITH THAT ALLY.
Reputation Lists

  • R: LIKED.
    • R is one of the leading research scientists in the Known Worlds and is always off chasing new mysteries and intrigues surrounding the Primordials. She is the mentor, mother, and friend of many of the Crew.
    • TIER 1 BENEFITS: The group becomes the owners of the Last Parsec; a light freighter vessel. 

  • Wacha: LIKED
    • Wacha is an information broker and smuggler of fine goods. She is a friend of R's and has been arranged to work with the Crew.
    • The Crew needs to prove themselves with a few more missions before Wacha will reveal what she knows of R's plans...
    • TIER 1 BENEFITS: Wacha will offer to travel with the group, and offer them the first clue as to R's whereabouts. 

  • Thomas Gizhinn Orley: LIKED
    • Thomas Orley is one of Wacha's contacts. He is a dealer in knockoff and counterfeit goods.
    • The group saved Thomas from Brevin's gang when they were trying to steal his antimatter drilling parts. 
    • TIER 1 BENEFITS: The group receives a 10% off discount on knockoff and counterfeit items. These items come with a small drawback; this will vary depending on the type of item. For clothing, it might just be poorer quality stitching while for electronics there might be some kind of bug that can make it shutdown. The DM will determine what this drawback is.

  • Daisy Stems: LIKED
    • Daisy Stems is one of the up and coming stars in the fashion world; trying to take the Known Worlds by storm with her army couture.
    • The group performed a cargo guarding job for Daisy; then saved her from a criminal (Commerce) when her deal went south.
    • TIER 1 BENEFITS: The group receives a 10% off discount on clothing items, fashion accessories, and armor when purchased from Daisy. These items come from her personal collection; so they're on the cutting edge of fashion.

  • Fayt Laanar: LIKED
    • Fayt Laanar is the CEO of Laanar Corp and one of the most famous holoplay actors around. He is charming, wealthy, and spiritual. 
    • The group kept Fayt alive during the premiere of The Lord of All Space; winning him as one of their contacts.
    • TIER 1 BENEFITS: The group receives lifetime free passes to the Holo-Play. The group may also work for Fayt as a contractor; earning money on the side.

  • Groid's Raiders: HATED
    • Groid's Raiders do not yet know that you impersonated them, but if they find out, that will lower the reputation to DISLIKED.
    • Several members of Groid's Raiders were killed or arrested as a result of your actions. 
    • Groid was captured by the party; he will hunt them down and attempt to murder them if he is ever freed from prison. 

  • Brevin's Gang: HATED
    • You tricked members of Brevin's gang into thinking that you were entering an alliance with them. 
    • Several members of Brevin's gangs were arrested as a result of your actions.

  • Law Enforcement: LIKED
    • You have attempted to make friends with Subsector Marshal K'Gaed Kaine.
    • You have helped arrest several criminals, continue this trend and your reputation may raise to LIKED.
    • You have broken several laws that if law enforcement finds out, may lower your reputation to DISLIKED.
    • The group has agreed to work directly for Subsector Marshal K"Gaed Kaine in an attempt to reign in Brevin's Gang and Groid's Raiders.
    • TIER 1 BENEFITS: K'Gaed Kaine has released her robot deputy, CLINT, from her service so that he might join the crew of the Last Parsec.

  • Criminal Underworld: NEUTRAL
    • The group has made several enemies within the Criminal Underworld, but none of them have significant pull enough to damage the group's reputation with major factions.
      • These enemies include Commerce and Asha.

  • The United Confederation: NEUTRAL
    • Allei and Remek have ties to the United Confederation from their school days.
    • The UC would be upset with Allei for absconding with one of their vessels, but her father swept it under the rug.
    • The group has not worked directly with the UC as of this time.

  • The Rangers: NEUTRAL
    • Crow is a member of the RANGERS and although he comes from a family of prestige, he is still considered a low ranking member within the organization at this time.

  • Bounty Hunter's Guild: NEUTRAL
    • Crow and Vela are both members of the Bounty Hunter's Guild, but have made no significant contributions to the organization that would significantly raise their standing within it.

  • Paragon Science Equipment: HATED
    • The group absconded with Nikki from one of their secret facilities where Remek worked.
    • Otan (Aurax head of security) and Vado Yirar (Kalian scientist) were both in charge of Project SHELL which somehow had ties to Nikki.

  • WRAITH: NEUTRAL
    • Currently, the group is on the radar of WRAITH after their recent interference with Groid, although it is difficult to ascertain WRAITH'S true feelings on the matter.

  • JumpCorp: LIKED
    • The group has been working with Maruul Soteeg; a kalian who works in Internal Affairs for JumpCorp. They have been helping her in several investigations and have performed several missions for her.
    • The group will need to show that they have an interest in the well-being of JumpCorp; or perform a truly outstanding service for them.
    • The group kept the JumpSec ship, the Starblazer, safe. 
    • TIER 1 BENEFITS: JumpCorp and JumpSec are willing to give preferential treatment to the group, if they know of their reputation. 

  • Roufel: LIKED
    • AUW-4Mhfp is an employee of this company. He has decent connections within the company, but not significant enough pull yet.
    • The group is currently testing pharmaceuticals for Roufel's R&D.
    • AUW has scored several important contacts and contracts on behalf of Roufel on the frontier. He has represented his company in a professional manner.
    • TIER 1 BENEFITS: Roufel provides pharmaceutical items at a 10% discount to the party and will continually offer cutting edge items to them to trial run.

Saturday, January 9, 2016

Session 11 - Invisible Designs (Part 1)

  • The crew of the Last Parsec prepared for their mission with Wacha...
    • The poth'tox information broker requested that the group take a contract with one of her JumpCorp contacts within Internal Affairs.
    • The JumpCorp contact believes that someone within JumpCorp is planning to sabotage the space station by releasing dangerous cargo aboard.
    • The contact wants the group to retrieve the cargo by any means necessary and then deliver it to the Navy Docking Bay. 
  • Allei and Nikki did some preliminary work...
    • Allei discovered the docking port in which the cargo ship would be using.
    • Allei discovered several JumpCorp employees who may be open to being bribed and thus away from the cargo bay when stuff goes down.
    • Nikki was able to find a Rental location for a Cargo Barge that would be suitable to deliver the cargo once it was acquired. She also found a decent ambush spot within the cargo bays (that the group ultimately didn't utilize, due to going with a hide in plain sight route).
  • The group got together and ate Alpha CenThai food on the Last Parsec and finalized the last details of the mission.
    • Crow and Vela left together to go see Orley. They were able to make a deal with him to retrieve some JumpCorp knockoff uniforms that could be used in a disguise scenario. Orley seemed to be on good terms with the group and even told them story about a legendary Ranger named Kane who saved his home town growing up. The two of them brought the uniforms to the group.
    • AUW and Nikki went to the cargo barge rental place where they met a lackluster, wilting floran and an over-enthusiastic robot who were able to help them rental a medium-sized Cargo Barge. The two of them parked it near the cargo bay and awaited orders.
    • Tamit and Remek watched as Allei greased the wheels of her two JumpCorp contacts and got them to agree to be missing around the cargo boy when the Crolnec cargo ship arrived.
  • With AUW and Nikki on standby in the cargo barge, the rest of the group adopted their JumpCorp disguises and snuck into the Cargo Bay to await the arrival of the Crolnec.
    • Captain Zadra and his mixed-race crew descended into the cargo bay and presented their credentials to the disguised Crew.
    • Zadra is an intimidating figure; a rare race called Lupus. They resembled human-legend werewolves. Zadra was itching for a fight and overly aggressive, but his crew was tired and he just wanted to get them some shore leave.
    • The group learned that the crew did not seem to have much knowledge of the 'special' cargo Zadra had hidden aboard.
    • Zadra's legitimate cargo appeared to be $10,000 salvage, $8000 timber, $14,000 ore (which was in heavy need on this station; worth a +50% mark-up.)
  • The discussion played out...
    • Allei attempted to get Zadra to stay as a result of a surprise / red flagged inspection on this ship. Then, with some assumptions on Zadra's part as a result of Allei's word choice, the Lupus became under the impression that Allei's superior was his contact on the station.
    • It seems Zadra had accepted this job without knowledge of who his point of contact would be. He just had his orders and agreement...
    • The rest of the discourse will play out next time... Zadra has agreed to let his men go on shore leave and show Allei the cargo if she'll leave behind the rest of her men.
  • REWARDS....
    • [5] Fake JumpCorp Uniforms (two security, three low-level employee): -$500
    • [1] Medium Sized Cargo Barge Rental with Insurance: -$150
    • [2] JumpCorp Employees looking the other way: -$500
    • Sentry Bot (stats are on PG 39 of Sci-Fi Book)