Alternity Sci-Fi & Fantasy Generic RPG - Falling Star · 2013. 4. 2. · following penalties...

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Falling Star an Alternity mini-scenario by Jim Clunie Interplanetary racing vessels or extreme- adventure runabouts, of the sort that the heroes must chase down in this scenario, might appeal to the Stellar Ring citizens of a somewhat wild, not over-populated system or to the pioneering pride of a more developed colonial world, such as Bluefall or Alaundril in the Verge. This mini-scenario should suit heroes created and organised as an expert ship's crew who are used to working together. Multiple possible methods to address each scene don't assume that the heroes own a vessel. A group who are particularly well prepared with a highly-capable ship and/or specialised skills might require adjustments, such as more difficult checks or similarly-competent Supporting Cast rivals, to provide a challenge. Heroes who are fans of the races might benefit from the specific skill Knowledge-interplanetary racing, which provides details of the events, rules, vessels and personalities involved in this exciting pursuit. Supporting Cast Megan Williamson Game Data Human female Free Agent Good SCM STR 10 DEX 13 CON 10 INT 12 WIL 10 PER 11 Durability 10s/10w/5f/5m (currently has 7w, 2m damage) Action Check 15+/14/7/3 (currently +d8) Move Sprint 22, Run 14, Walk 4 #Actions: 2 Reaction Score:Ordinary/2 Last Resorts: 2 (currently 1) Attacks Laser pistol 15/7/3 (currently +d6) d4+1w/d6+1w/d4m En/O Punch 15/7/3 (currently +d8) d4s/d4+1s/d4+2s LI/O Defences +2 DEX resistance modifier vs. ranged attacks +2 INT resistance modifier vs. encounter skills CF short coat: d4-1 LI / d4-1 HI / d6-3 En Skills Megan suffers a +d8 penalty to all actions (noted in her combat data) due to her injuries. Athletics (10), Acrobatics (13) – defensive martial arts 2 (15), dodge 2 (15), zero-G training 4 (17), Modern Ranged Weapons (13) – pistol 2 (15), Vehicle Operation (13) – space vehicle (scouts and light freighters) 5 (18), Stamina (10), Business (12) – corporate 3 (15), Knowledge (12) – Galactic Standard language 3 (15), interplanetary racing 4 (16), Navigation (12) – drivespace astrogation 2 (14), system astrogation 3 (15), Physical Science (12) – astronomy 2 (14), physics 3 (15), System Operation (12) – engineering 3 (16), Technical Science (12) – invention 2 (15), juryrig 2 (15), repair 3 (16), technical knowledge 4 (17), Administration (10) – management 2 (12), Awareness (10), Resolve (10) – physical resolve 3 (13), Culture (11), Deception (11) – gamble 2 (13), Interaction (11), Leadership (11) inspire 3 (14) Jefroy Smythe-ffalkes Jefroy's family are wealthy enough that the young man has indulged his chosen lifestyle without ever having to work, though not enough to be of any consequence or assistance to the heroes within Tendril's corporate leadership. Jefroy fears that the ship has been sabotaged to provide an opportunity for kidnappers (and if the GM uses the alternate scene “The Snatch”, perhaps rightly so). He hides from intruders in the galley, though the heroes easily spot him. Although he owns a laser pistol, he won't think to take it from his locker and use it unless, in certain alternate scenes, the heroes suggest it to him.

Transcript of Alternity Sci-Fi & Fantasy Generic RPG - Falling Star · 2013. 4. 2. · following penalties...

Page 1: Alternity Sci-Fi & Fantasy Generic RPG - Falling Star · 2013. 4. 2. · following penalties (randomised using d20, adding +d6 if the heroes use PL 7 propulsion such as an induction

Falling Staran Alternity mini-scenario

by Jim Clunie

Interplanetary racing vessels or extreme-adventure runabouts, of the sort that the heroes must chase down in this scenario, might appeal to the Stellar Ring citizens of a somewhat wild, not over-populated system or to the pioneering pride of a more developed colonial world, such as Bluefall or Alaundril in the Verge.

This mini-scenario should suit heroes created and organised as an expert ship's crew who are used to working together. Multiple possible methods to address each scene don't assume that the heroes own a vessel. A group who are particularly well prepared with a highly-capable ship and/or specialised skills might require adjustments, such as more difficult checks or similarly-competent Supporting Cast rivals, to provide a challenge.

Heroes who are fans of the races might benefit from the specific skill Knowledge-interplanetary racing, which provides details of the events, rules, vessels and personalities involved in this exciting pursuit.

Supporting Cast

Megan Williamson Game DataHuman female Free Agent Good SCMSTR 10DEX 13CON 10INT 12WIL 10PER 11Durability 10s/10w/5f/5m

(currently has 7w, 2m damage)Action Check 15+/14/7/3 (currently +d8)Move Sprint 22, Run 14, Walk 4#Actions: 2Reaction Score:Ordinary/2Last Resorts: 2 (currently 1)

AttacksLaser pistol 15/7/3 (currently +d6)

d4+1w/d6+1w/d4m En/OPunch 15/7/3 (currently +d8)

d4s/d4+1s/d4+2s LI/O

Defences+2 DEX resistance modifier vs. ranged attacks+2 INT resistance modifier vs. encounter skillsCF short coat: d4-1 LI / d4-1 HI / d6-3 En

SkillsMegan suffers a +d8 penalty to all actions (noted in her combat data) due to her injuries.

Athletics (10), Acrobatics (13) – defensive martial arts 2 (15), dodge 2 (15), zero-G training 4 (17), Modern Ranged Weapons (13) – pistol 2 (15), Vehicle Operation (13) – space vehicle (scouts and light freighters) 5 (18), Stamina (10), Business (12) – corporate 3 (15), Knowledge (12) – Galactic Standard language 3 (15), interplanetary racing 4 (16), Navigation (12) – drivespace astrogation 2 (14), system astrogation 3 (15), Physical Science (12) – astronomy 2 (14), physics 3 (15), System Operation (12) – engineering 3 (16), Technical Science (12) – invention 2 (15), juryrig 2 (15), repair 3 (16), technical knowledge 4 (17), Administration (10) – management 2 (12), Awareness (10), Resolve (10) – physical resolve 3 (13), Culture (11), Deception (11) – gamble 2 (13), Interaction (11), Leadership (11) – inspire 3 (14)

Jefroy Smythe-ffalkesJefroy's family are wealthy enough that the young man has indulged his chosen lifestyle without ever having to work, though not enough to be of any consequence or assistance to the heroes within Tendril's corporate leadership.Jefroy fears that the ship has been sabotaged to provide an opportunity for kidnappers (and if the GM uses the alternate scene “The Snatch”, perhaps rightly so). He hides from intruders in the galley, though the heroes easily spot him. Although he owns a laser pistol, he won't think to take it from his locker and use it unless, in certain alternate scenes, the heroes suggest it to him.

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Jefroy Smythe-ffalkes Game DataHuman male Diplomat (Free Agent) Ordinary SCMSTR 10DEX 11CON 10INT 10WIL 8PER 11Durability 10s/10w/5f/5mAction Check 12+/11/5/2Move Sprint 20, Run 12, Walk 4#Actions: 2Reaction Score: Ordinary/2Last Resorts: 2

AttacksNil

Defences+1 DEX resistance modifier vs. ranged attacks+2 resistance modifier to encounter skill checks (see below)

SkillsAthletics (10), Acrobatics (11) – zero-G training (12), Modern Ranged Weapons (11), Vehicle Operation (11) – space vehicle (scouts and light freighters) 2 (13), Stamina (10), Knowledge (10) – Galactic Standard language 3 (13), interplanetary racing 2 (12), Law (10) – court procedures 2 (12), Navigation (10), System Operation (10) – communications 2 (11), engineering (11), sensors (11), Technical Science (10) – repair 2 (12), technical knowledge (11), Awareness (8) – perception (9), Street Smart (8), Culture (11) – etiquette (Tendril) 2 (13), Deception (11) – gamble 2 (13), Interaction (11) – charm 2 (13), seduce 2 (13)

Soames Game DataRobot Ordinary SCMPL: 7Parts:

Processor: Good (5)Actuators: Servo (-)Casing: Carbonate fiber (1)Chassis: 1-2m (-)Data ports: Wireless (-)Manipulators: Hands, 3 (3)Propulsion: Tracked (-)Sensors: Video (-), pickup/voicebox (-)

STR 10DEX 8CON 12INT 14WIL 9PER 8#Actions: 3Action Check: 15+/14/7/3Movement: Sprint 18, Run 12, Walk 4Durability: 12s/12w/6m/-Reaction Score: Ordinary/3

AttacksSlam/overpower 10/5/2 (+d4)

d6s/d6+1s/d6+2s LI/O[Slam/overpower 13/6/3

d6s/d6+1s/d6+2s LI/O]*

Defences+2 INT resistance modifier vs. encounter skillsCarbonate fiber casing d4LI/d4HI/d6-2En

SkillsActive Memory: 10Skill points: 72 - 8 = 64, unspent: 1Armor Operation (10), Unarmed Attack (10) [– brawl 3 (13)]*, Acrobatics (8) – zero-G training (9), Stamina (12), Business (14), Computer Science (14), Knowledge (14) – bartending 3 (17), cleaning 2 (16), Galactic Standard language 4 (18), System Operation (14), Culture (8) – etiquette (StarMech) 3 (11)* Use the skill score in brackets if Soames' programming has been corrupted over a long period or deliberately hacked.

Maps

The scenario presents no orbital diagram or system map, since most ship-handling required proceeds in a narrative mode using specified skill results. If ship-to-ship combat breaks out as a result of certain alternate scenes, see Warships page 17 for suggested tactical mapping of a Medium planet and its local region of space.

The Blue Streak

Blue Streak is of the Racer class of yachts, a little bulkier than a strike fighter though much more lightly constructed. Starship sporting enthusiasts favour these relatively small vessels for short events, such as sprints and tactically-based matches.

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A. Bridge: The pilot's station forward allows a panoramic view of space through a broad bubble canopy. Avionics units wrap around and in front of this seat. A second multi-purpose workstation handles navigational sensors and plotting, communications and remote power allocation as needed. The main airlock opens through the ceiling at the rear of the bridge.B. Amenity: Through a light sliding door, efficient built-in alcoves hold a bed, shower, zero-G toilet, basic food preparation area, multiple cabinets and a life-support control panel.C. Engineering: Consoles allow direct adjustment of power, engine output and vital systems. An outside access through the floor and the hatch leading forward to the amenities bay are both vacuum-rated and equipped with fail-safe sensors, forming a separate pressure compartment.

Trigger: And They're Off!

The holo-news has talked about little else for days than the Three Moons Classic, a daring small-craft race. Seen in panorama from an observation dome of the orbital port, pale blue wakes of hyper-excited gravitons converge in perfect synchronisation between two glowing starting beacons – but suddenly, one of the sleek racers spins wildly out of control, looping through a double spiral before it arcs downwards towards the blue curve of the system's inhabited world. What do you do?

Scene 1: Encounter: Find a Ship

Although the docks of this space station are filled near capacity, many ships have systems splayed open for maintenance or supply umbilicals locked in place. Only a few spaceships (1d3, or as the GM decides – always including the heroes' vessel if they have one) can undock immediately to chase the tumbling flier.

If the heroes don't own a ship or choose to take a more capable one, they may try to commandeer a suitable vessel. Various ships of the basic types described in Chapter 12 of the Player's Handbook (chosen by the GM depending on the heroes' numbers and relevant skills) sit at their mooring spines, but most are locked securely with at least Good security systems (6 successes with Security-security devices to overcome). Occasional passers-by on the dock impose Ordinary difficulty(+1). The heroes might find a low-end commercial vessel whose captain has economised on security devices or their maintenance (Ordinary complexity to break in, 4 successes required). A luxury yacht, or a military vessel such as a cutter, never suffers from poor security, but might have an armed guard dockside or a crewman on board working at some time-consuming task or punishment duty, who the heroes can convince of their worthy intentions using encounter skills. Such an individual might supply skills that the party lacks.

Alternate: Rivals/The Snatch Part 1If the heroes have an established rivalry with another ship's crew in the local area, or if the GM decides to use The Snatch alternate scene, those ships also join the chase.

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Scene 2: Challenge: Catch the Blue Streak

Since all scenes from this point proceed quickly and without downtime, the GM should establish who is manning each of the ship's stations and which characters have made preparations to enter the other vessel. Armour Penalties or equivalent modifiers may apply to heroes performing ship-handling tasks in spacesuits or with other bulky gear attached.

Match VectorsMinutes count, if not seconds, in the headlong chase. The heroes must plot an optimal high-energy orbital transfer to reach the Blue Streak in the shortest possible time and, as much as possible, avoiding manoeuvres that exceed their ship's physical tolerance. This is a complex skill check requiring 4 successes. The key skill is Navigation-system astrogation, in which the crew must achieve at least one success.

The heroes collectively may attempt two rounds of checks as their vessel clears dock and prepares for acceleration. If the complex skill check has not accumulated four successes after this period, the check fails, imposing one of the following penalties (randomised using d20, adding +d6 if the heroes use PL 7 propulsion such as an induction engine, or choose an applicable result):

• 1-4: Slow: The heroes take longer than the optimum time to arrive. Any rival vessels receive one free attempt to reach the target. If the heroes' first skill check to capture the Blue Streak fails (see below), they may make one final attempt within the high atmosphere, inflicting damage (see Atmosphere Contact) and imposing a +2 penalty.

• 5-8: Excessive Burn: The pilot is forced to sustain acceleration beyond design limits, stressing the ship's systems. Check for system failure as if the ship was hit for Stun damage from the direction where the engine is mounted.

• 9-12: Lurch: A violent course correction throws unsecured people and objects about the interior. Crew members not strapped in must make a STR feat check, taking d4w damage on Failure or d8w on Critical Failure.

• 13-16: Atmospheric Contact: The ship's path strays into the upper atmosphere, inflicting d6s LI/Small Craft damage and applying a +1 penalty to the next

Vehicle Operation check. The second and subsequent atmospheric contacts deal Energy damage.

• 17+: Overshoot: The heroes reach the Blue Streak's position at too great a velocity. The capture check (see below) takes a +2 penalty and may only be attempted once before the crew must repeat their approach manoeuvre by making another Vehicle Operation check as described below.

Tracking the TargetOther applicable skills for this complex check (only one player may attempt each skill at a time) include System Operation-sensors, Physical Science-physics and planetology, Technical Science-technical knowledge (starships), Knowledge-interplanetary racing or any others approved by the GM.

Fuel Reserve/More PowerHeroes more inclined to engineering skills can contribute successes using System Operation-engineering, assisted in the usual way by Technical Science-technical knowledge (starships), to the complex check to plan a trajectory.

ApproachThe ship's pilot must make a check against Vehicle Operation-space vehicle (applicable type) to execute the high-speed trajectory. On Failure or Critical Failure, the heroes reach the intended area but with one of the results described above (roll d6):

• 1-2: Excessive Burn• 3-4: Lurch• 5-6: Atmospheric Contact

A Good success on this check applies a -1 bonus to the following capture check or -2 for an Amazing success.

CaptureThe heroes reach visual range of the uncontrolled, tumbling racer.

Inspection with imaging sensors (hi-res video, radar or LiDAR), previous investigations using appropriate technical knowledge, Knowledge or Investigate-research checks, or plain sight as the heroes approach contact, confirm that the racer offers two possible ingresses: the main airlock midships on the upper surface and a maintenance hatch in the floor of Engineering. If

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the heroes were Slow to arrive, a rival vessel may already lay docked to the airlock.

The pilot must match velocities and achieve airlock-to-airlock contact. This is a Marginal complex skill check using the applicable Vehicle Operation skill, three successes required, one check per minute. By default, the situation is Hazardous (+2 penalty) and the pilot may make a maximum of three attempts. Previous skill results might alter these conditions.

As this is a very difficult task, the GM could consider warning players to provide any assistance they can to their fellow party member and to be prepared to use Last Resort Points here.

If the heroes have not completed the check in three attempts, they may make one final attempt as the Blue Streak impinges on the planet's atmosphere, but this receives an aggregate +3 penalty and risks both heat damage and targeting by the planet's defensive weapons (see Slow and Atmospheric Contact above and Population Integrity Limit below).

Tractor BeamIf the heroes' vessel has a tractor beam, the operator may use it within capture range using System Operation-weapons. A hit contributes one success (Ordinary) or two successes (Good or Amazing) to the capture complex skill check and provides a -2 bonus to Vehicle Operation checks.

A cable gun requires a Good or Amazing success to benefit the pilot's capture (the cable breaks on Ordinary success). This contributes one success and applies a -1 bonus to the capture check.

With a locked tractor beam (not a cable gun) or a docking clamp applied after a successful capture, the heroes may instead try a dangerous manoeuvre to brake themselves and the Blue Streak and lift both ships to a stable orbit. Each failure on a Vehicle Operation check to attempt this (+3 penalty for Hazardous conditions and unstable configuration) inflicts d8w LI/Small Craft damage and a system failure check to the heroes' vessel. Three such failures breach and decompress the Blue Streak's hull. If successful, once they reach a safe orbit, the heroes can dock and enter at their leisure to deal with what they find inside.

Population Integrity LimitAfter the heroes have made four failed attempts to capture the Blue Streak, or one failed attempt within atmospheric contact, the planet's orbital defences fire on and disintegrate any ships still descending into the atmosphere. At the GM's discretion, Defence Command may transmit a warning after the first failed attempt and/or just before firing, alerting the heroes to make their escape into orbit.

Scene 3: Challenge/Combat: Board the Ship

EntryThe racer's main airlock opens without difficulty into area A. The maintenance hatch in area C is not an airlock and its failsafes won't allow it to open unless a pressurised section is securely fixed over the outside. The internal pressure hatch from the galley (B) to engineering (C) also seals automatically if the pressure in either section drops by more than one Pressure rating. Airlocks and pressure hatches are reinforced doors (GMG, page 56).

The Blue Streak's engine has failed, disabling artificial gravity, while the racer shudders and tumbles violently under high-atmospheric drag. Each hero can use Athletics-climb or jump to move through the interior at double the rates listed for each skill, applying the penalties for zero gravity under Acrobatics-zero-G training, as well as any penalties for encumbering loads (such as unconscious bodies – note that encumbrance is based on mass, not weight). On any result indicating a fall, the hero tumbles 6 metres towards the back of the spacecraft, with any listed damage, and must make a successful Acrobatics-zero-G training or Dexterity feat check to find a handhold before making further attempts to move.

Although most of the interior lights are off, hard, slanting blue light fills the bridge from the cloud-whorled disc of the planet looming in the forward viewports.

RescueSlumped in the pilot's seat in front of the smoking remains of a control panel, Megan has an ugly torso wound embedded with a jagged shard of metal. She is conscious, but dying. If moved before receiving a successful Knowledge-first aid or Medical Science-treatment check to stabilise her mortal damage,

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she must make Stamina broad skill checks, which she will more than likely fail, to avoid losing a further 1 Mortal point and falling unconscious.

Jefroy was at his seat on the bridge when the explosion occurred. If a crew other than the heroes has already entered, he hid from them in engineering (so the heroes most likely encounter him in the first location they enter). He is physically unhurt, but badly frightened. He takes a +2 penalty on actions other than those to escape or to attack things that make him nervous. He adds the same penalty to checks to calm him down or improve his attitude.

SoamesThe ship's robot butler and general assistant, Soames, has suffered degradation of its programming (either accidentally from effects of on-board system failures, or deliberately) and responds to events in various inappropriate ways. Depending how much the GM intends to emphasise combat, this may range from making small talk, offering refreshments and appropriate formal clothing and generally getting in the way (imposing penalties to skill checks) to attempted homicide using the game data above. Soames begins in the Amenity section (area B) and may enter any part of the ship to assist visitors. If the robot attacks, Jefroy valiantly (if inexpertly) takes it on, blocking the heroes' shots but drawing Soames's attention as the metal menace tries to strangle him.

Alternate Scene: Combat: The Snatch, Part 2

In this alternate scene, criminals or rivals of the Williamson business empire have engineered the Blue Streak's systems breakdown to provide them an opportunity to kidnap the heiress. As the heroes draw within visual range, the opposition are either preparing to dock at the main airlock, or have already done so. The heroes can forestall them by clamping to the alternative entry through Engineering (area C), making a stealthy move through the galley (B) and beating off the boarding party.The attackers are Spacehand Supporting Cast Members (Gamemaster Guide page 99). Depending on the group's capabilities, they might be mostly Marginal in grade and equipped with e-suits and pistols, better equipped with battle jackets or CF softsuits and charge SMGs, or more capable with Ordinary statistics and one or two given the additional skills of a Soldier SCM, these armed with charge zero-G rifles.Jefroy gets shot at the first opportunity for a heroic-looking but non-lethal injury.

Ending the Adventure: Orbital Escape

The heroes scramble aboard their ship, rocketing clear of the atmosphere (more than likely leaving a multi-million-credit racer a burning smear across the globe far below) to fame and adulation, brief commiseration or arrest, depending on their fortunes.

Award each hero 2 Achievement Points if the party rescues Megan Williamson, or 1/2 AP if they entered capture range (avoidance of the adventure earns nothing).

Players' map / battlemap on the following page

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