- PCs transporting dangerous fauna from Rotgut’s homeworld for T.E.R.R.A., attacked by Lodestar destoryer attempting to steal cargo on behalf of Association of Science.
- Destroy destroyer and take some Lodestar goods
- Arrive in Kvothan Protectorate space
- Lands on Bastila and heads to Shan City
- Weasel their way to customs, but Grellick the Goblin learns that his nemesis Bastian Kray is in town.
- PCs head into a kebab restaurant
- Three minotaurs enter and the PCs hear police outside calling or Bastian Kray
- Firefight ensures and the party escapes into the sewers. Delshick is injured but lives.
- Defeat a pizza elemental, make way up into a safe room beneath little italy.
- Go shopping for amazing clothes
- Enter Louis Restaurant, and meet Harvus. Get paid 1,000 for the transport job. Offers a second job to investigate the Kanata system and see why a mining outpost has gone dark
- Party makes it back to the Lucky Sixes, but is unaware that a goblin has placed a tracking device on the ship
- Fly to Kanata system, and enroute discover a stowaway … Nedora. A organic/synthetic hybrid. Discover that Tau-SH3 station has been destroyed.
- Land at the station, and explore on foot. Take elevator down to main level and discover the base has been infested with invisible sound dampening feline hunters. Manage to save some trapped miners, retrieve the base AI, and escape.
-Meet Yaelin, Thorne, Hephaestus and Simmons.
-During escape, the Lucky Sixes is attacked by three combat ships owned by Grellick.
-The party bests Grellick’s ships, takes him and another goblin named Retzack captive, and is convinced to spare the goblin’s life. The goblin becomes a business partner.
- Party travels to Shan City and a private space dock of Grellicks.
- Party meets the dock workers, upgrades 2BR, and then Sona heads to Grellick’s office and agees to upgrade their cyberware in exchange for some information on the Flesh.
- Party learns Lodestar mercenaries are waiting to ambush them, but make it back to Horvus’ diner. Paid 2,500 credits.
- Lodestar mercs surround the restaurant and a fight erupts. Rotgut bursts back onto the scene and the party prevails. The head back to the Sixes.
SPECIAL RULES RELEVANT TO PbP
Aid or Interfere:
When an allied player rolls a 6 or a 9, you may attempt to Aid them and give them the +1 they need to bump their roll up to a 7 or a 10, if it makes narrative sense. Keep in mind, aiding another player's roll will expose you to risk if your Aid roll fails. Calculate your Aid rolls by rolling 2d6+the number of Bonds you have, resolved and unresolved, with the other player.
NOTE that aid rolls are based on both resolved and unresolved bonds. Track your resolved bonds.
AoE Damage:
Any character that wants to do an AoE attack, like with a whirlwind or a blast of spirit magic, need simply make one roll for the damage and divide the damage by the number of targets, rounded up. This is unless otherwise noted.
Failures:
If I don't immediately comment on one of your failures, just carry on and assume that I'm going to horribly injure you for it later. Some GM moves affect the story in the background. I also keep a "karma bank" for characters that have failed rolls in non-threatening situations.
Looting:
When it is time to loot, I'll give you the +MOD number to roll based on the wealth and strength of the enemies. Success, partial success, or failure will determine what, if anything, you find.
YOUR SHIP
The Lucky Sixes:
MERCHANT SHIP Fast, Voracious Engines
Laser Cannon (1d8 damage) Near, Far
Torpedo Launcher (best of 2d8 dam), Near
12 HP, 1 Armor
As long as commerce between worlds exists there will be
merchants, and merchants who buy and sell amongst the worlds
require ships to travel. A merchant ship is primarily devoted to its
storage capacity.
Theta Securities is the largest purveyor of android technologies in the sector. The mobile satellite factory is run by the AI digital copy of its founder, Colonel Sigma Phi, a gnome from a forgotten age. Some suspect that the digitization process fractured the Colonel's mind and that the shards have mutually exclusive goals. This is because the actions of Theta Securities are seemingly random. People tolerate the mobile military camp because it sells what are effectively slaves for ludicrously low prices. A "Colonel's deal" is a colloquialism for a deal that's too good to be true, but you can't fathom what the catch might be.
Theta Securities' mission statement: to equip the cosmos with the tools of contentment; to fight for cosmic peace.
Organics are not permitted onboard the mobile factory for safety reasons. People are suspicious of Theta models because they are so cheap. They think the have some kind of hidden kill switch.
T.E.R.R.A. (Avaricious Political Corporation):
Faction Name: T.E.R.R.A. (Terraforming Energy Resources into Revenue Association)
Type: Corporate Political Faction/Government (Avaricious, Nefarious, Scandal laden, Dangerous.)
Leadership: Board of Directors
Important People: Van Delindt President and CEO(Human Male), Z8-TR CFO(Android, pronounced Zater Genderless), Jallindy CIO(Mutant Female), Hiro Delindt VP (Human Male), Various other board members.
Associated Worlds: Terra-1, Terra- 2, The Nero System 1-12, The Zylon Cluster. Thousands of mining stations on asteroids and uncharted planets, usually labeled TMS(Terra Mining Site) #-#.### EX. TMS 7-1.008
Summary: T.E.R.R.A. Is an expansionist mining company that has spent several hundred years growing and trying to build a positive image. Starting as Ore miners with headquarters on Terra 1 who mined on Terra 2, the Delindt family came to own the corporation some 500 years ago and have been expanding ever since, using the family's own mass wealth to start them off. At first they expanded into the Nero system of twelve planets and moons to mine Rodemion Ore, a basic lightweight metal used in buildings and ships. Inside the ore however is a rare crystal called Nero-C. An advanced crystalline compound needed for advanced stardrives and Computer/medical technology. They work in this system by buying of the loose confederate colonist government coalition and are generally considered the power in the area. 150 years ago they expanded rapidly into the Zylon cluster, several systems in a nebula ripe with Zylon gas. A hyper conductive gas substance used in spacefaring engines and many other things. TERRA has a reputation of being notoriously heavy handed with government officials, overlooking safety violations and preferring to work in lawless sectors where they are rumored to have the highest worker death toll of any company in the universe. It is rumored that they partake in the slave trade and use indentured workers, and will put down worker revolts with lethal brutality. In the core worlds, they maintain a friendly face and deny all allegations of wrongdoing. They are immensely wealthy as they have an effective monopoly on the resources they provide.
The Lodestar Combinat (Secretive Mercenary Federation):
Faction: The Lodestar Combinat (Secretive Mercenary Federation)
Leaders: Unknown. Various mouthpieces and third party points of contact exist.
This amalgamation of various vying elder crime families, ancient dark martial arts clans and nouveau riche galaxy dominating wannabes are tied together under the Unspoken Concord, whose tenets are unknown by any creature outside the Combinat. TLC's aims are fairly straightforward - amassing filthy lucre by providing the most efficient, deadliest and most dread mercs in any sector.
Dealings with the Lodestar Combinat are notoriously cheap and notoriously binding - easy to enter, impossible to renege. The twin adages "heavier than a Lodestar's bounty" and "easier to fly a Black Hole run than skip out on a Lodestar deal" make the point clearest.
The Association of Silence (Tyrannical Scientific Society):
The Association of Silence, lead by Doctor Werdinger, is a coalition of scientists seeking the Merlinial Bozon, the subatomic particle responsible for arcane forces. They are not above vivisecting demihumans or coring out lode planets to gain samples. They are supported by the wealthy, and feared by the provintial. With field bases on moons around magically significant planetoids like the Moebius Plane and the Orson Cube, they exert their influence on local goverments based on a centuries-old convention written by the hopefull and naive. Their logo depicts a woman in profile, a cloth tied around her mouth, against a green field. Their ships are named for tarot cards.
TBD (Violent Diplomatic Consortium):
APGLMI (Avaricious Diplomatic Council):
A Polite Group of Like-Minded Individuals
The name is ridiculous, but APGLMI has stuck over the centuries. It’s gone through multiple names and faces, but in essence, they run planet Cinnar and the system as a whole. They ran planet Cinnar. The combined wealth of their members is, that is, was, a significant portion of the entire value of the system itself. They ran governments, terrorist organisations, big business, the media, the unions, more or less everything. They let some things slide to maintain the façade, but stopped anything from really impacting on the livelihood of the majority. Lining their pockets on the way, of course. Each was first among equals, like-minded partners who sought to push Cinnar on it’s way to prosperity, with each member having a particular facet of the system they controlled. Rejuvenation pushing their lifespans into the hundreds of years, a network of contacts, and a large flow of ready cash kept everything ticking along under their control. Benevolent, of course.
It fell apart when one became disillusioned with the scheme and revealed their presence to the general public. They believed that the people of Cinnar had matured enough under their care to choose their own destiny.
They were the first against the wall. No one remembers their name, as the final revenge of the remaining members was to wipe them from the records of every society in their reach.
Of course, the Kvothan Protectorate tells the story differently. Who knows what actually happened in the brutal war of independence. Either way, APGLMI lost. It’s yet to be determined if the Kvothan Protectorate won.
The Kvothan Protectorate (Brutal Rebel Council):
The Kvothan Protectorate is a loose affiliation of two planets that banded together to overthrow the power of a third. The planet that was formerly in power was Cinnar, the second planet from the Sun and seat of power for the entire solar system of Kvothe. The other three inhabited planets in the system, Oorin, Bastila, and Reno, were all under the iron fist of Cinnar due to the chronological order of which planets went to the stars first. However, as the technology levels equalized among the planets, the Kvothan Rebellion began, sparking a four-way interplanetary war. The vassal planets quickly learned that Cinnar was willing to win at any cost when the planet Reno was destroyed in the conflict. This staggering loss galvanized the planets Oorin and Bastila into an emergency alliance, and after two more years of conflict they were able to field a combined naval force that defeated Cinnar's world-ships.
Now Cinnar is a prison world, much of its entire population being held prisoner planetside out of retribution by Oorinian and Bastillian blockade ships. Thus, the Kvothan Protectorate.
FAVOR AND DEBT:
Theta Securities: 2
T.E.R.R.A.: 1
Lodestar Combinat: -1
The Association of Silence: -3
Violent Diplomatic Consortium: 1
The Kvothan Protectorate: 0
APGLMI: 1
STANDING:
Sona:
Great:
Good: Theta Securities
Neutral:
Bad: Association of Silence; The Kvothan Protectorate
Terrible:
Rotgut:
Great:
Good: T.E.R.R.A.
Neutral:
Bad:
Terrible: Association of Silence
Jamee:
Great:
Good: The Kvothan Protectorate
Neutral:
Bad:
Terrible: T.E.R.R.A.
Great: The faction holds you in the highest regards. You are an honorary member of the faction, if not a member in truth, and are treated with respect and admiration. They are willing to go to considerable lengths to help you out, and you can request exceptional goods or services when making an Acquisition from them.
Good: You have a generally good rapport with the faction. They are open to most Acquisition requests, and will often have requests, information and opportunities for you.
Neutral: You are not on the faction’s radar. You may be unknown to them, or they may be unsure whose side you’re on. They’re still very willing to supply you with basic Acquisitions. They may have missions for neutral, independent agents such as yourself.
Bad: The faction certainly has problems with you, which will color any present dealings. They will generally be harsher, more demanding and less forgiving. They may obstruct or interfere with you in a variety of minor ways, depending on their ideologies and methods. Alternatively, they may demand you perform tasks for them. Or else.
Terrible: The faction really hates you. Interactions with them will tend to be hostile, if not outright violent. They want you broken in some way; financially, socially, emotionally or physically. If you’re within their sphere of influence, it will be hard to convince them to leave you alone, and harder still to earn any semblance of good will.
Gaining Standing:
Standing with a faction is earned by providing consistent, undeniable assistance to the faction’s cause. After earning a significant amount of favor without asking for any recompense, continuing to promote the faction’s cause will greatly improve their disposition. If the group already has 4 Favor with a faction, each time they earn another Favor, the group instead chooses one member who was instrumental in gaining that Favor. The chosen character’s Standing with the faction increases. It is also possible to immediately increase in Standing by performing an act of unprecedented heroism/brilliance which aligns itself with the faction’s goals and ideologies.
Losing Standing:
Standing with a faction is lost by disrupting or impeding a faction’s goals. After incurring a significant amount of debt without providing reparations, continuing to antagonize a faction will greatly sour their disposition. If the group has 4 Debt with a faction, each time they incur another Debt, the group instead chooses one member who was primarily to blame for incurring that Debt. The chosen character’s Standing with the faction decreases. It is also possible to immediately lose Standing by performing a shocking, grievous act that goes against everything the faction stands for.
SPECIAL COMMERCE MOVES:
Acquisition (+FAVOR)
When you request a significant purchase of goods or services from a faction, Roll+Favor. Additionally, any cargo you trade away in this deal adds its value to the result of the roll. Allies cannot Get Involved with an Acquisition.
On a 13+, the faction grants your request, no strings attached.
On a 10-12, the faction grants your request if you fulfill one of the following:
On a 7-9, the faction grants your request if you fulfill two of the following:
------Have a Great standing with them
------Expend 1 Favor with them
------Earn 1 Debt with them
------Agree to perform a task for the faction
Barter (no bonus)
When you spend at least a day in a market (planetary, station, colony, fleet) trading away one unit of foreign cargo for more valuable local cargo, Roll (no bonus). Allies cannot Get Involved with a Barter.
On a 6-, something prevents the trade, or at least prevents it from being profitable; laws, competition, obstructions or simply lack of interested parties. You can’t attempt to Barter away this cargo in this market for quite some time.
On a 7-9, your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.
On a 10+, choose 1:
------Your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.
------You gain a number of new cargo units equal to the value of the cargo you traded; each of these new cargo units has a value of 1.
SPACESHIP ROLES:
Each area of the ship has stations. You need to be at a station to take the following types of actions.
Bridge
Piloting: The person manning this Station can perform Moves that displace the ship, such as evasive maneuvers, escapes, weaving through debris, taking off or landing in harsh conditions, etc
Sensors: The person manning this Station can perform Moves that rely on awareness through the ship’s senses. Assessing Situations, examining phenomena, etc
Comms: The person manning this Station can use the communications array.
Primary Weapon: The person manning this Station can fire the weapon linked to it
Point Defense Guns: The person manning this Station can fire the weapon linked to it
Engineering
Generator: The person manning this station can Aid in the actions of other stations by redirecting power, and can repair and maintain the power core of the ship.
Shields: The person manning this station can Patch Up depleted Shields and can Program it to provide case-specific shielding.
Life Support: This station handles the air filters, water and matter recycling and gravity engines. It is not usually directly
used, but must be kept repaired and maintained.
Reactors: While the ship’s movement is controlled from the Bridge, any stress or damage to the reactors is assessed and repaired from here.
Servo Arm Control: This station allows the ship’s servo-arm to grab and manipulate nearby objects
Launcher Station: The person manning this station can launch
the heavy weaponry linked to it
GM Notes, you shouldn't read unless you want to be spoiled:
Dwarf 1, 6/12 HP, 3 armor, 1d10+2, immune to projectiles
Dwarf 2, 6/12 HP, 3 armor, 1d10+2, immune to projectiles
Campaign Fronts
The Flesh
Stakes:
Impulse: Impose order on chaos
1. News reports of invading fleets
2. Station falls
3. Grellick calls for assistance
4. Cannot communicate with Kvothan system anymore
5. Scene from serenity with 2 fleets
Impending Doom: The Kvothan System falls
GM Moves:
Assault a bastion of civilization
Embrace internal chaos
Change direction suddenly
Overwhelm a weaker force
Display a show of dominance
Abandon an old home, find a new one
Grow in size by breeding or conquest
Appoint a champion
Declare war and act upon that declaration without hesitation or deliberation