When a human military plot to bioengineer psionic soldiers is revealed and the psychics are freed, forces across the galaxy are mobilized. The galaxy's political landscape is changed forever, and a small group of people, thrown together by chance, must navigate the new world.
1. Keep your ship afloat and yourselves out of SolGov custody.
2. Help the miners of Tau Ceti's asteroid belt with their pirate problem.
3. Successfully smuggle 5 tons of weapons and ammunition to the nearby KeKwan system, where such weapons are illegal.
4. Investigate the disturbances on Tau Ceti's ice planet of Bennik.
Protagonists
- Maldor Brock - male human mystic (healer) 2
Stamina 12/12, Health 13/13, resolve 5/5 ; Str 10, Dex 12, Con 10, Int 12, Wis 18, Cha 11
- Cross - male android operative (ghost) 2
Stamina 7/14, Health 13/13, resolve 5/5 ; Str 10, Dex 18, Con 12, Int 12, Wis 12, Cha 9
- MLE - female human mystic (empath) 2
Stamina 12/12, Health 13/13, resolve 5/5 ; Str 10, Dex 10, Con 10, Int 12, Wis 18, Cha 13
- Amaryst Geil - female korasha lashunta soldier (guard) 2
Stamina 14/14, Health 15/15, resolve 4/4 ; Str 16, Dex 14, Con 10, Int 12, Wis 9, Cha 12
- Jin Larson - male witchwyrd mechanic (exocortex, data jockey) 2
Stamina 10/10, Health 13/13, resolve 5/5 ; Str 10, Dex 15, Con 8, Int 18, Wis 10, Cha 12
- Zenvisk - host shirren mechanic (drone) 2
Stamina 14/14, Health 15/15, Resolve 4/4 ; Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 9
. . . . . . . . -S.A.M.A.N.T.H.A - Health 20/20 ; Str 12, Dex 14, Con --, Int 6, Wis 10, Cha 6
NPC Allies
Rollo: 25/25
K-Van: 15/15
Korvan: 20/20
Party Resources:
The Argintum
Tier 3 Small shuttle
Speed 10; Maneuverability perfect (turn 0); Hyperspace 2; AC 11; TL 11
HP 35; DT —; CT 7
Shields basic 20 (forward 10, port 3, starboard 3, aft 4)
Attack (Forward) flak thrower (3d4) ; point +8
Power Core Pulse Blue (200 PCU); Hyperspace Engine Signal Booster; Systems advanced mid-range sensors, crew quarters (luxurious), mk 2 duonode computer, anti-hacking module mk 4, biometric locks; Expansion Bays recreation suite (trivid den), life boats, smuggler compartment (dc 30)
Modifiers +2 any two checks per round, +4 on Computers checks, +2 on Piloting checks; Complement 4 (minimum 1)
- - -
Crew
- - -
Gunners Rollo (gunnery +6)
Pilot Amaryst (Piloting +10)
Science Officer Zenvisk (Computers +9)
Engineer Captain
- - - - - - -
Party Fund & Communal Items
7,675 credits in the communal group bank account
medkit
4 level 1 healing serums
level 3 signal jammer
House-Rules
1. When you level up, you only gain half the listed number of hit points, rounded up. You still gain the normal amount of stamina points.
2. When you rest, you regain a number of hit points equal to 1 + your Constitution modifier (minimum 1).
3. If you die, you can choose to be affected by a trauma. If you gain a trauma, you gain a crippling injury determined by the GM. You survive and remain stable at 0 hit points, although you appear dead unless carefully examined. If you have not been otherwise healed after 1 hour, you regain 1 hit point and become conscious. If you have a number of traumas equal to 1 + your Constitution modifier, you cannot gain another and you die.
4. If you run out of spells/day, you can activate a technique called "Torching" in order to continue calling on your powers. Each round that you torch, you can cast spells without expending spells/day. However, you must also roll a d10. If you roll a 1-3, you take 1 point of Constitution drain as damage to your nervous system weakens you. If you roll a 4-6, you take 1 point of Charisma drain as you lose memories. If you roll a 7-10, you avoid damage for the time being.
This damage cannot be healed by any method other than waiting. For every week that you go without using any psychic powers at all, you roll a d10. Instead of losing ability scores, you heal damage.
Contacts:
Earth
Rex: An elderly gang boss with a variety of contacts and resources. He's been in the game a long time, and plans to stay in it forever. His specialties are physical labor, the trading of goods and large-scale theft.
Naomi: A criminal specializing in digital crime. Forgery, information retrieval, and information protection are her specialties, but because she operates on the high end she charges high prices and often deals in non-credit currencies.
The Fergus Brothers: A couple of underground race organizers, in addition to a few other nominally criminal enterprises, the Fergus Brothers are on good terms with Cross.
Tau Ceti System
Diesel: The leader of a group of core miners in the asteroid belt of Tau Ceti