Episode 9: Unforeseen Consequences

by Jenny Fillger, April 14, 4482 ASF

Somewhere Near Pelegos Free Station Today, your eye on the stars reporter witnessed probably the most fantastic event she has seen this year. An actual magical ritual that ended in the loss of a leg, a savaging of another leg and a pretty brutal headbutt resulting in our hero Damien’s loss to an 10 or 11 year old girl.

It started today with our arrival at our secret base, orbiting somewhere in the nearest systems of Pelegos.

We touched down and began the repair of the Rosenrot. Over the previous six months the crew has only become a closer family. Let me see if I can recount that quickly

  • The crew successfully robbed an art gala put on by the Xintec Corporation.
  • They retrieved ancient items that contained a red skinned girl named Ezelle and a tall, slender, pointy eared mage named Cesta.
  • They found a secret base from which to conduct their business.
  • They came across a primitive group of Mo’tar who were implanted with very expensive cybernetics.
  • They conducted a prisoner rescue on a damaged prison transport ship the Tartarus.
  • They raided a salvage ship, the Centaur to retrieve as much living wire as possible. While there they killed a Kharne cult, including a Fallen Legionnaire.

These people are no joke in what they do, so it caught this reporter off guard when the unthinkable happened. Crew member attacked crew member.

Not the actual fountain, but close.

It started in a simple magical circle. The Altharin mage Cesta had taken the illusive yet beautiful cat lady Illiana to a garden spot. There he conducted a ritual that would free Illiana from her locked form. Evidently her race, the Mishar, is a shifter race that can become a 1200lb tiger that hunts warp creatures. At this point in time, the human looking beastman child came to the clearing to watch.

Yes folks, we can see where this is going from here.

The mage was successful, and she was freed. It evidently was so sudden and unexpected that the tiger part of her frenzied and she accidentally attacked Cestus, bitting his leg clean off. There was screaming, blood and even more blood.

Unexpectedly the child, ironically named Trouble jumped between them and attempted to taser the large cat. The child kept screaming for Illiana to listen and to leave the elf alone. This gathered the bloodthirsty tiger’s attention and Illiana then attacked Trouble three times. All three times the child miraculously dodged the cat, pulled Cesta away, and attempted to taser Illiana.

Yes, the actual child but a younger picture.

Yes, this is the size comparison between Trouble and Illiana (actually its bigger)

At this time Damien stepped in and attempted to stop the attack. His storm carbine missing the very agile cat. Don’t forget folks, I say the word cat, but this was a 1200lb tiger the size of a small car.

Yes, Damien is this dashing

The fourth and last attack was fated to go differently and the cat chewed on the child’s left leg. Trouble, in a Beastman frenzy screamed and pulled her knife attempting to stop the cat. It was at this point in time Cesta screamed a command at Illiana and she responded, sitting down and became obedient.

Damien leaped into action, taking Trouble’s knife, not realizing Trouble was frenzied. The child turned towards her friend and head butted him with her tiny head with even tinier horns. That was it, Damien’s lights were knocked out and he collapsed unconscious. It as then that Will, Vanth and the rest broke into the clearing, securing the situation.

The end result was Cesta getting his leg reattached by the combat surgeon Dr. Poosh Ooblit Bandoo Danadda in what has to be this reporter’s best experience with a doctor. Trouble was fixed quickly and nothing permanently damaged on Damien, not even his pride.

I do have to say this group is exciting, friendly and I am sure many adventures await us.

*Fringe News Network is a subsidiary of Interstellar News Network (INN), serving your fringe space news needs.

Related Articles: None

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Patagonia (settlement)

PATAGONIA SETTLEMENT

Patagonia Overall Map

System: Myrina
Planet: Myrina V
Climate: High Desert
Elevation: 4,055 ft (1,236 m)
Settlement Population: 5,913
Temperature Range: -10 to 62c.
Ruler: Lord Ransaka,
Defenses: 120 sworn men. No local police.

Roll over image to get title of which map it is.

Patagonia is a town in the Daedal Rim. As of the  4470 census, Patagonia had a population of 5,913. Patagonia was formerly a supply center for nearby system mines, both on planet and on some of the moons. It was originally designed as a tourist destination, retirement community and arts center when the initial surveyors had thought they found a warp gate. That plan did not work out.

The Nature Conservancy’s Patagonia-Sonoita Creek Preserve (listed on the map as Sonoita) adjacent to the town, it seeks to preserve all artifacts found on the planet. Native Seeds/SEARCH maintains a farm for growing out and preserving seed of endangered crops in the area, forms of crops resistant to desertification.

Places of Interest in Patagonia (more to come)

patagoniatownhallPatagonia Town Hall, the center of “power” in Patagonia is a five member council including Mayor J.S. Erickson, Vice Mayor Cally Steyer,  Members: Mike Salient, Margaret Henrietta, and Jay Slag.

KPUP Community Radio Station, manned by Vince Jaeger this is the main mode of entertainment on the planet. The radio has about a 100 mile range and is able to reach all the settlements on the planet.

Wagon Wheel Saloon, the “go to bar” for all visitors, pirates, bandits and mercenaries that arrive in system. Fights occur often, and are sometimes deadly. However, they serve an excellent Iberian flan. The place is owned by Jezebel, a Kontori Courtesan.

uspsComm Center, this is the planetary communications array for the surrounding settlements. It is capable of sending a Class 3 Interstellar communications (lowest speed). There is usually at least two people on duty and an additional two guards from Lord Ransaka’s personal guard.

 

 

 

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Corporation: Kaliyama Weapons

Kaliyama Weapons Industries

Kali-Yama_WeaponsRating: Galactic AAA (ranked #21)
Headquarters: 
Kaliyama
President/CEO:
Alison Ryce-O’Neil
Chairman: 
Alphonse Miyard
Corporate Status:
Public
Major Shareholders:
Baron Joshua Standard (21%)
Krupps Industries (20%)
Trish Kullian (12%)
Michelle Wassen (6%)
Oscar Meyer (17%)

Vital Statistics

Corporate Language: English, Common
Corporate Court Justice: Michelle Lanker


Major Subsidiaries

Weapons and Munitions

  • Kali Heavy Weapons (starship weaponry)
  • KLW: Kali Light Weaponry (weaponry, individuals)
  • Kali Munition Cooperative (munitions for all types of weapons)

PROFILE
One of Albion’s most significant military manufacturers,  Kaliyama has benefited greatly from mass exports to other powers outside of Albion. Though such exports offer a lower profit margin than domestic sales because of border tariffs, they have nonetheless netted the company considerable sums of cash and credit, much of which Kaliyama has invested in modernizing and upgrading factories and the development of new technologies.

The past few years have seen CEO Ryce-O’Neil locked in protracted negotiations with Kaliyama’s business partners, the Alphard Trading Corporation. Race-O’Niel is attempting to buyout the Krupps portion of ownership of the corporation and the Alphard Trading Corporations ties with other corporations could allow this.

The Alphard board seems open to the possibilities, but the CEO’s efforts have been hampered by the Alemannia government, who is a major stakeholder in Krupps. Security concerns have curtailed Kaliyama trips to Alemannia space, and Ryce-O’Neil has vented her frustration through a series of political maneuvers on Kaliyama’s unofficial Merchants’ Council.

 

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Captain’s Log: Centaur

CAPTAIN’S LOG: THE CENTAUR
Date:  0330,4482

Muiz III

Destination:              Muiz Star System
Port of Departure: Pelagos Station
Date:                             0312,4482
Port of Arrival:        Myrina V
Date:                             0401,4482

Crewmen/Guests on Board:
Dr. Poosh
Illiana
Will
Vanth
Trouble
Powers Booth
Cesta Usador
Rose Red

Enemies Encountered: Kharne War Raiders lead by a single “Fallen (Warp)” Legionnaire (unknown Legion).

Space Conditions: Local space was quiet, after two weeks of being in system hostile forces arrived in a Spectre class Corvette. Space was cleared within 16 hours.

Purpose of Arrival: To investigate the last known location of the living ship Centaur, an Albion living ship that disappeared  in 4412.

DETAILED WRITE UP

As part of our reward for returning Thomas Smalls to the responsible parties was the location of a few last known positions of lost living ships. We are hoping to be able to scavenge these locations and refit Astrid as much as we can.

We arrived on station and began a system scan. System wide there didn’t seem to be any concerns. When we scanned Muiz III however we found not only the Centaur, but a second short range salvage ship.

It turns out that both ships were abandoned. It appeared that the Centaur crashed about 60 years ago. The crew survived mostly the impact. In turn they waited a rescue which arrived about two weeks later.

A salvage team from the Nadir corporation arrived and began rescue operations. Evidently before the operations could be completed a Kharne raider group arrived and took both the crew of the Nadir ship, and the Centaur. At some point in time the living ship pilot was sealed away and eaten by something or someone.

Once we established the situation (including discovering a sacrificed Nadir corp person tortured on a St. Andrew’s cross) we confirmed there were no enemy combatants in the area. Will took command of the salvage and began to move people around. He will make a good captain in the future.

After two weeks of salvage operation, about 70% complete, we detected an incoming Debner class assault shuttle. The landing team lead by Will split. The fighters (comprised of Will, Illiana and Vanth) arranged themselves outside the ship and prepared to snipe the incoming bandits while Boothe, Trouble, Dr. Poosh and Cesta remained inside.

The Warp Raiders did not anticipate armed resistance, the first seven cultists out of the ship were cut down by the fighter team with no injuries. It was over in a matter of six seconds.

During this time, Rose engaged the Killsha class corvette named “the Starvation” that the assault shuttle came in on. Rose utilized a Red 3 Sideways slip attack pattern and splashed the corvette with a single torpedo. A second plasma torpedo was sent into the remains to ensure no warp raider survivors from the corvette.

Back on the planet and after some delay a Warp Legionnaire of Kharne (unknown Legion affiliation) approached. Its power armor was fairly effective and we discovered that we will need to secure armor piercing rounds for those who do not have an elder weapon.

However, once the situation was appraised Illiana approached the Legionnaire in hunting mode while Vanth damaged the Legionnaire with the shuriken rifle. Meanwhile Will placed several damaging shots in the weak points of the armor.

However, in the end. the death of the Legionnaire was due to Illiana’s expert hand to hand ability with her force sword. She chopped the legionnaire’s hand off then gutted him from groin to chest. Definitely glad she is with us.

We finished the salvage operation 5 days later and now are back enroute to Myrna V to put Rose into the dry dock.

Maybe we can figure out how to get her to leave the sarcophagus.

XP Award: 5
Salvage/Booty: 8,920 spools worth of neural net
Related Logs: None

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Warp Legionnaire

A Warp Legionnaire sworn to Kharne

Warp Legionnaire
Races: Human (although it is said over the course of thousands of years the warriors are no longer human).

ST: 23,    DX: 18,     IQ: 18,   HT:17,     HP: 21,   FP: 18 Will: 19,  Vision: 18,     Hearing: 18,   Taste/Smell: 19 Spd: 9   Move: 9 Dodge: 12  Parry: 11

Relative Skills: armory (17), brawling (13), driving-armored-vehicles (16), electronics-comm (19), fast-draw-smg (13), first-aid (18), freefall (13), guns-light-auto (14), guns-pistol (15), guns-rifle (16), knife (13), nbc-warfare (20), piloting-low-performance (14), savoire-fair-legion (18), survival (18)

Relative Advantages: absolute direction, fit, marksman, single minded, depending on the condition of the gene seed could be several more. This doesn’t include cybernetics used to repair or enhance their abilities.

Relative Disadvantages: Hunted, duty (legion), some warp legionnaires have a bit of warp touch (more than some) on an individual basis.

Armor:  Legionnaire Power Armor (150/100)(see detailed description below the Details).

WEAPONS

Name                    Type      Dam.   Acc   Range     RoF  Shots   Bulk  Rcl  Notes
Bolter Rifle.           A. Rifle   9d+1 pi   5+1  800/3,600  10   50+1(3)   -5         2
Franchi SPAS-12   Shot        1d+1 pi   3    40/800.       3×9  7+1(2i)    -5      1/5      Ω*
Heavy Pistol           Pistol     3d pi       2    180/2,000    3    12+1 (3)   -3        3       2*
*Notes: 1- GURPS High-Tech, 2 – GURPS Ultra Tech

Details: Warp Legionnaires are members of the “Fallen” legions of the Empire. These Orders of men and women were the best, brightest of the Empire. After they formed into separate orders that were named Legions.

These legions developed differently depending on the old Emperor’s needs and their experiences. Once the empire had fallen, the legions continued on as independents, sometimes acting as mercenaries, sometimes as bandits.

The Legionnaire’s now are still some of the most formidable individual warriors in the galaxy. The “Fallen” legions went rogue and in many cases they began following warp powers. Their purpose and mission is unknown outside of each Legion except the gain of power

Legionnaire Power Armor 

As a side note, each legion modifies their suits and generally they have more “surprises” based on the legion, power they worship (if warp) and personal taste. Some Legionnaires have higher level suits, so this is only a general basis.

These highly-mobile suits can fight in almost any environment. They have enough life support to keep the user alive for days in a contaminated war zone. They are smaller than TL9 combat walkers, but still stand seven feet tall and are bulky (SM +1).

The armor is a thick shell of laminated nanocomposites and ceramic armor over an inner layer of shock-absorbing liquid armor. This gives torso protection equal to at least three inches of steel plate. It also has integral superconductor-based electromagnetic armor, which doubles the suit’s DR against shaped-charge warheads and plasma bolts. The electromagnetic armor operates off a separate D cell and is good for 10 uses.

A powered exoskeleton amplifies the user’s muscles and ground speed. Except for the helmet, the armor’s weight does not count as encumbrance while powered up. It is powered by an integral radiothermal generator which operates it for up to 10 years.

The suit’s helmet includes a filter mask (p. 177), an inertial compass (p. 74), hearing protection (p. 171), a hyperspectral visor (p. 61), a small laser comm (p. 44), and a medium radio (p. 44). The suit’s body incorporates biomedical sensors (p. 187), trauma maintenance (p. 189), a provisions dispenser (p. 187) with a week’s provisions, tactical ESM (p. 62), and a waste relief system (p. 187). The suit also has infrared cloaking (p. 99) and radar stealth (p. 100).

With its helmet on, it is sealed, and has climate control (-459° F to 500°F), pressure support (10 atm.), radiation protection (PF 5), and vacuum support. It has two large air tanks with a 72-hour air supply at TL 10.

The suit’s exoskeleton grants Lifting and Striking ST+20. It has Basic Move +2 and Super Jump 1.

 

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Warp Raider

Raider on Titaneve III

Human Warp Raider
Races: All (even Altharin), example is human though. If they are non-human, stats are adjusted accordingly.

ST: 12,    DX: 13,     IQ:10,   HT:14,     HP: 13,   FP: 15
Will: 8,  Vision: 10,     Hearing: 9,   Taste/Smell: 8
Spd: 6.75   Move: 6    Dodge: 9  Parry (boxing): 9

Relative Skills: animal control (8), boxing(12), brawling (12), driving (13), driving-armored vehicle (15), fast-draw-clip (14), fast-draw-pistol (12), guns-light-auto (13), guns-pistol (15), guns-rifle (15), launcher-missile (13), savoir-faire-warp (10), stealth (12), streetwise (9)

Relative Advantages: Some raiders have a bit of warp touch that is positive, not many but some on an individual basis.

Relative Disadvantages: Gregarious, hunted, duty (warp power or band), some raiders have a bit of warp touch (more than some) on an individual basis.

Armor:
In the Field: 
Various heavy suits (12/4), Armored Gloves (6/2), Armored Tactical Vest (18/7 – can have trauma plates +34 for on duty soldiers), TL 10 Assault Boots (18/9).
In Civilian Areas: Modified depending on situation.

WEAPONS

Name                    Type      Dam.   Acc   Range     RoF  Shots   Bulk  Rcl  Notes
Izhmash AK-47     A. Rifle   5d+1 pi   5+1  800/3,600  11   30+1(3)   -4         2       1*
Franchi SPAS-12   Shot        1d+1 pi   3    40/800.        3×9  7+1(2i)    -5      1/5      1*
Heavy Pistol           Pistol      3d pi       2     180/2,000    3    12+1 (3)   -3         3       2*
*Notes: 1- GURPS High-Tech, 2 – GURPS Ultra Tech

Details: Warp Raiders are the rank and file of raiding bands. They can vary anywhere from human, to Beastmen, to others. They operate in all sizes as well, ranging from less than 10 people up to the bulk of warp armies.

The average warp raider lives to hunt, to steal, kill and take their share (or more if they can get away with it). They can worship any warp power (or none specifically) and their behavior, dress, weapons and mutations will reflect their chosen power.

 

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Muiz (Star System)

Name:             Muiz
Star Class:     G1 V – Yellow-Orange/ K5 V (Orange).
System ID:    182-12
Location:       Delian League Subsector
Control:          Outer Rim, no corporate/national control
Warp Gates:  None
Threats:          Scattered Raiders/Pirates/Warp Dangers

Max. Habitability: 0                                     Max. Affinity: 1
Mass:                           1.05/0.65 M(sol)           Age: 1.6 Billion Years
Luminosity:             1.05/1.05 L (sol)            Diameter: 0.021 A.U.
No. Planets:              7                                   No. Habitable Planets: 0 (1?)
No. Asteroids:         0                                    No. Moons/moonlets:  14/48
PLANETS/LOCATIONS OF NOTE:
Planet: Muiz III Standard Ice Planet
Settlement: None
Other Items of note: Living Ship (Merchant) “Centaur”

Detailed Star System Readout: Muiz Star System

BRIEF SYSTEM DETAIL
The system is unexplored in any official capacity. While there has been long distance system scanning, nothing important was noted by corporate or national interests. There are no known active warp gates and the planets do not seem to unusual to warrant the cost of a full exploration team.

The system has several hadean moons, ice moons, small and medium gas giants along with the normal assortment of moons and moonlets (see detailed star system readout for full details).

The standard ice planet itself is not necessarily habitable (at a whopping -22c temperature). However it is the site of a crashed living ship named the Centaur and is subject to recurring raids by a lost legion.

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