Introduction:
This is a short (and somewhat hackneyed, but still fun) sci-fi adventure I've run a few times. The results are usually quite good if you can create the proper atmosphere. Think Aliens, or Outland. I run it using my own homebrew background and mechanics, called Star Patrol, which is based on FUDGE. Check out http://www.io.com/~colin for more details.
Synopsis:
Minions of the Dark have begun constructing a dimensional gate beneath the Republic outpost on Deju. The outpost's leader has been replaced by the minions, who are using the Gift to create a perfect illusion of the leader. They are proceeding to infiltrate deeper into the outpost, replacing more key figures. And, they have begun enslaving part of the outpost's inhabitants, using them as slave labor to dig/construct/whatever the secret.
The characters are travelling on the starship Fickle Fate, which is scheduled to deliver several geolocks and some replacement personnel to the outpost. The stopover is supposed to be a short one, and the poor design of the landing bays, which are just next to the garbage collection/expulsion unit, make the stop seem even longer. But, the outpost's only canteen, "the Pit", is abuzz about something...
Legalese:
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Characters go to the bar, as the Fickle Fate's entertainment console
is pretty pitiful. They notice that the party in the back, which is
getting progressively louder, inebriated and angry, seems to be
talking about a
The largest of the lot gets up, goes over to him, spins him around in
his barstool, and shouting something about "This one's for Jorick!",
attacks the surprised
A fight ensues, with the attackers inebriated buddies crowding around,
cheering him on with phrases like "That's it, Kitoog, help him find
Jorick!" and "One more for Landers!".
The
Eventually, Thargrim excuses himself to attend to his duties.
The bar is clearing out anyway, so the characters head back to the
ship. As they do, they run into the somewhat distant and laconic
Director of the Deju outpost, Rath Shiventire, who inquires as to
their enjoyment of their stay, and as to the whereabouts of the
Sergeant (who has just departed).
He bids the characters safe journey and leaves.
The ship's docking bay abuts the outpost's garbage collection and
removal depot, which lends a foul aroma to the area. As the
characters hurry past the slimy ramp, one spots a worker, dumping a
load of garbage into the removal robot ship's container. Out of the
corner of the character's eye, he/she could swear that there was a
body hidden in the garbage.
The characters must stop/override/whatever the garbage robot ship so
they can inspect the contents and find out who the unfortunate victim
is. (As a goad to investigate, maybe they're passing the garbage heap
and notice the body just as the reward notice flashes by on a nearby
databoard.) Discovering the Director's corpse is fairly important.
The characters should have some difficulty defeating the droidship's
security, or mechanically rigging things, or whatever, but should
succeed.
It turns out to be the body of the Director. (Impossible!!! They just
got done talking to him...)
Turn up the suspense and atmosphere.
After the body's been discovered, the PC who found the body goes to security,
only to find that Thargrim has been murdered, evidently moments before
the PC arrived. The agents of the Dark, posing as security officers,
decided that Thargrim was making too much trouble, and were in the
process of replacing him, when the PC called with the news of the
discovered body. Their plan is to eliminate the PC, and they will
chase the PC through the station.
"With thoughts of Thargrim's woeful tale and the reward flitting
through your mind, you quickly call the Sergeant up on the comlink.
You quickly relay the details of your discovery, to his amazement and
confusion. Lowering his voice, he asks you (the discoverer only) to
come to Security HQ to make a statement and elaborate. He urges you
to move quickly and to keep a low profile. In fact, maybe a quick
disguise of some sort might be in order..."
When the character arrives at Security:
"The wide blast door to Security is open, although it's after hours.
You enter, pass through the disorganised and cramped reception
area, and spy a light coming down a darkened corridor - probably
Thargrim's office. Starting down the corridor, you see a couple of
the Sgt's men are sitting casually on desks, drinking synthcaf. One
looks at another person apparently sitting in the office that you
can't see, and then motions you down the hall. You start down the
hall, and one of Thargrim's men, a bit overweight, and greying at the
temples, stands up and hitches up his drooping shipsuit."
(Ask the character to make a Perception check, and ignore the results,
before you read this next part. Paranoia is a good thing.)
"You pass a couple of empty cells, making out their cots and holovids
dimly as you walk by. Then you pass a closet door, and notice a dark
puddle seeping from underneath the door. It's BLOOD! Your head snaps
up, and see the Sergeant's man watching you. A leering grin comes to
his lips. Your heart jumps to your throat - it's some kind of trap.
You wheel around as fast as you can, and bolt for the door."
"A weird wet/metallic coughing noise rings behind you, just as you
turns the corner. You catch a glimpse of a slimy green/black dart
lodged in the door in front of you, just as you duck out of the
office. The acrid smell and the image of the slime melting the
cerametal door jolts you as you tear off towards the Fickle Fate,
running as fast as you can."
"Behind you, possibly from a cell somewhere back in Security, you hear
a familiar bellow of the bruiser from the bar last night, saying 'Wot?
Who the Hell? What the blazes is going on here?!'"
Kitoog, who was sleeping off his previous night's binge, was a friend
of the late Thargrim. Kitoog was a regular in jail, and Thargrim
never locked his cell. So, after the security guys/Darklings go
running after the PC, he lets himself out to find out what's going on.
"The clomping feet are getting louder and louder behind you, and this
damned outpost must have been designed while under the influence of
Spin..."
Make a few contested Running skill checks. If the heavies win a
couple, they may be able to get off a few shots. Let the character
keep a bit ahead of them, though.
Kitoog figures out what's going on, and with his superior knowledge
of the station's infrastructure, saves the character, sneaks him back
to the Fickle Fate. Tells the character about the accident, the
disappearance of the 3rd shift crew, etc.
On a hunch, Kitoog suggests they scout out the "accident" area.
Couple of obstacles like sneaking past wardroid guards, defeating
security systems.
By way of ventilation grate, arrive at the hellish scene of the
construction of the dimension gate. Characters overhear the faux
Director speaking into a comlink "Tell his Excellency that he may dock
at any time. My research has been an incredible success. We will
open the dimensional gate briefly to test it, before he arrives. Tell
him I look forward to presenting my results to him." He speaks in
strange, horrible sounding language to the faux security officers.
The enslaved inhabitants of the outpost are mining, smelting, and
generally constructing the gate, which is a weird combination of
cerametal alloys, intestine-like tubes, and twitching flesh-like
panels, all pulsing to something like a heartbeat. Bioplastic never
looked like this.
The Director and his henchmen begin to open the gate - a horrible
shadow creature begins coming through. No time to go back and prepare
- the characters must stop this thing NOW!
Massive psionic/blaster/Darktech weapons battle. Lots of lurching
Dark-Enfolded outpost victims. PCs should be able to Kill off
henchmen, but the Director should escape, screaming in that weird
language into his comlink.
He's headed towards the landing bays. PCs in hot pursuit, when the
outpost rocks as if struck by the hand of the Maker. The bruiser from
the bar hears on the comlink that some sort of starship is pummelling
the outpost, and that the Director has escaped to join it aboard a
patrol cutter. The outpost's defences have been sabotaged by the
impostors.
Gadzooks!
The Fickle Fate is the outpost's only hope. They have to stop the
Darkship from destroying the outpost.
The Darkship beginning to open up a landing bay for the Director's
cutter when the Fickle Fate starts blasting it. The Darkship puts up
shields and closes the bay, stranding the cutter, and turns some of
its guns from the outpost to the Fickle Fate. Characters must disable
the guns before the outpost is just an ionized crater. The Darkship
only sustains a few hits before fleeing, leaving the cutter behind.
Characters can destroy it, try to board, etc.
Director won't let himself be taken alive.
Thargrim
Str - Great (+2 @ scale -1)
Dex - Good (+1)
Int - Good (+1)
Tch - Fair (+0)
Per - Good (+1)
Psi - Fair (+0)
Tou - Great (+2)
Scale -1
Gifts: Longevity, Legal Enforcement Power: Deju Outpost.
Faults: Stubborn, Kinda Ugly, Prefer Enclosed Spaces.
Skills: Mechanicals - Poor (+0), Blaster - Great (+2), Streetwise -
Great (+2), Detect Whopper - Fair (+0), Melee - Great (+2),
Deal-making - Great (+2), Languages - Good (+1), Medical - Fair
(+0), Swimming - Fair (+0), Alien Culture - Fair (+0),
Intimidate - Fair (+0), Tailing - Mediocre (-1)
Weapons/Equipment: Blaster, Comlink, Light Armor (+2).
Notes:
2. Victim - non-combat, brains
3. Sneak a Peek - non-combat, brains, possibly blaster
Starlab's PX-5 Defence Droid
Str - Mediocre (-1)
Dex - Good (+1)
Int - Good (+1)
Tch - Mediocre (-1)
Per - Good (+1)
Psi - Fair (+0)
Tou - Great (+2)
Gifts: Knowledge Skills@Fair, Built-in Blaster Rifle, Built-in Trooper
Armor (+4 DM), Built-in Comlink.
Faults: Must Be Repaired (Can't Heal), Needs to be Recharged Once per
Day, Can Only Have 4 Skills.
Skills: Blaster - Superb (+3), Melee - Great (+2), Unarmed Melee -
Great (+2), Dodge - Great (+2).
Weapons/Equipment: Most PX-5's carry a melee weapon of some kind.
Riot clubs are common.
Notes: PX-5's are standard warrior droids. They're pretty hobbled in
terms of skills. If a player wanted to be a PX-5, it'd be
worth 4 gifts. Given PX-5's low Perception skill, Poor (-2),
they've earned a reputation as tough in battle, but easy to
sneak around.
4. Gate - blaster
Muzcuh - The "Director"
Str - Good (+1)
Dex - Good (+1)
Int - Fair (+0)
Tch - Fair (+0)
Per - Fair (+0)
Psi - Good (+1)
Tou - Fair (+0)
Powers: the Gift, Enfolded
Skills: Acting - Superb (+3), Melee - Great (+2), Unarmed Melee -
Great (+2), Blaster - Great (+2), Dodge - Fair (+0)
Psi Skills: Telepathy - Good (+1), Psychokinesis - Good (+1)
Weapons/Equipment: DarkTech Rifle (Dam: +5, OB: +1, Rng 18/75/180)
Notes: Muzcuh uses his Dark Gift to trick the minds of any who observe
him into seeing him as the Director. This illusion is flawless
to any who see him, but might be detected by someone with the
Gift. He is also an excellent impostor.
Typical Enslaved:
Str - Great (+2)
Dex - Fair (+0)
Int - Fair (+0)
Tch - Fair (+0)
Per - Fair (+0)
Psi - Fair (+0)
Tou - Fair (+0)
Skills: None. (All at -2)
Weapons/Equipment: Varies. Usually the Enslaved armies carry simple
weapons, like clubs and axes.
Typical Darkling:
Str - Great (+2)
Dex - Good (+1)
Int - Fair (+0)
Tch - Fair (+0)
Per - Fair (+0)
Psi - Fair (+0)
Tou - Great (+2)
Skills: Melee - Great (+2), Unarmed Melee - Great (+2), Blaster -
Great (+2), Dodge - Fair (+0), Sneak - Fair (+0), Perception -
Fair (+0), some probably have starship skills
Weapons/Equipment: Varies. Most carry a DarkTech Rifle (Dam: +5, OB:
+1, Rng 18/75/180) , and wear some sort of armor
(treat as Light Armor - +2)
5. Save the Base - ship
DarkShip
Warp Speed : Good (+1)
Speed : Good (+1)
Manoeuvre : Good (+1)
Shields : Fair (+0)
Hull : Good (+1)
Crew : ??
Passengers : ??
Cargo : ??
Consumables : ??
Computer : ??
E. Hyperdrives : unknown
Ship's Guns : DarkTech Disruptor Cannon (FP: +3, OB: -1), 2
: DarkTech Laser Cannon (FP: +1, OB: -1)
Cost : ??
Universal Dynamics 88-V Patrol Corvette
Warp Speed : Fair (+0)
Speed : Mediocre (-1)
Manoeuvre : Fair (+0)
Shields : Fair (+0)
Hull : Good (+1)
Crew : 3
Passengers : 10
Cargo : 75 tons
Consumables : 6 weeks
Computer : Starship Pilot - Mediocre (-1), Astrogation - Poor
: (-2)
E. Hyperdrives : yes
Ship's Guns : 2 turreted Ranger Weapon Systems Pulse Cannon (FP:
: +1, OB: +0)
Cost : 200,000 Cr. (50,000 or so, used)
Notes : Atmosphere capable
Fickle Fate
(modified Universal Dynamics TF-78a Freighter)
Warp Speed : Fair (+0)
Speed : Fair (+0)
Manoeuvre : Good (+1)
Shields : Fair (+0)
Hull : Good (+1)
Crew : 3
Passengers : 8
Cargo : 80 tons
Consumables : 6 weeks
Computer : Starship Pilot - Mediocre (-1), Astrogation - Poor
: (-2)
E. Hyperdrives : yes
Ship's Guns : turreted Ranger Weapon Systems Pulse Cannon (FP: +1,
: OB: +0), 2 turreted Laser Cannon (FP: +0, OB: +0)
Cost : not for sale
Notes : Atmosphere capable
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