Archive for the ‘Dormant Campaigns’ Category

Arion, Episode 23: Ouidah

Posted: 9 September 2017 in Arioniad
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In which we continue to explore Solo as a solitaire game engine, and venture into Hishen space in search of the kidnappees…

ROLLS AND RULES

Slow and didactic this time to be sure I don’t miss anything; I’m working from the checklist on page 53, and we begin by jumping to a new world. This looks in turn at leaving the current world, time in jump, and arrival at the destination. We start with some ‘pre-flight checks’…

  • Roll d66 for Starport Encounter (page 39): 5, 1 = meet a fellow traveller.
  • Roll 2d6 for NPC’s reaction (page 38): 8, Neutral. This is enough to make him/her a friendly contact if met again.
  • Roll d66 on Patron table (page 59) to determine NPC’s identity: 4, 2 = Scientist.

OK, so we now know a friendly scientist on Tortuga. I don’t plan on coming back this way so I don’t work up any more details. There is no cargo as the last time Arion thought about it was on Fermanagh, when he intended to buy whiskey – let’s assume he did – and I can’t be bothered with costs and fees (too much like the day job).

  • Roll 2d for Ship Encounter (page 40, assume no modifiers): 7 – no encounter.

At this point we leave Tortuga, and enter jumpspace. Let’s call the slavers’ trading world Ouidah, and give it the same 5150 stats as Tortuga – the salient point is law level 2. We need to roll for a shipboard event while in jump, and there is the chance of a bad reaction from a crewmember.

  • d66 for Onboard Event (page 56): 4, 4 = bridge sensors suggest a stowaway.
  • Tell Me, d6 (page 37): Is there one? 5. Why, yes. This is a good chance to introduce Dmitri, in this setting a Hegemony spy on the run from pirates.
  • Tell Me, d6: What kind of person is he? 6 = honest, good, dependable. Right, that settles it, it’s Dmitri.
  • Bad Reaction – random character affected (odd Arion, even Osheen): 3, Arion.
  • 8+ to avoid a bad reaction: Dice roll 6, so Arion reacts badly.
  • 1d6 to determine reaction: 2 – panic/anxiety. A stowaway picked up in a pirate haven sounds like a good reason to be anxious, until we realise he is friendly.

Now we arrive at Ouidah.

  • 2d for Ship Encounter: 4 – no encounter.
  • d66 for Starport Encounter: 5, 3 = another potential contact. This one has a reaction roll of 7 though, not enough to qualify, so no need to work out who they are.

Next, a week onplanet during which we will try to rescue the slavers’ victims. That calls for a Plan. I decide the easiest option is to buy them, trading the current cargo of Fermanagh whiskey for them. That seems like a Solid plan (8+ to succeed) but anything involving pirates, slavers and Hishen is Dangerous. First, though, as per page 53, a World Encounter.

  • d66 for World Encounter (page 58): 2, 1 = invited to a posh function. Well, that makes sense, this is obviously a party thrown by the slavers for potential buyers, which will no doubt culminate in an auction. Let’s add a security check to represent the bouncers on the door asking Osheen to hand in his guns at the door.
  • 2d6 vs law level: 9, no problems. If a Grath wants to bring a squad support weapon to the party, the bouncers are good with that. One wonders what armour they’re wearing if this doesn’t worry them.

The Plan. 8+ to succeed, no obvious modifiers. 2d6 = 12, success. Excellent – that could have gone badly wrong. 2d6 for Consequences; 6, which is under the 8 required – this means a Bad Consequence, and as the Plan is dangerous I decide to apply a -2 to the dice roll. The result is a 10, which would normally antagonise an NPC, but the houseruled modifier drops it to an 8 – partial failure (let’s say odds on 1d6) or incriminating evidence (let’s say evens). 1d6 = 3, so partial failure; since the objective was to recover all the kidnap victims, we only get Coriander, most likely because Arion fancies her more than the others and so is focussed on recovering her.

At this point we cycle back to another jump, but you’ve seen how those work already.

NARRATIVE

This post is long enough already, and its purpose is to explore the rules, so none of that this time. As a general rule, though, that would be the focus.

GM NOTES

Ship encounter rolls are influenced by world population and starport class, but I have assumed frontier routes and no modifiers to save having to generate worlds. I’ve also assumed the Dolphin is not a passenger ship (they have different onboard events).

As Anzon observed in the comments last time, there’s a lot of page flipping to get at tables. The way they are organized helps the internal logic when reading through the first time, so I understand why it’s that way, but in play it slows things down a bit. I will probably wind up printing out the relevant pages and shuffling them into a more usable order. Old school hardcopy users could stick tags on the relevant pages.

Anzon also observed that Dangerous Plans appear to have no mechanical effect. So my current house rule is to apply a -2 to any rolls for Bad Consequences, making injury or death more likely. I could infer from the text that injury or death only occur if the Plan is Dangerous, and roll 1d6+6 on the Bad Consequence table if it is Safe, or any number of other alternatives, but a flat -2 modifier is in the Traveller spirit and easy to remember.

Overall, I find this flows very smoothly and easily for me; no doubt that is partly due to it being based on Traveller, as I have spent most of my adult life playing that on and off. Blog posts would work better if I ran them as one per week, alternating time in jumpspace with time on planetary surfaces; that has come up so often over the years that I can take it as read now.

So, after eight years experimenting, I think I can move to an actual decision now. More of that in a future post, but for now, Hearts of Stone is restarting…

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Arion, Episode 22: Tortuga

Posted: 2 September 2017 in Arioniad
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We left Arion and Osheen doing combat simulations in practice for their forthcoming rescue operation. For this next session I intend to use a mixture of 5150 Fringe Space and Solo, as I want to try out Solo and check if it really is as flexible as I think. I’ll put Rep on hold while I do that, as tracking lifetime and current Rep is almost as much work as tracking a bank balance in Credits. (I dislike tracking money in games, because a huge amount of my day job is about tracking money, and I don’t want to spend my leisure time doing it as well.)

“A place I know in Ring 5”, as Arion put it, is clearly relaxed about both selling heavy weapons to Grath and dealing with slavers and pirates. The only planetary data I think I need for Solo is a law level, so I pick the lowest law level planet available in Ring 5; Class 3, Law Level 2, Independent Alien world. It’s tempting to double that law level, which would bring law levels better into alignment with Traveller, but law level 2 feels more like a rough and tumble pirate hangout than law level 4. So 2 it is.

I’ll test-drive the Travellers campaign type; it’s the simplest. I’m comfortable with the life events, relationships and backstory for both characters so I skip over those. We are already In Media Res, so no need to roll for that.

As Arion outlined the plan, the Dolphin will jump to somewhere in Ring 5 – let’s call it Tortuga – then the crew will tool up and try to get a lead on the slavers. Looking at the checklist on page 53, we’re starting in the Jumping from World to World section, which is unusual but seems not to cause any problems.

The first applicable step in Solo is on p. 19, therefore, when I roll to avoid a bad reaction in jump. (If I were using Savage Worlds, I might replace this check with an Interlude.) I determine randomly who is affected (Arion, as it turns out) and roll 2d6, looking for 8+ as one generally does in Traveller-ish rules. I roll an 11; all good.

Second, as we’re now moving into On-Planet Activity, I roll on the World Encounters table (p. 58) and get 3, 5 – a patron offers a courier job, roll on tables S1 and S3. The World Encounters table is supposed to direct me to one of Patrons, Enemies, Cargoes or Colourful Locals but I can’t see how. In this case it points me to S1 (which I eventually work out is the patron table; I roll 6, 3 and get an engineer) and S3, which could be the cargoes table (which would be in the Traveller rules) because it’s third in the list, or might be the Mission Targets table because it’s the third table if you count patrons as the first. It’s a courier job to the next destination so logic dictates the latter; I roll 2d6 and get 4,1 – a remote base. Let’s resort to the Tell Me, D6 method (p. 37); on a scale of 1-6, high meaning more, how much is this job related to the current rescue mission? 1d6 =2; hardly at all. I decide this is a lead in to the next adventure, and park it for the moment, noting that the next destination would logically be the world the kidnap victims came from, which if I recall correctly is Fermanagh.

This takes me to page 22 and The Plan.

“What’s the plan, Captain?”

“First we go shopping and get all those guns you recommended.”

“And a large industrial blender.”

“Very well, and a blender. Then we ask around the local bars looking for slavers with people to sell. I think we should pose as agents for an anonymous buyer.”

I assess the plan for difficulty and danger level. Shopping isn’t worth rolling for; I note that the crew has tooled up, and move on. Trying to find slavers could go wrong in a number of ways, so the plan qualifies as ‘Shaky’ with 10+ needed to succeed. A lot of those bad outcomes involve violence, so it’s ‘Dangerous’. Does the crew have any PCs with skills that are particularly well, or badly, suited to the task? Does it have any crucial equipment or assets? Well, the Grath are the 5150 universe’s unstoppable killing machines, so I’ll give them a +1 for that. They’re now tooled up, but then so is everyone else, so no particular advantage there.

A security roll (2d6 vs law level) seems called for, a daily routine while onworld for Travellerish games; 6 is greater than the law level whether I doubled it or not, so the locals are not bothered by a human and a Grath walking among them.

How about the plan? I roll 9 on 2d6, add one for Mr Osheen’s boyish charm (and selection of weaponry), and get a 10 – success, if barely. So far so good, now I roll against the same target number to see if there was a good or bad consequence; it’s not completely clear to me whether or not I should apply the same modifiers, so I decide not to, for simplicity. I roll a 12 (huzzah!) and since this is higher than the target number, there is a good consequence; 2d6 = 10 (I’m on fire today) and the Good Consequence table tells me the crew finds a useful or valuable piece of kit. I decide the patron encounter would logically happen during that sequence of events.

A montage follows Arion and Osheen from shop to shop, bar to bar. Many people look them up and down, assessing whether they can kill Our Heroes and take their stuff. On observing the Grath, however, they decide there are easier ways to make a living.

At some point, there is a brief conversation in a bar with a guy in overalls; he offers Arion a package and an envelope, Arion nods and accepts.

At length, in a pawnshop near the docking bays, Arion picks up a locket he recognises. Flashback to him studying the kidnap victim dossiers; in one picture, the same locket is around the neck of the victim. We can’t see her full name, but “Coriander” is clearly visible above and to the right of the portrait, which shows an attractive woman with red hair…

GM NOTES

Solo’s author, Paul Elliot, rightly says that the narrative explaining the die rolls is the point of the exercise rather than an optional extra; but I have restrained myself here, the better to focus on evaluating the mechanics. Novelisation isn’t required, just some sort of story about what happened – examples in the rulebook generally limit the narrative to a few lines or paragraphs, some very straightforward and others more flowery. The style and length of your writeup is up to you.

As you see above, this is very fast and easy to run, and I haven’t gone anyway near Traveller or the Cepheus Engine; as it turned out, I didn’t need the Fringe Space rules, just a general understanding of the situation and the characters, a pair of six-sided dice, and Solo itself. I would expect to memorise the key rolls within a couple of sessions, but I would continue to need the more complex tables throughout an extended campaign.

As I haven’t referred to any rules other than Solo in this exercise, I still think this could be used with any RPG of the player’s choice, or indeed none at all if you have a clear picture of your characters and setting.

At this point it seems quite likely that Solo is the way forward for me in solitaire SF gaming, but let’s give it a couple more laps round the block before reaching a decision.

While the rest of the party amused themselves ignoring the plotline and fomenting rebellion in Caldeia City, Alihulk Junior was out pounding the streets looking for clues to his father’s whereabouts. By tracing orders of his father’s favourite foods, wines and types of slave among the city’s markets, and talking to the delivery men, he triangulated his father’s position. The party tooled up those of their freedmen who had military experience and set off, posing as merchants bearing gifts as the first step in broadening their trading network. To recap, at this point the group consists of a paladin of Hulian with his Amazon bodyguard, a fat albino pygmy, a half-Nandal, Alihulk Junior, simmering with revenge, a Caldeian estate manager, and five Ivory Savannah spearmen recently freed from slavery and pretending to be slave-soldiers escorting the others.

The story arc was now back on track and I led the party into Hosts, a scenario from Beasts of the Dominions. That was published four years ago, so without giving away the full details I feel comfortable revealing that it is an everyday story of an estate in ruins, giant mutated life-forms, and evil sorcery.

Pausing only to succour the pregnant girl and slaughter the estate-owner’s henchman they met on the way in, they entered the estate and encountered the aforementioned giant mutants. All the NPCs bar two (the estate manager and one spearman) panicked and fled into the nearby cane thickets, where the mutants hunted them down and killed almost all of them – Hippolyta the Amazon was recovered at death’s door after the scenario and saved by Peter’s Healing, which surely can only reinforce her devotion to him.

Undeterred, the party managed to reach safety in the mansion’s tower ahead of their foes and slam the door, after which they noticed screaming upstairs. Marching to the sound of the screams, they found Alihulk Senior engaged in dark sorcery involving a terrified girl and attacked him directly.

Alihulk Junior drew a two of hearts, and just stood there sputtering while his father exclaimed “Still a disappointment, I see,” and laid into the others. Losing the melee after a few rounds, our dark sorceror teleported away, and while the NPCs cowered on the ground floor, everyone except Abishag piled outside in pursuit, taking a moment to set fire to the tower.

“Hulian’s divine instructions are clear,” Peter explained. “If in doubt, kill it with fire.”

Abishag, of course, started looting the building, but one of the spearmen (established on the journey in as being violently hostile to pygmies) took advantage of the distraction to stab him with a spear. This sideshow continued while Peter, Alihulk and Borg ran after the evil sorceror, to find him surrounded by giant mutant creatures drawn up in serried ranks and waiting for them.

A long and brutal melee ensued, but at length the sorceror felt it appropriate to flee on mutant creature-back. Alihulk Junior chose this moment to consume his potion of Speed, run after them, and leap up to grapple his father, casting aside his customary two longswords.

A truly cinematic fistfight ensued, burning through bennies right and left, until they both fell off the sorceror’s mount. The sorceror then teleported away and ran off, but was detained by a bolt of Hulian’s holy fire from Peter and a stab wound donated by Borg. A frenzied Alihulk then ran up and proceeded to beat his father – his enemy – to death with his fists.

Reflections

The encounter between Alihulks Senior and Junior was everything I could’ve hoped for; the younger apparently freezing once face to face with the man he has been chasing for the last six years real time, and goodness knows how long in game time. The slippery sorceror escaping again and again, only to be caught by the son he has so often spurned. The fistfight atop a charging mutant. The near-escape, Alihulk’s friends slowing down the villain long enough for Alihulk to catch him, and the final showdown.

Most satisfying.

But what about Alihulk’s Enemy Hindrance? I asked his player. Now that his enemy is dead?

“Back on the Ivory Savannah,” he said, “That old witch told me I have a brother…”

It’s gratifying that the Shadows of Keron campaign refuses to die, but I have to take into account that some of the younger players are moving on with their lives, so if possible, the story arcs involving their PCs need to be brought to a satisfactory conclusion while they are still around.

Thus it was that last weekend the party found themselves on the outskirts of Caldeia City, in pursuit of Alihulk Senior, chaos cultist, evil demon-worshipper, dark sorceror, and Alihulk Junior’s father. (The player took the character’s own father as the focus of his Enemy Hindrance at character creation.)

Alihulk’s player was unable to join us for the Saturday session, so the plan was that the group would move into Caldeia City and pick up the sorceror’s trail, then when the missing player arrived for the Sunday session, we would follow that up with the final dramatic showdown.

I thought that The Windowless Tower from Places of the Dominions would be a nice way to lead up to that, and strewed clues to that location and Alihulk Senior’s whereabouts and current plans in their path.

Naturally, they ignored all these clues completely. Instead, posing as Independent Cities merchants trying to break into the drugs and slave trade, they set up a meeting with a minor Caldeian nobleman. They promptly murdered him, took over his villa, and set up a complex scheme of buying the stroppiest slaves they could find, putting them through cold turkey to remove all traces of drugs from their systems, deprogramming them, and releasing them into the city.

Why, you ask? I certainly did. It turns out Peter Perfect the paladin of Hulian has taken a disliking to the Caldeians since their economy is based on trading slaves and addictive drugs, and has developed a fanatical focus on overthrowing King Caldaios. Since the only character in the party who has Streetwise or any similar skill is run by the player who couldn’t make this session, they decided they couldn’t find the revolutionary underground, so they would have to do something that attracted its attention. Luckily for them the underground found them before the secret police did, and promised to return later for serious negotiations.

Learning that the dead nobleman had visited the Windowless Tower did attract their attention, and they visited it themselves for long enough to ransack it, kill almost everything inside, and burn it to the ground. I tell you, Old School roleplaying is alive and well around here.

Meanwhile, thanks to some astonishing reaction rolls, the amazon bodyguard they picked up at the end of episode 30 has developed a crush on Peter (who is charismatic, noble, honourable, and somewhat dim). The party have renamed her Hippolyta, and one name is as good as another, so I let that stand. The lady of the house, following another set of whacky dice rolls, turns out to be [a] smokin’ hot, [b] a keen poisoner, and [c] convinced that the best chance of survival for her and her children is a romantic dalliance with Peter. So a game of cat and mouse has developed, with the Caldeian noblewoman trying to poison the Amazon, and the Amazon trying to stab the noblewoman while no-one is looking. Peter has the Clueless Hindrance and is thus largely oblivious to this, but Abishag the hobbit poisoner-assassin is well aware of it all and watching with great amusement, meanwhile teaching the children of the house all he knows about killing people. He justifies this by pointing out they are the only people he knows who do not trigger his Quirk of “Hates everyone taller than him.”

The estate manager (Balthazar) they also picked up at the end of episode 30 fancies the Amazon, so is quietly supporting the noblewoman. He is also a closet sorceror on the run from his school of wizardry, but this has not yet come to light.

Borg, meanwhile, originally a half-orc, has never felt more at home, thanks to the Caldeian practice of modifying their slaves using drugs, cross-breeding, and vile sorcery. Aside from Tricarnia this is likely the only place in the Dominions where a party consisting of what appears to be four humans, a half-Nandal, and a fat albino pygmy can pass without attracting undue attention.

Arion, Episode 21: Boarding Action

Posted: 6 July 2016 in Arioniad
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Continuing the simulation theme and exploring another part of the Fringe Space rules I haven’t tried, let’s take a look at the abstract boarding system. These are optional rules for use if you don’t want to play out the boarding action as a Confrontation encounter on the tabletop.

Let’s suppose that our simulated Navy cutter had won the dogfight in episode 20, reduced the Dolphin’s Thrust to zero, won the next round on the Dogfight table, and opted to board. This takes us from p. 52 to p. 86 where the Boarding table lives.

Let’s further suppose that both sides are at full Hull and bonus dice. First I check whether the Navy will use their bonus dice; on a roll of 6 on one die, they elect not to. Each captain now rolls (Rep + Hull) d6; Arion rolls (5 + 3) d6 = 66561315 for 3 successes, and the Navy get (3 + 4) d6 = 2312351 for 6 successes, plus an extra d6 for having a Cutter’s Marine Detachment (3 = +1 success), plus one success for being a military vessel. Total: Arion 3, Navy 8 – a fairly convincing win for the Navy.

(On average luck, Arion would have got 4 successes and the Navy 5 – still a win for the Navy but by a smaller margin.)

The Navy force the crew of the Dolphin to surrender, and we go to the Terms of Surrender table. Here we roll against the boarder’s Rep (3); 2d6 (usual) +1d6 (military boarders) -1d6 (crew resisted boarding) = 2d6 overall. A score of 11 = pass 2d6; as the Dolphin is not a military vessel, the boarders take all cargo and valuables, but leave the crew and passengers alive and allow them to leave with their ship.

AFTERMATH

Again, a simulation, so no increasing or decreasing Rep rolls.

REFLECTIONS

Again, a fast, simple set of rules, easy to use, and no requirement for figures or terrain.

Had I been playing to win, rather than to test out the rules, I would either have played this as a Confrontation, where Arion’s Rep and attributes would offer more of an advantage, or have burned bonus dice on the boarding table roll – two, I think, to offset the Navy’s statistical advantage, but with dice rolls like that it probably wouldn’t have helped.

Interestingly, if you think you are going to lose the boarding action, you are better off if the boarding captain has a high Rep – low Rep ones are more likely to panic and kill you all, there was a 25% chance of that in this example.

Next time, on the Arioniad: Back to the actual story…

Arion, Episode 20: Dogfight

Posted: 22 June 2016 in Arioniad
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I haven’t tried out the Fringe Space ship combat rules yet, so let’s imagine for a moment that encountering the cutter last episode had turned into a fight – picture it as a combat simulation for Arion to hone his skills and while away the long nights in hyperspace. As I’m new to this part of the THW rules system you get a didactic post with little narrative voice this time.

SETUP

Arion is flying a stock trader, which has Thrust 3, Firepower 2, and Hull 3. The minimum crew is 3, and there are only two crewmembers aboard, so Arion is at -1 Rep. However, even reduced to Rep 4, he still has Ace and Steely Eyes, so he will count +1d6 and +2 successes on the Dogfight table, and +1 success on the Taking Control table. Although the rules are slightly ambiguous on this point, I decide that as Arion has an effective Rep of 4, he begins with 4 bonus dice.

The opposition is a Star Navy cutter, which has Thrust 3, Firepower 4 and Hull 4. We’ll assume a full crew. Her captain has Rep 3 and Rage, giving him +1d6 on the Taking Control table. He thus has 3 bonus dice.

Each captain rolls 1d6, Arion getting 3 and the Navy captain getting 5. Navy therefore draws the first chance card. There appear to be 11 of these (the ones in orange type on p. 100) so shuffle and draw – Asteroid, opposing ship loses one success on the Dogfight table to dodge an asteroid. The Navy will play this as soon as possible, as per the rules for NPCs (p. 49).

TURN 1

We begin on the Dogfight Table, and there are only two ships so who fights who is obvious. Each captain rolls Rep dice, looking for successes; Arion gets 2422 = 3 successes, +1 for being an Ace, +1 for having Steely Eyes, -1 because of the Asteroid card which the Navy plays as soon as possible, i.e. now. Total, 4 successes. The Navy meanwhile rolls 263 = 2 successes.

We move to the Taking Control table, with Arion counting +2d6 as he scored two more successes, and again both captains roll Rep. Arion gets a modified 5 successes (2 from dice, +1 Ace, +2 from successes on Dogfight table), Navy 2 successes (1 from dice, +1 for being military). Arion lines up a shot and we move to the Fire table.

Arion scored 3 more successes than the Navy, so now rolls 3d6 vs the Dolphin’s Firepower (2); 252 = 2 hits, which I allocate against the enemy Hull (no witnesses!) reducing it to 2.

The Navy now go to the Continue On table to see whether they fancy dancing some more with somebody this good. Navy rolls 2d6, -2d6 for the two Hull hits taken, +1d6 for being military, so 1d6 overall. They roll a 4, and pass 0d6. This means they run for it.

Each side now rolls 1d6 + Thrust; Arion gets 4 + 3 = 7, and Navy gets 4 + 3 = 7. Since the Navy’s total is not greater than that of all pursuing ships, they surrender.

AFTERMATH

Since I declared this as a simulation up front, there are no Rep dice, positive or negative. Had this been a real fight, Arion would have got two increasing Rep d6, one for firing at an enemy and causing damage (though you can only claim that once per month) and one for destroying or capturing an enemy ship.

REFLECTIONS

Even as a novice, this is a very quick and simple combat system – you’ll notice that for a one-on-one dogfight no counters or models are necessary, although I would want to use them if there were more than one ship on a side.

I don’t like the chance cards and won’t use them again. That’s just me, probably, I’m going off drawing cards in general at the moment (which bodes ill for Savage Worlds, but that’s another story).

Life is good when you’re a Steely-Eyed Ace. Especially when the opposition has a rubbish captain.

Arion, Episode 19: The Searchers

Posted: 27 April 2016 in Arioniad
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April 2220 Setup

It’s not clear where in the strategic turn sequence (page 21) resolving Job Offers should go, but it makes most sense to me if they occur at the beginning of the turn, before random encounters. This is because any jobs hauling cargo or passengers will dictate strategic movement, and if Job Offers happen after that, Arion loses a month between jobs, which a hardscrabble free trader can’t afford. So:

  • Job Offers (4): [1] Joe #6, Manufacturing, Cargo Hauling, Ring 1 Sector 2 3/2 Gaea Prime, Rep -1 +3. [2] Joe #9, Specialist, Rescue. Rep -1 +3. [3] Criminal #9, Hacker, Rescue. Rep -1 +3. [4] Joe #6, Specialist, Rescue. Three rescue jobs in a row? I’ll lump the three of them together and use them as an excuse for travel; spending three decreasing Rep dice to take the jobs sounds like tooling up. I’ll decline the cargo hauling job.
  • Starting location: Fermanagh, Ring 1, Sector 4. Random Event: No. Campaign Movement: Yes, move to sector 1 to gain access to inter-ring travel. Encounter: None (they are optional, and I want to start moving).
  • PEFs (3): [1] Something’s Out There [2] Star Navy Cutter [3] Something’s Out There.

Fermanagh, April 2220

“Mr Osheen, I think it’s time we left Fermanagh.”

“Yes, Captain.”

“We need money, though.” Arion browses to the spaceport jobs board on the main display.

“Hmm. Running cargo to Gaea Prime space, I think not; the police there would shoot you on sight, Mr Osheen. Hmm. Look at this; three separate rewards for finding and returning missing persons… Ah, I see, while I was having fun with Ms MacDonald there was a raid by Hishen slavers. I wonder if they’re connected to that Razor I bumped into? No matter. Mr Osheen, what equipment do you think we should pick up for this mission? We need to rescue three unarmed civilians, I don’t know where they are but they will be under armed guard.” The grath looks the captain up and down, and considers for a moment.

“You should wear your body armour and get two machine pistols. We will require a squad support weapon, body armour, and the largest available blender.”

“What’s the blender for?”

“It will simplify consuming our enemies’ bodily fluids for nourishment.”

“Ooookaaay… I’m going to take us to a place I know in Ring 5, we can go shopping and find out where the slavers are; then we can ask them where they took the slaves. Hopefully all to the same buyer.”

“Will questioning the slavers create an opportunity to absorb their bodily fluids for nourishment?”

“Almost certainly.”

Deep Space, Ring 1, April 2220

The Dolphin encounters a Star Navy Cutter, whose captain is a Rep 3 Basic with the Rage attribute; fortunately, as we are outgunned, Arion wins the Talk the Talk; the ships exchange pleasantries then go their separate ways. There is no need to record the NPC captain.

Admin

Arion began with a lifetime Rep of 7. He deducts 2 for crew upkeep (one for him and one for Osheen), and three for the jobs he has taken on. He hasn’t done anything that would increase Rep, so there are 5 decreasing Rep dice and a final Lifetime Rep of 2. Arion rolls 22435 for the decreasing Rep dice, and retains his Rep of 5.

Reflections

I see a story arc is already emerging; find the slavers, find the slaves, bring them back. This will likely lead to ongoing animosity with one or more of Razors, Hishen, and pirates.

Much like other story-driven THW games, you get some months in Fringe Space when nothing much happens.