Wake-up Call
GM
Briefing:
Seven years ago, the planet Hera was
deeply involved in the war with the
Two months ago, Church elders decided that Hera had to be for natives only and embarked on a campaign
to prevent outsiders from defiling their sacred world.
A member of this radical sect needs transportation and having
no fear of Blue Sun, is willing to use the PC’s ship. Li Shen
Fong, is clearly a Buddhist monk and is ready to pay the
charter rate for the ship is 80 credits per day normally, but the client insists on a hard
burn, thus bumping the cost to 100 credits per day for a five day trip to the
moon Highgate. Li pays this higher fee without complaint, he has a large cargo and will pay half up front,
half on delivery. The cargo however, is only a cover for a small team of elite
mercenaries hidden in stasis in the large crates marked mining equipment, their
mission: to begin carefully orchestrated sabotage on the shipping en route to Hera.
The PC’s were performing a hard burn to meet the customer’s
deadline when something seemed to go wrong. The crew had to abandon ship as the
engine threatened to go supercritical. The ship was set on a course out into
the outermost limits of the sensors of the local
The PC’s mechanic is a church devotee, but not of the Hera sect and they chose to trust him and tell him of the
heretical plans, asking him to sabotage the ship before it reached the
The PC’s ship reached the
Events
in the Scenario:
· The characters return and explore their ship.
· They discover they have an abandoned
· They find evidence of other people on board ship (the
insane mercenaries).
· They deal with the mercenaries while getting the ship
underway.
· Deal with Li and his attempts to salvage a plan gone
horribly wrong..
Computers
on board the PC’s ship:
The computer core is currently controlling all on-board
systems. The core has a hidden program called
· The Bridge: The PC’s ship has had a rudimentary security
system installed (a few cameras and motion detectors, computer-controlled
bulkheads). The bridge stations are all currently locked out. At the start of
the scenario, the main drives are off-line, and must be reactivated.
· Infirmary: A rather rudimentary medical facility. It has
various drugs, surgical equipment etc.
· Living Quarters: Three single and two double cabins.
Examination of the mechanic’ cabin reveals that he has a copy of the Hera Bible hidden under his pillow. This book contains the
isolationist teachings of the
· Lifeboats: There are two shuttles, each of which fit seven
people. A big red lever launches the shuttles. Computers can’t launch the
shuttles.
· Docking Airlock: The main exit from the ship.
· The Engineering Section: A cramped chamber surrounding the
fusion power plant.
· The Engines: Standard Pulse drives. They are connected to
the cooling tanks by a mass of piping.
· The Cargo Pod: if anyone explores this, they can discover
the chamber contained ten mercenaries sent by the Church.
The
The ship docked to the PC’s ship is a standard
All that is needed to enter the patrol boat is to simply
touch the door. One of the first things they encounter is the body of the
commander of the mercenaries. A yellow barrier field is holding him and he is
still alive, he cannot be talked to unless the barrier is shut off.
The mercenary is named Hestis. He
is a dedicated Church officer and has fought numerous engagements during the
Unification War. He is quite mad, and believes
Towards the rear of the ship is its pulse drive. At the
center of the room is fusion plant. Also in the ship is the ship’s advanced
computer system. One passage leads to the bridge. Once someone enters the
bridge, a beam of shining white light lances down upon him or her as the
computer scans him or her. The characters cannot control the computer, but they
can get the mercenary captain freed, or awaken the sleeper...
The
Sleeper:
The sleeper is an
Events
during the scenario:
· The characters return and explore the ship. They meet with
· They find evidence of other people on board ship (the
insane mercenaries).Deal with this bit as you see fit. The mercenaries exited
the pod, boarded the patrol boat with ten of them going in. Two made it out
alive, and they’re not normal.
One, Private Carns, is a raving
lunatic. He was a believer in the
The other, Private Telos, is slightly less mad, if still unsettled. He took a head
wound from Carns and now thinks he’s being chased by
aliens. He can be talked down, but will shoot dangerous-looking things on
sight.
Li was supposed to play the grateful to be alive
monk and be rescued with the rest of the crew, making his way back to Hera on his own. Li quickly figures out he is the only
member of the sect that is still functional and quietly goes about sabotaging
the crew’s efforts. If he is caught in the act, his Buddhist persona drops and
he becomes a fearsome fighter that has to be killed to rendered unconscious to
be stopped
What
happened?
The cryo-suspension of mercenaries
was done in a rush and unknown to everyone, done improperly. Every member of
the team suffered brain damage during the process and the auto-timer thawed them
they went beyond the desired elimination of the
The
Warship
When the first patrol boat fails to report, the
The Wages
of Sin
There many weapons and covert gear originally carried by the
mercenaries and scattered throughout the patrol boat and are free for the
taking. The GM can allow anything reasonable for a mercenary strike team to
have carried and the PCs will have to roll an opposed INT + Covert versus the
second patrol boat’s crew skill of INT d6 + Perception d4.
Final
Thoughts
Regardless, during the encounter, the Mechanic has to choose
which is more important to him, his crew or the now obviously radical teachings
of the
NPCs
The mercenaries use the Alliance Grunt template, but with INT
of d2 and instead of Loyal, they have Leaky Brainpan (Major)
Li Shen Fong
AGL d6, STR d6, VIT d6, ALE d8, INT d6, WIL d6 Life Points
12, Initiative d6 + d8
Traits: Religiosity (Major), Deadly Enemy (
Skills: Athletics d6 – Dodge d8, Covert d6 – Stealth d10
Sabotage d10, Discipline d6, Guns d6, Influence d6 – Persuasion d8, Knowledge
d6 – Buddhism d10, Perception d6, Performance d6, Unarmed Combat d6 – Aikido
d10