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[Silhouette/Traveller-SOLOplay] The "Idle Threat" Logs

Kilgs

SOC-14 1K
Baron
SYNOPSIS
The trials and tribulations of a small crew during the Solomani Rim War in the Glimmerdrift sector. In 993 IMTU, the Solomani Rim War is bogging down into an attritional and resource nightmare. Resources are being drawn from all Imperial domains to the war effort and leaving spacelanes lightly guarded. In addition, the Solomani are utilizing espionage and commerce raiding outside of the warzone to hamper the Imperial effort.

[ie. Gateway to Destiny setting, where the War is at a stalemate]

The crew, led by Marcus Vako, is a free-enterprise group but focused on bounty-hunting; both legit and illegitimate. Their ship, a Lune Class-Freelancer, is described in more detail below. For deckplans and the like, please check out the product at Moon Toad Publishing at Drivethrurpg.

The Lune is a great ship with jump-legs, speed and capacity. In addition, it has room for modifications and intraorbital access with an integral shuttle. Unfortunately, its price makes it fairly prohibitive to purchase and it needs to be majority-owned to make a profit. It’s a jack-of-all trades ship that can’t quite make it as Free Trader or privateer. But it is a great ship for troubleshooters or, as in this case, bounty hunters.

GAME MECHANICS
Some of you may remember my Silhouette hack for Megatraveller from about a year ago. As part of that, I did a SOLO playtest and incorporated a number of things that had grabbed my interest over the past few years. It’s been a year since I set this down for a break (monomania leads to exhaustion) and I’m going to pick it up again.

The system is Silhouette (Heavy Gear/Jovian Chronicles) with hacked MT character advanced generation. The transition between the two systems is pretty smooth. For ship combat, I simply adapted Mongoose mechanics. A few skills needed adjusting (such as Trader) but it really worked smoothly in short playtests. In addition, the mechanical change gave it the kind of feel that I wanted for the game. I’m not a fan of the original system (2d6); sorry.

Some of the things I was trying out in this game were the guidelines and “Plan” idea from the SOLO Cepheus supplement. But I also wanted to incorporate some mechanics from Stars Without Numbers and related games. Specifically, the fantasy supplement, Scarlet Heroes, has rules for solo play. One of those mechanics is for generating Urban Adventures. It’s really flexible, general enough for adaptation and specific enough for scenario creation. Most interesting for me was it had a “clock” feature where you scored Victory Points and tried to get more than the OPFOR.

I’ve always wanted a decent Bounty Hunter system. I messed around with Mongoose but it made no sense and was unbelievably non-profitable. So I adapted the Urban Adventure generator to function as a SOLO play mechanic for tracking bounties.

A year later, in looking back, I definitely need to change the compensation/pay scale since you’ll see that once an opponent gets off-planet, the costs really start adding up. Two ways to do this… 1) reimburse for all expenses or 2) increase the rewards. Not sure what I will go with. But I’ll discuss that when I get to the end of this bounty ticket.

Regardless, most of this writeup was done over a year ago, this will hopefully allow me to stay ahead of things for a bit as I wind back up. For me, Solo gaming and monkeying around is more of a winter thing so I’m getting ready for it now. I live in Minnesota so, for me, it’s just around the corner at this point :-P

RESOURCES
Credit where credit is due… this solo play would not have been possible without help from two fellow Travellers.

First, the website of Grauenwolf, Travellertools.azurewebsites,net, for its cargo generator. He kindly modified his code so it could draw from the various Era data from the Traveller Map. With his help, I could easily generate cargo from the 990 Era as well as port fees, equipment availabilities etc.

Second, the awesome work of DickNervous in creating this incredible Excel file that works as a trip log, campaign manager.

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=37794&page=3

With his help, I was able to hack it to draw the Gateway 990 Era information without blowing the sheet completely up. I love Excel and if you do too, regardless if you’re any good at it, take a look at this program. It is really, really versatile.

So without further ado…
 
The "Idle Threat"

THE IDLE THREAT, 300t LUNE CLASS FREELANCER
http://forum.mongoosepublishing.com/viewtopic.php?t=69943

The Lune-class Freelancer is a tough, versatile vessel that has a well-deserved reputation amongst far traders and freelancers. It is fast, long-ranging, and packs excellent firepower for a purportedly civilian vessel. The Lune-class belongs to a hybrid classification of “frontier commercial” which emphasizes profitability, survival and defensive punch beyond that necessary for interior spacelanes.

An extremely expensive vessel, it provides a platform for a wide array of activities with a specialization in priority freight, freelance operations, and navigating the rougher spacelanes outside of Imperium space.

The ship that would become the “Idle Threat” has been plying the spacelanes for more than three decades. It began its life fresh off the line as a frontier trader for a now-bankrupt mercantile enterprise operating out of Ley Sector. After changing hands between several businesses over the first decade, the ship ended up in the hands of a wealthy Free Trader. This individual made several modifications (included below) to the original model over the course of nearly a decade before his premature death. The ship was ‘inherited’ by his 1st Officer, Gaius McAnthry, and took up operations along the Imperial fringe of Ley and into the independent systems of Gateway sector.

McAnthry was involved in speculative trading on the surface but his main source of revenue was smuggling, opportunity-piracy and other shady operations. McAnthry plied the spacelanes with his own brand of fearlessness for more than a decade until his retirement last year.

One of his more frequent locations when he was just starting out was a commercial trade orbital on the Imperial Fringe. It was here that McAnthry met a disgruntled trade administrator named Marcus Vako. The two became unofficial partners in a customs-evasion/smuggling operation that ran successfully for several years. Vako, as an inside man, would provide forged end-user and tax documents for illicit cargo brought in by McAnthry for distribution within the Imperium. The operation began to feel pressure with the discovery of one of these cargoes in Diamond-Prince by a chance inspection. The investigation met several dead-ends and did not amount to anything official as the corporation closed ranks to ensure immunity from any Imperial censure. After the operation was shut down voluntarily by Vako and McAnthry, the two went their separate ways.

In between, the last eight years had been quite profitable and the Lune-class was being operated by a lieutenant of McAnthry’s as he had moved away from frontline activities. Upon a questionable impound in Imperial space, McAntrhy decided it was time to part ways with his side-business. McAnthry negotiated a deal with Vako, taking control of his banked accounts and investments, to relinquish control of the vessel. Vako had been working as a Free Trader for the past eight years and had spent the last few as part of the crew of an associated smuggler. Reacquainted, McAnthry was happy to pass the reins over… for everything Vako was worth and then some. Vako retrieved the vessel from Imperial space where gratuitous bribes and pressure induced the local authority to release it upon payment of the fines.

Vako re-registered the ship as an independent frontier trader by running it through the registration authority of an Imperial Client system. Once that was complete, he filed reciprocity paperwork with the Imperium and christened it the ‘Idle Threat’.

The Idle Threat is 33.2m long, 10.5m wide at the main body with a wingspan of 46.5m. It displaces 300tons and stands 9m on terrestrial landing form. It comes with a 4-G Regina Industries F-series maneuver drive, an Elson Industries F power plant and boasts a Jump-3 interstellar range via its Lyon Industries E class lanthanum drive. It was the recipient of crystal-iron armoring and a milspec grade sensory package. It boasts three turrets (wing/wing/dorsal). The wing turrets are dual-frames featuring paired Gammatech beam lasers. The dorsal mount is a hybrid-triple frame with two Hundai-A missile racks and a DRI sandcaster.

The Idle Threat has been through its paces and has several significant areas of reconstruction and/or scarring. The entire engineering department has been rewired so many times that it requires familiarization. In addition, this extensive repair history has left the vessel with a number of quirks and disadvantages. With the large amount of jury-rigging, the Idle Threat requires near-constant rotation or replacement of parts. Maintenance costs are more than double that of a standard Lune-class. In addition, the vessel occasionally emits a strange odor of burned plastic when preparing or shutting down either the M-drive or J-drive. It can be disconcerting to newcomers.

Deck One houses the Bridge and Engineering substations as well as auxiliary compartments. A three-station Bridge is accessible by a central corridor. On either side of the corridor are access portals for the 1-person medbay and workshop. The end of the corridor presents a secure iris valve leading into a generous engineering console allowing control of the ship’s systems.

A modification of the original design, the Idle Threat has a stateroom that has replaced one of the missile magazines just off the main corridor. This requires additional missiles to be stored belowdecks but supply is rarely so high. The stateroom also takes up a compartment originally used for slaving of weapon turrets and so any weapon use must now be conducted through the turrets themselves. This stateroom is larger than the others and has more space and amenities although time has worn down its appeal. These are Vako’s living quarters.

Deck Two holds the bulk of the vessel’s internal compartments. The fore section is segmented for living spaces with a front lounge and common room. A galley and a separate terminal room round out the nose of the vessel. The original six (6) staterooms are on either side of the central corridor leading out of the common room. Exiting out of the iris valve allows access to the wing turrets, the brig, fuel tanks and the cargo bay. A modification of the original design, the brig can house 5 inmates and is set into the port-wing carriage. The same corridor provides iris access to the sealed hangar for the 20t launch nestled into the rear of the vessel for planetary excursions. The launch exits through the double sealed doors at the rear of the vessel.

Deck Three has minimal open space and consists almost entirely of corridors and access tunnels. Similar to the other decks, a central corridor leads to the fore where the ship’s air/raft is docked and stored for use. The cargo bay bridges Deck Two and Three in vertical access. It is possible to remove the Deck Two cargo floor and create vertical space otherwise a floor-lift provides access between the two floors. The launch’s rear cargo hatch seals with a valve on Deck Two’s cargo hold allowing in-ship transfers to take place. Another modification to the original design consists of a concealed and shielded cargo compartment set into the side of the cargo bay. It is accessible only by half-height operation of the lift. It can hold 4dtons of contraband.

Additional modifications include a glitch-prone Forced Linkage Array, cargo scoop and exterior class-I docking clamp.

The original interior of brushed steel and chrome has been scuffed, worn and redone numerous times. There are signs of scarring, compartment fires, structural rebuilds where replacement walls do not match the rest of the compartment, and other indications that she has logged many parsecs in nearly three decades of operation. Even so, despite appearances, the Idle Threat, if well-maintained, still meets the parameters of its original design. A succession of canny operators have ensured that her performance has never been downgraded due to wear and tear.

With no mortgage payment, the Idle Threat still requires nearly 25,000cr for maintenance per month in addition to salaries, fuel and other expenses. The total monthly base running cost, with life support and salaries for the current crew, is 53,840cr.
 
The Cut

THE TEAM CONTRACT
In forming his crew, Vako recruited individuals who were in search of a profitable enterprise composed of legal and illegal activities. He had no interest in limiting their prospects. As such, the team was formed under a performance/profit contract. The basis of the contract is that the ship belongs entirely to Vako. He is responsible for all expenses, repairs modifications and salaries. Furthermore, his bankroll provides the basis for all mercantile activity. Individual smuggling may not take place without approval of Vako. He remains the Owner/Captain in all respects even on-planet.

With the payment of regular salaries, Vako maintains control of the vessel, operations, and business decisions. The payout for the team’s activities varies on the actual activity and the involvement of the team and/or vessel. The dividing line is that where the team is undertaking any activities contemplated in a typical ship employment that they do not profit-share the proceeds.

FREIGHT/SPEC TRADE
100% to Vako as this activity is part and parcel of a standard employment contract.

SMUGGLING
90% to Vako. 10% to crew.

SIDE JOBS/BOUNTIES
70% to Vako. 30% to split for remaining crew. This is due to the delay caused to the ship and possible smuggling/freight losses. Since the vessel provides the ability to undertake many of these operations it requires that Vako be renumerated at a higher rate. This also goes for operations that do not heavily utilize the vessel.
 
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The Crew

TEAM POSITIONS

Pilot/Sarasina
Navigation/Captain Vako
Sensors/Captain Vako
Shuttle Pilot/Kaska Adinaari
Engineer/Babs
Wing Gunner/Dana Orotoni or Alessio or Loras
Wing Gunner/Dana Orotoni or Alessio or Loras
Dorsal Gunner/Kaska Adinaarii or Dana Orotoni or Alessio or Loras

TEAM MEMBERS
All current members of the team are human-derived species without noticeable differences. As a few team members originate from outside the Imperium, their genetic makeup or engineering is such that any differences are barely noticeable or require medical scanning.

Captain Marcus Vako was a promising young graduate of the Fornast Merchant Institute and took service with his patron Megacorp when he graduated from the Deck Program. As a commissioned merchant officer, he spent his first year planetside while awaiting a berth. After he shipped out, he spent a few years serving on the deck of a merchant liner where his rise was meteoric. Within four years, he had achieved O3 and earned the spite of his peers and those on high who saw him gunning for their position.

It was a surprise when he was posted to orbital Trade Station on the border of Imperial space. It did not take long for him to realize that he had been sidelined by corporate politics and removed from plying the stars which had always been his dream. It was during these years that Vako first turned into the colder, calculating individual that would be known to the others in the future. This realization led to bitterness and pushed him over the line into crime with a smuggling partnership with McAnthry (see above). This operation persisted for a few years until the megacorp started making noise about an investigation.

Vako turned in his resignation and caught the first berth on a Free Trader before the ink was dry. As fate would have it, the captain of the Free Trader was himself a bit-smuggler and Vako found his skills in much demand for falsifying documents and maneuvering the bureaucracy of customs agencies. During this time, he matured his corporate benefits along with squirreling away everything possible from his speculative and (illegal) Free Trader employment to gain a ship of his own. It was a hard eight years and Vako turned ever inward and away from the companionship of others as he navigated the cut-throat world of smugglers and Free Traders on the edge of Imperial space. He developed a liking for the border regions amongst the Gateway Domain and spurned spending too much time in Imperial space.

When the war broke out, he was parsecs away and missed any chance of a merchant marine recall. By the time he had returned, his path was set. Out there in the fringe there was little to no law and all the chances in the universe for an enterprising person to get rich. It was McAnthry’s offer that drew him back to Imperial space and his own communiques to old friends and contacts brought together his crew.

The pilot, Sarasina Luitai, hails from Shangri-La in Ley. She was raised in a makeshift belter community at the lower-end of the safe and profitable scale. Her bare childhood left her with few yearnings for her parent’s lifestyle and she enlisted in the Imperial Scouts as soon as possible. As a member of the Survey Branch, she became a talented pilot and spacer. As part of a detachment that worked along the Imperial fringe, she was stationed at a trade orbital complex for several years. It was here that she met Vako and the two became friends, and more. Sarasina was a witness to Vako’s change as his time on the station turned him more inward. She still remembers the brilliant officer that she first met.

She spent seventeen years in the IISS before being injured in a offensive operation while supporting naval elements against the Solomani. She had spent the entirety of her time in the IISS experiencing the many worlds of the Imperium and beyond. The notion of governments laying them to waste and hoarding entire planets when there were so many was wasteful. It was around this time that she got involved with a radical political movement that was spreading amongst some of the more outspoken members of the IISS. While not an actual member, she associated with a number of Scouts that were active participants in the movement. When a crackdown by the agency was instituted, she opted to join the Exploratory Branch in order to distance herself from her former colleagues.

Unfortunately, this coincided with the War kicking off and active operations being undertaken by Scout units throughout the galaxy. Again, Sarasina showed herself to be incredibly competent and was involved in a number of high-risk operations including one that netted her some fame for actions in a firefight during a botched recon. While ultimately successfully in exfiltration, she was wounded in the incident. She knew the mistake was made at the higher echelons of the military and complained to her scout directors to no avail.

The next year, her actions prompted a request for her services once again on a top-secret mission assisting military and espionage assets behind enemy lines. Again, things went wrong and she was wounded badly. For over a month, she hid from the enemy while feverish and wounded. She returned from that planet a different person and took to alcohol to help with her nightmares.
 
MARCUS VAKO, Male Owner/Captain –38 years old
Tukera Subsidiary Merchant Officer O4 (3 terms), Free Trader (2 terms)

Homeworld: Ziamad/Fornast 2529 (Ag, Ni, Ri, Sub-Capital)
AGILITY: +0, APPEARANCE: +0, BUILD: +0, CREATIVITY/INT: +1, FITNESS: +1
INFLUENCE: +1, KNOWLEDGE/EDU: +2, PERCEPTION: +1, SOC: +1, WILL: +1
SKILLS:
Astrogation-2, Forgery-2, Persuade-2
Admin-1, Broker-1, Corruption-1, Deception-1, Engineering (Systems-1), Leader-1, Legal-1, Liaison-1, Pilot (Starship-1, Small Craft-1), Streetwise-1, Trader-1
Animals-0, Carouse-0, Computer-0, Drive Ground-0, Grav Vehicle-0, Vacc Suit-0
COMBAT SKILLS:
Combat Sense-1, Defense-1, Unarmed Combat-0
Small Arms (Pistol-1), Energy Weapons (Rifle-1)
TRAITS: Animal Antipathy (1)
FIREFIGHTS: 0
EXPERIENCE: 0
EMERG DICE: 2
POSSESSIONS: Autopistol, Protec Suit, Pcomm/10, Transceiver (TL9)(500km), Vacc Suit (magboots), Vacc Emergency Kit, Combination Mask, Respirator (plugs), Windmask, Field Kit, Hiking Boots, Rescue Ball (Stateroom)

Life Events:
-Despises his former company for sidelining him at a Trade Station. Left just in time to avoid investigation into questionable documents. (Shipping Line)
-Were helped in a terrible time of crisis by a friend (Contact)
-Assisted by smuggling maestro in getting the Lune.

1st Term-MERCHANT-Megacorporate-Academy
1.1 BASIC (Economics, Vacc)(DECK-Will +1, Per +1)
-Commissioned O1, Deck
2nd Term-MERCHANT-Megacorporate-Deck (O1)
2.1 ROUTE (no Pos)(12!)(Gun Combat, Small Craft)
2.2 ROUTE (O2, Leader)
2.3 ROUTE (O3, Persuade)(Astrogation)
2.4 ROUTE (nothing)
3rd Term-MERCHANT-Mega-Deck (O3)
3.1 TRADE STATION POSTING (Broker, Trader)-ADMIN Transfer
3.2 SPEC TRADE (Corruption)
3.3 ROUTE (Forgery)
3.4 ROUTE (Deception)
4th Term-FREE TRADER
With a bit of a cloud over his work at the Trade Station, he resigns and ships out on the first Free Trader which turns out to be a rather shady individual.
4.1 EXPLOR (Persuade)
4.2 ROUTE (no Pos)(Legal)
4.3 NO BUS (Gun Combat)
4.4 ROUTE (Pilot)(O4, Liaison)
5th Term-FREE TRADER
5.1 ROUTE (Pilot)
5.2 NO BUS (gets involved with some rough folks)(Gun Combat, Streetwise)
5.3 SMUGGLING (new ship!)(Forgery)(works on customs labels while smuggling ship)
5.4 ROUTE (Engineering)

MUSTER OUT
Free Trader, KNO +1, INF +1, Free Trader, Free Trader, Free Trader, 20,000cr
CONNECTIONS
Sarasina (secretly in love)
Kaska (secretly jealous)


SARASINA LUITAI, Female Pilot—35 years old
4.1 Terms IISS (3xSurvey, 1xExploration)

Homeworld: Shangri-La/Ley 0933 (Va, As, Na)[Belter community]
AGILITY: +1, APPEARANCE: +0, BUILD: +0, CREATIVITY/INT: +0, FITNESS: +1
INFLUENCE: +0, KNOWLEDGE/EDU: +1, PERCEPTION: +1, SOC: -2, WILL: +1
SKILLS:
Pilot (Starship-2, Small Craft-1)
Athletics-1, Communications-1, Gambling-1, Grav Vehicle-1, Hostile Environment-1, Hunting-1, Recon-1, Sensor Ops-1, Stealth-1, Survey-1, Survival-1, ZeroG-1
Computer-0, First Aid-0, Vacc Suit-0
COMBAT SKILLS:
Combat Sense-1, Defense-1, Unarmed Combat-0
Small Arms (Pistol-1), Energy Weapons (Rifle-1)
TRAITS:
FIREFIGHTS:
EXPERIENCE:
EMERG DICE: 2
POSSESSIONS: Blade, Hunting Knife (dagger), Autopistol (x16)[-150 Std rds], Body Pistol [60 Std rds], Diplo Vest, Protec Suit, Cloth Armor [TL10], Vacc Suit [TL12](Ext. Life Support, Self-Sealing, Mag Boots), Combination Mask, Environment Suit, Face Mask (dirt), Goggles (TL9, auto-adjust), Climbing Kit (TL8), Backpack (2 canteens, distress flare, field kit, compass, sleeping bag), tent, Cold Light Lantern/Flashlight (2x), P-Comm [TL10](commdots), Transceiver [TL9}(500km/Orbit), Medikit (TL10), Personal Safe (Formidable), Sphere of Solace (sound dampen), Sonic Sweat/Stain Remover,

Life Events:
-Found fame after being involved in a well-known Scout operation in opening stages of war.
-Expensive but legal habit.
-Involved with a radical political movement

1st Term-SCOUTS-Survey
1.1 BASIC (Pilot, Vacc, Survey)
1.2 MISSION (Hostile Environment)
1.3 MISSION (Gambling)
1.4 MISSION (nothing)
Discovered old ruins.
2nd Term-SCOUTS-Survey
2.1 MISSION (nothing)
2.2 ROUTINE (Gun Combat)
2.3 WARTIME MISSION (Corruption)(Pilot)
2.4 MISSION (+1 WILL)
3rd Term-SCOUTS-Survey
3.1 MISSION (Gun Combat)
3.2 ROUTINE (nothing)
3.3 ROUTINE (Athletics)
3.4 SHIP SCHOOL (Pilot, Communications)
4th Term-SCOUTS-Exploration
4.1 SPECIAL MISSION (Hunting)
4.2 FIELD TRAINING (Survival)
4.3 CONTACT TRAINING (Gun Combat, Gun Combat)
4.4 WARTIME MISSION (Wounded, First Aid, Stealth, Recon)
-With the war heating up right when she transferred in, she found herself increasingly involved. She opted for all the training possible but eventually ended up in the middle of a firefight and on the ground. She was pissed about the whole thing.
5th Term-SCOUTS-Exploration
5.1 SPECIAL MISSION (Wounded and taken out)(Psychologically damaged, -1 CRE from PTSD)

MUSTERING
Weapon, KNO, 60kCr

CONNECTIONS
Kaska Adinaari-[Secretly Hates](roll, Sensor Ops)
Babs-Competitive Rival (Grav Vehicle)
 
Stowe and Kaska

Barbara “Babs” Stowe is a heavyset woman without an ounce of fat. She is imposing for a woman her age which she wears extremely well despite some grey on the sides of her short hair. Babs signed up with the Imperial Army in order to get away from Keene/Ley, a planet which could only charitably be described as livable. She spent four years in the Infantry and served well enough to make it to non-com rank. After a year of doing police/peace-keeping work, she resigned at the end of her four-year hitch, to make her way in the stars. She was hired primarily as muscle but proved an able hands-on worker and she spent the next twenty years making her way from Free Trader to Free Trader in the Gateway Domain. Along the way, she picked up an array of skills and certifications as well as officer credentials although she had to be practically forced into accepting them. Even as an officer, she kept her head down and worked hard. Eight years ago, a young woman drifter joined her crew as a fugitive and the two of them became close friends. Dana and Babs have served together for the last eight years and make a dangerous combination due to their street-savvy and ‘extra-curricular’ skills. It was through Dana that Vako contacted them and enlisted them in the current operation.

BARBARA “Babs” STOWE, Female Engineer/Grip—42 years old (Imperial)
1 term Army (Infantry), 5 terms Free Trader

Homeworld: Keene/Ley 1623 (Ni, Ag, Dangerous)

AGILITY: 0, APPEARANCE: 0, BUILD: +2, CREATIVITY/INT: 0, FITNESS: +1
INFLUENCE: 0, KNOWLEDGE/EDU: +1, PERCEPTION: +1, SOC: -1, WILL: 0
SKILLS:
Electronics-2, Engineer (Jdrive-2, Power-1, Mdrive-1), Gravitics-2, Mechanical-2, Streetwise-2 (spec: Smuggling),
Athletics-1, Computer-1, Deception-1, Drive Ground-1, Gambling-1, Security-1, Vacc Suit-1, ZeroG-1
Animals-0,

COMBAT SKILLS:
Combat Sense-1, Defense-1, Unarmed Combat-2, Melee (Blade-1)
Small Arms (Pistol-1, Auto Rifle-1), Laser Wpns (Pistol-1, Rifle-1)

CYBERNETICS: Wafer Jack/4
FIREFIGHTS:
EXPERIENCE:
EMERG DICE: 1
POSSESSIONS:
Laser Pistol (1xpower pack), Saber, Ballistic Cloth worksuit (+8?), Protec Rugged Wear,
Vacc Suit (TL10)(Environment Reader, Magboots, Self-sealing), Combination Mask, Respirator (plugs), Shades (TL9), P-Comm/10, Commdots, PRIS Goggles, Electronic Tools, Mechanical Tools, Starship Engineer Kit

Life Events:
-Were responsible for a deal going badly. Still haunts you. (Smuggling operation went bad.)
-Made an enemy. Shouldn’t have embarrassed him in front of (others). (Enemy)
-A rival forced you into bankruptcy/debt. (Rival)

1st Term-ARMY
1.1 BASIC (Small Arms, Athletics)
1.2 COUNTER-INSURG (nothing)
1.3 GARRISON (E2, Combat Sense)
1.4 POLICE (+1 Build)
2nd Term-FREE TRADER
2.1 EXPLOR (Nothing)
2.2 PIRACY (Bonus)(Gravitics)
2.3 ROUTE (commissioned as O1)(Gun Combat)
2.4 CHARTER (Engineering)
3rd Term-FREE TRADER
3.1 ROUTE (passed into O2)(Mechanical)(Bonus)(Vacc Suit)(-2 BP)
3.2 NO BUSINESS (-1BP)(Streetwise)
3.3 SPEC TRADE (Electronics)
3.4 PIRACY (Bonus)(Security)
4th Term-FREE TRADER
4.1 NO BUSINESS (Streetwise)
4.2 SMUGGLING (Engineering)
4.3 NO BUSINESS (Gun Combat)
4.4 CHARTER (Mechanical)
AGE: None
5th term-FREE TRADER
5.1 NO BUSINESS (Unarmed Combat)
5.2 NO BUSINESS (Streetwise Spec)
5.3 CHARTER (Deception)
5.4 NO BUSINESS (Unarmed Combat)
AGE: None
6th Term-FREE TRADER
6.1 SPEC TRADE (Engineering)
6.2 SPEC TRADE (Engineering)
6.3 PIRACY (ZeroG)
6.4 ROUTE (Gambling)
AGE: None.

CONNECTIONS
Dana-Devoted to her (Computer)
Sarasina-Good Friend (Electronics)

MUSTERING
ARMY-Implant (Wafer Jack)
MERCHANT-Ship Shares (gravitics), Laser Pistol, Gun, Blade, KNO +1, Blade, 20,000
5,000cr in bonuses
````````````
Kaska Adinaarii is the last Imperial member of the crew. He serves as the primary gunner for the hybrid turret (missiles/sandcaster), the launch pilot, and additional security/muscle for the team. Prior to signing on with the Idle Threat, Kaska served four terms in the Imperial Navy as a gunner. He was awarded two MCUF’s during his service and attained the rank of Senior Chief Petty Officer. An action-junkie and weight lifter, Kaska signed up for another term as the War heated up. Unfortunately, he was deeply injured in his second year of that term, suffering massive tissue and memory loss. He was discharged after medical recuperation and left with little purpose in life. While intelligent, Kaska is an opportunistic, short-term thinker with a reputation for situational, not strategic, intelligence. Gifted with an excellent physique and reflexes, he provides a solid turret performance in space and reliable security on the ground. This is Kaska’s first brush with a main occupation of criminal activity and, as yet, he has shown no real concern so long as he is where there is action. Unfortunately, this tendency to daredevil may net him and his companions more trouble than anticipated.

KASKA ADINAARI, Male Gunner/Launch Pilot—36 years old
5.2 terms Imperial Navy (Gunnery)

Homeworld: Adukgin/Ley 0722

AGILITY: +1, APPEARANCE: 0, BUILD: +2, CREATIVITY/INT: +1, FITNESS: 0
INFLUENCE: 0, KNOWLEDGE/EDU: +2, PERCEPTION: +1, SOC: -1, WILL: +1
SKILLS:
Electronics-2, Pilot (Small Craft-2), Space Gunnery (Beams-2, Missiles-2, Defensive-2)
Computer-1, Drive Ground-1, Engineering (Systems-1), First Aid-1, Gambling-1, Instruction-1, Mechanic-1, Sensor Ops-1, Vacc Suit-1, ZeroG-1
Grav Vehicle-0
COMBAT SKILLS:
Combat Sense-1, Defense-1, Unarmed Combat-2
Energy Wpns (Pistol-1)
TRAITS:
FIREFIGHTS:
EXPERIENCE:
EMERG DICE:
NOTES: TAS Membership
POSSESSIONS: Laser Pistol (licensed), Hunting Knife, Brass Knuckles (x2), Thin Cloth (TL12)+Flak Shell, Protec Suit, Vacc Suit (TL10)(Mag boots, environment reader, computer weave/1), Thruster Pack (TL9), Combination Mask, Face Mask, Respirator (nasal plug)(TL10), cold weather clothing (TL5), Rescue Ball (Personal), Vacc Emergency Kit, Backpack, Canteen (x2), Field Kit, Inertial Locator, Adv. Purification Tablets (5x), Rad Blanket, 100m TL13 rope, Survival Kit, Sleeping Bag, Tent, Cold light lantern, Electronic Binoculars,
Medikit (TL12), Trauma Pack (x2)
Electronic Toolset, Mechanic Toolset, Tool laser,
P-Comm (TL10), Transceiver (TL9)[500km/orbit], wristwatch TL10
Computer/3
-Comms, Data Display
-Agent/1, Decrypt/1, Interface/0, Intellect/1, Security/1, Intrusion/1,

CONNECTIONS/RELATIONSHIPS
Captain (Life-long friend)(Unarmed Combat)
Alessio (Fast Friends)(Vacc Suit)

1st Term-IMPERIAL NAVY-Gunnery
1.1 BASIC (Vacc Suit, Defense)(Pilot, Space Gunnery)
1.2 PATROL (E2, Gambling)(Space Gunnery)
1.3 SIEGE (Space Gunnery)
1.4 STRIKE (E3, Unarmed Combat)
2nd Term-IMPERIAL NAVY-Gunnery
2.1 TRAINING (E4, Mechanic)(12!, +1 Build, Space Gunnery)
2.2 PATROL (E5, Combat Sense)
2.3 SPECIALIST SCHOOL (First Aid)
2.4 STRIKE (E6, ZeroG)(Sensor Ops)
3rd Term-IMPERIAL NAVY-Gunnery
3.1 STRIKE (MCUF)(Electronics)
3.2 SPECIALIST SCHOOL (Computer)
3.3 STRIKE (E6, Athletics)(Defense)
3.4 STRIKE (E7, +1 WILL)(Space Gunnery)
4th Term-IMPERIAL NAVY-Gunnery
4.1 FROZEN WATCH
4.2 ENGINEERING SCHOOL (Electronics, Engineering)
4.3 PATROL (Agility +1)
4.4 STRIKE (MCUF)(E8, ZeroG)(Gunnery)
AGE: None.
5th Term-IMPERIAL NAVY-Gunnery
5.1 PATROL (Instruction)
5.2 STRIKE-MISHAP-Injured, all expenses paid for. Mustered out.

MUSTER OUT (8)(+1)
15,000 and 40,000, KNO +1, Mechanic, TAS Membership, Weapon (laser pistol), Ship’s Boat (skill), Weapon (skill)
 
The last three members of the crew are non-Imperials with checkered pasts. Alessio Virkin, from the Galian Federation out of Gateway, is an imposing figure. His darker skin is criss-crossed with blue scarring from his augmentations. He is inordinately proud of the scars. The augmentation was courtesy of eight years in the Galian Federation Territorial Army where he served in a number of frontline and support roles as an enlisted soldier. He left the army and took employment on a Gateway independent vessel and has not looked back since. His first four years were typical of many free merchants and he is known to have traveled extensively between Ley and Gateway. Three years ago, another shipmate convinced him to take employment with a shadier vessel. In hopes of riches, he did so and served on a smuggler as security and a gunner for nearly three years. A rival smuggling operation was in the midst of wiping out their competition amongst the independents. Over the last year of his employment, Alessio’s vessel was engaged in numerous run-ins and back-system fights with this group. In the end, Alessio’s vessel was crippled and left for dead by the competitor. An Imperial vessel rescued the survivors and Alessio took the opportunity to hide in Imperial space.

Amidst all this rabble, Dana Orotoni stands out as the most attractive member. Her features are wide but open and only marred by the horizontal oath-scars on her left cheek left over from her younger days in a basher gang. Dana Orotoni hails from the independent system of Gikii/Ley 2940 just off the Imperial frontier. When she was a tweener, her mother was shut out from her career by the political backstabbing of a rival and they ended up on the streets. From that point on, she grew up in a public hab projects of one of the major cities and fell in with a gang that progressed rapidly from low-level street crime into kidnapping and debt collection. This higher profile netted her a conviction for Basic Robbery at the age of 22 and she spent three years in prison where she used her looks and demeanor to ensure an easy time.

After serving her time, she decided to move into off-planet smuggling. It was here that she met her rival and fell in love with the sleazy captain of a small-time smuggler vessel. Despite it all, she let down her guard and he took her for everything she had in a particular run. Needing to get away, Dana caught a berth on a Free Trader and met Babs Stowe. With Babs’ help, she picked up the skills needed to prosper in the spacelanes and the two have been inseparable since. Dana still has a number of tricks up her sleeve with technology and plain-old streetsmarts.

And last, but not least, Loras Duagan is a controversial figure amongst the crew. A former member of the Hochiken People’s Assembly secret police force, Loras was raised to conform and support the stellar state’s brutal and oppressive goals. For over twelve years, he served in the shadows conducting interrogations, “remedial education” sessions, state-sanctioned disappearances and pervasive surveillance of HPA citizenry. Throughout this time, his training and experiences have provided him with a wide range of skills and talents dedicated to fitting in, digging deep, and taking people out.

It is not known what drove Duagan to commit treason although no one has sought to pry much either. Inquiries tend to get a flat snake-eye look that even unnerves Babs. Regardless, he became a double-agent for a smuggling ring that brought illegal goods in and ushered fugitives out. From his position with the secret police, he was able to undermine enforcement efforts against his allied outfit. Shortly thereafter, he committed himself and disappeared from the service only to surface again on an independent corsair/insurgent vessel. Between smuggling weapons and people, the vessel conducted raiding on government assets and vessels to strike back at the HPA. While not dedicated rebels, they worked closely with a number of rebel cells.

During this period of time, Loras and Dana crossed paths when exchanging goods and it was on the return trip that he was cornered and exposed to the HPA. A rather significant firefight broke out and Loras was wounded by the HPA forces. Oddly enough, it was Babs that hauled Loras, unconscious and bleeding, to the safety of their smuggling vessel and made it possible for him to escape. Once in Imperial space, he created a false identity and was planning to go his own way when Dana asked him to join them on Vako’s venture. Unsure of why, Loras agreed and has since come to be pleased with the decision. His skills make him an asset in the collection of bounties and Vako’s drive
 
ALESSIO VIRKIN, Male Gunner/Security—33 years old from Galian Federation
2 terms Army (Support), 2 term Free Trader

Homeworld: Galian Federation/Gateway 0928 (Hi, In)

Life Events:
-Imprisoned for a crime which you did not commit. Released on technicality. (Murder-Galik/1306)
-Made a good friend and long-term contact (Contact).
-Should have stood up to a powerful figure and will always regret not doing so.

AGILITY: +1, APPEARANCE: -1, BUILD: +2, CREATIVITY/INT: 0, FITNESS: +1
INFLUENCE: 0, KNOWLEDGE/EDU: 0, PERCEPTION: +1, SOC: -1, WILL: 0
SKILLS:
Athletics-1, Engineering (Systems-1), First Aid-1, Gambling-1, Grav Vehicle-1, Instruction-1, Mechanical-1, Notice-1, Security-1, Sensor Ops-1, Space Gunnery (Beam-1), Stealth-1, Vacc Suit-1,
Computer-0, Ground Vehicle-0, Streetwise-0, Trade (Manufacturing-0)
COMBAT SKILLS:
Combat Sense-1, Defense-1, Unarmed Combat-1, Melee-0
Small Arms (Pistol-1, Autorifle-1), Energy Rifle (all-1)
CYBERNETICS: Metastic Platelet Injection (2x Healing, blue scars), Wafer Jack-4, Neural Comm TL/12
FIREFIGHTS:
EXPERIENCE:
EMERG DICE:
POSSESSIONS:
[Oh snap, where did his possessions go…]
1st Term-ARMY-Support
1.1 BASIC (Athletics, Defense, Ground Vehicle)
1.2 POLICE ACTION (E2, Carouse)(Grav Vehicle)
1.3 SPECIAL-PROFORS (Vacc, Hostile Environment, Energy Rifle)
1.4 INTERNAL SEC (E3, Ground Tactics)
2nd Term-ARMY-Support
2.1 GARRISON (nothing)
2.2 INTERNAL SEC (First Aid)
2.3 GARRISON (E4, Mechanical)
2.4 TRAINING (E5, Instruction)(Gambling)
3rd Term-FREE TRADER
3.1 EXPLOR TRADE (Bonus)(Vacc Suit)
3.2 NO BUSINESS (Gun Combat)
3.3 EXPLOR TRADE (Space Gunnery)
3.4 ROUTE (O1, Sensor Ops)(Engineer)
4th Term-FREE TRADER-O1
4.1 NO BUSINESS (Notice)
4.2 SMUGGLING (12!)(Security, Stealth)
4.3 SMUGGLING (Rival smuggler damages ship, leaves crew high and dry)(Enemy)

MUSTER
Armor, Implant, Armor, Build +1
45kCr
Lightweight Poly-Carapace (IR/Camo, Medikit/TL11)(Fast Drugx2)

CONNECTIONS
Kaska-Good Friends (Pistol)
Captain-Admires (roll, Unarmed Combat)

LORAS DUAGAN, 34 years old from Hochiken Peoples Assembly
3 terms Agent (Field), 1 term Corsair

Homeworld: Agaravand/Gateway 1802 (Ri, Wa, TL9)(Hochiken People’s Assembly)

Life Events:
-A terrible crime was committed against you. Haunts you.
-Powerful friend in some polity’s diplomatic arm (through HPA work).
-Had to create a new identity because he fled the HPA.

AGILITY: 0, APPEARANCE: -1, BUILD: 0, CREATIVITY/INT: +1, FITNESS: +1
INFLUENCE: +1, KNOWLEDGE/EDU: 0, PERCEPTION: +2, SOC: 0, WILL: 0
SKILLS:
Corruption-2, Deception-2, Persuade-2,
Athletics-1, Computer-1, Interview-1, Investigate-1, Legal-1, Maritime Ops (Submersible-1), Notice-1, Security-1, Sensor Ops-1, Space Gunnery (Beam-1), Stealth-1, Streetwise-1, Tradecraft-1, Vacc Suit-1,
Carouse-0, Grav Vehicle-0
COMBAT SKILLS:
Combat Sense-1, Defense-1, Unarmed Combat-1, Melee (Blade-1)
Handgun-2
TRAITS: Wanted (HPA)
CYBERNETICS: Enhanced Vision (TL13-Binoc/LowL/IR)(Rugged), Wafer Jack/4
FIREFIGHTS:
EXPERIENCE:
EMERG DICE:
POSSESSIONS:
Hochiken Stealth Knife, Stunstick, Garrotte, Body Pistol (60rds Std), Autopistol (150rds Std), Gauss Pistol (200rds)(Prohibited), Flechette Pistol
Protec Suit (+10), UnderCloth suit (+10), Flak Shell (+25)
Vacc Suit (TL10)(magboots, environment reader)

MUSTER
Equipment, Weapon, Implant, Weapon, +1 PER
50,000cr

CONNECTIONS
Dana Orotoni- (Blames for a past event)(Deception)
Babs-Constant Arguing (she dislikes HPA)(Corruption)

DANA OROTONI, 34 years old
1 term Criminal (Gang Member), 1 term Criminal (Solitary), 2 terms Free Trader (O1)

Homeworld: Gikii/Ley 2940 (Ni, TL10)(Non-Aligned)
Life Events:
-Gambling Addict
-Fell in love with a professional rival, relationship stormy
-Family was ruined by a petty official-now corporate executive out of GTC.

AGILITY: 0, APPEARANCE: +1, BUILD: 0, CREATIVITY/INT: +1, FITNESS: +1
INFLUENCE: +2, KNOWLEDGE/EDU: +1, PERCEPTION: +1, SOC: -1, WILL: 0
SKILLS:
Sensor Ops-2, Space Gunnery (Beams-2), Deception-2, Gambling-2, Security-2, Streetwise-2,
Carouse-1, Communications-1, Computer-1, Engineer (Maneuver-1), First Aid-1, Vacc Suit-1,
Drive Ground-0, Grav Vehicle-0
COMBAT SKILLS:
Combat Sense-1, Defense-1, Blade-1, Unarmed Combat-1

TRAITS:
FIREFIGHTS:
EXPERIENCE:
EMERG DICE:
POSSESSIONS:
1st Term-CRIMINAL-Gang Member-On Planet
1.1 BASIC (Blade, Streetwise)
1.2 KIDNAPPING (Unarmed Combat)[Connection]
1.3 SPECIAL-LOAN ENFORCEMENT (Security)
1.4 ROBBERY (Communications)
2nd Term-CRIMINAL-Solitary
2.1 PRISON-Detention Camp (R1, Defense)(Gambling)[Connection]
2.2 PRISON-Factory Labor (FIT +1)[Connection]
2.3 PRISON-Solitary (nothing)
2.4 ON-PLANET-Smuggling (-1BP)(Bonus)(Deception)
3rd Term-FREE TRADER
3.1 NO BUSINESS (Carouse)
3.2 ROUTE (O1, Persuade)(Vacc Suit)
3.3 CHARTER (First Aid)
3.4 ROUTE (Sensor Ops)
4th Term-FREE TRADER-O1
4.1 NO BUSINESS (Streetwise)
4.2 ROUTE (Engineering)
4.3 SMUGGLING (Bonus)(Security)
4.4 ROUTE (O2, Gun Combat)(Sensor Ops)

CONNECTIONS
Captain-from the Trade Station-(Space Gunnery)
Engineer-(Devoted)(Computer)
 
RELATIONSHIPS
Marcus Vako and Sarasina were once in a relationship almost a decade previous while stationed together on an orbital trade station. The relationship ended with a friendship and mutual trust. It was with that in mind, nothing more, that Vako reached out to her to join his crew. In the few short weeks they’ve been together, Vako is realizing that he still has feelings for her. Vako and Kaska are old friends and used to meet up whenever their duties would allow it. Kaska was one of the first people, alongside Sarasina, that he reached out to in forming his crew. But he’s envious of Kaska’s lust for life and devil-may-care attitude. The ex-Navy rating has managed to keep a positive and exciting attitude toward life and adventure despite the years. A lifetime of having things taken away has made Vako a calculating leader but one who still seeks adventure amongst the stars. As for the rest of them, Vako has only recently come into contact with them.

Sarasina has a hard time with Kaska’s attitude. In the IISS, she knew and suffered under similar fools. The IISS rewards daring and courage but dangerous individuals did not last long given their hazardous careers. Even worse, her time serving alongside the Imperial military branches and her subsequent injuries have made her wary of “young, dumb males…” in uniform or out of them. While quite confident in her own abilities, Sarasina is struggling to achieve a level of comfort with Babs. The older woman tends to her duties and the ship with a casual competence earned after many years of space travel. It rubs Sarasina wrong although she can find no fault in the woman’s work. It is just the sheer professionalism without discipline that annoys her. She cannot stop comparing herself to the engineer and trying to outdo her.

Kaska is excited to set on this new adventure with his old friend, Vako. He has seen what the years have done to his friend and regrets the change. Vako has gone from a young man excited about the stars and the ever-expanding horizon to a colder, more calculating man that avoids the simple things that make life worth it. Alessio and Kaska have quickly become friends by bonding over alcohol and turret specifications. Both of them approach life with an attitude of discovery although Alessio’s preoccupation with money can irritate him. Regardless, the two hit it off quickly and work well together already.

Alessio feels similar as Kaska although he has no intention of doing something so crazy that he never gets to enjoy being rich. Of course, it’s a certainty that he will be rich someday so staying alive is important. The Captain is someone that Alessio feels confident in already. Despite a cold first impression, the Captain’s determination and drive is something that he can admire and even envy a bit.

Babs and Loras cannot seem to stop arguing already. The freedom-loving engineer refuses to let it go that he served the HPA for so many years. While never having experienced the polity herself, Babs has heard the stories on the spacelanes regarding the oppression of others, ubiquitous surveillance and it just gets under her skin. The fact that Loras, despite having fled his government and moved on, was once an instrument of such a government is galling. It does not help that Loras secretly holds Dana responsible for what happened when he first crossed over into this sector. His escape from his captors was not assisted by her actions and he suspects that she knows more about how the HPA agents found him than she has told him.

Dana and Babs are very close friends from their time together on a smuggling vessel. The two of them applied together and are inseparable with Babs providing a measure of protection to the more carefree Orotoni. Even so, appearances can deceive as they work together as a formidable team and Dana is not nearly as helpless as she purports to be in public.

[Taken from SOLO and enhanced with Connections.]
 
001-003| 993//EPMA—GLIMMERDRIFT 1702
Headed to Se/1903. Picked up Engineer at Epma (her family’s home). Stayed at Highport and kept things buttoned up due to a high presence of Imperial ships. Checked for simple freight, took two days and folks stayed close.
Head out to Jump, plot and Jump successful.
DESTINATION: Se/GD 1903
Arrival Bankroll: 10,000
Received Payments
Freight:
30t Quartz-[Se/1903](+36,000)
2t Viral Therapy Chems-[Se/1903](+1,604)
Speculative Trading
Other Credits/Debits
-900cr, Berthing Fees

003-010| 993//JUMPSPACE
-They all get to know each other and personalities start to emerge.
-Vako explains that they’ll get some operating capital on the way to Anden Tor where they are to make contact with someone.

010-012| 993//SE—GLIMMERDRIFT 1404
With a successful exit from Jump, they are feeling good about their prospects. They move in at a standard M3. Encounter the “Heart of Davram” a Long Liner, 1000t (Imperial) transport cruiser. Sarasina notes that the Davram is a similar make and model to a vessel that was reported missing over a year ago. The Heart of Davram exchanges greetings in a formal manner. In a matter of under 3hrs, the Idle Threat docks with the Highport and are informed that the going price is 2500cr a day! Vako turns dark and starts muttering about robbery. Even the Downport is 1500cr a day! They decide to bring the cargo directly to the ground and receive permission. Starport is located away from the colony by about 10km. The Downport is not very well established but they dock and make contact with their freight recipients. Vako informs the crew that he is going to stay on the ship but they are welcome to go out and mingle. They all demur as the starport is in poor shape.
Vako spends the next day looking for cargo options and getting a feel from any other ship crews. He and Kaskas head out together while the others stay with the ship. Kaskas also wants to find some entertainment for the vessel since the mainframe was wiped when Vako took over. An obvious move given its former (and current) work. They both notice a complete lack of law enforcement and make a note to keep this place in mind although it was too scant for hiding.
-Nothing out of the ordinary occurs around the starport and no Contacts. Vako picks up some tips and spends the night running computer simulations on his trade hunches.

GM said:
He rolls Trader for it and fails.

He decides to play a hunch and purchases 2t of residential appliances. They purchase unrefined fuel. He goes out and gets the cargo and then heads back to the ship.

Jump out!

DESTINATION: Lunber/GD 2003
Arrival Bankroll: 9,100cr
Received Payments
+37,604 (Freight)
Freight:
None.
Speculative Trading
-17,000 Basic Manufactured Goods (residential appliances)
Other Credits/Debits
-4,000 [40t Unrefined Fuel]
-7500 [Berthing Fees]

012-019| 993//JUMPSPACE
They discuss playing at safe at Lunber and not letting anyone know their thoughts.
 
019-022| 993//LUNBER—GLIMMERDRIFT 2003
There are numerous small craft in the area. Some sort of regatta or something. Sarasina needs to make a Piloting roll to avoid a near collision with an hotrodder. They decide to stay at the Highport to avoid any friction with the law. Even so, Vako has to head out and look for buyers. He finds one and decides to sell right away on the second day. He also picks up some freight for Anden Tor’s Highport.
-He realizes he’s scraping the bottom and salaries/maintenance are due soon so he holds off any spec trade purchases until he sees a deal on Fabricated Plastics.
-Basic encounter with the law. Loras manages to cop-talk them into being cool as it was just a check.

DESTINATION: Anden Tor
Arrival Bankroll: 17,204cr
Received Payments
Freight:
30t Alien Textiles (+36,000)
Speculative Trading
+36,000—Basic Manufactured Goods (Residential Appliances)
-12100—Basic Raw Materials (Fabricated Plastics)(2t)
Other Credits/Debits
-3000cr—Unrefined Fuel (30t)
-400cr—Berthing fees
 
Last edited:
029-037| 993//ANDEN TOR—GLIMMERDRIFT 2202
Encounter a Lab Ship 400, the Revelation Disk, and the ship’s comms officer warns the Idle not to approach any closer. They accuse the Idle Threat of following the Lab Ship at the behest of rival company. The crew simply shrugs and makes contact with Highport.
They arrive at the Highport, the Anden Tor Stationplex, which orbits the mostly uninhabited main. The Stationplex was a trade station/refit post that was just outside Imperial borders. They head out to find buyer after notifying the freight owners for their carried cargo. With the incoming freight payments, Vako’s at least satisfied that he can cover maintenance and salaries. But the next month is already looming and he thought he’d be further ahead by now. Taxes are -1100cr…
-Crew salaries paid.
-Buy Textiles as listed.
-No Downport but on-planet is the rogue’s shelter of Farfast… so they batten down the hatches and unlink from the orbital. Once free, they turn the ship straight down and head for the planet.
=
The Idle Threat dropped out of the clouds as it homed in on the weak signal broadcasting Farfast’s location. Sarasina gripped the control yokes tighter as some turbulence hit the ship broadside. “Are you sure this place is legit?”
“Legit?” She could hear the smile on his lips even though her eyes remained on the view through the bridge panel. “Farfast is anything but legit from what I’ve been told.” He turned on the hailer sequence as they picked up speed through the atmosphere. “It’s a more of an impromptu rest stop that just sort of… evolved. No real government just a place for Free Traders and our type to let down their hair for a bit.”
The hailer display blinked a reply and Vako broadcast it over the bridge audio.

--Welcome to Farfast, a nice place to visit but you wouldn’t want to stay here. Seriously, you can’t stay here. Continue in on heading [335.3032]. Farfast has no starport or maintenance facilities. We do not have any fuel. What we do have is camaraderie and lots of space. Security and safety are the responsibility of the individual so please do not cause trouble. Most importantly, the Farfast Civic Council prohibits trading of any kind beyond retail establishments. No freight, no spec contracts, no trading period. If you want cargo, please return to the Anden Stationplex. If you’re here to relax, please set down anywhere but inside town boundaries. See you on the ground.—

Vako shut it down when the message began to repeat itself. Sarasina shook her head. “So it’s a shadowport?”
“Not really,” Vako shook his head. “Just a place to kick back for a little while. McAnthry just said it was a good place to stop and he gave me a couple names to look for work. Lots of folks come here for handshake deals so long as you’re not dealing freight or goods. That’s a big no-no. Some kind of deal with the owners of the Stationplex orbital.”
“Right, so no cargo,” Sarasina brought the ship level as their descent leveled out and terrestrial shapes began to appear ahead and below them as thick shadows in the planet’s night cycle.
“No cargo,” Vako agreed. “But hopefully some work.”


The Idle Threat circled the makeshift collection of buildings surrounded by various starships. The ships were just set down in the flats surrounding the lights of the community in no particular fashion other than a good separation between them. All of them still illuminated their running and landing lights as there were no such systems in place. Once the Idle Threat settled on the flat, the crew met and discussed the plan. Farfast grew out of an informal gathering of Free Traders around an abandoned liner hulk. It was growing and some folks were settling down there but no real law or government was in place despite the mention of this Civic Council. Vako was clear that it was not a shadowport per se so any overt criminal activity was likely to be frowned upon. But discreet business and networking was rewarded and there should be ample opportunities here.

Vako indicated that violence was frowned upon and most folks here were just independent traders. It was not, despite the impression it gave, a collection of pirates and smugglers. But they were certainly here, he noted, and one in particular. The old owner of the Threat, McAnthry, had passed along a couple names to Vako with the ship. One of those, Crager Dunham, was believed to be operating out of Farfast. McAnthry had been a bit vague about Dunham’s credentials but made it clear that the old man would be able to hook them up with some work. With that, they geared up and headed into the collection of buildings. Babs and Loras agreed to remain with the ship given the obvious hazards in such a place. Vako warned the others that getting the lay of the land was important enough to forego any overindulgences. This was met with a series of groans but they acquiesced as he promised a few days stay sufficient to get the bugs out of their organic systems.

Up close, the term building was almost a misnomer as the majority of them were habitation modules, converted colonial drop-constructs and similar objects. The majority of them were centered on the immense hulk of an old starship. The hull was outlined in lights and there seemed to be a number of people coming and going from it. A stylish light-sign labeled the place “Black Molly’s.” All of the groups hurried quickly through thin, cold air and moved with purpose to their next destination. While not a shadowport, the crew saw numerous signs for prostitution, intoxicants and other activities that would fit right in at such a place. Vako hurried them towards the rough airlock at the bottom and into the converted cargo hold that was decked out as a bar/dining room. They were stopped at the old iris valve and handed over their sidearms; receiving a ticket in return.

The place was filled with fellow independent spacers, trader crews and a rough smattering of individuals whose primary occupation was difficult, and likely dangerous, to guess at openly. The crew settled into an open table and were quickly served their drinks of choice. Vako put their food choices on his tab and thanked them all for embarking with him on this. He ensured them that, barring a few more cargo runs, they should get into the meat of their enterprise soon. The night passed and they imbibed enough booze to feel good but Vako worked hard at keeping some leash on them. Kaska seemed ready to burst with the boredom of the previous milk runs and made Vako aware of it in his good-natured manner.

By the end of the night, Kaska had made a conquest with a crewmember of another trader. Remembering Vako’s precautions, he made plans to spend the following day with her. Alessio, as his wingman, watched in awe as Kaska had worked his way into her good graces. Vako and Sarasina relaxed and kept up conversation about old events. Sarasina struggled but managed to confine herself to just a pair of drinks before cutting herself off. Vako followed suit without noticing her turmoil.

GM said:
I gave each of them a Vice and Sarasina’s is Alcohol which she used to cope with her war shock and injuries. Its not out of control but could get worse with time.

It was late when they returned to the ship and found Babs up reading and Loras asleep. Kaska and Alessio stumbled to their rooms without comment. The Captain and Sarasina chatted with Babs for a bit before following suit.

The next day, Babs and Sarasina headed in early to find a place for breakfast. They found a good caff shop with pastries and paid too much money for three bags for the rest of the crew. They were greeted with good cheer when they returned bearing their gifts. Everyone enjoyed the fresh-baked goods and caff mugs with a relish born of weeks in space. Over breakfast, they planned out their day. Vako and Loras were heading to look for Creger Dunham while Babs, Sarasina and Dana were planning on seeing the sights briefly. Kaska indicated he was hoping to hook up with his acquaintance of the night before. Alessio indicated that he would stick around the ship provided someone brought him fresh food. He also indicated that he was cutting loose later that night! They agreed to stay through the next day at a minimum.

Vako and Loras headed out to find the location of Creger Dunham. They made it to the Black Molly and inquired of staff who indicated that he ran a curiosity shop not far away. They headed over there and entered through a two-stage door. Once inside, the two of them found a small selection of odd bits such as rocks from one planet or wood sculptures from another. It was not long before Creger, the proprietor, made himself known and was convinced of Vako’s connection to McAnthry. He indicated that he had notice from the old rogue that Vako may stop by and was interested in what he was looking for. Creger was vague and described his business as being a facilitator; a middle-man or agent for folks who needed things done. Vako laid out his assets including a J3 vessel, talented crew and ambition.

There were some smuggling jobs that could be looked into but Vako waved them away. All of them moved back towards the Imperium and he was of a mind to head rimward. Creger noted that sometimes folks need to be found and returned to interested parties. Maybe this would interest him? Loras nudged Vako and the Captain indicated he was open to the idea. Creger gave him the name of a woman on Dumiikukha/GD 2205 that usually had a list of folks she was interested in finding. Vako handed over a thousand credits for that name and that of a possible smuggling contact on Keystone/GD 2005. Vako thanked him and Dunham provided, free of charge, another name. Mane Farrel, if the group was interested in more overt activities. Vako caught his meaning and indicated that they would keep it in mind.
 
Kaska spent the day with his new friend, Tera Sien, a steward on “The Monmouth Quartet”, a Type-A2 Far Trader out of the Imperium. Flush with cash, he spent liberally on her and they enjoyed their time together. He made it back near dinner time and announced that he was meeting Tera at Black Molly’s later. The three women had a good time also and returned mid-afternoon with various small purchases. Farfast had minimal retail available and most of it was geared towards starship crews such as amenities, entertainment, and utility apparel.

Agreeing to dinner at the Molly, the crew made themselves ready with some excitement. Vako indicated that he would stay with the ship. He had picked up something more palatable than ship food while out.

That evening, the crew had a great time and went a bit far in their recreation. Sarasina managed to keep herself in control and, with the help of Babs, get Alessio back to the ship unscathed. Dana and Kaska had disappeared with respective admirers and assured the others that they would return in the morning. This was not according to the discussions they had earlier but no one was confident, without the captain there, to put their foot down.

The next day, the Captain was irritated but decided to hold his tongue since they had moved quickly without a break and it was the first pay period. Kaska and Dana went about the day much happier. Kaska had a last lunch with Tera and returned with some new entertainment vids out of the GTC unseen by everyone; he was easily forgiven. Alessio seemed none the worse for his drinking and laughed at the others surprise. The Captain, accompanied by Babs and Loras, hit up a number of places and Black Molly’s to gather information on the subsector and taste the gossip. With that they relaxed their last day and readied themselves to get back into the spacelanes.

The following morning, they took off from Farfast with a promise amongst themselves to return. The ship moved out of the atmosphere and several hours later docked back at Anden Stationplex. Vako was irritated to pay berthing fees again but needed the freight. The next two days were spent with no luck on freight headed their direction and Vako decided to play a hunch on more residential appliances. The ship was refueled and a day later, they were on their way.

GM said:
-Jump and plot went fine. Observe the LSG Naval Destroyer refueling at the gas giant. Do not make contact.

GM said:
All characters receive +1xp for completed month.

DESTINATION: Dumiikukha/GD 2205
Arrival Bankroll: 26,804cr
Received Payments
+36,000cr—Alien Textiles
Freight:
Speculative Trading
+23,100—Basic Raw Mat (Fab. Plastics)
-28,000—Basic Man (Res. Appliances)

Other Credits/Debits
-1100 taxes
-2500 berthing
-6000 fuel
-53,840 Salaries, maintenance, life support

037-044| 993//JUMPSPACE
Uneventful
 
Last edited:
044-0XX| 993//DUMIIKUKHA—GLIMMERDRIFT 2205
Arrive in Dum. No other ships available to communicate with which is not promising. They head for the Downport as they want to make contact with the Female on the surface. She’s in a fairly liberal city-state that is about 2hrs flight from the starport. Vako indicates that he wants to try and find a buyer. Loras, Sarasina, Babs and Dana agree to go meet with the woman regarding some paying jobs. He purchases unrefined fuel so that they can leave in a hurry if need be.
After some haggling, Vako manages to find a buyer who will meet with him the following day. Ends up getting 11,500 per ton.

The three purchase air tickets to the city-state to meet with Fixer (Viata Monroe). Vako covers the costs. Arrangements for them to return or call in two days. They purchase tokens for local net and Vako rents a message queue at the starport.

Loras unraveled the location of their contact, Viata Monroe, as being the offices of a local trade consortium. She was listed as a representative/lobbyist for one of the belt mining concerns. The offices were closed by their arrival and so they decided to root out a hotel. After asking for directions, the foursome heads towards a supposedly standard chain location nearby.

While the other two were getting this information, Babs and Dana busied themselves with a nearby video broadcast. Several others had gathered to watch as a news alert indicated that rioting had broken out in the same area of the dome that they were in! From the report and the people nearby, they learned that there was a minority population that had long been looked down upon on the planet. In other dome-states, these people were genengineered prior to their arrival and have been discriminated against in legal and non-legal ways. The movement against them was widespread and even existed here. The other people seemed embarrassed that it was so but recent events had inflamed tensions and caused the ranks of those against the minority to grow in number.

This group had staged a rally near one of the neighborhoods populated by the minority and violence had broken out. The demonstration had been attacked by a reactionary faction of the minority group. This violence had dispersed the demonstration but anger over injuries and the death of a law enforcement agent had caused the violence to spread! The foursome quickly decided to head for the hotel and safety.

En route, they made a wrong turn and stumbled on about a dozen people yelling and screaming at a man they had cornered. The man was squat and ochre-skinned which seemed to be the characteristics of the minority. The dozen confronting him held bats and other makeshift weapons as they lunged forward again and again. The man was already bleeding from a cut on his forehead and struggled to defend himself.

Sarasina quickly began to go to his rescue when Dana and Loras grab her arm. They were not here for that! Don’t get involved, Loras said. Sarasina started to argue with them when Babs decided to wade in on her own. She walked up behind one of the men and sucker punches him. The man reeled forward and spun around. She hit him again in the gut and he gasped but came back at her. He punches her back but she blocked it! The man starts yelling, others turn, Loras, Dana and Sarasina stop and race in to help her!

GM said:
Unaware target, she rolls a 4 v. his 0 (unaware and mildly intoxicated). With 4 MoS, she does 24pts of damage to him. Not enough for a Deep Wound just a Flesh Wound. He does suffer a -1. He does not fall unconscious. Her second hit does 18pts and meets the threshold for a second Flesh Wound. He rolls for conscious at a -2 now and stays up but is reeling. It hurts is about all. The rest of the mechanics will just bore you… fight resolution below.

Babs waded into the brawl with gusto! The others followed suit. Things went their way until Dana took a bat to the nose and then cops came around the corner. Everyone scattered and the foursome dragged Dana away from the fight. Laras and Babs were fine but Sarasina had the beginnings of a black eye. They bolted from the law and Loras led them down an alley. With the law on their heels, Loras quickly came up with a Shaky/Safe Plan to get them lodgings on the run at a seedier location. It took less than a quarter hour of dodging the law and roaming groups to find a seedy old motel down a dark street. They were able to, with a little palm greasing, get two rooms without showing their temporary ID’s.

GM said:
Plan worked and took half the time. Loras used Corruption skill and bribe to get the room. He gets +1 XP for his actions during the fight and being responsible for the success of this Plan.

The next day, Loras and Babs used a public ‘telephone’ to contact Viata’s office and triggered a meet with the code-phrase. They were given a mid-day time and location. With Dana suffering from a broken nose and Sarasina’s eye turning colors, it was determined that they would return to the vessel to give an update. The low tech base here made them confident that there was no footage of the incident.

Loras and Babs met with Viata in an entertainment hall and private room. They quickly established their bona fides from Creger and she indicated that she specialized in “helping people find people.” When Loras began to talk the talk, given his background, she was even more impressed. A new ‘delivery order’ had come in a few days earlier from Emka/GD 2107. Loras looked it over but Viata made clear it was all she had since they were new to her. Loras indicated they would take it and took the wafer she handed over. She provided them with a series of call-codes, shifting depending on orbital positions to randomize, when the deed was done and they were in Emka space. Loras inquired about her cut and she indicated that her 6% would come off the top from the employer. An inquiry about the employer was met with an admonishment that anonymity was part of the service.
 
BOUNTY INFORMATION said:
#1/ DAROON CARAV [Tri-Empire]
Bounty Type: Unsanctioned Retrieval (+50% and any bonus)
Bounty: 80,000cr
Activities: Debtor/Fugitive
Employer/Origin: Third Party
Last Seen/Information/Known Assets
Last seen 032|993 on Emka/GD 2107. He has resided on Emka for the past nine years and works at the starport. His disappearance is likely due to this interstellar access. Carav is a habitual gambler and is known to frequent casinos and sporting events. He has no known/significant off-world ties other than his employment as a maintenance supervisor.
Cunning/2
Violence/0
Mobility/1
Influence/1
Resources/2
Starting Escape Margin/4 (CUN+Mobility)
They caught a return flight back to the starport later that day. Sarasina and Dana had already briefed the others about the incident. Vako realized that nothing could be done about it but noted that getting involved with local causes, even humanitarian ones, was not bringing in credits. Babs just shrugged and indicated she had been on the wrong end of the bat too many times to walk away but she agreed to be more careful in the future.

While they were gone, Vako had secured a freight listing and some speculative cargo of 4t of Electronics (Entertainment Systems) for 24kCr. He was not incredibly optimistic about the resale but the price was really low here. At a minimum, he will make a small profit, he figures, to go along with the freight.

GM said:
: We determine the Freight Value via (Merchant Prince Mgtv1), we get 5. Vako uses his Trader skill after two days of reading reports and talking to other spacers to determine possible value of the goods at Emka. Using the Freight Value table on p.67 of MP, he has to roll a 4. If he succeeds, he can roll a 1d6. The result is used in place of one of the 3d6 rolled for determining sale price per MP p.81. He rolls a 6, which gives him an MoS of 2. With the extra MoS, he can check the potential for another product but he’s not interested in any others so ignores this result. He rolls a 1d6 for the Electronics and gets a 3. Not great but not bad. When selling the goods, he will only roll 2d6 for the sale price and add the 3 in place of the third d6.

With that, they pay off their berthing and fuel fees and head out for the 100d limit. On their way out, they are hailed by the “Damnable Aquinas”, a 200t Light Transport. In exchanging greetings, the captain of the Aquinas asks for assistance with some external repairs. He indicates that they were struck by micro-meteorites on their way in and he was running without an EVA specialist. The captain, Donald Sokos, stated that he lost his EVA woman at the last stop and figured he would be okay. Now, the hull was peppered in several places.

Realizing their schedule was tight and they were already behind, Vako wants to move on but he also needs some goodwill that may pay-out in the future. The two ships agree to come to an equal speed/vector and Vako volunteers Kaska for the job. The Aquinas would eject the materials needed if their EVA man could just fit some short-term hull patches in place. In a few hours, the two ships had matched flight paths and Kaska jettisoned himself onto their hull. Using the buoyed gear, he was able to patch the ship up in half the time Vako had anticipated.

GM said:
: Solid, Safe Plan. Success.

They kept up a conversation and Vako got an earful on rumors around the subsector. He made some notes regarding the more pertinent ones and the task was soon done. They bid farewell and headed out to the 100d limit.

DESTINATION: Emka/GD 2107
Arrival Bankroll: 16,464cr
Received Payments
Freight:
25t—Workable Alloys (+20,050)
Speculative Trading
+44,000cr—Basic Man Goods (Res. Appliances)(4t)
-24,000cr—Electronics (Video Games/Ent.)(4t)
Other Credits/Debits
-900 berthing
-800 air travel (Loras, Dana, Sarasina, Babs)
-9,000 unrefined fuel

JUMPSPACE
They review the data slug on the target. Vako decides that he will focus on the cargo until completed and then join the others. Dana's nose heals but she’s pissed its crooked even though no one else can see it. She demands to see a high-TL surgeon to fix it.
-Uneventful, plot and emergence fine.
 
055-063| 993//Emka—GLIMMERDRIFT 2107

GM BOUNTY SYSTEM said:
The Target’s Escape Margin is 4, so first we roll to see how many Scenes are available at this Location. We use the Target’s Cunning of 2, so Target rolls (2) d6, Silhouette mechanics, with a Threshold/TN of 4. He rolls a 2, a Margin of Failure (MoF) of 2. So there are 3(1+MoF) available Scenes at this location! The group has a choice of a Conflict Scene or an Investigation Scene. Since we want to get to Action Scenes, which require a Clue, they go with an Investigation Scene.

Knowing his old neighborhood and gambling haunts, the crew splits up. Kaska/Dana/Sarasina head to his old neighborhood and his fellow employees at the starport to start asking questions. Loras and Alessio hit up the starport and establishments nearby to determine if the target had made it off-world.

GM said:
I hadn’t considered a team splitting up but I think it works because the danger is greater. So, both groups want an Investigation Scene. We roll for the set-up of the Scenes. Kaska, Dana and Sarasina get “Bribe an Actor. Roll a die: odd result, immediately face a Conflict with them or on their behalf and win it to succeed. On an even, pay a reasonable Bribe or fail the Scene.

Half a day spent beating the concrete near Carav’s residence, the three of them spread out to the various watering holes nearby knowing that everyone has a ‘local’ establishment. It takes a few hours but they eventually find a bartender who was a close associate of the target. He clams up immediately and asks them to leave the bar.

GM said:
We roll odd, so we have to roll on the Conflict table. “Intimidate or put social pressure on an associate of the target.” This works better if they need to intimidate the bartender. With Kaska’s +2 Body, this is a job for him. I’m not going to run a particular Plan since it’s straightforward and just have Kaska roll v. Challenging/5. Unfortunately, Kaska has no useful skills for this. It’s an Unskilled roll so he rolls d6x2, Silhouette, and if takes the lowest result. If any of them are 1’s, he Fumbles. Luckily, he can add his Body +2 to any non-Fumble. He makes it!

Looking around the bar, Kaskas decides that the place is quiet enough for a little trouble. He’s been cooped up too along in that starship. He rolls his shoulders and tells Dana to stop up any traffic at the front door. Kaska reaches across the bar and grabs the man, threatening serious bodily harm, The bartender holds firm and tells a local to get help. As the local stood up to leave, Sarasina dropped her hand to her pistol and Dana crossed her arms with a menacing look. The bartender, seeing no help was forthcoming, indicated that Carav had said he was hightailing it out of here but the bartender did not know his destination but did know some of the ways he was seeking an escape.

GM said:
They succeeded at the Investigation, so the team reduces the Escape Margin from 4 to 3. In addition, they gained a Clue which can be used to get bonuses or trigger an Action Scene.

Loras and Alessio were working the starport and entertainment establishments near the starport After hitting zeros for a few hours, the two of them gather enough commentary to confirm that the Target had been seen frequenting various establishments and talking to spacers for the past few months. A number of employees and regulars indicated that his face was familiar to them. In finding a prostitute that had some contact with him over a month ago, she noted that his face was a matter of some concern to him. She had passed on the name of a plastic surgeon that some of the other flesh workers had used for off-the-books cosmetic surgery and alteration to satisfy their kinkier customers.

GM said:
Their roll on the Investigation table… Infiltrate a Location where the activities will relate to a Clue. On a failure, face a Fight. So now we need to come up with a Plan to infiltrate the clinic and gain access to their records.

Loras and Alessio discovered the clinic was off-extrality and in one of the nearby metroplexes, Dashur. There was a tube-train so they checked up on legal regulations and found them to be mainly geared towards serious offensive weaponry. They stopped by the ‘Threat’ and explained to Vako what they were getting into. It was suggested that they wait for Dana as she was suited to this type of operation. Loras waved that off and indicated that they would go take a look and, if needed, would wait for Dana. At the moment, she was still out with the other two working the Target’s neighborhood.

As soon as they leave the ‘Threat’, they come up with a Plan. A quick stop by the brothel where they learned of the clinic and, a substantial bribe later, they were ready to make an appointment with the clinic off-the-books. Another quick stop at a local munitions store and they were ready for their mission. They caught the tube-train and made it to Dashur as night was falling, a six-hour experience on this planet, and made their way to the clinic.

GM said:
Solid, Safe Plan---Surveillance on the doctor and the clinic. Try to identify his routine and any other possible ways to determine what the Target now looks like. Loras burns an XP for an Emergency Die +1. Success. Task takes four times longer than planned.

It takes four days and Dana ends up joining them before they have a good read on the clinic and its staff. The doctor maintains a lawful façade and is considered a prominent citizen so they focus on the employees. One of the nurses, a male, seems a likely contact. They decide on a new Plan in order to get access to the clinic. Dana is going to approach the nurse and use her feminine wiles to get access to his keycard. Loras figures, with his computer, that he can snag the code off of it and then they can infiltrate the clinic and try to locate any files.
 
The nurse is evasive but by the second night, the sixth in Dashur, Dana manages to track him down at a nightclub. Unfortunately, while she is working her magic, an ex-girlfriend of the nurse shows up and ruins the entire thing.

GM said:
Plan is a Solid, Safe since it is mainly a seduction either it works or it doesn’t work. I think the Infiltration will be a second plan. With Dana’s skills, they have a bonus. Unfortunately, it’s a failure and they basically waste their time. Based on the original roll, a Failure results in a Fight. Since this is unrelated to the mission… they failed so didn’t progress, we’ll say that Dana is attacked by the ex-girlfriend and her cohorts. We rolled a minimal Fight difficulty and 2 opponents so ex-GF and a friend.

Dana is accosted at the nightclub by the ex-girlfriend and pushed around. They force her outside and attack her in the alley behind the nightclub. Alessio and Loras, monitoring the comms, are warned off by Dana unless things get out of hand and they overhear quite a scuffle.

GM said:
Ran this combat in Silhouette. Only one opponent has -0 in Unarmed Combat, and only Dana has Combat Sense for Initiative. Dana hits the Ex twice for two Flesh Wounds. The Ex manages to stay conscious but now has a -2. She strikes back and wallops Dana! Her broken nose, reset earlier, cracks again! The other combatant is blocked by Dana. Dana goes after Ex again, scoring one more hit. The Ex drops to the ground unconscious. The friend wades in and is blocked easily. Dana hits her twice but the friend stays up! The friend takes another wild swing and scores a glancing blow. Dana blocks a clumsy punch and hammers her again.

Hearing little, Loras slips to the side of the alley to see a Dana duck under a blow, wrap her opponents arm and the drive a knee into the woman’s abdomen. The woman slithered to the alley floor and her eyes rolled up into her head. Another woman was similarly laid out. Dana stumbled backwards and Loras went to her. She was spitting mad with her broken nose askew again!

Left with the option of forcing the nurse to let them into the clinic; they decide to make contact with the Captain and rest of team once back at their hotel room. Dana let the others do the talking as she covered her nose with a bag of ice.

GM said:
This was a Scene Failure, so the Escape Margin returns to 4. A bar brawl does not elicit any Heat since their true purpose was not discovered and no one died.

During this time, the Captain, Babs, Kaska and Sarasina have a discussion about their next steps. Vako is sick of being cooped up doing paperwork and the like. Based on the information they had from the bartender, they had managed to narrow down a temporary room that the Target used when he was customarily laying low. Vako decides to look into that while the others are busy in Dahur. Accompanied by Kaska, the two of them head to the safehouse maintained by the gambler.

GM said:
Using the Clue, generating the 3rd Scene as an Action Scene, we roll “Despoil or Ruin a safehouse/sanctum. On an odd roll, face a Fight.” The roll is even so no Fight.

They head out the next day and find that the safehouse consists of a room rented within the Target’s home city in a nondescript neighborhood. The landlady is an older woman who rents to that ‘nice young man who works late in the city and needed a place to stay’. They decide to scare the old woman into thinking that the Target is possibly a dangerous criminal. Vako steps forward and proffers an old trade license from his corporate days. He talks fast and indicated that he and Kaska are corporate investigators for Tukera, a name well-known by all, and are looking for the Target to answer questions. He gravely indicates that the Target may be dangerous and hiding out and that the old woman should not give him shelter. Vako indicates that she should call the local law enforcement, not wishing to be too outrageous, if the woman sees him again. The woman is deeply concerned and even goes and gathers up some papers that the Target left behind and hands them over. She is quite sincere that she will call law enforcement immediately if she sees him again!

GM said:
A basic Plan… Vako needs to get some forged ID’s to make this work better in the future. As it is, he has an okay Deception and good Persuade. The Plan is Solid, Safe. It’s a success. As a Good Consequence, they receive the Target’s papers that were left behind. That’s a successful Action Scene and the Escape Margin drops to 2!

The next day, Dana and the others returned to the starport and settled into the ‘Threat’. Vako had gone through the papers left behind and determined a likely destination of Ir/GD 2407 by way of Keepsake/GD 2207. They debate on whether to gather up cargo but decide to steam ahead and keep up the pursuit. There is no way of knowing when the Target will simply disappear and they are already a few weeks behind him.

With that, they make immediate preparations to leave and fire up the ‘Idle Threat’. It feels strange, Vako notes, to be heading out without any cargo but needs drive them. He plots out the course for Ir/GD 2407 in order to steal some time on the Target!

As Babs engaged the Jump Drive, there was an odd flickering in the power system and then it kicked in. The ship shuddered and seemed to veer sideways even as it leapt into Jspace!

GM said:
Seriously?! Babs Fumbled the Jump roll! Since maintenance was up-to-date and no stress, I just used the first option… jump lasts 1D extra days and crew experiences another +1D days.

GM said:
All crew receive salaries and +1 XP.

DESTINATION: Ir/GD 2407
Target Escape Margin (Arrival/Departure): 4/2
Arrival Bankroll: 27,764cr
Received Payments
+20,050cr—Workable Alloys (Freight)
Freight:
Speculative Trading
+56,000cr—Electronics (Video Games)
Other Credits/Debits
-600cr Berthing
-6,000cr Unrefined fuel
-3,200 taxes (spec trade)
-53,840cr maintenance and salaries

063-073| 993//JUMPSPACE
When the clock flipped past eight days, they knew there was something wrong. The mood in the ship was tense and Babs took it hard, spending her time poring over her logs. It must have been something in the maintenance at Emka, she reasoned, but the others weren’t hearing it. The Captain kept quiet. He would wait until they knew the damage before he made his thoughts known.

Dana was white as sheet throughout the next few days but kept her mouth shut. Sarasina, on the other hand, had made it completely clear that they were not conducting another jump until a complete overhaul and quality check had been made on the vessel. This would delay them further and everyone groaned but she was adamant.

GM said:
Excellent time for character Reactions. Dana kept her mouth shut due to her relationship with Babs but Sarasina could not help pointing out the problems on Bab’s watch. Furthermore, I think this delay counts for a Delay on the hunt. So the Escape Margin increases by one. In addition, the Target successfully makes his Cunning roll to determine if he’s being tracked. Normally, the Target’s Action would not occur until after the following Scene but their Delay makes it kick in right away. He goes with an Obstruction, spending a Resource point (reduced to /1 now). A roll indicates that a Financial Obstacle has been created in the team’s path… things are not off to a good start…
 
Glad to hear it. My group is not a Traveller group despite my intense love of it so the creation of SOLO and the SWN/Scarlet Heroes mechanics have been real fun for me.
 
073-079| 993//IR—GLIMMERDRIFT 2407
After what seemed to be two weeks, but turned out to be only ten days once clocks were calibrated, the Threat dropped into n-space. The ship dropped in at just over 200 diameters. Everyone breathed a sigh of relief but the tension was still there and Babs was the focus of it. She remained in the engineering quarters and indicated that she would be running a complete diagnostic.

They fired up the Mdrive to maximum to make up time and hurtled towards the system primary planet. There was minimal traffic until they were hailed by a customs cutter. Vako spoke with them briefly and indicated that they were running empty and suffered a Jdrive problem. The cutter stated that they would need to heave to outside a safe distance from the Highport until a complete diagnostic could be forwarded to them. Babs informed Vako that it would take a day at the most now that the Jdrive was not in operation. Vako cleared it with customs and received permission for the shuttle to disembark and visit the highport and downport. He decided to stay with the ship and take care of things up there and let the others pursue the Target.

Vako and Babs remained with the ‘Threat while the others piled into the launch and headed through the atmo to the Downport. While Babs worked on the diagnostics, Vako decided to link-up with the Highport and begin scanning for cargoes. He decided that some basic speculative goods would be better than freight due to their constraints. But an empty ship was a suspicious ship.

GM said:
They want an Investigation Scene but first there is the Obstacle, the Jump delay was a result of the Fumble and not the Target’s bribery. First we determine how many Scenes there are here, the Target rolls a 2 against a Threshold/3. So we have 1+(1Margin of Failure) Scenes available. That does not count the Obstacle.

At the Downport, Kaska paid the berthing fees from the ship’s treasury and they settled into a pad at the starport. A few quick commands and a shelter unearthed itself over the shuttle to protect it from the elements. An underground tunnel led to the Downport startown and they decided to take up rooms there since the shuttle had no such facilities. As they prepared to exit the shuttle, an alarm went off and the starport administrative office notified them that their credit transfer did not go through. Kaska is a bit flummoxed but talks with the administrator a bit before Loras steps in and speaks with them. An administrator agrees to come out and speak with the craft crew.

Loras warns everyone about the upcoming meeting. They needed to get access to the planet and ruffling feathers with the starport would get them booted real fast. The assistant administrator arrives, a few staff in tow with her, and indicates that the problem is with the shuttle’s credit verification. Since it does not seem to have up-to-date codes, they will need to relink with the ‘Threat or bring the ‘Threat down to verify the electronic credentials. The administrator is so very sorry but the starport has been having problems with forged authentication protocols lately. Loras immediately perceives this to be a sham and has the others occupy the assistant admin’s staffmembers. Loras invited the woman to review their authentication logs and, while in the cockpit, offers her a substantial bribe to clear the matter up. She indicates that the call to hold them up came from another assistant admin and that she’s stuck prohibiting them unless the crew can get around the other admin’s orders. She notes that the other assistant admin had already keyed in the alert so she could not go in and alter it.

There has to be another way, notes Loras, and the admin thinks about it. If the other admin were to lose their job or be investigated for this type of corruption, it would certainly help. Naturally, the woman noted, she would become the senior assistant admin and be able to clear any ‘suspect’ commands entered by the compromised employee.

GM said:
: To overcome the Obstacle, which turns out to be that their electronic monies are not being accepted due to a corrupt employee, the crew rolls… “Do a Friendly Actor a favor that will put them in a position to help you. On an odd die, this will result in a Fight as a Foe tries to stop you.” So, the team needs to get dirt on the other assistant admin and enough such that the friendly admin can get them suspended at a minimum. Unfortunately, it’s going to end up in a Fight.

GM said:
After going around and around, I’m not seeing a real option here. Most things are likely to end with being arrested and, with the ship Jump drive down, no chance of a rescue or escape. I think they’re gonna have to eat the Obstacle and the Escape Margin increase. This bounty isn’t worth a decade in prison… They’re just not ready for this. No valuables to sell, no spoof programs or IDs. They need to pick up some major gear.

After a brief discussion amongst themselves, Loras informs the assistant admin that they need to return to their ship. She looks dubiously at them and indicates that they would need to clear up any problems prior to returning to the Downport. With that, the shuttle takes off and returns to the ‘Threat.

GM said:
Failed Obstacle, Escape Margin rises to 4 again!

After a group discussion, they decide to get things cleared up before heading back down. The Captain notes that they definitely need to pick up some trade goods and universal currency before continuing on also. Babs reports that the diagnostic is complete and she needs a new reverb-spanner. It’s likely to cost around 5,000cr. The Captain starts to lose his temper and tells everyone he needs some quiet time.

A day and a half later, the SDB heads out at their request and the diagnostic is squirted to them. After a couple hours, they are permitted to dock at the Highport. Once at the Highport, the Captain, Sarasina and Babs head into the station to clear up their finances. They find a branch of the credit firm at the Highport and meet quickly with the woman in charge. She quickly clears them and certifies their credit accounts. It must all be some misunderstanding, she notes, and gets on the comm to the Downport to berate them and ensure it does not happen again. She notes, with some satisfaction, that the Downport will comp them one days stay due to the mix-up!

GM said:
Admin roll with Margin of Success of 4! Plus a Persuade-2 sure comes in handy!

With a grumble, Loras, Kaskas, Dana and Alessio head down to the surface again. They dock the shuttle and decide to split up. Loras and Alessio head to make contact with the assistant admin as she may have a lead on who obstructed their progress and why. Kaskas and Dana start looking up casinos outside the starport as per their Target’s habits.

GM BOUNTY said:
Both going for Investigate Scenes.
-Loras and Alession roll “An Allied Actor can get you a Clue at personal risk. On Even, make a skill check to assist them. On Odd, Fight to protect them. We roll Even and decide that instead of a straight skill check, it requires a Plan.
-Dana and Kaska get “Search a Location related to past events to get a Clue. On an Odd roll, face a fight regardless of gaining a Clue.” They roll Even!

Back up in the Highport, Babs quickly finds the part she’s looking for and informs the Captain that she’s heading back to the ship to begin installing it. It shouldn’t take more than a day, she promises. The Captain and Sarasina head out for dinner and drinks at the Highport to scare up some information on the neighboring systems and some possible trade nuggets. During the evening, Sarasina ends up making the acquaintance of an older man, Dr. Maxwell Dunnett, and introduces him to Vako. The three of them enjoy drinks late into the night. Dr. Dunnett is the medical doctor for the Highport clinic but he spent a number of years working merchant ships before settling here. He has a soft spot for Travellers and they promise to stay in touch.

Over the next two days, Vako and Sarasina work on cargo while Babs works on the Jdrive. Vako ends up purchasing 1t of Titanium to keep the option of profit alive on this bounty.

GM said:
Starport encounter, meet an individual who becomes a Contact.
 
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