The Modern Dispatch 099 - Powderkeg 1, Podreczniki RPG, The Modern Dispatch

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THE MODERN DISPATCH
POWDERKEG #1
BY CHARLES RICE
The year is 2256 and the PCs are about to
become part of history. Tensions between
the colonists of the Jovian moons and their
masters, the governments and megacorps
of Earth have been deteriorating for some
time. Humans living in colonial settlements
are virtual slaves are paid in worthless (to
anyone but the Company) Company scrip.
Since the only source of goods on these
far-flung colonies is Company stores, the
workers struggle to break even. When
the United Earth Government (UEG)
sets up a blockade, interdicting all trade
to the Jovian colonies, even food and
medicine, the stage is set for mankind’s
first interstellar civil war. The kindling is
dry, the PCs are about to be there when the
fuse is lit.
#99
CONTENT MANAGERs:
CHARLES RICE AND CHRIS DAVIS
LAYOUT:
CHRIS DAVIS
PROOFREADING:
CHRIS DAVIS
WWW.RPGOBJECTS.COM
ABOUT PROMETHEUS
RISING
Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
Prometheus Rising is the signature setting
of RPGObjects’ series of Future d20
toolkits,
Blood and Space II
. In brief the
Prometheus Rising setting is a PL 6 setting
technologically and takes place entirely in
the Earth solar system. The Prometheus
setting is broken down into several distinct
eras, allowing it to accommodate many
different styles of play. The eras of the
setting are: Genetic Age, Age of Discovery,
Jovian Wars and Age of Expansion.
d20 Modern and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used
with permission
‘d20 System’ and the ‘d20 System’ logo are
trademarks of Wizards of the Coast, Inc. and are
used according to the terms of the d20 System
License version 6.0. A copy of this License can
be found at www.wizards.com/d20.
Powderkeg #1
PAGE 1
THE MODERN DISPATCH
The Genetic Age
encompasses the years 2000
through 2220, is something of a cyberpunk/post
apocalyptic. In this age genetic engineering is
discovered, various “models” of cloned humans are
developed for warfare, labor and pleasure and society
gradually deteriorates into a state of open warfare and
anarchy. This era also sees the rise of multinational
corporations from businesses to political and military
entities in their own right.
PCS VESSEL: THE HOKUSHIN
AML Hokushin (Fast Freighter)
The Hokushin, or “North Star” has been in the service of the African Mining League since 2286. Currently
franchised by Kweku Mutakanyi, Hokushin used to make regular mining runs from Ganymede to the
asteroid belt and back. Since the blockade, it has been making a different kind of run: evading the blockade
to pick up medical supplies and foodstuffs from an independent hauler in the belt, then back through the
blockade. The Hokushin is able to slip through easier than independent ships, as long as it maintains the
pretense of being a good corporate franchise vessel.
Type:
Ultralight
The Age of Discovery
sees mankind recovering from
the warfare of the previous age and attempting to
rebuild the shattered Earth, while the corporations
begin to explore the solar system. This era sees the
colonization of the moon, the mining of Earth’s
asteroid belt and numerous exploratory missions to
map and explore the planets of the solar system.
Size:
Colossal (–8 size)
Subtype:
Fast freighter
Tactical Speed:
3,500 ft. (7 sq.)
Defense:
7
Length:
110 feet
Flat-footed Defense:
5
Weight:
450 tons
Autopilot Defense:
5
Targeting System Bonus:
+3
Hardness:
20
Crew:
4 (trained +4)
Hit Dice:
16d20 (320 hp)
Passenger Capacity:
4
Initiative Modifier:
+2
Cargo Capacity:
300 tons (100 tons with mines)
Pilot’s Class Bonus:
+3
Grapple Modifier:
+16
This era also introduces aliens to the setting, with
humans making first contact with The Prime, a
telepathic, aquatic race living in oceans of the Jovian
moon Europa, as well as the discovery of numerous
ruins suggesting a now extinct alien species had
colonized many planets in the Earth system in the
distant past.
Pilot’s Dex Modifier:
+2
Base Purchase DC:
52
Gunner’s Attack Bonus:
+2
Restriction:
Restricted (+2)
Attack:
None
Attack of Opportunity:
None
Standard PL 6 Design Specs
Engines:
Ion engine, thrusters
Armor:
Polymeric
Defense Systems:
Autopilot system, magnetic field, radiation shielding
Sensors:
Class II sensor array, targeting system
Communications:
Laser transceiver, radio transceiver
Weapons:
Minelayer,
2 Fusion Mines (used in extreme circumstances when being pursued)
Grappling Systems:
Grapplers
Equipment Carried on board:
8 Combat Space Suits (Light Duty Vest, Environment Seal): these are
corporate issued survival suits built with combat in mind and are standard issue on all corporate vessels.
Finally this era introduces the last of the major
fantastic elements to the setting: artificially intelligent
robots who are used for work considered too
dangerous for human or clone.
The Jovian Wars
era sees widespread human
colonization of the moons of Jupiter, called the
“Jovian Moons” in the setting. These colonists,
years away from Earth, preyed upon by pirates and
at the mercy of the megacorps and a distant Earth
government, rebel and attempt to set up their own
government, free of Earth and corporate interference.
Powderkeg #1
PAGE 2
THE MODERN DISPATCH
ADVENTURE
SYNOPSIS/OUTLINE
This war sees the United Earth Government and
all major corporations on one side and the Jovian
colonists, artificially intelligent robots and The Prime
on the other. The war ends with the Jovian Moons
attaining independence and establishing an uneasy
truce with Earth.
which provides the meat of the encounter, giving
the game master the things he needs to run it for the
players, including any necessary statistic blocks.
1. BLOCKADE RUN
1. Blockade Run: PCs slip the blockade and deliver
medicine to the asteroid belt
2. Big Sky: The PCs have a long journey ahead of
them and this encounter provides the GM with some
tips to play out that time.
3. Deep Space Rendezvous: The PCs make their
rendezvous and find the Sauvegarde, the ship they
were to meet, floating dead in space. When they board
it, they find that the villains who killed the crew left
behind a present for anyone looking to explore the
vessel.
4. Privateer attack (PCs arrive to find their contact
has been ambushed by a Corporate Raider): since the
PCs’ ship has no guns they must attempt to outrun the
pirates.
5. Conclusion: Some tips on how to conclude the
adventure and where the game master could take it
from here.
In this encounter the PCs slip the noose tightening its
grip everyday around the Jovian moons: the blockade
that prevents even basic medical supplies from
reaching the moons, forcing the colonists to make due
with what they can grow and synthesize themselves.
Finally, during
The Age of Expansion,
Prometheus
Rising begins to see many of the elements typical of
space opera. With the discovery of barely understood
FTL drives, called “quicksilver drives”, humanity’s
colonization of the Earth system takes on a much
more rapid and intense pace. Jovian moons that were
years away are now minutes or hours away and the
new frontier becomes the moons of Saturn, Neptune
and Uranus. These moons are hotly competed over by
the UEG, the corps and the Jovian colonists, with a
new round of hostilities possible.
Captain’s Briefing:
As you know, this will be the
most difficult part of our mission: slipping out of the
blockade. If we can make it out, I have a convoy pass
for one of the few “humanitarian” cargo convoys
being allowed back in. Once we’re free, then it’s a
leisurely journey of approximately 142 days to our
rendezvous point. Our contact is leaving from the
asteroid belt today and making his own 142 day
journey to meet us half way, let’s not make him wait
too long shall we?
Also, advanced ships with faster FTL drives begin
exploring star systems besides the Earth system,
encountering more alien ruins and more alien life
forms. This era also sees the formation of the Aegis
Project, a galactic survey arm of the United Earth
Government dedicated to exploring the cosmos and
making peaceful contact with alien life forms.
Sensor/Computer Logs:
It seems Jove himself is
smiling on the PCs’ mission, because a comet is
passing near Jupiter on the very day they plan to run
the blockade. Perfect cover, if the PCs can learn of
it in time. A Computer Use skill check (DC 20) will
reveal the information while the PCs are planning the
mission. If they know about the comet ahead of time,
it will be extremely easy to piggy back in the tail,
requiring a Pilot skill check (DC 15) to catch.
If the PCs don’t spot the comet mention in the logs
before they begin their blockade run, then they have a
chance to spot the comet on sensors using a Computer
Use skill check to conduct an active scan. The DC
for this skill check is 20, with a -5 penalty because of
all the interference in the area (the craft running the
blockade are piping out communication and sensor
static on all frequencies).
ADVENTURE ENCOUNTERS
The encounters in “Powderkeg” are arranged
according to the following format: encounter
name, encounter description, Captain’s Briefing,
sensor/computer logs and mission information. The
encounter name and introduction give the game
master a bullet point description of the encounter
to help him navigate the adventure. The Captain’s
briefing are the orders Captain Mutakanyi will give
to the crew at the start of each encounter and may be
read allowed verbatim or summarized for the players.
The sensor/computer logs describe the information
the PCs can find before the start of an encounter to
aid them in completing it successfully. It describes
the requisite skill checks and the benefits gained from
those checks. Finally comes the mission information,
Despite the strong desire for peace on all sides, this
era sees first contact with the predatory Fyr’Toll
as well, a time traveling race that was attempting
to conquer Earth by the path of least resistance, by
gaining power over it during it’s primitive past. Now
that humanity has acquired FTL and has begun to
make contact with friendly alien races, the Fyr’Toll
see them as a greater threat and declare war on all
humans.
Powderkeg #1
PAGE 3
THE MODERN DISPATCH
Mission Information:
If the PCs miss the comet
altogether (see above), they will have to “hopscotch”
from space body to space body to avoid being noticed.
Slipping the blockade entirely requires 6 Pilot checks
(all DC 15).
These checks are under stress so the pilot may not
take 10.
The pilot rolls all 6 skill checks to determine
not if the PCs will be spotted but how far they get
before they’re spotted. There are simply too many
ships conducting active scans for them to slip
through entirely. The distance of the nearest vessel
is determined by the number of skill checks the pilot
made as follows: 5 skill checks 12 squares (6,000 ft),
4 skill checks 10 squares (5,000 ft), 3 skill checks
8 squares (4,000 ft), 2 skill checks 6 squares (3,000
ft), 1 skill check 4 squares (2,000 ft), 0 skill checks 2
squares (1,000 ft).
The PCs have to make it outside the blockade ships’
pursuit range of 30 squares to successfully run the
blockade (the blockade ships will not go further than
this to maintain the blockade at full strength).
Attack:
2 fire-linked lasers -3 ranged (9d8 damage)
and 1 CHE missile launcher -8 ranged (6d12
damage)
Attack of Opportunity:
None
travel time with a successful Navigate skill check (DC
15).
Wretched Hive:
Assuming the PCs attempt to take
advantage of the asteroid above to shorten their
voyage, they might notice something strange about it
if they are observant. On a Computer Use skill check
(DC 20) the PCs will determine that the asteroid is
artificial and was purposely placed where it was. If the
PCs move closer and conduct another scan (DC 20)
they will realize the asteroid serves as a way-station/
refueling point for pirates.
The PCs have just discovered New Tortuga (see
Modern Dispatch #47). New Tortuga could be a
place for the PCs to buy and sell smuggled goods and
purchase illegal weapons during the Jovian War and
could serve as the location for many adventure of the
game master’s design (if he has the Dispatch issue
mentioned above or wants to flesh out the location for
himself).
Standard PL 6 Design Specs
Engines:
Ion engine, thrusters
Armor:
Vanadium
Defense Systems:
magnetic field, radiation shielding,
sensor jammer
Sensors:
Class III sensor array, targeting system
Communications:
Laser transceiver, radio transceiver
Weapons:
2 fire-linked lasers (9d8 damage), 1 CHE
missile launcher, 8 CHE missiles
Grappling Systems:
Grapplers
2. BIG SKY
This encounter encompasses the long journey (almost
5 months) that the PCs will take following their
successful run of the blockade. Since this is a lot of
time, the game master should feel free to expand
this section as much as he and his players like with
encounters of a similar nature.
Mechanical Difficulties:
The ship’s Ion Drive is
experiencing difficulties. Although it is still functional,
it has lost some acceleration. The PCs’ travel time on
long voyages will not be affected, but until the drive is
repaired they will lose the speed bonus granted by the
Ion Drive (+500 ft. per round). The Repair skill check
DC to repair the drive is 20.
UEG Blockade Cutter
These are cutters, designed for drug interdiction and
space search and rescue which have been upgunned
with the addition of a missile launcher to get as many
ships on the line of the blockade as possible.
Captain’s Briefing:
Ok, the hard part is over, for
now. We’ve got a good 4-5 months of travel ahead of
us, so keep yourselves entertained and busy but don’t
forget to mind your jobs. Ship systems still need to
be monitored, duty stations watched and oh yeah,
I believe someone erected a basketball hoop in the
cargo area, see that it gets used. Don’t want to pay to
feed a fat crew.
Type:
Ultralight
Size:
Colossal (–8 size)
Subtype:
Escort
Tactical Speed:
3,000 ft. (6
sq.)
Defense:
7
Length:
180 feet
Flat-footed Defense:
5
Weight:
900 tons
Autopilot Defense:
5
Targeting System Bonus:
+3
Hardness:
30
Crew:
8 (trained +4)
Hit Dice:
20d20 (400 hp)
Passenger Capacity:
24
Initiative Modifier:
+4
Cargo Capacity:
30 tons
Pilot’s Class Bonus:
+3
Grapple Modifier:
+16
Pilot’s Dex Modifier:
+2
Base Purchase DC:
52
Gunner’s Attack Bonus:
+2
Restriction:
Restricted (+2)
3. DEEP SPACE RENDEZVOUS
In this encounter the PCs make their appointment with
the EA Sauvegarde so they can pick up their cargo and
try to return home as quickly as possible.
Slingshot:
About a week into their voyage, the ship
detects a large asteroid not on any of their star charts.
It seems to have drifted to just the right position so
that it is caught in Jupiter’s gravity but not moving at
all. This asteroid is large enough that it could be used
to speed the PCs’ journey, shaving 2 weeks off their
Captain’s Briefing:
It’s been a long trip but it’s not
quite half complete. Let’s pick up our cargo and head
up home fast. Our friends and loved ones are waiting.
Secondary Briefing (once the ship is determined
dead in space): “We have no idea what attacked the
Powderkeg #1
PAGE 4
THE MODERN DISPATCH
Sauvegarde, but we need to send a boarding party
over, see if the medicine for our people is there.
There’s also a small chance of survivors if this
happened recently, and if they managed to get into
suits in time. I also want the ship’s computer core and
black box downloaded.”
Search for survivors:
There are no survivors on board.
Those who survived the attack were put to death by
the Maulers left behind for the PCs.
Danger on the way:
Unknown to the PCs, the Maulers
weren’t left behind accidentally or as part of a suicide
mission. The minute the PCs boarded the vessel
they sent a signal to the privateer that attacked the
Sauvegarde. The ship is 16 hours away. The Maulers
have enough air to last them 56 hours and their
orders were to finish off the crew then wait to see if
anyone arrived to salvage the ship (the pirates also
deduced that a ship sitting still in deep space- like
the Sauvegarde – was waiting on a rendezvous). If
the PCs take longer than 16 hours to search and/or
conduct salvage on the ship, they will have to avoid
the pirates.
There are two opportunities for the PCs to
realize the Maulers signaled someone. The first is
if the PCs manage to capture one of the Maulers
and successfully interrogate him (the Maulers will do
everything in their power to stop this from happening-
Maulers greatly prefer death to capture).
The second is if someone on the Hokushin
is actively scanning when the boarding party
enters the vessel (when the signal will be sent).
On a Computer Use skill check (DC 20) the
person scanning will detect the signal (but not its
contents). Since the crew of the Hokushin is rather
small however, there is a good chance that no one is
monitoring the scanning station.
Salvage:
It might also seem like an attractive option to
conduct salvage operations. If a majority of the crew
is in favor of conducting such operations (and one of
the PCs has the Salvage feat), Capt. Mutakanyi will
agree.
Sensor/Computer Logs:
As the PCs approach, a
Computer Use skill check for an active scan (DC 20)
will reveal the ship is dead in space. Life support is
out and so is main power.
Mission Information:
The PCs have three basic tasks
ahead of them: download the computer core, find the
medicine and search for survivors. The ship
itself is a graveyard, dark and mysterious, no
gravity, with floating bodies along the way to
make it extra spooky. Worse for the PCs, there
is a surprise left for them by whoever attacked
the vessel: pair of Maulers in vac-suits wait in
ambush near the medicine.
Download Computer Core:
Downloading the
ship’s logs and cached scan information would
ordinarily be a simple task. With the amount of
damage the ship has suffered however, not so much.
Recovering the ship’s data will require a Computer
Use skill check (DC 20).
Maulers (Strong Hero 3):
CR 3; Medium-size
humanoid; HD 3d8+9; HP 23; Mas 16; Init +1; Spd
25 ft; Defense 15, touch 13, flatfooted 14 (+0 size,
+1 Dex, +2 class, +2 equipment); BAB +3; Grap
+7; Atk +7 melee (2d6+6/19-20, High Frequency
Sword), or +4 ranged (2d8+0, Laser Pistol); FS 5 ft
by 5 ft; Reach 5 ft; SQ ; AL Shoukai Kaisha; SV Fort
+5, Ref +2, Will +0; AP 1; Rep +0; Str 19, Dex 13,
Con 16, Int 6, Wis 8, Cha 10.
Occupation:
Military (Pilot, Survival)
Skills:
Intimidate +4, Knowledge (Tactics) +0, Pilot
+3, Survival +1
Find the medicine:
The Sauvegarde was a
smuggling vessel and the medicine is not
laying around in the open. Each hour, allow
the PCs to make a Search skill check (DC
20) to find the medicine. They may retry this
skill check every hour until the cargo is found.
Remember that the PCs’ environment suits
only contain 8 hours of life support, so it is
possible the PCs will have to return to ship if
they are particularly unlucky in their search for
the medicine.
Powderkeg #1
PAGE 5
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