FALLING STAR
A one-night real-time
scenario by Jonathan Hicks
INTRODUCTION
The following game has been devised with one thing in
mind – quick-thinking action. The players will be thrown into a situation
where they must think fast and act faster if they are to survive as, unlike
other scenarios, this one has a time limit. A real time limit. As ever, the author has used simplified SWRPG First
Edition rules to detail the characters/devices in the game. The GM of the
game is free to add/remove any of the stats as they see fit depending on the
rules used and the capabilities of the PC’s. The GM will require two things for this game – a clock or
a stopwatch with a second timer, and a print out of the vessel floor plans
with this scenario. Both will be needed to complete this game. For effect, a
clock with an alarm would be perfect, as the alarm sound will signal the
definite end of time allowed. GAMEMASTER’S INFORMATION
First and foremost, the GM will have to familiarise
themselves with the vessel in question and, if possible, the NPC’s aboard.
There will be little time to quickly refresh the memory as to how a certain
character acts as the clock will be ticking down, so keep a copy of the stats
handy for easy reference. The players may want to mull over their situation or
their next course of action and, although they are allowed to do such a
thing, they may waste precious time. If you think they are taking too long
don’t tell them straight to hurry up, simply look agitated and keep checking
the time. At the end of the day, it’s up to them to get things done. Warn the players beforehand that this is a real-time
situation or they will ponder over actions and moves. Make sure the clock is
available for everyone to check on. If there is situations where they need to
make snap decisions (such as combat or dangerous situations) then don’t wait
for them to mull over their move – this isn’t chess. Give them a five second
countdown. If they do not make a move, they lose their turn. As soon as they
make their decision, then that is their final answer – if they change their
minds before the five-second countdown is up, then fair enough, but if they
make their decision and the countdown is over, then it’s too bad – they’ve
called their action and they must stick with it. This may sound a little draconic but it’s necessary to
keep the action going. A lot of simple combats may take anything up to twenty
minutes to complete but with the countdown the players simply do not have the
luxury. It may be necessary to trim down the combat rules to speed things up.
This will depend on how many players you have playing the scenario. PLAYERS INFORMATION
Just two pieces of advice: 1 – Don’t waste time. 2 – Don’t get killed. THE STARSHIP ‘THE FALLING STAR’
The Iralini Class IV (a) Freighter is an old design but
hardy and reliable. Capable of long distance without a cool-down period, the
Class IV was sold in abundance throughout the Mid-Rim and outer worlds. The
selling point was simple – its internals were compatible with other vessels,
even those not of the same production company, and replacement parts are
cheap. Sadly, since the collapse of the Iralini Starship Yards, the
availability of replacements has dwindled and original part prices have
increased, although jury-rigging is easy with its compatibility. The Falling Star is a great example of this type of vessel, being
complete in many respects apart from the odd modification to capabilities and
the weapon replacement. STANDARD The Falling Star Modifications Starship: Iralini Starship Yards Stock
Light Freighter Type: Class IV (a) Freighter Crew: 2 2 Passengers: 6 6 Consumables: 4 months 4 Months Cargo: 80 Metric tons 70
Metric tons Nav Comp: Yes Yes Hyperdrive Multiplier: x3 x2 Hyperdrive Backup: x10 x8 Speed: 2D 3D Manoeuvrability: 0D 1D Hull: 3D+2 4D Shields: 0D 1D Weapons: 1 Light cannon 1 Twin Blaster
Fire
Control: 1D Fire
Control: 2D Damage:
3D Damage:
5D
Key to Deck Plans: 1 – Cockpit 2 – Lounge/Galley/2 Bunks 3 – Storage/Central Computer 4 – Head 5 – 2 Bunks 6 – Gun Well 7 – Escape Pod (room for four in each) 8 – Cargo 9 – Engine Maintenance/Core Black Dots – Circulation/Conduit Vent Access Hatches NON-PLAYER CHARACTERS ABOARD ‘THE FALLEN STAR’
The Crew: The two owners of The Falling Star are the people in charge of the ship and
therefore anything done on board will have to be cleared through them first. Captain Lirido Trom – Human Female, Aged 42, Tall with long
black hair tied back in ponytail, narrow eyes, wears dark-coloured flight
suit, always sour, brooding and snappy. Never smiles.
DEX 3D (Blaster 4D, Dodge 3D+2) KNO 2D+2 (Planetary
Systems 3D, Survival 4D) MEC 2D+1 (Starship Piloting 4D+2, Astrogation 5D)
PER 3D (Bargain 4D) STR 3D (Brawling 5D) TEC 2D (Starship Repair 3D+2) Equipment – Blaster Pistol (4D), comlink, Blast-proof
vest (+1 pip STR, no penalties) Captain Trom has flown The Falling Star for the past twelve years. Originally she co-piloted
with her husband Vonwy, but recently he was captured and killed by Imperial
during a blockade run. This has made her bitter and resentful of the Rebel
Alliance as they were running for them at the time and she sees them as the
cause of the death of her husband. Co-pilot Brol – Human male, funny outgoing, but a little timid when
faced with a situation. Mid-30’s, blonde hair and
dark eyes, a little plump. Always trying to be funny, especially when Lirido
is around. Dresses in bright red clothes. DEX 2D+1 (Dodge 3D) KNO 3D (Languages 4D, Streetwise 4D)
MEC 2D (Astrogation 3D, Starship Shields 3D) PER 3D (Con 3D+1) STR 2D+2 TEC
3D (Medicine 3D+2, Starship Repair 5D) Equipment – Hold-out Blaster (3D), Tool Belt (+2 pips to
TEC skills regarding repair), comlink, medpac. Co-pilot Brol is a ‘veteran’ of the co-pilot scene. He
has served as second mate on several vessels under several captains and,
although he is good enough for a command of his own, he has been continually
stopped in the last few months by Captain Lirido who seems to be stopping him
from leaving her employ because she doesn’t want to have to go through the
rigmarole of employing someone else. She has even gone to the depths of
calling up Brol’s potential employers and telling them he isn’t good enough.
Brol has resentment towards Lirido for this, but needs the job he has now. The Passengers: The passengers on board the vessel are being
transported to Daggron V to a Rebel Alliance main base, hidden in the Mid-Rim
worlds. Each one has their own travel case stored away in the hold and they
have their own reasons for being there.
Intelligence Officer Kambri – Mon Calamari male, unknown age. Dresses in dark green gear with lots of pockets. Also
carries a large briefcase that is locked and bound to his wrist by binders,
to which he does not have the key. He is friendly enough but is always on the
defensive, verbally and physically.
DEX 3D (Blaster 5D, Thrown 4D) KNO 2D+2 (Streetwise 3D,
Technology 3D) MEC 2D (Speeder Op. 3D, Starship Piloting 3D) PER 3D
(Hide/Sneak 4D, Search 4D) STR 3D (Brawling 4D) TEC 2D (Computer Prog/Repair 4D, Demolition 3D, Security 4D) Equipment – Heavy Blaster Pistol (5D), smoke grenade (No
damage, reduces visibility and therefore stats by 3D for 1D6+6 rounds),
datapad. Kambri has worked for the Rebel Alliance since it’s creation and has been a source of information from
many different sources. He now collects information routed to him through
agents and is at this moment taking the collected data to his superiors in
the briefcase. He protects this briefcase with his life. Bodyguard to Kambri, Ge-Tharton Aloos – Human male, middle-aged, greying
hair with bright blue eyes. Quite stocky but muscular, wears loose fitting
military-type clothes. Friendly but always keeping an eye out for trouble,
sometimes obviously. Tries not to leave Kambri’s side. DEX 4D (Blaster 5D, Dodge 4D+2) KNO 3D MEC 2D PER 3D
(Hide/Sneak 4D) STR 3D (Brawling 4D, Stamina 3D+2) TEC 3D Equipment – Blaster Pistol (4D), Combat knife (STR+2
pips), Padded body sock (+1 pip STR, no penalties) Aloos is something more than he appears – although he is
a devout supporter of the Rebel Alliance he used to be an operative for the
Imperial Security Bureau. After lifting many secrets from the ISB he defected
to the Rebel Alliance. Although he has proved himself there are some who
still do not trust him. Kambri is not one of them. Aloos knows that Major
Maigour hates him but is indifferent to his comments. Major Maigour – Human male, mid-fifties, tall and broad, very straight-backed
and stoic. Bald but with a small goatee beard. Maigour is a military man
through and through and he wears a perfectly cut uniform. DEX 3D KNO 3D (Bureaucracy 4D+2) MEC 2D PER 3D (Command
5D) STR 2D+2 TEC 2D Equipment – Hold-out Blaster (3D), comlink, ‘sceptre of
office’ (just a short wooden pole which he keeps tucked under his arm like a
drill sergeant) Major Maigour does everything by the book and has a deep
dislike of Ge-Tharton Aloos because of his ISB past. He is curt, loud and
sometimes quite obnoxious, but what he says is usually the truth of the
matter. His dislike of Aloos is made apparent at regular intervals. THE PLAYER CHARACTERS AND THE SHIP
The scene has been set but the reasons have not been. Why
are the player characters and the NPC’s on this vessel heading to Daggron V? Well, The
Falling Star has done courier jobs for the Rebel Alliance for a long
time and the command officers on Daggron V apparently trust the crew. The
ship has flown from the heart of Imperial space to the planet with the NPC’s
for the following reasons: Intelligence Officer Kambri – He has spent the last few weeks
collecting intelligence data from his agents on several worlds. With is
bodyguard Ge-Tharton Aloos, he is now on the final stage of his journey to deliver
the information to his superiors at the command base on Daggron V. Major Maigour – Was separated from his troops during a ship-boarding
action and was picked up by a civilian transport as his air ran out of his
spacesuit. He spent a month tracking down a Rebel contact and then got
transport on The Falling Star
back to a Rebel base. The Player Characters – Perhaps they are just on board
for a lift to the Rebel base, for some well-deserved R and R. This game may
work well after a mission and they’re going back home. If they have their own
ship, then perhaps they are using the transport because (a) their ship is not
flying at the moment or (b) Rebel Command has asked them to fly undercover.
There are a number of reasons as to why they should be on the ship. The most
effective reason is to have Kambri ask them to accompany him as bodyguards,
leaving any vessels of their own so that a group of ships do not attract
attention. Besides, maybe the Rebel base on Daggron V only lets certain ships
land there, The Falling Star
being one of them. Whatever the reason, the PC’s must all be on the ship and
there can be no other vessels in the vicinity to make this scenario work. THE GAME
The story is, basically, a race against time to do two
things. These are: 1 – Stop The
Falling Star from burning up in the atmosphere of the planet Daggron V
as its orbit decays. 2 – Find out which one of the people actually sabotaged
the ship to crash and why. The sections of the game will be laid out in intervals of
time that will describe what the NPC’s are doing and where on the ship they
are if the PC’s are not interacting with them or asking for their aid. The GM
will have a few moments to make sure they are apprised of the updated
situation as trying to remember where the NPC’s and the state of the vessel
may take up valuable time. It may be helpful if the PC’s kept notes as to
where everyone is at what time, and each had a copy of the map of the vessel. The total real time the scenario takes is one and a half
hours, 90 minutes, or less if the PC’s manage to save the ship or uncover the
saboteur. The game will start and progress as a normal non-timed
game, but as soon as the action starts there will be a note when to start the
clock. The remainder of the game will then be described in increments of time
in minutes. Entries in bold are what the PC’s are confronted with and can be
read out to them if they see or enquire about it. Entries in italics are what
are going on behind the PC’s backs and should not be read out to them. THE CALM BEFORE THE STORM
The PC’s and the NPC’s all board the vessel at wherever
the GM decides, either a random planet or a world the PC’s were last on. The
journey time from wherever they are to Daggron V will take several hours; so
the GM can have them all interact as they wish. Any details about the NPC
histories can be divulged at this time. It makes no bearing on the game, as
the histories will come out anyway. As the vessel arrives in orbit of Daggron V the NPC’s are
in the following locations: Captain Lirido Trom is in the cockpit. Co-pilot Brol is in the cockpit. Intelligence Officer Kambri is in the lounge. Bodyguard Ge-Tharton Aloos is in the lounge. Major Maigour is in the storage room.
Everything is quiet; the ship has dropped out of
hyperspace and is approaching Daggron V. The PC’s are where they wish to be – make sure the
players announce their locations before the action starts THE SEQUENCE OF EVENTS
Deep in the cargo bay of the vessel the kitbag belonging
to Bodyguard Ge-Tharton Aloos splits open and four small seeker-type
droids zip out and before anyone can do anything dive in to the ventilation
system (the conduits measure 20 centimetres by 20 centimetres). The droids
have the following pre-programmed instructions. 1-
Remain as hidden as possible. 2-
Sabotage systems on the vessel that will cause it to crash. 3-
Make sure that the occupants of the vessel go down with the ship. 4 – If necessary, defend with
lethal force. The droids have the following stats – DEX 3D (Dodge 5D, Blaster 4D) PER 3D (Hide/Sneak 4D) STR
2D TEC 3D (Starship Repair 5D) Equipped with – One photoreceptor, Two
manipulator arms, Repulsorlift unit, Hold-out blaster (3D) If, at any time, a droid is damaged and captured, the
investigating character will discover two things: 1 – The droid is of Imperial
design. 2 – The activation signal receiver is a local one,
so whoever turned them on must have been on the ship. The droids have their own designations for the game – 1,2,3 and 4, and just before the game starts
they will be doing the following things. 1 – Sabotage engines and hyperdrive (location 9) 2 – Sabotage communications (location 3) 3 – Sabotage life support (location 9) 4 – Sabotage escape pods so they cannot launch (location 7) In every respect, a major component will be taken out
which is none-replaceable and impossible to jury-rig. The droids take the
components to the Head (location 4) and hide them in the water cistern. Just before the ship enters final approach to insert the
atmosphere of Daggron V (a lush green world), the whole vessel goes dark as
if it suffers a catastrophic power failure. For a moment, the artificial
gravity fails and then snaps back on as emergency power kicks in. The vessel
lurches and everyone is thrown about. It’s not serious so there’s no need for
any damage rolls. Captain Lirido Trom has not been able to comm
down to the Rebel base on the planet. The whole ship appears to be out of
control and tumbles in orbit of the world. For the first five minutes, there is confusion. Everyone
rushes to the cockpit where Captain Lirido Trom gives the following
information. 1-
The vessel has no power to engines, no control and no
manoeuvrability. 2-
The communications are out. 3-
Sensors are out. 4-
According to the computer, the ship’s orbit is decaying. They have
two hours before the ship burns up in the atmosphere of Daggron V. START THE CLOCK
5 MINUTES Captain Lirido Trom and Co-pilot Brol remain in the cockpit to figure out
what has gone wrong.
Intelligence Officer Kambri and Bodyguard Ge-Tharton Aloos
go to check out the escape pods. Major Maigour remains in the lounge and tries to raise the Rebel base
on his own comm, but finds out it is out of range.
Droid 1 hides in location 4 vent access.
Droid 2 hides in location 6 vent access. Droid 3 hides in location 2 vent access. Droid 4 hides in location 8 vent access. 10 MINUTES
Major Maigour discloses to a PC his dislike of Bodyguard Ge-Tharton
Aloos and why. He is getting paranoid. Intelligence Officer Kambri discloses to a PC about the
seriousness of his mission to the Rebel Base. Captain Lirido Trom discloses to a PC that she’s not bothered about
dying. Bodyguard Ge-Tharton Aloos searches the cargo area. Droid 1 hides in location 3 storage cupboards.
Droid 2 hides in location 4 cistern. Droid 3 hides in location 2 vent access. Droid 4 hides in location 8 vent access. 15 MINUTES
Co-pilot Brol moves to location 3 to check computers and tells any PC
why Captain Lirido Trom is not bothered about dying, because of the
loss of her husband. Major Maigour searches the cargo area and finds Bodyguard
Ge-Tharton Aloos’ open bag. Inside are four small cases that seem to have
been prised open fro the inside. Intelligence Officer Kambri Captain Lirido Trom remains in the cockpit to figure out what is
happening. Bodyguard Ge-Tharton Aloos waits in the lounge. Droid 1 hides in location 3 storage cupboards.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Droid 4 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. 20 MINUTES
Co-pilot Brol returns to cockpit to help the captain. Major Maigour tells of his escapades in the lounge, losing his troops
and drifting for weeks. Intelligence Officer Kambri talks with Major Maigour. Captain Lirido Trom stays in the cockpit. Bodyguard Ge-Tharton Aloos remains quiet in the lounge. Droid 1 hides in location 9 vent access.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. Droid 4 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. 25 MINUTES
Co-pilot Brol stays in cockpit. Major Maigour tells a PC, in confidence, of his suspicions of Bodyguard
Ge-Tharton Aloos and the ripped kitbag he found, and the four suspicious
cases. If he hasn’t already, he also tells the PC of the bodyguard’s ISB
past. Intelligence Officer Kambri mentions to a PC, off-hand, that
he wonders where Major Maigour been for the past month, and why he was
the only survivor of his troop. Captain Lirido Trom stays in the cockpit. Bodyguard Ge-Tharton Aloos remains quiet in the lounge. Droid 1 hides in location 9 vent access,
then moves to de-activate the artificial gravity.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. Droid 4 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. 35 MINUTES
The Artificial Gravity fails – all characters are now at
–1D on actions unless they have some form of Zero-G skill. Tensions start to
get high. Co-pilot Brol makes his way to Location 9 to investigate problem. Major Maigour openly tells all about what he found in Bodyguard
Ge-Tharton Aloos ripped kitbag, the four suspicious cases. If he hasn’t
already, he also tells everyone PC of the bodyguard’s ISB past. Intelligence Officer Kambri becomes suspicious of the
Bodyguard when he can’t explain the kitbag. Captain Lirido Trom wants to know what was in the boxes, but Bodyguard
Ge-Tharton Aloos really does not know. Bodyguard Ge-Tharton Aloos knows nothing about his kitbag
and denies the accusation. Droid 1 hides in location 9 vent access.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be discovered. Droid 4 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. 50 MINUTES
Tensions are exceptionally high, making some of the
characters snappy. Co-pilot Brol is shot by Droid 1 in the engine room (location
9). If the droids have not already been discovered, then he tells everyone
what he saw. He is wounded but still active. Major Maigour says that they should try and capture the droid. Intelligence Officer Kambri refuses to get involved and stays
in the lounge. He says his mission is too important to jeopardise his life. Major
Maigour accuses him of being a coward. Bodyguard Ge-Tharton Aloos defends Intelligence Officer
Kambri and threatens Major Maigour with violence if he steps over
the mark. Captain Lirido Trom appears disinterested and stays in the cockpit. Droid 1 hides in location 9 vent access.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. Droid 4 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. 60 MINUTES
The characters actively search for the droid(s). The
droid(s) immediately go on the defensive and will attack if discovered. Co-pilot Brol stays in the cockpit to nurse his wound. Major Maigour heads to cargo (location 8) to search. Intelligence Officer Kambri refuses to get involved and
concentrates on trying to get the lifepods working. Bodyguard Ge-Tharton Aloos searches bunk rooms (location 5) Captain Lirido Trom searches gun well (location 6). Droid 1 hides in location 3 vent access.
Droid 2 hides in location 1 vent access. Droid 3 moves to any location where repairs are underway or have
been jury-rigged, waits until anyone present moves away and then sabotages it
again. Sabotage time – 2 minutes, so in this time it could be
discovered. Droid 4 moves to any location where a PC is alone and attacks.
If PC is not alone, then it attacks Captain Lirido Trom. AT THIS POINT, WHETHER THROUGH A PC’S ACTIONS OR AN NPC’S
ACTIONS, A DROID MUST BE DAMAGED/CAPTURED FOR INSPECTION. 70 MINUTES
Tensions are exceptionally high, making some of the
characters snappy. Co-pilot Brol warns everyone that they only have twenty minutes until
burn-up. Major Maigour looks a little concerned as the droid is inspected. Intelligence Officer Kambri goes back to trying to fix the lifepods. He seems quite desperate. Bodyguard Ge-Tharton Aloos inspects the droid and says that
is an old ISB Hunter/Saboteur device, designed with limited intelligence to
infiltrate and disable specific targets. These particular ones are working on
a short-range receiver, so whoever controls them is on the vessel. It is
possible to program the droid to return to it’s
controller’s signal and he does so. Captain Lirido Trom stays in the cockpit. Droid 1 (if active) hides in location 9 vent access.
Droid 2 (if active) hides in location 4 cistern. Droid 3 (if active) moves to any location where repairs are underway
or have been jury-rigged, waits until anyone present moves away and then
sabotages it again. Sabotage time – 2 minutes, so in this time it
could be discovered. Droid 4 (if active) moves to any location where repairs
are underway or have been jury-rigged, waits until anyone present moves away
and then sabotages it again. Sabotage time – 2 minutes, so in this
time it could be discovered. 75 MINUTES
Tensions are exceptionally high, making some of the
characters snappy. Bodyguard Ge-Tharton Aloos programs the droid to return to
its controller’s signal. It immediately zips off to the lifepod
where Intelligence Officer Kambri is working on the pod. He has fixed
it and, as the characters approach, he is just about to eject. Co-pilot Brol stays in the cockpit. Major Maigour looks a little concerned as the droid is inspected. Intelligence Officer Kambri tries to eject. If the PC’s don’t
try to interfere (disable the launch mechanism, open the pod door to delay
launch) he will eject to the planet’s surface.) Captain Lirido Trom stays in the cockpit. Droids 1,2,3,4 (if active) go to Intelligence Officer Kambri
location. They are now no threat.
80 to 90 MINUTES The final few minutes. Co-pilot Brol stays in the cockpit, but will help if asked. Captain Lirido Trom stays in the cockpit. Bodyguard Ge-Tharton Aloos will help in any repairs. The
droids cannot be programmed to repair what they have damaged. Major Maigour stays out of the way but will help if asked. He’s a
little panicked. Intelligence Officer Kambri has either ejected or has been
captured. His reasons are detailed in ‘The Aftermath’. Droids 1,2,3,4 (if active) - no threat.
The pods are still inoperable – if the droids didn’t see
to that then Intelligence Officer Kambri has. Only one pod works and
it only takes 3 persons – anyone else is a physical and operational
impossibility. The passengers will have chance to repair two systems.
These are chosen from the following – Engines Gravity Comm Life support Sensors Of course, to land the ship they will need engines. They
may also need gravity to make their job easier, or they may need to repair
comms to get in touch with the Rebel Base to warn them of Intelligence
Officer Kambri’s treachery, if he escaped. Depending on the skills of the PC’s, the GM will have to
balance their difficulty numbers to repair the systems. Make sure the numbers
are tight, to give that feeling of a close shave. Either way, describe the
heat build up, the orange flame outside portholes and the cockpit, the worried
cries of the others. Time it so that the successful roll (fudge if necessary
– that’s what GM’s screens are for!) happens just before the final second
ticks of and the buzzer sounds. Milk the tension. THE AFTERMATH
One of four things has happened at this point. 1 – The ship has burnt up and everyone is dead. 2 - Intelligence Officer Kambri has escaped and
the ship has been saved. 3 - Intelligence Officer Kambri has been captured
and the ship has been saved. 4 - Intelligence Officer Kambri has been captured
and his escape pod used to save some of the passengers, but the ship has
burnt up and everyone else is dead. Depending on the end situation, this is what happens to
the NPC’s: Captain Lirido Trom came close to death and her apparent lack of
concern nearly killed others. She smiles sincerely for the first time and
acknowledges her guilt at not being emotionally able to do more. Co-pilot Brol is told he is released from Captain Lirido Trom’s employ
but elects to stay with her for a little while longer. Intelligence Officer Kambri is arrested and tried for
treason. He was trying to fake his own death to take secret files to the
Imperials. If he escaped to the surface of Daggron V in a pod, the GM may
want to run a game where the PC’s hunt him down. Daggron V basic details –
Terrain type – Tropical Jungle covering Mountains / Length of Day – 13
hours / Length of Year – 275 days / Sentient species – None.
Prone to bursts of torrential rain. Bodyguard Ge-Tharton Aloos remains at the Rebel Base for
re-assignment, but tells the PC’s he will be available if they ever need him. Major Maigour considers retirement after his actions.
Droid 1, 2, 3
and 4 will self-destruct if anyone tries to use them again.
For this game, the PC’s should be awarded 6 skill points,
plus the following bonuses – Save the ship in 0-30 minutes – 4 points. Save the ship in 30-60 minutes – 2 points. Save the ship in 60-90 minutes – 1 point. |