Dramune Chronicles

The Dramune Chronicles

Prequel Adventures to SFKH1 Dramune Run
By Douglas Niles

DC1 Dramune Dawn

Background:
Sythn Corp Executive Nyles Dova, the new head of Research and Development, is after the strange new naturally occuring bio-chemical compound, Flux X, discovered in the ice mines of Outer Reach that may unlock a new generation of pharmaceutical patents and products which would cement his fledgeling mega corp as the drug producer in the sector and finally edge out the behemoth, Pan Galactic Corportion, in this market. Unfortunately Outer Reach is a menagerie of warring crime syndicates, petty warlords and such. The Urich Syndicate had sold samples of Flux X to Dova but the ship he sent to collect them radioed a hyper ignite on lift off, then a mayday and the final message was that they were crashing.

Nyles Dova suspects foul play as the Urich Syndicate was also courting bids form PGC and the ship he contracted for the job was piloted by reportedly "the best bush pilot" in Dramune, a dralasite named Thar with a solid reputation for getting the job done but also of having a dubious character. He needs a trouble shooter team to travel first to Dark World station and discover truth about what happened to Thar's ship, Fast Trade, and if it really did crash. More importantly they are to recover the samples Devo paid for and if possible exact "sanctions" for any treachery on those double crossing Devo.

Referee Overview:
Alpha Section: Debark on Dark World (PCs hitch a ride on Gullwind which is going that way)
Thar sent the radio messages he sent with a gun to his head. His ship Fast Trade never left the ground and is now locked down with mooring clamps. Mal-Urich executed the Sythn Corp employee sent along to over see the trade for the Flux X, kept the payment, and locked up Thar, for now fearing his possible pirate connections.

Thar's right pod dral, Dableck is busy on Dark World station activating and reprograming combat robots from a delivery they were suppose to make on Kdikit and trying to figure out a way to rescue his boss.

This is essentially a Role Play and investigate encounter with a first opportunity for the PCs to experience Dark World.

Beta Section:
Investigate Kaldor Transfer station where Fast Trade is grounded. Deal with guards and get answers. Commandeer an vehicle and proceed to the Urich compound.
Opportunity for investigation and combat, capture and interrogation of one of the Urich guards might be useful. Slave workers present- opportunity for negotiation for their help. Can they forment a slave uprising?

Gamma Section:
Mal-Urich, head of the Urich Syndicate, is smugly gloating over the lucrative payment he kept form Sythn Corp, considering what to do with Thar and his ship and awaiting the negotiation team from PGC. He believes he is untouchable.

The PCs will need to infiltrate his compound with Dableck's help, spring Thar, recover the samples of Flux X, find the code key for the mooring clamps and potentially "exact sanctions" on Mal-Urich.

This is a "clear the hex" dungeon crawl encounter.

Delta Section:
Back to the Fast Trade. Some Urich enforcers give chase along with the newly arrived PGC mercenary escort. This is a vehicle chase back to the Fast Trade. Oppportunity for players to experience vehcile combat.

Epsilon Section: "Don't worry, I can out run them!"
PCs may man the guns on Fast Trade
Knight Hawks level action Fast Trade vs PGC privateer and a pair of Parasite fighters (docked externally to the hull). they must evade the PGC assets make it to the envelope of Inner Reach militia coverage.

Note the Biochemical compound may be impounded by the Inner Reach militia due to regulations concerning potentially dangerous unknown cargo so the PCs will need to get Thar to hide it on his ship. or hide some and leave some for the militia to find and empound.

Opportunity to meet the future commander of the IR militia.

Epilog: Getting paid and delivering the samples. Thar will secretly keep a small amount.

DC2 Working Title: A Reach in the Dark

Background:
After a hostile take over of Hepple labs on New Pale by Streel megacorp a disgruntled Hepple employee turned up in Dramune and approached Nyles Devo of Synth Corp's R&D section with a sample and data on a secret discovery that Hepple Labs had been working on. This former Hepple Labs empolyee claims that he hid the bio-form in a stasis chamber at in at a warehouse owned by the brother of the founder of Hepple Labs, the Hepplewhite Star Couriers.

The data is very promising and Devo wants to obtain this slime bug for Sythn Corp R&D but the mission looks to be a smash and grab. Fortunately, he knows a team that he employed in the past that might be perfect for this.

Referee Overview:

Alpha Section:


Beta Section:


Gamma Section:


Delta Section:


Epsilon Section:


DC3 Smuggler's Run

Place Holder text.

DC4 Rise of the Malthar

Place holder text

SF/KH1p --- Tylappar: A Dramune Story



A federation year:31 setting prequel
adventure to SF/KH:1 Dramune Run

for 2-4 players w/level:1-2 KH skills


Click Here for the OPENING CRAWL


Plot Hooks

Born prior to and as a witness of the First Sathar War, and later a victim of the civil war between Inner and Outer Reach in the Dramune system, young Garlus Tylappar finds himself as an orphan.

After coming of age he immediately enlists into Inner Reach's planetary militia as a combat medic, signs up for technical school,  and later graduates flight school as a star fighter pilot. He is now assigned as a co-pilot aboard the assault scout MVIR Scrapper, a small yet fast and deadly warship capable of taking down capital ships.

Inner Reach has assigned him to investigate and infiltrate a suspicious group of criminals rising to power on the neighboring world of Outer Reach, where Garlus finds himself knee-deep in trouble....
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1> Assignment: the adventure plot is detailed to the party

2> Travel to Outer Reach: getting to the destination

3> Contact: meeting the established contact in Outer Reach, a dralasite named Dablak

4> The Silver Hand: Dablak introduces the group to the crime ring

5> Proving Grounds: the group must prove their loyalty to the Silver Hand. A laison will join them aboard a small cargo vessel that will be smuggling an ilicit cargo into Majora Station, acquire another illegal load, and transport that to the surface of Triad, and repeat the procedure once more to Kdikit. Upon successful term the group will be given full membership privileges into the Silver Hand.

6> Severing the Hand: with the location of the crime ring known, Inner Reach's ground troops will invade the Silver Hand in an effort to wipe them out, with the assistance of the party.

ALPHA SECTION --- The Assignment

ALPHA SUBSECTION 1: INTRODUCTION & OVERVIEW


This adventure is intended to be played with two to four player characters with level:1-2 spaceship skills. For best results the group should have a variety of spaceship skills, i.e. one each of pilot, astrogator, engineer, and (energy) gunnery although fewer characters with multiple skills will also work. Note that since NPC Garlus Tylappar is a pilot and expedition leader, any pilot characters will be serving as a co-piloting role.

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The party has been recruited by Inner Reach's space militia and has been assigned to a covert operation under Lt. Garlus Tylappar. Their mission is to investigate and infiltrate a criminal faction in Outer Reach that has been subverting Inner Reach both in space and on the ground. According to intelligence this particular group is expecting a special envoy from Inner, although unbeknownst to them this envoy has been captured. A telol interrogation revealed that this envoy was to meet with this group at "The Blow Hole", a spacer's dive located in the commercial section of Styrigia Station (orbitting Outer Reach), and this envoy would be recognized by lighting a federanium pipe filled with Inner Reach Tobacco. The contact there is a dralasite (name unnown) wearing a black cloak who will ask the pass phrase "So what do you do for a living?", which should cast an aura of silence as onlookers will naturally expect a brawl from that taboo Outer Reach phrase.

To this end Garlus Tylappar has been assigned to travel undercover as this envoy and has been given the pipe and several pouches of Inner Reach tobacco. He hasn't become accustomed to smoking yet, but is slowly getting used to it. He will take a table in the bar and the party will take adjacent tables to keep him in view, just in case trouble arises...which it probably will, considering the pass phrase. For all you know this could be an elaborate set-up designed to expose any infiltrators.

The group will travel to Styrigia Station via a system ship that is contracted between the two worlds to deliver cargo and passengers alike.

2> The Journey

ALPHA SUBSECTION 2: THE JOURNEY

The group will travel to Outer Reach via a chartered system ship, the "IRT Bellatrix". The Bellatrix is a class:3 transport boasting both cargo and passenger accomodations and is chartered under Inner Reach's government to ferry personnel and trade goods between Inner and Outer Reach (see the "Ships" section posted at the end of this adventure for more details on the Bellatrix). Being a system ship, most of the journey will be coasting at zero gravity, and the journey will take a total of 90 hours GST once the ship departs Majora Station. The group will board as passengers, each taking a private cabin on the Bellatrix's upper deck (they will have choices of rooms 7e to 7n), Garlus will be in room 7c on the lower deck. Even though the group consists of Inner Reach Militia representatives, they must abide by the ship's policy of stowing ranged weapons and defensive screens in the ship's locker (at location 9). They may retain a defensive suit and one melee weapon though. In case of emergency, Garlus has been given an access key-card to the locker should any emergencies arise.




The ship's crew is detailed below:

Carak Janus, pilot/captain (mH, STR/STA:45/50, DEX/RS 50/50 ---Tech{6}, Computer{2}, Pilot{1}, Beam Weapons{2}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Seet, navigator (nD, STR/STA:55/55, DEX/RS:45/45, Lie Detection: 10% --- Computer{5}, Beam Weapons{2}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Kiz'Zyt, engineer (fV, STR/STA:45/45, DEX/RS:55/55, Comprehension:20% --- Tech{4}, Robotics{2}, Engineer{1}, Beam Weapons{2}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Landok, gunner (mY, STR/STA:40/50, DEX/RS:50/50, Battle Rage:15% ---  Beam Weapons{6}, Energy Gunnery{1}, Melee Weapons{3}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Doorem, medic (fD, STR/STA:45/45, DEX/RS:45/45, Lie Detection:5% ---  Medic{3}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Boll, technician (mD STR/STA:55/55, DEX/RS:45/45, Lie Detection:5% ---  Technician{3}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Dogan, technician (mD STR/STA:50/50, DEX/RS:50/50, Lie Detection:5% ---  Technician{3}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Heather O'Dell, steward (fH, STR/STA:35/45, DEX/RS 50/50 ---Robotics{3}, Computer{1}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)

Lv-4 Service Robots (x5, anthro-female-human bodies, self defense, computer link, steward/personal service; STA:100, ATT:70, DMG:2d10MV:30m/t)

Two of the service bots are stationed on the lower deck, the other three on the upper deck.

Image result for cyborg maid

There are three more passengers on the lower deck:

7a > Gurub, dralasite merchant (nD, STR/STA:50/50, DEX/RS:45/45, Lie Detection:5% --- Psycho-Social{1}; no armor or weapons) He has a small shipment of wine and liquor in the port hold destined for Outer Reach. He will barricade himself in his cabin if danger presents itself and will not fight, but will try to barter for his life if threatened.

7b > Omaga, dralasite blow-singer (fD, STR/STA:40/40, DEX/RS:45/45, Lie Detection:5% --- entertainer{1}, martial arts{5}; no armor or weapons) She has an extravagent wardrobe stowed in the starboard hold along with several musical instruments utilized in her act. Having worked numerous seedy locations, she is adept at hand to hand combat and can handle her own as such.

7d > Brootis, mercenary (mD,  STR/STA:55/65, DEX/RS:45/45, Lie Detection:5% --- projectile weapons{2}, Melee Weapons{1}, Thrown Weapons{1}, Technician{1}, Skeinsuit, Snub Pistol {treat as auto-pistol but can only fire single shots @ 3/round for 2d10 each} He is seeking employment in Outer Reach, having not found anything worthwhile in Inner Reach. His inertia screen/50SEU beltpack and automatic rifle are stowed in the ship's weapons locker. While he may potentially be hireed by a criminal element in Outer, he has not secured any contract yet and will defend himself accordingly.


ALPHA SUBSECTION 3: ATTACKED!!!

After 70 hours GST has elapsed the ship will come under attack. A small class:5 freighter is closing in on the Bellatrix, her chemical thrusters are simply no match for the inbound craft's atomic drives. Red light envelopes the Bellatrix's interior and klaxons sound, with a repeating computerized message "unknown craft attacking, please remain secured in your cabins."

Your chronocoms beep to life as Garlus pages you on the general hailing channel "Belay that order, meet me at the weapons locker. We'll take care of these scum if they intened to board us!" The ship rocks and shudders several times over the next 30-40 minutes as they exchange laser battery blows, until the Bellatrix's battery and maneuvering systems are disabled. The ship only has enough fuel to decelerate at the destination so they dare not use any of it. Garlus orders everyone to cover both upper and lower deck aft airlocks, splittign the party evenly (one groupo with Garlus at the lower airlock and the others at the upper airlock). If the party split totals an odd number on one side, allow NPC Brootis (7d) to join in to make the groups even.

The Invaders

The inbound ship SS Silent Rover is manned by a group of would-be cut throats looking make a reputation for themselves under the Silver Hand. None of the ship's crew will enter the Bellatrix save for one of their engineers who is leading the boarding party. 

For groups of two per deck use the first three invaders, for groups of three add the optional mooks for each deck. The Silent Rover has sealed their airlocks behind their boarding parties and if any attempt is made to breach them the ship will break away and escape. Remember, all combat will be conducted in zero-grav conditions.

Boarding Party #1 (upper deck)

Hockney "Blade" Kieran, boarding captain (mH, STR/STA:55/55, DEX/RS:45/45) --- Tech{4}, Robotics{2}, Engineer{1}, Projectile Weapons{1}, Melee Weapons{5}, Thrown Weapons{1}; Albedosuit, Inertia Screen w/50SEU Power Bletpack, Automatic Rifle w/3 spare bulletclips, Electric Sword; silver ring - hand wrapping around to grab its own forearm, two fingers of the hand depict rings w/small rubies (worth 300Cr)*

Mook #1  (mY, STR/STA:40/50, DEX/RS:50/50) --- Gyrojet Weapons {1}, Melee Weapons{1}; Skeinsuit, Gyrojet pPstol w/2 spare jetclips, Vibroknife

Mook #2  (nD, STR/STA:55/55, DEX/RS:45/45) --- Beam Weapons{1}, Throw Weapons{1}; Skeinsuit, Laser Pistol w/2 spare powerclips, Tangler Grenade

(optional) Mook #3  (mH, STR/STA:55/55, DEX/RS:45/45) --- Beam Weapons{2}; Skeinsuit, Laser Pistol w/2 spare powerclips

Boarding Party #2 (lower deck)

Kurmani, boarding lieutenant (mH, STR/STA:35/45, DEX/RS:55/55; Battle Rage:25%) --- Projectile Weapons{2}, Melee Weapons{3}; Skeinsuit, Automatic Rifle w/3 spare bulletclips, Electric Sword; silver ring - hand wrapping around to grab its own forearm (worth 50Cr)*

Mook #4 (mD, STR/STA:65/65, DEX/RS:35/35) --- Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, Electrostunner, Stunstick

Mook #5 (mH, STR/STA:40/45, DEX/RS:70/60) --- Gyrojet Weapons{1}, Melee Weapons{1}; Skeinsuit, Gyrojet Pistol w/2 spare jetclips, Nightstick

(optional) Mook #6 (mV, STR/STA:30/50, DEX/RS:60/60) --- Projectile Weapons{2}; Skeinsuit, two Automatic Pistols w/2 spare bulletclips



* These rings are membership rings of the Silver Hand that are awarded to members that have proven themselves worthy of the organization. Plain rings are initiates, and rings with gemstones signify rank.

3> Contact

ALPHA SUBSECTION 3: ESTABLISH CONTACT

The group is to meet a contact, neither this contact or the Inner Reach representative know of each other so a scenario has been established to ID each to the other.

The Bellatrix has berthed at Styrigia Station and your group makes their way to the main station elevators that will ferry them outward toward the commercial deck. Once the group arrives at the commercial deck, Garlus will separate himself from the party to enter the Blow Hole alone, the group is to enter shortly afterwards in sporadic intervals.


"The Blow Hole" map (Styrigia Station commercial deck)


Garlus has taken a seat at table L taking the chair on the right side of the map and turning it to face the bar. Currently tables D and P are unoccupied, as are barstools f, l, o, and t. The rest are occupied by the usual riff-raff that can be expected in such a seedy environment. Numerous dralasites can bee seen within the crowded room, however it is dark and hazy so if any are wearing black capes it is not immediately apparent.

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Once the party is situated, a brawl breaks out between a pair of rowdy humans at barstools a & b. This lasts a few rounds before one is finally knocked down, and the other flees through the exit. The patrons ignore the unconcious body and return to their drinks & hushed conversations.

Finally Garlus reaches into a pocket to withdraw the federanium pipe, stuffs it with some tobacco, and lights it. He inhales deeply and exhales a thick plume of smoke that is quickly lost in the hazy environment. Shortly afterwards, a dralasite with a shabby black cape (Dablak, see the NPC section for stats) gets up from table C to make his way toward Garlus, leaving his female vruskan companion behind (Ts'lit, see the NPC section for stats). He waddles up to Garlus's table and bellows out "So, what do you do for a living?!?" and an immediate hush falls across the room.

Garlus offers a smirk, inhales on the pipe once more, blows a stream of smoke outward toward the dral, and retorts with  "I haven't decided yet." The dral rolls with laughter at the remark, takes a seat, and extends a pseuopod toward Garlus. "Dablak, damned glad to meet ya." It turns and nods toward the vrusk at table C, and the vrusk simply shrugs to ignore the pair.

Dablak starts up with "So you're the envoy from Inner Reach, rumor has it you wish to join the Hand in exchange for intel regarding a new corporation that is springing up in Moltin." Garlus grins and responds (in an obvious ad-lib to the party but the dral seems to think it sincere), "Yeah, some synthetics outfit is beating their chests and making a lot of noise over there. Might be worth something in the shipping lanes to a creative group, if ya know what I mean."

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As it turns out, the story regarding a synthetics group is actually true...SynthCorp has begun construction of their home office in the city of Moltin (which will be renamed "Synthtown" upon completion). Garlus has no love for corporations, although not as much animosity as he has towards the worms and pirates.

At this time Garlus will invite the crew to join him at the table. If pressed about the rings recovered from the boarding party, Dablak will simply offer "Well...you're not part of the Hand yet" while offering the equivalent of a dralasitic eyespot wink.

Dablak will convey with Ts'lit to arrange shuttle transport to the surface for the group, landing at Styrigia Starport where they will be taken to the Silver Hand's outpost located 200 kilometers beyond city limits. Since they will be traveling across sandy and barren terrain, Ts'lit and Dablak will lead with an all wheel drive ground car while up to three hovercycles can be made available for the party to follow at two per cycle.

Upon reaching the outpost, Dablak will exit the car and trigger the gate security lock code. The vrusk will move the car into the adjacent garage building while Dablak instructs the party to wait outside the gate. He closes the gate behind him and disappears into the still-open garage.

As the group waits outside the gate they notice a railing around the garage, suggesting an aerial vehicle landing platform...although it is presently vacant. Several tents have been erected outside the front of the structure within the metallic slotted security wall. Moments later, Dablak returns via the open garage following a human.

The human eyes the group, commenting "So this is the latest group of shiners you drudged up..." he gazes back and forth among the group, turns to Dablak, and says "Show 'em to their quarters and we'll all have a sit-down later." Dablak instructs the group to ride the hoverbikes around back where he will open the rear gate.

Arriving at the rear of the complex, you spot (4 - # of party bikes) hovercycle(s) parked against the back wall. Dablak keys the rear gate open and waves you inside, once parked he tells you to make yourselves comfortable in tents 2-4 (1 is occupied, 2 will be as well if insufficient party size). 



Outpost Key

1> Garage/Landing Platform - space for a pair of ground/hover cars and a work area, a ladder extends up to the rooftop landing paltform set up for a jetcopter

2> Operations Center

3> Storage - crates of dry goods & foodstuffs are stowed along the end of this corridor.

4> Quarters - bunks for four individuals along with a water closet, Currently home to Jayne, Ts'lit, and Credia.

5> Quarters - bunks for four individuals along with a water closet. Currently home to Gorel, T'kril, Klik'tik, and Dablak 

6> Storage

7> Common Room & Galley

8> Cellar/Quarters - Ward resides here in this naturally cool cellar.

9> Generator

1t> Bane

2t> (Dimenshia and Glubol if needed, otherwise available for PCs)

3t> PCs

4t> PCs

4> The Crime Ring

ALPHA SUBSECTION 4: THE SILVER HAND

The group is introduced to the Silver Hand

5> The Test (part 1)

BETA SUBSECTION 1: PROVING GROUNDS

The group must smuggle an illegal cargo into Majora Station.

6> The Test (part 2)

BETA SUBSECTION 2: TROUBLE IN TRIAD

The first test was easy, the group was able to smuggle a load into Majora Station as secret agents to the government in charge. They won't have that advantage on the next two legs of the operation.

7> The Test (part 3)

BETA SUBSECTION 3: CONNED AT KDIKIT

Having narrowly escaped from Triad and the heavy hand of Star Law, the group is now smugling a load into Kdikit. 

8> Return to Dramune

BETA SUBSECTION 4: THE JOURNEY HOME

The group is limping back to Styrigia after suffering damage to their ship.

9> Threat Removal

GAMMA SUBSECTION 1: SEVERING THE HAND

Having been accepted into the crime ring, the group returns home to Inner Reach to report their findings. Inner Reach launches an all out ground assault on this band with the help of the party.

10> Epilogue

GAMMA SUBSECTION 2: EPILOGUE

The Silver Hand is no longer a threat to Inner Reach, although it has been determined that this wasn't theonly faction in the Frontier. For now, this finger of the Hand will no longer be picking away at the citizens of Inner Reach.

NPCs & Pre-Gens

Garlus Tylappar
mH

STR/STA - 50/45
DEX/RS  - 50/50
INT/LOG - 60/50
PER/LDR - 45/45

Skills (PSA:Tech)
Technician(6)
Computer(2)
Projectile Weapons(3)
Melee Weapons(1)
Medic(3)
Pilot(2)

co-pilot of MVIR (Militia Vessel of Inner Reach) Scrapper



In-game NPCs

Dablak the Mook (henchman)
mD

STR/STA - 45/45
DEX/RS  - 40/40
INT/LOG - 50/50
PER/LDR - 30/50

Special Abilites: Elasticity, Lie Detection(5%)

Skills (PSA:Military)
Melee Weapons(2)
Martial Arts(1)
Projectile Weapons(1)

Equipment: Military Skeinsuit, Automatic Pistol w/2 spare bulletclips, Sonic Knife; tattered black cape
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Credia (henchwoman)
fY

STR/STA - 40/40
DEX/RS  - 60/60
INT/LOG - 45/45
PER/LDR - 50/40

Special Abilites: Gliding, Night Vision, Battle Rage(5%)

Skills (PSA:Military)
Beam Weapons(2)
Melee Weapons(1)

Equipment: Military Skeinsuit, Laser Pistol w/2 spare powerclips, Vibroknife
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Glubol (optional henchman)*
mD

STR/STA - 60/60
DEX/RS  - 45/45
INT/LOG - 35/35
PER/LDR - 30/30

Special Abilites: Elasticity, Lie Detection(5%)

Skills (PSA:Military)
Projectile Weapons(2)
Melee Weapons(1)

Equipment: Military Skeinsuit, Automatic Pistol w/ spare bulletclip, Knife
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Carson "Howler" Bane (hovercyclist)
mH

STR/STA - 60/60
DEX/RS  - 50/55
INT/LOG - 40/40
PER/LDR - 30/30

Special Abilites:  Ambidextrous, Comprehension(15%)

Skills (PSA:Military)
Martial Arts(3)
Melee Weapons(2)
Technician(1)

Equipment: Military Skeinsuit, Nightstick, Brass Knuckles
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Dimenshia (optional hovercyclist)*
fY

STR/STA - 40/50
DEX/RS  - 55/55
INT/LOG - 45/45
PER/LDR - 50/40

Special Abilites:  Gliding, Night Vision, Battle Rage(15%)

Skills (PSA:Military)
Beam Weapons(2)
Technician(1)

Equipment: Military Skeinsuit, Laser Pistol w/spare powerclip
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Ts'lit (technician, AWD ground car driver)
fV

STR/STA - 45/45
DEX/RS  - 50/60
INT/LOG - 50/50
PER/LDR - 45/45

Special Abilites:  Ambidextrous, Comprehension(15%)

Skills (PSA:Tech)
Technician(1)
Projectile Weapons(1)

Equipment: Military Skeinsuit, Automatic Pistol w/spare bulletclip, TechKit
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Klik'tik (technician, AWD ground car driver)
mV


STR/STA - 40/50
DEX/RS  - 55/55
INT/LOG - 45/45
PER/LDR - 45/45

Special Abilites:  Ambidextrous, Comprehension(15%)

Skills (PSA:Tech)
Technician(1)
Gyrojet Weapons(1)

Equipment: Military Skeinsuit, Gyrojet Pistol w/spare jetclip, TechKit
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Tk'ril (lead technician, jetcopter pilot)
mV

STR/STA - 45/45
DEX/RS  - 50/50
INT/LOG - 50/50
PER/LDR - 35/35

Special Abilites:  Ambidextrous, Comprehension(15%)

Skills (PSA:Tech)
Technician(3)
Computer(1)
Melee Weapons(1)

Equipment: Military Skeinsuit, Vibroknife, TechKit; SH member ring (50Cr value)
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Gorel "Gunner" Goro (enforcer)
mY

STR/STA - 60/60
DEX/RS  - 50/50
INT/LOG - 45/45
PER/LDR - 25/35

Special Abilites:  Gliding, Night Vision, Battle Rage(35%)

Skills (PSA:Military)
Beam Weapons(3)
Gyrojet Weapons(3)
Projectile Weapons(3)
Melee Weapons(3)

Equipment: Military Skeinsuit, Laser Rifle w/power beltpack, Automatic Pistol w/spare bulletclip, Electric Sword; SH member ring w/emerald (200Cr value)
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Kayla "Calamity" Jayne (outpost scientist & co-leader)
fH

STR/STA - 40/40
DEX/RS  - 45/45
INT/LOG - 55/60
PER/LDR - 55/45

Skills (PSA:BioSocial)
Environmental(3)
Medic(2)
Computer(1)
Melee Weapons(1)

Equipment: Military Skeinsuit, Automatic Pistol w/spare bulletclip, Sonic Sword; SH member ring w/3 sapphires (1000Cr value) 
____________________________

Emerson "Mad Hermit" Ward, outpost leader
mH

STR/STA - 50/50
DEX/RS  - 50/50
INT/LOG - 45/45
PER/LDR - 40/50

Skills (PSA:Military)
Gyrojet Weapons(5)
Projectile Weapons(4)
Demolitions(3)
Thrown Weapons(2)
Melee Weapons(1)
Computer(2)
Technician(2)

Equipment: Military Skeinsuit, Gyrojet Pistol w/3 spare jetclips, Electric Sword, 5 charges D-19 w/variable timer detonator; SH member ring w/diamond (1000Cr value)


Pregenerated Characters


mD

STR/STA - 60/60
DEX/RS  - 45/45
INT/LOG - 50/50
PER/LDR - 35/45

Special Abilites: Elasticity, Lie Detection(15%)

Skills (PSA:Military)
Beam Weapons(6)
Melee Weapons(2)
Demolitions(2)
Thrown Weapons(1)
Energy Gunnery(2)

Equipment: Military Skeinsuit, Laser Rifle w/3 spare powerclips, stunstick, 5000Cr
____________________________


fH

STR/STA - 50/55
DEX/RS  - 50/50
INT/LOG - 40/50
PER/LDR - 50/40

Skills (PSA:Tech)
Computer(6)
Technician(3)
Robotics(1)
Gyrojet Weapons(3)
Melee Weapons(1)
Astrogation(1)

Equipment: Military Skeinsuit, Gyrojet Pistol w/3 spare jetclips, stunstick, 5000Cr
____________________________


mV

STR/STA - 45/55
DEX/RS  - 65/65
INT/LOG - 50/60
PER/LDR - 45/55

Special Abilites: Ambidextrous, Comprehension(20%)

Skills (PSA:Tech)
Technician(6)
Computer(2)
Projectile Weapons(2)
Melee Weapons(1)
Pilot(1)

Equipment: Military Skeinsuit, two Automatic Pistols w/4 spare bulletclips, stunstick, 5000Cr
____________________________


mY

STR/STA - 60/60
DEX/RS  - 45/45
INT/LOG - 50/50
PER/LDR - 35/45

Special Abilites: Gliding, Night Vision, Battle Rage(25%)

Skills (PSA:Tech)
Technician(5)
Robotics(3)
Computer(1)
Beam Weapons(1)
Melee Weapons(4)
Engineer(1)

Equipment: Military Skeinsuit, Laser Pistol w/3 spare powerclips, stunstick, 5000Cr


* the optional henchman and hovercyclist can be used to make up the difference in party size to comprise four hovercyclist/henchman combos. If the group is still short one being then Brootis (from The Journey) can be utilized for either role.

Ships

IRT Bellatrix
Trans Travel ST-2850T (system transport)

HS:3  HP:15   Powerplant:4 chemical A
ADF:2  MR:4   DCR:
Armament:LB
Defenses:RH
Communication/Detection: Radar, Subspace Radio
Misc Eqipmewnt: System Astrogation

Computer 
Alarm(4)
Analysis(2)
Astrogation(2)
Commerce(1) 
Communication(1)
Computer Lock-out(4)
Damage Control(4)
Drive:chemical"A"(4)
Industry(1)
Installation Security(3)
Laser Battery(1)
Life Support(1) cap:24
Maintenance(4)


Crew Accomodations: captain's suite (double occupancy) + 7 single cabins
Crew Positions: pilot, navigator, engineer, technicians(x2), gunner, medic, steward
Passenger Cabins: 14 single cabins
Cargo Capacity:3 (2 x 1.5u detachable cargo modules)

DECK PLANS

Lower/Main Deck
 1> Bridge
 2> Captain's stateroom
 3> Fore Lift Shaft
 4> Crew Galley
 5> Crew Cabins
 6>Passenger Galley
 7> Passenger Cabins (a-d)
 8> Purification Plants
 9> Aft Lift Shaft & Locker
10> Engineering
11> Lower Engine Room & Airlock
12> Life Support
13> Port Cargo Bay
14> Starboard Cargo Bay

Upper Deck
7> Passenger Cabins (e-n)
13> Port Cargo Bay
14> Starboard Cargo Bay
15> Fore Lift Shaft
16> Locker
17> Infirmary
18> Pasenger Galley
19> Lateral Accessway
20> Aft Lift Shaft & Locker
21> Upper Deck Engine Room
22> Aft Airlock

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SS Mistral Dancer
PGC-291M Cargo Courier

HS:3   HP:15   Powerplant:2 atomic A
ADF:4  MR:4   DCR:35
Armament:LB
Defenses:RH
Communication/Detection: Radar, Subspace Radio, Intercom System
Misc Equipment: Streamlined

Computer "DAME" (Dynamic Access Memory Emulator)
Level:4 FP:83 SP:100

Alarm(2)
Analysis(4)
Astrogation(4)
Commerce(1) 
Communication(1)
Damage Control(2)
Drive:atomic"A"(4)
Industry(1)
Laser Battery(1)
Life Support(1), cap:6
Maintenance(2)

Cargo Capacity:1 (stern bay)
Crew Accomodations:up to 5 (2 double bunk cabins + one single bunk)
Passenger Accomodations: 0
Ship's Vehicles:none
Base Price: 913,730Cr (does not include fuel, sapce suits, or toolkits etc)

The PGC-291M is one of Pan Galactic's earliest atomic driven production vessels, dating back to before they elevated themselves into mega-corp status. The ship utilizes a slightly diminished size:3 hull that hails from their pre-UPF "Pan Galactic Conglomerates" era Courier system ship. While the design is dated by modern standards, the PGC-291M is still a versatile civilian light hauler capable of moving small loads quickly and efficiently.

The ship is designed for a four position crew: a pilot, astrogator, engineer, and a gunner; although the fifth bunk in the engineering area allows an additional crew member if neededPGC no longer manufactures these ships although like all of their products, they continue to offer replacement parts (which can be had at any class 1 or 2 SCC). If someone really wanted a new one, it would not be difficult for an SCC build crew to reverse engineer the design.


The uppermost deck is the bridge with positions for a pilot on the dorsal side flanked by astrogator and engineer stations. Ladders on either side of the helm allow access to a flying bridge that is positioned parallel to the ship's main axis for atmospheric operation. The upper hatch leads to the avionics, forward maneuver jet banks, and sensor array in the nose cone above.

Below the bridge is the crew quarters with a double bunk cabin both port and starboard. The cabins are equipped with a water closet, small sofa & table, and wardrobe areas in addition to the bunks themselves. A galley is positioned between the cabins on the ventral side and the laser battery controls are on the dorsal side.

Further aft is the largest deck, the engineering deck. It is equipped with a diagnostic center on the dorsal side where 50% of overhaul work is performed. Port & starboard are the drive access & decontamination airlocks to access the atomic drives where the other 50% of overhaul work is performed.  The landing gear bays are adjacent to the decon-airlocks. Also present are the water tank w/purification plant, life support equipment,  power relay station & generator (w/powerpack/para-battery recharging station), the main frame computer adjacent to the floor/ceiling hatch, and a tool shop flanking the diagnostic center featuring a bench, tool storage area, laser-lathe,and laser drill press to port and a foundry is starboard. A single bunk is nestled in the ventral side that can double as a medical bunk, and a crew lounge is present adjacent to the bunk featuring a Starplay Enterpsies ceiling-retractable table w/stools and entertainment package that offers numerous interactive hologames. Floor and ceiling access plates permit access to additional equipment and systems such as the aft maneuver jet banks and various circuitry. To port is an airlock with a boarding ramp. A feature that is unique to the Dancer would be the bunk tilts upward to reveal a 2mx1mx1m secret compartment, this can be activated via the computer panel at the diagnostic center.

The stern hold is a tiered deck with loading bay doors located both aft for space station use and dorsal for crane loading/unloading at a planet's star port. The bay slants outward as it extends up/fore and each tiered sub-deck is larger than the lower, with a total of three tiers.



________________________________________________



SS Silent Rover
TT-535F "Virago" class small freighter


HS:5   HP:25   Powerplant:3 atomic B
ADF:3  MR:3   DCR:45
Armament:LB
Defenses:RH
Communication/Detection: Radar, Subspace Radio, WNB, Intercom System
Misc Equipment: Cargo Arm

Computer 

Alarm(3)
Analysis(4)
Astrogation(4)
Commerce(1) 
Communication(1)
Computer Lockout(4)
Damage Control(3)
Drive:atomic"B"(5)
Industry(1)
Installation Security(4)
Laser Battery(1)
Life Support(1), cap:12
Maintenance(3)

Cargo Capacity:5 
Crew Accomodations:up to 12 (6 double cabins)
Passenger Accomodations: 0
Ship's Vehicles:workpod, large launch