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Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....



Humanity had spread through the galaxy, and was living in a golden age.



Then the stars began to go out – one or two at first, but the numbers grew rapidly until it became clear that a temporal anomaly of unknown origin was snuffing the light out in the galaxy at an alarming rate. Panic spread like wildfire, people were only able to watch as the suns died around them. The worlds they lived on were plunged into eternal darkness, and the realization that all around them would die – life could be sustained for a time with artificial means, but without the heat of the stars, each world was destined to become a frozen wasteland, to the point the very gases of the air would freeze, and the few remaining sealed habitats used up the last of their power sources.
At Proxima XIII, an experimental research station was working on a new form of FTL drive, they clamoured to fit them onto any ship they would fit onto, and packed as many people into them as they could. Then they cast off into space as the planet air began to freeze, their destination, The Forge - a group of stars 1,400 light years above the galactic plane, where for some unkown reason, the stars still burned.
As they started up their engines, the scientists detected a temporal wave being generated, and realized that the experimental engines they were using to escape the cataclysm were the very cause, a temporal loop of cause and effect. This was immaterial however, as they had no other choice but to push onwards to the Forge.



Once in the forge, the E-Drive that had served humanities for centuries was sufficient. The experimental FTL ships were melted down and cast into trinkets. It is now customary for people to wear one of these trinkets as a charm, as they are seen to represent both salvation and destruction. People call these charms Starforges. That was two hundred years ago, and humanity still exists in the Forge. With people spreading across the new worlds, founding colonies and outposts.



But The Forge is a place of strange energies unlike anything seem in our home galaxy – previously unknown forms of radiation and emissions sweep at random across the area - Well-worn trade routes are threatened by Balefires, intense energy anomalies that cut off trade routes and occasionally whole worlds.



Colonies also have to weather the attacks of Forgespawn, aberrant creatures that are birthed from local biomatter and hellish otherworldly energies. The Forge is littered with the ruins of colonies and wrecks of starships that stand testament to the cunning and brutality of these creatures that can appear from nowhere and then become endemic on the worlds. Most places in human space are forced to live in fortified colonies to defend against attacks that can come at any time.
That is not even the worst that the Forge has to offer – amongst the stars of the Forge, the dead sometimes do not stay dead – while not every corpse rises from its grave, it’s a common enough occurrence to make cremation the defacto method of corpse disposal, but there are enough unburned corpses walking the stars that the Soulbinder Order exists, Men and women dedicated to hunting down the poor tortured souls trapped in the rotting carcasses of their bodies, driven either to make amends for the evil they did in their life, or more often, driven to kill the living out of hate and hunger for the life that they have lost. Soulbinders do not care if the undead is benevolent or malevolent, all hat are dead must stay dead.
Many think these anomalies are linked to the ruins of the Ascendancy – a race of advanced aliens who used to call the forge their home – no one knows what happened to them, but their vaults lie scattered across space, and appear and disappear almost at will, and bend the laws of physics around them. Anyone brave enough to enter a Vault, and lucky enough to come out again brings home artifacts of great value – though most who enter are never seen again.



All this means life is harsh for many in the Forge – no colony is more than two hundred years old, and much was lost in the escape and the frontier spirit has led to new customs – the most important of these is the Iron Vow – a oath made on a Starforge that is considered binding. Breaking an Iron Vow is sacrilegious, and most would rather die in attempting to complete their vow than be ostracised from society for breaking it. The old gods died with the old galaxy, and only a person’s worth can be trusted, and an iron vow is a display of that worth.
The Forge is bound by a group of laws set by the first survivors and colonists– known as the Covenant. Most follow the laws that are upheld by the Keepers, but there are some who see them as outdated and wish to change them – these tend to be lawless fringe settlements, and they are often a haven for pirates and smugglers.


Outside of this are the Legion – a large, well organised band of mercenaries who fight for the highest bidder, and have no loyalties beyond the terms of their contract – it is common for contested areas to change hands several times, not through combat, but through the change of contracts as one side then the other wins thee eternal bidding wars, the Legion garrisons making sure the coveted resources go only to this year’s contract holder, knowing in a few months things will most likely change. This is not to say the Legion troops are soft - they are well equipped, with their own Starfleet – and even garrison units see combat against the Forgespawn and quickly become veterans. While to many the Legion are heroic defenders, to many others they are the kingmakers who are only out for themselves.
When the Legion are not involved, conflicts are done via local militia and whatever equipment can be made, bought or stolen, these tend to be much more vicious conflicts, but short lived. Often the legion will step in with a cheap contract to end wars, rather than allow worlds to build up a army large enough to do anything other than provide defense against Forgespawn incursions.

The old interstellar communication networks are gone, and the balefires destroy any attempt to set up new ones, so information travels with the ships, smaller out of the way colonies can go weeks, months or sometimes years without news, finding out about wars and other disasters long after they have already ended. On these worlds the arrival of any spaceship is an event that brings excitement.
Medical care has remained of good quality on the larger worlds, and an order known as Menders heal the people – some are nomadic, but others live in their communities. One area of life that has been preserved however is the use of artificial intelligence's, digital assistants and robots who work to help their human masters – and are often the only companion a solitary miner or starship pilot has.

This is the universe you live in.
This is your chance to do great things.
Welcome to Oathsworn : Starforged

Oathsworn: Starforged is a solo RPG that is currently in Kickstarter – but as they have put out a pre-release version, it’s time to take a dive into it. And as its more fun to have others along, I’m going to do it in a CYOA style.
The basic premise is that we are an adventurer in the distant future who is going to go on perilous adventures in the aim of satisfying their honour. The system is based off the Apocalypse engine, where you declare a move, roll a dice+ stat+bonus vs two D10 challenge dice. If your modified D6 is greater than the value of the D10, you score a hit – two hits is a complete success, one a partial, zero is a miss. You then interpret the results and advance the story. There is also an Oracle system to help push things forward and some nice random generation.
I’ve sped things along a bit buy randomly generating our setting via 16 questions – mainly so we get to the meat quicker. As you can see, I’ve rolled up a world where the basic tech level is high, but your world can go from a peaceful bustling trading port one day to being cut off from the galaxy and besieged by the living dead riding hellspawned beasts.
It’s a weird and scary place. Maybe the precursor tombs have the answer?

So, lets get onto the next step – where you guys get some input

Character Generation

So, first things first, we need to have a character. I’ll need

A – Name
B – Preferred Pronoun
C - Career


This is the core choice. What do we do for a living before we head off on a voyage of discovery and death? I’ve removed several options form the book that are not suited to our setting, so go with these.
1 – Adept
2 - Battlefield Medic
3 – Delegate
4 – Exobiologist
5 – Far Trader
6 – Fugitive Hunter
7 – Hacker
8 – Hotshot pilot
9 – Monster Hunter
10 – Occultist
11 – Operative
12 – Smuggler
13 – Starship Mechanic
14 – Super soldier
15 – Tomb Raider.

D – Backstory
What did we do, who are we, what drives us? A paragraph or two should be fine.

E – Background Vow
What is our one overriding goal in life? This is going to be an epic vow, and will take a long time to accomplish, so make it grand. We may not live to see it completed, but we can give it a drat good try!

F – Describe our starship
While mechanically it’s going to start out fairly bland, our starship should have a name, some idea of how we got it, and some form of description.
We’ll have a final asset as well, but I’ll choose that to complement the character, I’ll do likewise with the stats.


After that, there is one last question to answer – where will we be starting? The Forge has four rough geographical locations.
1 – Terminus – Where the older colonies are
2 – The outlands – Frontier space
3 – The Expanse – where pioneers and explorers dare push the boundaries of human space.
4 – The Void – Empty, or too dangerous to live in.
We obviously can’t start in the void, but choose one of the other three as a home and I’ll roll us up a sector. I thought about doing this ahead of time, but it really depends on what type of character we are playing – starting the story of an explorer in Terminus may not make sense.

That’s a fair chunk covered in the first step however, and I’m looking forward to seeing what you guys throw at me![/i]

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Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

Update 1 = The Wandering Lawyer arrives.
Update 2 = The Vow, the journey, the Crew.

Grey Hunter fucked around with this message at 12:42 on May 11, 2021

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

Looks like we're going to be a wandering lawyer - but Outlands will be our sector whatever - I'll roll one up at some point and let the character vote ride until that's done.

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

Sector Corvus Pass
Location – Outlands
Settlements – 3
Sector Trouble – Rampant Energy Storms.



Settlement Name Waypoint Station.
Location Orbital over Jovian
Population tens of thousands
Authority Oppressive
Settlement Projects Research, Defence

Waypoint is one of the Forge’s premier Research stations, located along a hard to navigate region of space, the Pass is a small strip of space that is relatively stable, with Waypoint built in the middle of it. Tens of thousands call it home, but it is under the rule of the mega corporations, who perform research here that would not be allowed in more civilized space.
A third of the workers are on the docks supplying exploration ships that pass through the past, ten percent are scientists, with the remainder being support staff and the normal people trying to make their lives.

Settlement Name Skarag’s Salvage.
Location Orbital over Jungle world
Population Hundreds
Authority Fair
Settlement Projects Raiding, Salvage

Traversing the Pass is dangerous, and Skarag and her legitimate salvage operation make a good earning from cleaning up the wreckage of ships that lose their way. Many say that they are not opposed to speeding up the process of ships becoming wrecks, but it’s something that Skarag vehemently denies.

Settlement NameDSES Pavlov.
Location Deep Space
Population Few
Authority Unyeilding
Settlement Projects Engineering, Exploration.

Deep Space Exploration Ship Pavlov is a small research vessel that is performing a scan of the pass to try and find a more stable route through the pass. It’s crewed by a couple of families and are often found around random worlds in the area.


A] Jun (準)
B] They/Them
C] Delegate

D] Young interplanetary notary, specializing in mercenary contracts and conflict resolution. Due to the lack of durable legal institutions in the Outlands, Jun's services may also be used for local civil judgments, negotiations, and arbitrations. (Kind of a wandering space lawyer)

E] To see the decades long war between two major factions halted, one way or another.

F] Amicus Curiae - Certification gift by Jun's parents upon being officially accepted into the profession. Cheap, but pretty.

So, Jun in has the assets Bannersworn, which makes them part of a clan, creed or faction, if they swear an iron vow in service of his ideology, they get to improve his bond – this leads to an interesting question –

1 What are they sworn too?
A – The Covenant (The idea of the law is pure in it’s self)
B – The Keepers (Is all aspects of the judicial process part of the faction, or are the Keepers just the policemen, and the rest of the law is civil)
C – The Barr (The Lawyers clan – a group that works with the Keepers, but is not part of it. They are the next stage up. The Keepers keep the peace, and hunt down the fugatives, while the Barr works the cases, and does some of the actual investigation work.
D – Free choice – as there is always room for your ideas.

They are also a Diplomat – When they swears an Iron Vow to resolve a dispute, negotiate and agreement or gather allies, They get +1 to their roll, and reach a milestone on a strong hit – Their such a good lawyer, that even talking the case sometimes makes things happen!

For the Third asset, there are many good choices – so I’ll put them down to a vote as well.

2 - Jun’s third asset is
A - Path – Empath – he can read intent, emotions or memories through either training or extra sensory abilities.
B - Module – Research Lab – Used to help secure an advantage or gather information – an onboard CSI basically.
C - Module – Overseer – A shipboard AI to help us talk through situations.
D –Support vehicle – Shuttle – to help us move around on planets.

All these are gun, and move us in slightly different directions.

Finally, we need an inciting incident – something that will cause us to swear our first iron vow.

3 – The inciting incident is
A – An old friend has been arrested for murder – they claim they have been framed.
B – People want justice for a pirate attack on a merchantman – who they think were most likely attacked by Skarag’s men.
C – Waypoint is challenging Skarag’s salvage rights, and open war is brewing.
D – The crew of the Pavlov are fighting over the rights for a discovery they made.
E – Something better you come up with.

After that I’ll generate our contact and get us going – sorry this took so long, my week was busier than I expected!

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirt = 6 Supply = 5 Momentum = +2
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Coventant, pistol, knife, Licence of the Barr.

The Amicus Curiae re-enters real space, the final hope through the passage complete. Junn is relieved. Even using the well-charted routes, the journey has been difficult, but they have arrived.
Ahead of them is Waypoint Station, the largest station in the region. Built into a stable asteroid, the station from the outside is nothing to look at – anything that is not rock is protruding gantries and docking bays, but it is surrounded by starships, and home to over fifty thousand people.
Junn docks up, pays the extortionate docking fees and sits through the adverts as their background checks are run. They are granted access – though few would deny access to a member of the Barr – and meets some dockworkers coming to secure their ship.
“Interesting ship.” One comments, which is true, the Amicus Curiae is a Barr ship, with the exhaust ports all routed to a series of cylindrical ports behind the cockpit. The ship is painted black bar these ports, which are white – supposedly to represent the white wigs once worn by ancient earth lawyers.

We’re docked, and it’s time to make our first connection – so it’s a roll time! We roll two D10’s vs a D6+appropriate score. In this case for “Make a connection”, that’s Heart.
Action Die = 5+2 (7). Challenge Dice = 2,8
That’s a weak hit – Junn knows someone, but it comes with a complication. They are ranked as “dangerous”. (second level on the rankings). Lets roll up a persona and get going.


“It is.” Is all they replies. “Where is The Keeper? I should check in.”
“Keeper’s offices are on Level 32-D9. Your pad should get you directions.” The woman replies and gets to work.
The datapad does lead them to the keepers office, but it does not shut up, constantly bombarding him with adverts and overly cheerful descriptions of all the facilities and shopping opportunities the station has to offer. The main thoroughfares are a dazzle of neon lights and adverts, and after some time alone in space, it’s a constant bombardment that Junn could do without.
The Keeper’s office is a sight for sore eyes, no neon, no lights, just the same reinforced door and simple sign you see every ware. They walks in and asks the man on the desk for the Chief Keeper. The woman who steps out makes them sigh. Slight of build and covered in decorations and trappings of office. Junn didn’t need to be an empath to know how this conversation was going to go.
“Keeper Kelmath. A pleasure to see you.” He lies.
“Barr Junn, like wise.” She lies back. “Here to let more criminals go?” She asks.
“Keeper, the jury decided that the case you had against Mr Deluth was flimsy, It’s not my fault you pinned hopes of a conviction on obviously doctored books. Anyway, I’m not here to talk about past cases. I am your new Barr representative. Your last one met with an accident?”
“Kun walked out of an airlock after beating himself up and breaking both his legs. So you could say that.” Kelmath retort was mixed – while she had no love for members of the Barr, things like this reflected on her badly, and she was always looking for her next promotion.”
“I take it he was on an important case?”
“He liked to stick his nose into everything, but as our adjudication Barr, he wasn’t working on anything that important – that I know of.
“Sounds likely.” Junn replies. “So, I take it there is a backlog of work?”
“Not really.” Kelmath replies. “The Corprats keep a lot of things in house, so the adjudication wing is quiet. There is an off station case pending though, so you can get on that and out of my hair while I work on important cases. You have an office on 34-N, I’ll transfer the access code over.”
“I live to serve. See you later, Keeper.” And out. Free of the ladder climbing fiend. This is why Junn went into mediation – less pressure and everyone is looking for a solution. Violent crime has a way of coming back on you – though the murder of their predecessor was a worry.
Another trip through the corridors and their in a quieter, more dignified area. The ads are still there, but they are visual or subliminal. The door has an empty sign above it that changes to read “Barr Junn” when they swipe in. The stations computer system updating to accept his arrival and new position.
The office is bare and functional. But they expected as much. It would have been deep cleaned after the death of the previous occupant, and vacant only until he arrived. Time would tell if they were to spend enough time here to make it worth personalizing.
Behind the office is another door, this leads into an equally bare and serviceable room. A washpod takes up one corner, the bed and table most of the remaining space. There is a microwave and basic food prep areas, but it’s obvious they are expected to eat at one of the stations many eateries most of the time.
Junn has their stationside luggage brought up and begins to unpack. It’s not much, as their ship is as much their home, but its something.
Its about an hour before the door chimes. The vidscreen shows a nervous looking young woman. Junn admits her and moves back to the office.
“I’m Barr Junn, how can I help you?”
“I’m Anis Pavlov, and I’ve been sent here to hire a Barr. My family run a survey ship in the region, but we’ve made a….. discovery.” He begins. She seems unwilling to continue her story.
“Ms Pavlov. I am a member of the Barr. Everything you say to me in this office is strictly confidential.”

Time to see what they’ve discovered!
I get “Civilized” and “Grave.” In the middle of space? That can be only one thing…


“We…. We found a Precursour Tomb.” She say quietly.
Jun sits down.
“You’re sure? We have no idea what they look like. Hells, we barely even know what the precursors themselves looked like.”
“My uncle Alexis knows some translation, and he’s sure it’s the resting place of one or more precursor.”
“Well, congratulations on the discovery of a lifetime.” Junn replies, “But I’m not sure how I can help?”
“It’s my Uncle, he thinks we should sell it to the Corps, while my Mother, Kaisa, says we should explore it ourselves! She sent me here to bring you to our ship and sort out what we should do! Otherwise this could rip our family apart! Will you help us?”
Junn settles back in their chair, closing their eyes and reaching out with their feelings.

Hmm, an innocent girl one a mission to keep her family apart, lets use our empath abilities to see of she is all she appears. This is +Heart.
Action Die = 1+2 (3). Challenge Dice = 10,6 – Miss!
We uncover a troubling insight or motive. Pay the price. I roll and get “uncover a new enemy.” Which I think is likely to be a human person or group – so 26 or more one a D100. I roll a 47. 50/50 between group or person – 93 – a Person.


The girls thoughts are troubled – there are flashes of her family, but there, under it all is another name.
“Who is Erin Shepard?” They ask. The girl visibly starts from her chair. Junn waves her down. “I’m an empath, you were thinking hard about her.

Roll….Roll….Roll…..

“Erin is…. Well, she calls herself a prophet. She was the one who helped lead us to the artifact, she says she needs it to defeat…. Something that’s coming. She is now claiming the aetifact for herself, she wants to enter it and find the thing she dreams about. We have to sort this out! It’s the most important thing discovered for a hundred years! We can’t let a weirdo or a money grabbing old man have it! Please! Help us!”

This seems like a good place to break for a vote!
Do we swear an iron vow to
A – Fairly adjudicate this dispute.
B – Secure the tomb for Anis and her mothers side of the family.
I see this as a good way of deciding if we are 100% on the side of law, or do we do the best for our client. Both are good ways of looking at it, but are important for the character, who I’m leaving quite bland atm.
On the other hand, if chasing after prophets in long dead tombs isn’t for you.
C- Decline the contract, wait for more work to come.
D – Decline the contract, and look into the fate of our predecessor.

I’m liking how this is going so far – the rolls are great for prompting a story!

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

Outrail posted:

B/E, but there's a reason we transfered from our last place of work. We're going to take what's in that tomb for ourselves.

Better call Junn. Scumbag oathbreaker lawyer game.


I assume being an oathbreaker is a heinous criminal activity we'd need to hide at all costs but still an option?

Nothing saying we can't go spelunking once the arbitration is over. As long as we are on the good side of the winner.

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

Outrail posted:

I guess my real question was is playing an oathbreaker a realistic option for this game?

Yeah, you can, but it causes issues if you do it repeatedly. breaking an oath has some penalties, but nothing unsermountable.

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

Cobalt-60 posted:

A

Are ironsworn oaths common? I got the impression from the intro that they're once in a lifetime things; if they're routinely used in transactions, either humanity is more honest or oathbreaking is a "can you get away with it/cover your tracks" thing.

I think they are fairly common. It's more of a wild west situation, so people are more about their word. I don't think they are used for simple transactions, but they would be used for major transactions between people who don't know each other well.

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirit = 6 Supply = 5 Momentum = +2
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Coventant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10)
Current Vows
To end the dispute over the ownership of the tomb. (0/10)

Legacies Quests = 0/10, Bonds = 0/10, Discoveries = 0/10



Junn brings up his left arm, revealing the torque of the bar that is their starforged relic. They brings their arm across their heart and grasps it with their right hand.
“I swear an iron vow that I, Junn of the Barr, shall bring this dispute to an end, and award the relic to whom I judge is its rightful owner.”

Make an Iron Vow +Heart
Action Die = 1+2 (3). Challenge Dice = 3,4
As we need to beat the result, a miss!
BUT! We are both a diplomat and bannersworn! – Diplomat says we get to add +1 if we are trying to negiotate a contract, resolve a dispute or gather allies – so that’s a weak hit – Bannersworn allows us to reroll any dice. I reroll the 4…..
Action Die = 1+3 (4). Challenge Dice = 3,1
Take that! Strong hit! We swore the vow along our banner, so we get a mark on our bonds track. 25% of the way to a level up baby!
So, a strong hit on our Swear a vow move means we get +2 momentum and the path ahead is clear to us! I think it unlikely Anis has her own ship, but likely she has a route to the ship. Both rolls play out the way I think.

Anis looks relieved.
“Thank you.” She says. “I have the route to the location on me, but I do not have my own ship, I was dropped off here by a supply ship, and have been waiting for you.”
“That is fine, I have a ship and am able to transport clients. I’ve not unpacked here much, so lets just head off now – the ships should be refuelled by now.”
Amicus Curiae is ready for them, and they board her. The dock crews look a little surprised that they are leaving so soon, but it’s a busy port, so they don’t seem to pay it much mind.
Once clear of the station, Anis loads the coordinates into the nav computer, and Junn takes the control.
“Watch out.” She says to him. “We’re going outside of the pass, and even with a route, things can be dangerous.” Junn nods and pushs the ship into the jump.

I’m going to make this a troublesome journey, as we have directions, but travel in the pass is always dangerous. This means we tick three boxes for each progress we make.
Undertake a expedition – I’m going say we’re staying vigilant for the storms, so +wits
Action Die = 6+3 (9). Challenge Dice = 10,7
Only a weak hit! We make the first jump but have to take a -2 suffer move, two -1 suffer moves, or face peril at the waypoint. I’m going to take the -2 and roll to see what happens….


The jump ends, and the ship reverts back to real space. The sensors light up. Anis jumps forwards and pours over them.
“Whats that! She says, pointing towards a cluster of blips on the readout. She begins to tap at the controls. “That asteroid is a huge chunk of platinum! That’s a prime site for a mine, and could make my family rich! We have to document it!” Junn tries to protest, but the girl refuses to imput the next jump coordinates until the asteroid is properly scanned and documented, but it takes time.
When she is finally happy it has been correctly logged, she put in the next co-ordinates and the Junn makes the next jump.

I rolled a natural resource, which there is no way a prospector is going to ignore, so it’s -2 momentum!
Jump two!
Action Die = 6+3 (9). Challenge Dice = 10,8
Oh come on! Two amazing rolls for the action die, and two high rolls for the challenge. I’ll take two -1’s this time. I don’t want to derail us with a hazard. We’re at 6/10 progress on the journey now.


The next jump dumps them out in a dense nebula, which sends the sensors haywire.
“Damnit!” Anis swears “This thing’s drifted again”
“The Nebula moves?” Junn replies.
“Yeah, the Balefires seem to push it around, set a course on this heading – we’ll be out of it soon enough and we can jump then.
Junn follows the course, and burns hard, the best part of a day later they clear the nebula. Anis updates her charts.

-1 momentum, -1 supplies. Curses!
Action Die = 2+3 (5). Challenge Dice = 2,3
Finally! A strong hit! That takes us to 9/10 and time to finish this!
“end a expedition” is a bit different, as there are no action die, only the progress tracker – so as long as we don’t roll a 10 we should be fine…..
Progress = 9, Challenge Dice = 5,7
Strong success, and we mark a tick on our discoveries legacies.


The Pavlov lies before them, a survey ship that is antenna at the front and supply stores at the back, with a small habitation ring in the middle.
That is not what catches the eye however.
The tomb, if that is what it really is, a geometric cube intersected by a pyramid. Seemingly made of some form of metallic liquid that shimmered in the light of the systems star.
In the center of the pyramid is a cavernous opening, at once looking like a landing bay and a maw that no one would escape from.
“Impressive, isn’t it.” Annis says.
“You can say that again.” Junn replies.
“Well, let’s dock up so you can meet the family!” she says with enforced cheerfulness.

Vectoring in, Junn docks at the supply port, the seal is confirmed good and Anis jumps through the air lock as soon as it opens, bear hugging the woman she finds there. Junn assumes this severe looking woman is Kaisa, Anis’s mother.
“Anis! How many times to I have to tell you! We need to maintain a sense of professionalism!” She says as she disengages the younger woman. “I assume this is the Barr we sent you to get? It took you long enough! The supply transport should have dropped you off weeks ago!”
“Yes mother.” Anis says, straightening herself. “This is Barr Junn, He arrived a few days ago, after the unfortunate death of his processor. We set off straight away. However, we did get lost in the wandering nebuala – but we found an asteroid of solid platinum! So even if this tomb thing doesn’t work out, we should still make our payments!”
“Platinum?” A sickly looking man asks, he looks malnourished. “I hope you got the coordinates while you were having a good time at that station while others are working!” Junn coughs. Seemingly forgotten.
“Oh! May Introduce Kaisa and Riga Pavlov, my parents.”
“Nice to meet you” Junn says.
“A pleasure, I’m Sure.” Kaisa replies. “Well, I’m sure you are wanting to get to work. My brother in law and the madwoman are around somewhere.” She walks off, obviousty expecting Junn to follow, which they do.

The inside of the Pavlov is filled with wires and tubes, and the ship look to be old. Years of modifications and patch repairs have turned the corridors into a maze. Junn loses his sense of direction before they arrive at a common room.
Sat in the corner is a man. Much youger looking than the other two. He looks stands up and walked right over to Junn and shakes his hand. “I’m glad you are here, we need to get this business sorted, as soon as we can sell this thing, the sooner we can pay off the debts on our ship and get back to business!”
“Alexis! We have been over this, we can make more money by studying it first rather than selling off unkown riches!”
“Bah! I’ve nearly bankrupted myself keeping this ship going, I would never have followed Misha if I’d known what a money pit this was! I own over half the debts for this ship, so I should get a say in how it’s run!” Alexis shouts.
“The name on the deeds still says Pavlov! Not Inis! Anyway we have a barr here now! He’ll sort which of us is in charge.” Kaisa retorts.
“I hope you have not forgotten my stake in it” A voice from the doorway injects, and Junn turns to see a thin woman with the left arm and leg replaced by cybernetics. The sound of pistons accompanies her as she enters the room. “I lead us here, and I need access to the tomb, I need to speak with the one who resides in there.”
“Look Erin. Your money was good enough to get us out here, but we never signed over the rights to something this big!” Kaisa says, and Alexis nods.
“Well.” Anis says as she slaps Junn on their shoulder. “I hope you are as good as you think you, are, as you have your work cut out for you”

[i]Well, I don’t seem to be able to roll a single likable character bar Anis. For anyone interested – here are the new characters rolls.

quote:

Kaisa Pavlov – accented, shifty, demanding, wants maintain order.
Riga Pavlov – Sickly, thin, Unfriendly, wants to go somewhere.
Alexis Inis – poised, swaggering, wants to Pay a debt
Erin Shepard – Thin, Obviously disabled, desperate, want to build a relationship.

I don’t think deep space prospecting is a healthy business!

So, we should get to the bottom of this – I can see a few ways we can start – and while we can double back on this afterwards, this is the kind of game where we may not get the chance depending on the rolls. It also sets Junns investigate style.
Do we –
A – Interview the three main claimants? (Using our empath ability of course.)
B – Investigate the legal status via documents.
C – Sit everyone down and try and mediate an agreement.

Though of course, any better ideas you can come up with will also work!

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirit = 6 Supply = 4 Momentum = +1
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Coventant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10)
Current Vows
To end the dispute over the ownership of the tomb. (0/10)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

Cobalt-60 posted:

A
Are these the only people on board, or just the most relevant?

Just the most reliveant at this time.

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirit = 6 Supply = 4 Momentum = +1
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Coventant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
To end the dispute over the ownership of the tomb. (0/10) (Dangerous)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

“Let us begin with some questions. I need to get a better idea of what I’m dealing with.” Junn starts. “Mrs Pavlov. Let’s start with you. Do you have somewhere private we can talk?” She nods and leads them to an office. She settles behind a desk and points them to a metal chair welded to the floor in front of it. Junn sits and brings up his data pad, then starts asking the background questions people would expect. This tends to put them at ease, meanwhile he pushes out his feelings.

Empath roll + Heart.
Action Die = 3+2 (4). Challenge Dice = 8,2
Weak Hit- +1 momentum.


The woman is hard to read, she is one of those people who keep their personal thoughts hidden even from themselves, he gets a few hints, so begins the main questioning.
“So, What can you tell me about the contract you signed?”

Gather Information + Wits
Action Die = 3+3 (6). Challenge Dice = 4,7
Weak hit – New insight, but complicates the quest. + Momentum
Complication – Needed item or resource is not available.


“That’s kind of the problem, there is no written contract. We did not see the need for one.” Kasia replies, the closest he has seen to sheepish.
“Oh, so there was an iron vow instead?”

Okay, it seems likey there was an iron vow made, but lets check – 26 or more – 56 – is she going to be honest about it? Also likely – 10 – Oooh.

“It was a simple arrangement, we did not see the need for one.” Junns eyes narrow and his thoughts push out.

Lying to an empath eh? Let see how that goes –
Action Die = 4+2 (7). Challenge Dice = 1,3
Strong hit - +2 momentum and +1 to use it.
Lets call her on it. Secure and advantage, with expertise, focus, or observation: Roll +wits
Action Die = 6+4 (10). Challenge Dice = 4,4
Strong hit, with double meaning something good happens for us. I’m going to take that as making progress! Tick two boxes!


“Something as important as this without an Iron Vow? Do you take me for some form of simpleton Mrs Pavlov? There is no way anyone would agree to anything like this without a vow. What was the exact wording?” Kasia sighs.
“I vowed to help her search for this place and to share in the rewards.” Then she interjects. “Which I plan on doing, but I don’t see why I should let her risk those rewards on something as risky as charging in without spending some time researching!”
The interview gleans nothing more of use, and Junn move on to Erin. The woman in one of the workshops tuning her leg. She looks up as Junn enters.
“Sorry, These things are always going out of alignment. But I guess you want to question me next?”
“Of course Ms Shepard.” And Junn once again launches into his preliminary questions.

Empath is such a useful skill - roll + Heart.
Action Die = 5+2 (7). Challenge Dice = 9,7
Miss! Welp, time to pay the price!
Reveal revenge Spirit
Well…. That’s interesting. You know, I was going to do all three interviews as part of this update, but this is to weird and interesting not to put to the vote. This is a universe where the dead rise regularly, so is she
A – Getting revenge
on a spirit?
B – Getting revenge
for a spirit?
C – Getting revenge
using[i] a spirit?

Really, is she planning on using the tomb to help with her revenge, is she in contact with the long dead precursor and trying to exact its millennia old death wise?
Does she have an enemy/friend walking around out there?
Let me know how you think this should play out –there are too many interesting ways for me to choose on my own!

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirit = 6 Supply = 4 Momentum = +3
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Coventant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
To end the dispute over the ownership of the tomb. (2/10) (Dangerous)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirit = 6 Supply = 4 Momentum = +3
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
To end the dispute over the ownership of the tomb. (2/10) (Dangerous)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

Erins’s thoughts hit like a freighter.
There is a conflicting mess, images of war – She’s a veteran, a fighter for the Alliance of Free worlds – fighting the Republic of Humanity. The war had been raging for ten years now and the fighting had devastated many lives – Erins one of them.
There are images of friends being killed, Garrison troops facing off against incoming Legion troops – Her fellow soldiers cut down one by one until she is left, crippled and maimed.
Then the voice starts, it’s distinctly not human. Mentally it’s like fingernails down a chalk board, Erin tries to block it out, but then it speaks clearly.
“I can promise you revenge. Free me, and I will end this pointless war.”
Even now Junn can feel the voice at the edge of her mind constantly whispering to her, urging her on, promising her what she wants.
Junn is surprised she looks as sane as she does. But he needs to know more, so he probes the thing.

Gather information- + Wits – We need to know more about the thing in her mind!
Action Die = 6+3 (9). Challenge Dice = 5,1
Weak hit- gain insight, but complicate quest. +1 momentum!
Undermined by self doubt or vulnerabilities.


Junn gets a reading on it, it is an ancient intelligence, unlike any human he has ever read, but it has the same drives, emotions as a person – mostly. But it’s trapped, sealed inside its own tomb, awake and trapped for hundreds of years screaming into the void until one person heard it.
It was a traveller – a scout, a courier. Trying to cure….. something. Always alone space. Then trapped and alone in death.
But as he looks into the abyss, the Abyss looks into him, and the rending voice speaks to them.
“You seek to know me, but you don’t even understand yourself. You think you can stop this war without me.” Images of the horrors of war Jun has seen spill into their mind. “You want the same thing this one does – to end the war? Why not help her, and together you can bring peace to the forge?”

My god, it’s trying to play on our vow to end the war to convert us to its side – we need to face danger or go into a much more costly mind war! This is empathy, so +heart I think!
Action Die = 1+2 (3). Challenge Dice = 5,1
Weak hit – we break the link, but take the hit – Endure stress I think, at 2 points of spirit damage! +Spirit thank fully!
Action Die = 5+4 (9). Challenge Dice = 1,8
Strong hit, as we’re at 4/6 spirit, I’ll embrace the darkness and take +1 spirit

The thing tries to play with Junn’s mind, but it’s overconfident. Junn thinks of calmer times and closes off. Suddenly he’s back in the room shaken by his experience, with Erin smiling at him.

I think we can mark progress for that! We now know we really don’t want Erin to get into that thing.
But how do we react now? We seem to have uncovered somethings attempt to be freed from a tomb. But how do we react.

A- Try and kill Erin – here and now.
B- Try and get the crew of the Pavlov to help subdue her.
C- Try and get the crew of the Pavlov to help destroy the artefact.
D- Try and take the ship, then destroy the artefact!


quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirit = 5 Supply = 4 Momentum = +4
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
To end the dispute over the ownership of the tomb. (4/10) (Dangerous)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

HBar posted:

How was this a weak hit? It looks like the action roll is higher than both challenge rolls.

Typo! it was a 10 not a 1.

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 6 Spirit = 6 Supply = 4 Momentum = +3
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Coventant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
To end the dispute over the ownership of the tomb. (2/10) (Dangerous)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

Junn tries to maintain their composure. They continues to ask their questions and she continues to answer, but in their head their mind is racing. They can’t allow this woman to free a precursor – the normal human corpses are enough trouble – what the hell would an unknowable alien intelligence be able to do.
The thing is, they are not sure they can take her on their own. So they finish the interview like nothing has happened. They thank her and announce they are going to ask the next person their questions.

As soon as the door slides shut behind them, they race to the common room, where the Pavlov’s are waiting. They all look up as they burst into the room.
“That woman is under the control of whatever is buried out there!” They blurt out. “We have to stop her – she wants to free it!”
“What are you talking about?” Asks Kasia.
“I’m an empath.” Junn admits. “I was reading her and connected with the…. thing out there! It tried to recruit me as it’s recruited her! We have to secure her so we can find out more – as it is, she’s a danger to this ship and even the whole forge!”

This will be an compel + Heart! None of our abilities help here.

Action Die = 3+2 (5). Challenge Dice = 6,1
Weak hit. They help, but with a demand or complication.
They obvious demand is we don’t give her the tomb, but we’re not doing that – so I’m going to run with a complication. It seems obvious as well that the Thing in the Tomb knows we are not going to help it, and would tell Erin……


“Okay, We’ll lock her down and see if we can get to the bottom of this!” Kasia says, as they stand an alarm sounds. “Dammit! Someone is trying to access the shuttle!”
“She’s making a break for it!” Anis shouts, and everyone begins tearing through the ship. To reach the shuttle bay.

Time to secure and advantage with speed - +Edge. Welp.
Action Die = 5+1 (6). Challenge Dice = 5,3
Strong hit! +2 momentum and +1 to next roll.


They make it to the bay – the outer doors are open, and Anis has a drone out hacking the shuttle doors. She turns as you all enter and snarls.
“You could have helped! But it seems I will have to do this alone!” she draws a pistol and all hell breaks loose – Junn goes for his side arm – thankfully the Barr sees the wisdom in having their agents be able to defend themselves - and time slows as the crew of the Pavlov goes for their weapon.

I’m going to call her a troublesome foe – she’s a vet, but she’s also outnumbered 5-1. She’s going to be trying to escape though!
Enter the fray! + Edge as we’re on the move.
Action Die = 2+2 (4). Challenge Dice = 9,9
Miss! We are in a bad spot and must react under fire! + Edge as we try and tackle her!
Action Die = 3+1 (4). Challenge Dice = 2,2
Strong hit and a match!


Junn dives forwards. Erins gun comes up and fires but the shot goes wide. Rolls and looks up to see Kasia has slammed the button to seal the shuttle bay doors – which are now grinding slowly closed.
Jun roars and throws themselves at the so called prophet trying to get in under her pistol.

Strike! + Iron.
Action Die = 4+1 (5). Challenge Dice = 9,10
Miss! – Endure harm. We take -1 heath then roll +health
Action Die = 6+5 (11). Challenge Dice = 10,4
Strong hit! +1 momentum.


Erins gun barks as they do, and they feel an impact on their shoulder, they fails to hit as she dances back, then she moves in to pistol whip them.

Clash +Iron as we’re in close/
Action Die = 4+1 (5). Challenge Dice = 10,1
Weak hit. Mark progress, but pay the price and stay in a bad spot.
Progress 3/10.
Endure harm. We take -1 heath then roll +health
Action Die = 3+4 (6). Challenge Dice = 4,8
Carry on.


The blow lands, and stars explode into Junn’s vision, but their buying time, they can see the doors closing and the rest of the crew are closing in – Erin raises her foot to stomp on them and they try to sweep her leg.

Clash +Iron again!
Action Die = 1+1 (2). Challenge Dice = 9,8
Owch! Enduring harm once more!
Action Die = 3+3 (6). Challenge Dice = 2,8
Weak hit.


The foot slams down on them and they hears her shout “Stay! Down!”
Just buy time!
“The bot got the door open!” They shout, trying to distract her away from the closing crew…..

Right so Junn can’t win this fight in brawn, so lets try react under fire +wits!
Action Die = 5+3 (8). Challenge Dice = 1,4
She takes the bait! Strong hit! We’re back in control and +1 momentum!


It works! She looks up at the door of the shuttle, and confusion crosses her face as she see the bot still working on the door. Junn takes this momentary distraction to aim a kick at her groin!

Strike + Iron!
Action Die = 6+1 (7). Challenge Dice = 8,6
A weak hit - Mark progress (6/10) and Pay the price - -1 momentum – we’re in a bad spot. Again.


The Blow is turned, but still slams into Erin’s leg, she crumples, but comes down on top of Junn punching away! Junn beings to puch back wildy. The crew are now waiting for an opperunity to leap in, so they try to roll on top of her and pin Erin to the ground.

Clash +Iron!
Action Die = 6+1 (7). Challenge Dice = 4,6
Strong hit! Mark progress twice – 10/10 – End the fight time!
Progress =10 Challenge Dice = 3,7
Strong hit! The fight is over.


They mange gets on top of Erin and the rest of the crew up in, when stronger hands have her, Junn slides away to the side. Anis leans over them as they are lying on the floor, and they hear them selves say.
“And that is why I became a lawyer.”

Erin is quickly secured and locked away in a makeshift cell – an empty cargo container with no handle on the inside. Then the crew meet up to decide what to do next.

[i]We mark progress on the vow to sort out the ownership of the tomb – I’m going to mark progress twice as I’m fairly sure we’re not giving it to the mad woman. We still have a way to go on that as we are only at 4/10 – We still have to decide which of the crew gets to make the descision.
We’re bit shot up as well – 3/6 health, we need a quick heal. +wits
Action Die = 5+3 (8). Challenge Dice = 10,8
Goddammit, pay the price - -2 momentum as they stop the bleeding, but we still ache.

But now we have a harder choice – what to do about the tomb – it’s obvious it’s dangerous, as is Erin.

1 - Do we

A – Continue to try and negotiate the ownership as before.
B – Try and convince the crew that the ship is better off belonging to no one. (out vow was just to end the dispute)
C – Interrogate Erin to learn more about the Thing in the Tomb.

2 - Should Junn swear a vow to destroy the tomb?
A – No, we’re just a humble space lawyer.
B – Yes – this is an Extreeme vow
C – Yes – This is an Epic vow


















quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 4 Momentum = +4
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Coventant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
To end the dispute over the ownership of the tomb. (3/10) (Dangerous)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 4 Momentum = +4
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
To end the dispute over the ownership of the tomb. (3/10) (Dangerous)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

In the aftermath, Junn tracks down Kaisa, she is in her office. She looks up as Junn enters.
“Come to talk about what just happened? Her reaction shows your at least not completely lying. But what do we do now?”
“Well. I have an iron vow to complete. And I think you can agree that if I’m right, we can’t risk anyone having access to that thing – if we open it and let that thing out – even by accident, then who knows how much damage it could do?” They reply.
“So what do you suggest – we leave it out here, ownerless? We put a fair amount of cash into finding it, and we were hoping to get our money back. We’re not rich enough to be letting cash go.”
“It’s that or we risk all of humanity. If cash is that much of an issue there is that platinum asteroid Anis and I found. I’d be happy to wave my finders fee as services paid.”

Compel +Heart
Action die = 1+2 (3), Challenge Dice – 8,1
Weak hit. They agree, but make a demand.


“Okay. But I want you to swear a vow that you’ll get us full mining rights!” Junn nods and brings out their seal.
“Agreed, I Junn of the Barr, do hereby swear an iron vow to get you full mining rights to that asteroid.”

This will only be troublesome – this is Junns bread and butter after all. Marking progress on the main oath for getting her onside.
Swear a vow + Heart +2 for both Bannersworn and Diplomat.
Action die = 5+4 (9), Challenge Dice – 3,4
Strong hit. The way is clear +2 Momentum.


Kaisa nods and says “Okay then, I’ll accept hushing this up – the asteroid is a mode reliable source of income – though you still need to convince Alexis.
“He’s my next stop.” Jun replies.

Alexis is in his room. He doesn’t seem surprised to see Junn.
“Come to talk me out of pressing my claim have you? I still thing we’re safer with someone bigger knowing about this – and paying us for the privilege.” He says.
“I disagree – the less people who know about this the better. I’ve already spoken to Mrs Pavlov, and she’s agreed to wave this in favour of me securing full mining rights to the asteroid Anis and I discovered.”

Compel +Heart
Action die = 4+2 (6), Challenge Dice – 5,6
Weak hit. They agree, but make a demand. Hmm, what could he want – Oracles gives me = Hide Life forsaken.


“Okay, but you have to do something for me. I need to make someone disappear… I have an…. Associate on Waypoint who is in a lot of trouble, and she needs to get off station before the people who are looking for her find her.”
“What trouble is she in?

Bond, High tech

“She has some corp tech in her skull they want out. She’s afraid that when they take it out, they won’t be to careful. I’ll agree to hush this up if you promise to get her somewhere safe.
“I agree. I swear and iron vow to get this person to safety.”

So it’s one of those times is it, we must promise to complete some side quests to progress the main quest. This sounds dangerous.
Swear a vow + Heart +2 for both Bannersworn and Diplomat.
Action die = 6+4 (10), Challenge Dice – 3,1
Strong hit. The way is clear and +2 Momentum.


“Okay. Her name is Raven Jin. She can be found at this address – a mutual friend is looking out for her. Get her out fast!”
“I will, I vow.” Junn Replies. “Shall we convene in the mess room?” He asks. Alexis nods and follows.
The crew assembles and Junn addresses them
“I’ve spoken to the command crew, and we have decided that we will not be pressing the claim for this place, as it is too dangerous; however, I will be securing you a mining oppertunity that should make you rich.” This clams the uproar that started with the first half of the sentence.
“It is imperative” Junn continues, “That no one speak of this place. If there is a maligne spirit in there, we don’t want anyone else waking it. Agreed.” Nods from the room.
“Okay, we have one last desicision – what do we do with Erin?”

[i]So, while we are only at 5/10 progress in this, we’re also at +8 momentum, so I’m going to give a shot at clearing it.
Action die = 5, Challenge Dice – 4,10
Weak hit! There is still something to be done – swear a new vow or take half progress to our quests track.
So we have some choices

1 - Do we swear an iron vow to finish what we started here?
A – No! Leave well enough alone.
B – Yes! Swear a vow to destroy it.
C – Yes ! Swear a vow to free it. (Some people seem to want this.)
D – Yes – Another vow.

2 - What do we do with Erin?
A – Kill her.
B – Question her more, then leave her here
C – Question her more, then take her to Waypoint for imprisonment
D – Leave her here
E - Take her to waypoint for imprisonment.

3 – Finally, what is our next goal.
A – Continue to investigate the tomb.
B – Return to waypoint and do our two vows. (Raven first)
C – Return to waypoint and do our two vows. (Claim first)
D – Something else.


quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 4 Momentum = +8
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (0/10) (Dangerous)
To secure full mining rights to the asteroid (0/10) (Troublesome)

Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 4 Momentum = +8
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (0/10) (Dangerous)
To secure full mining rights to the asteroid (0/10) (Troublesome)
Legacies Quests = 0/10, Bonds = 0.25/10, Discoveries = 0.25/10

“We can’t let her go. Not while that thing is still out there!” Anis blurts out.
“I agree.” Junn replies, “And that raises another point, We need to destroy the tomb.”
“Hah!” Laughs Alexis “No one has ever destroyed a precursor vault.”
“Most people have not tried, but most vaults are oddities to be raided, this is an existential threat to the Forge. And I for one will not stand by without doing everything in my power!” Junn stands and raises their starforge. There is silence in the room for a second.

Okay, I think its likely that everyone else will join this vow. – 60 – so yep.
Lets try and make a connection! + Heart!
Action Roll = 5+2 (7), Challenge Dice – 3,3,
A strong hit and a match! – We get “Ship performs above expectations. And the Crew of the Pavlov now share a bond.
Swear and Iron vow Heart+1 for being with a connection!
Action Roll = 2+3 (5), Challenge Dice – 5,4,
Weak hit – I could burn momentum, but not having a good idea of what to do works, and I want that momentum to dig into Erin’s brain.
As we swear the iron vow, we get 2 ticks in quests!


The voices ring in out at once – the wording is different, but the intent the same.
“I swear an iron vow to see that the threat of the tomb will be neutralized.”
The crew look around at each other.
“Now What” asks Anis.
“We can hold Erin here.” Kasia says. “Taking her anywhere else just gives more people chance to learn about the tomb. We should also learn more about the thing. We’ve avoided doing is so far, but the Pavlov carriers a high frequency scanner, it’s designed to get into cores of planets from space, so should give us some info.”
“Impressive.” Junn Says, and Kasia smiles.
“Don’t let her brutal appearance deceive you, my grandparents built her for efficiency, not looks. She has all kind of surprises.”
“Great, while your setting up that, I’m going to go question Erin – She may well have some more information.”

The Erin room had been stripped of all but the bed and the standard spacers toilet.
Erin paces the room as Junn enters. She looks up and for a second they think she’s about to pounce on them, but one of the extended Pavlov family raises a stunner and she moves to the bed and throws herself on.
“How long do you think you can hold me?” She asks. “His will will be done.”
“Long enough, We’re sure we can find a way to destroy that thing with him in it. The precursors were powerful, but they were not gods.
“There you and I will have to disagree.” She retorts. “You should have joined us, I felt him make the offer. It would have been a lot simpler. Even if you kill me, he’ll make contact with another.”
“Maybe, but for now, I want to know what you know about him.” And Junn pushed their mind forwards.

Empathy + Heart
Action Roll = 1+2 (3), Challenge Dice – 6,6,
Miss with a complication! But no way in hell I’m not burning momentum on that!
Strong hit with an opportunity! +2 momentum and +1 to the next roll – plus we learn a helpful aspect. (Clever) – the opportunity comes up as “Betray Danger” so she lets something slip – I get “Perilous Facility” hmmm…….


Her mind is easier to read this time – overlaid with the greater than imaginable intelligence of the Thing in the Tomb, is a core intelligence – a mind that’s been studying the tomb from afar as much as she could.
“Don’t think of a way we could hurt it.” Junn says. It’s an old trick, but one that works, her mind’s eye immediately focuses on one of the many parts of the Tomb, there was something there she though fragile, a weak spot in the armour. Junn smiles. “That’s interesting. What is that bit for?”

Time to push on that

Secure an advantage + Wits +1
Action Roll = 5+4 (9), Challenge Dice – 9,8,
Weak hit! +1 to the next roll and we’ll go for gather information +wits +1
Action Roll = 4+4 (8), Challenge Dice – 3,7,
Bingo! The path is clear and +2 Momentum.
“Defend, Disease” 1-50 biological, 51-100 computer virus – 8
I’m going to call this a milestone and move on to scanning it.


“A defensive platform? Biotech eh? Something that we could infect, weaken the system that way?”
“GET OUT OF MY HEAD!” She roars, and then falls unconscious as the Thing in the Tomb shuts her down. The crewmember starts forwards then stops and Jun puts up their hand.
“She’ll be okay. Someone else didn’t like my questioning. Keep and eye on her, I’ll be with the captain.”

The bridge crew of the Pavlov were clustered around a screen.
“That’s got the coils warmed up, we should be ready to go. Now all we need to know is what to target.” Riga is saying as Junn enters.
“I can help there. Erin has spotted somewhere that we could target with a biological assault, we should start our scan there.” Riga motions to the controls and Junn sits down, he tracks the targeting camera across the thing until he spots the part he had seen in Erin’s mind. Then he hits the scan button.

Gather information +wits
Action Roll = 6+2 (8), Challenge Dice – 7,9,
Weak hit. Insight (Begin Corrupted), but complication (Enemy Haunted)+1 momentum.


The area was scanned, and data begins to spool up the screen. Riga begin to interpret it.
“Yeah, this area is different, it’s like…. It’s infected. The station seems to be fighting it, but it’s defiantly something that we could use. Maybe weaponised…... WHAT THE HELL WAS THAT?”
As he speaks something moves across the surface, it’s almost see through, but as it moves it casts a light over the surface, and the corruption seems to die back.
“I think that would be the immune system” Alexis comments. I’m really not sure if we want to get close to that.

Okay, is this something that we need to act on now? = No.

“It looks like it’s been doing this for a long time – the system can hold it in that area, but not completely eliminate it.” Anis comments.
“So we don’t need to sweep in right away – we can plan.” Kaisa comments.
“Right. You keep scanning, I’ll head back to Waypoint and do a few things – I have a couple of vows to settle, and I’ll try and I’ll see what leads I can scrounge up.”
“Don’t forget to log our asteroid!” Kasia says.
“First thing when I get there.”

The journey back to waypoint is easier now he has the route logged, and the Amicus Curiae is soon back in its bay.
Junn’s first stop after clearing customs is the claims office. Time to battle the bureaucrats.

That will do for now, I’ll pick up with the two vows next time!

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 4 Momentum = +5
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (0/10) (Dangerous)
To secure full mining rights to the asteroid (0/10) (Troublesome)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Legacies Quests = 0.5/10, Bonds = 0.25/10, Discoveries = 0.25/10

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 4 Momentum = +5
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (0/10) (Dangerous)
To secure full mining rights to the asteroid (0/10) (Troublesome)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Legacies Quests = 0.5/10, Bonds = 0.25/10, Discoveries = 0.25/10
[/i]

It was time for Junn to enter the greatest hive of scum and villany on Waypoint.
The claims office.
Half the people here were on the take for the corporations, look for ways to steal claims on technicalities they themselves introduced. They were a law unto themselves.
Striding into the office, the clerk on duty sits behind ten cm of hardened bulletproof glass. She barely looks up as Junn enters.
“To submit a claim fill out form FG-3 C in triplicate.” She intones. The form was not hard, but the trick was to work things in a way that informed the state without giving away the value. Legalieze would be used in full force as they pulled the form up on their datapad and began to type.

Gain the advantage. +wits!
Action Roll = 5+3 (8), Challenge Dice – 7,1,
Strong hit – Marking progress, +1 to next roll and +2 to momentum


He pings the form back, and the woman scan over it. She then begins to probe the details. He’s written a fairly air tight list however, so tries to answer calmly and clearly, not being lured into any of the many trick questions the woman asks.

Strangest face danger ever + shadow +1
Action Roll = 6+3 (9), Challenge Dice – 6,8,
Strong hit again! +1 momentum and mark progress!


The questioning doesn’t show the clerk any weak spots, and he’s downplayed the actual worth of the asteroid as much as possible.
“So, how about we wrap this one up, I’m not getting paid enough registering this lump of rock to waste any more time on it!” Junn declares in a board voice.

Charm + heart for the final push!
Action Roll = 5+2 (7), Challenge Dice – 10, 10
Nooo! A match and a fail! It’s a demand and a peril!
Well, a bribe is obvious (-2 supply), but the peril? – “Blocked commerce”


“Well, there are some other problems, first there is a….. experditement fee.” She tilts her head. Junn sighs and sends her the credits. “then there is the issue that that area is under blanket claim by Applied Mining”
“A blanket claim? They can’t lay claim to every bit of space.”
“Well, my systems say they have. You would have to take it up with them.”
“Well, I did pay for expedited service” Junn says pointedly, tapping their datapad they bring up the files. “And it does seem that this is a grey area on the border of that zone.”

Charm + heart!
Action Roll = 2+2 (4), Challenge Dice – 8, 7
Sod this, burning momentum to get this to a strong hit!
Fulfil your vow!
Progress =9 Challenge Dice – 3,1
Strong hit! Mission complete and one more tick on our quests.


“Ah, yes, I’m sure that we can see our way to formally recognising your claim. As you say, it’s the edge of their zone.” The form goes green to show its acceptance.
With that done, Junn leaves the office and heads off to the address given to them to find Raven.

Is she home? 51+ for yes = 29 no
Is anyone home? = 71 – Yes

The door is answered by a scarred woman wearing a fashionable dress.
“What the gently caress do you want?” She asks.
“I’m looking of Raven, I’m hear to help. Alexis sent me.”

Charm + heart! Again.
Action Roll = 1+2 (3), Challenge Dice – 10, 9
Miss! Pay the price -2 Momentum.


“Never heard of either of them – this is my night off, so gently caress off and go gently caress your loving self.”
She slams the door in Junns face.
“Nice woman” The say to themselves.

[i]Right, do we.
A – Try the door again, this time with more force.
B – Wait and watch to see if we see Raven
C – Ask around to see if anyone has seen her.


quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 2 Momentum = +1
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (0/10) (Dangerous)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Legacies Quests = 0.75/10, Bonds = 0.25/10, Discoveries = 0.25/10

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 6 Supply = 2 Momentum = +1
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (0/10) (Dangerous)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Legacies Quests = 0.75/10, Bonds = 0.25/10, Discoveries = 0.25/10
Bonds –
The Crew of the Pavlov

Right. This was going to require something of a different tact. A quick trip to the closest shops and Junn is back at the door with a bottle of the finest Solyant Gin on the station. He knocks again. Cursing is just about audiable before the door opens once more.
“Oh, its Shitforbrains again. Didn’t you get the loving message last time, Fuckwit?”
“I think we got off on the wrong footing before. Truce?” Junn asks, raising the bottle.

Charm + Heart
Action Roll = 4+2 (6), Challenge Dice – 7,10
Miss – Pay the price. You are stressed.


“Oh, so you think that you can get me drunk, then have your way with me? Think that I’m some dainty little girl? Let me tell you, I could drink you under the loving table then walk out straight as a die.” She rounds on Junn. “How transparent do you think you are? I don’t loving want to be talking with you! I don’t know anyone called Raven!” Flustered, Junn tries again.
“Okay! Take the bottle then! Drink it later! I’m just here to help. The Pavlovs sent me! I’m here to get her off the station!”

Secure the advantage with wits.
Action Roll = 4+3 (8), Challenge Dice – 5,5
Strong hit. Match +2 momentum, +1 to next roll. A clue to the nature or history of this place.


She pauses. A flicker of doubt in her eyes. Junn glances past her and see the room behind, he takes it in an makes a guess.
“You’re a spacer right? Crewing out of here. I guess you’ve been trying to get her off, but customs are the issue. I’m from the Barr, I can help.”

Charm + Heart+1
Action Roll = 4+3 (7), Challenge Dice – 1,3
Strong hit! + 1 momentum.


“Okay, come in, we’ll share the drink, but if you try anything funny, I’m going to bash your loving head in and they’ll find what’s left of your body floating naked outside the loving airlock!”
“I believe you.” Junn replies and enters the apartment. Its sparse, a single person apartment with one room doing all the duties. There is a couch, which may or may not have been slept on recently. It’s hard to tell, the room is not the cleanest.
“So, shall we have that drink?” Junn asks.
“Not going to pump be for information right away?”
“Nope. I’m Junn by the way” he says, pouring some gin.
“Rowena.” She replies taking it. “I guess we should get to know each other.” She says, and knocks back the shot in a single go.

make a connection + heart
Action Roll = 4+2 (6), Challenge Dice – 4,7
Weak hit – the connection comes with a cost – “Raid rare settlement”


An hour later they are slumped on the couch, arms around each other, laughing.
“…And then he loving cuts his foot off!” Junn laughs, they’re not much of one for small talk, but Rowena has been doing most of the talking. They like her though, in his world, everyone goes out of their way to hide their own intentions, Rowena couldn’t care less.
“Right, you’ve been a good boy,” she says “And I’m willing to trust you, but you gotta do me a favour. I have an… item its impounded due to ‘incorrect trade permits’ or something like that. I want you to get it for me. See this is a little tesht.” She slurs her words for the first time. Junn is not sure if he can stand at this point. He shakely raises his starforge.
“I swear an iron vow to get you your thing!” they say, nearly dropping the starforge.
swear a iron vow + heart +1 for connection – this is troublesome I think.
Action Roll = 2+3 (5), Challenge Dice –3,9
Weak hit – the way ahead is muddled +1 momentum


“Thanks! I’m sure it will be no trouble for someone with your skills.”
“I’ll get on it right away.” Junn tres to stand. “Well, tomorrow.”

Hell, you guys said seduction, so lets try one last charm check.
Charm + Heart+1
Action Roll = 4+3 (7), Challenge Dice – 6,1
Strong hit! + 1 momentum.


Rowena pulls him down.
“Where do you think your going. You’ve got plenty to do before morning.” She tells him.

Right, we’ll fade to black/a train entering a tunnel there. And pick up next time.

So, Rowena could be developed more, or when we level up, she might make a good companion for more mechanical effects.
So the vote for this is
A – we strengthen our bond with her
B – We recruit her as a “sidekick” when we get 3XP.
C – We leave thing as they are for now.



quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 5 Supply = 2 Momentum = +6
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (1/10) (Dangerous)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Reclaim the object from customs (0/10) (troublesome)

Legacies Quests = 0.75/10, Bonds = 0.25/10, Discoveries = 0.25/10
Bonds –
The Crew of the Pavlov rank 1
Rowena – Rank 1 crew(wo)man

Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 5 Supply = 2 Momentum = +6
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (1/10) (Dangerous)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Reclaim the object from customs (0/10) (troublesome)

Legacies Quests = 0.75/10, Bonds = 0.25/10, Discoveries = 0.25/10
Bonds –
The Crew of the Pavlov rank 1
Rowena – Rank 1 crew(wo)man

Junn woke the next morning, their head pounding. From the other side of the room was the sound of cooking. Rowena, with the practiced air of a hardened alcoholic, was already up and cooking.
“Wakey wakey lover boy. “ She called. “Best to get something into you – I’m not rich enough to get imported food, so its tofu – which on a station basically means recycled poo poo. But pile enough artificial flavourings on, and cook it right, and its edible.” She tips the pan she’s cooking in to show a grey slop. Junn just about makes it across the room to the toilet.
“Well. Lets get you up and working – I’ve got to do a shift today, so you’ll have plenty of time to get my package. I’ve already pinged you the consignment number. So get some food in ya and then get out there and loving do your job.” She smiled and poured the sludge onto two plates. “Promise. It tastes better than it looks. Though I will admit, that ain’t loving hard!”
After a meal that lived up to its promises, and a shower that made Junn feel almost human, it’s time to get to work.
Customs is easy enough to find, but the right tact would be needed to get an item. Or a bribe. Jun was going to try and legalese their way though this first.
The customs officer looked board, it was still fairly early, a gap between shipments coming in and people coming to collect them. Junn strode up to him and put their war face on.
“I am Junn of the barr. I require Package XX22338S-4 to be released into my care. This is under subsection C of section 244 of the Covenant.”

Compel + Shadow
Action Roll = 2+2 (4), Challenge Dice –3,10
Weak hit. With demand or complication. Marking Progress


The man types some numbers into his workstation.
“Hmm, can I have a crime number to go with that please?” Dammit, They had been hoping to brush past this – while they had to right to request things like this, they would need to track this to a crime – then there could be questions down the line.
“Ah, well.” Junn looks around conspiratorially and leans in. “Look, I’m going to level with you, I’m trying to investigate the death of my predecessor, and I’m worried whatever he got himself into will come back to haunt me. So I’m trying to keep this one off the books until I know what I’m dealing with.” A ittle bit of a spy story might liven up the mans day.

Compel + Shadow again.
Action Roll = 6+2 (8), Challenge Dice –2,9
Weak hit again! More progress, but more demands.


“Okay, I can understand that, but whats going to happen to me if someone audits the stocks and finds a package missing? I could lose my job. You’ll need to give me a signed guarantee – I won’t log it on the system, but if someone asks, I need to be able to cover my rear end – I need this job!”
“Seems fair.” Junn replies. He quickly types out something bland and non commital and hands it over. “Please use this as a last restort.”

Compel + Shadow - Third times a……
Action Roll = 6+2 (8), Challenge Dice –2,10
Weak hit again! What does he want this time?
“Depart, Time”
It’s progress, so I’ll go in for the kill.
Fulfil a vow!
Progress (9), Challenge Dice –8,6
Strong hit. 1 progress ticked. We get our first bit of XP, but I’m saving it until we get another point.


“Okay, I’ll get it, but I won’t be able to pass it off until the end of my shift – meet me here then.”
“Will do.”
Junn spends the rest of the day recovering from their headache and settling in to their office properly. They then call by the customs office for an overly cloack and dagger hand off. (They consider wearing sunglasses, but that would be over the top on a station lit by artificial light.) They then return to Rowena’s apartment and wait nearby until she returns from her shift, covered in oil and grime.
“You got it?” She asks. Junn holds up the package. “Fuckin’ A! Get in here with that. I’ll open it when I’ve had a shower. Once through the door she strips off and showers in corner refresher. Junn considers joining, but the colour of the water makes them reconsider. Once she is finished, she sits down and opens the package.

So. Whats in there? “Conscructed rendezvous”

She brings out a small electronic device.
“Hell yeah. A one shot coordinate generator. We get Raven off the station and power this sucker up and it gives us the direction to the people who are going to hide her.”
“And who is that?” Asked Junn. Rowena looks him up and down, this is the point where she has to decide whether she trusts him or not.”

Compel + Heart +1 for the bond.
Action Roll = 5+3 (8), Challenge Dice –8,8
Miss! Pay the price – roll twice - Delayed, a new enemy is revealed. AND a match on the challenge dice, meaning things get a lot worse - Oh crap, I know what that means….


Whatever her decision was is stalled by the door exploding inward off it’s hinges. Smoke fills the room followed by a dark shape in armour – corporate security.
“DOWN ON THE FLOOR! THIS IS A RAID!”

[i]So! We’re in trouble – do we
A – Fight!
B- Run!
C – Lawyer our way out of this!

Sorry for the slower posting - I do these between tests at work, and I've been on a lot more of the tests that don't give me time to sit and type!



quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 5 Supply = 2 Momentum = +6
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (1/10) (Dangerous)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Reclaim the object from customs (3/10) (troublesome)

Legacies Quests = 1/10, Bonds = 0.25/10, Discoveries = 0.25/10
XP = 2, Spent XP =0
Bonds –
The Crew of the Pavlov rank 1
Rowena – Rank 1 crew(wo)man

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Grey Hunter
Oct 17, 2007

Nice planet you have there.

It would be a shame if someone forgot they had a planet destroyer wouldn't it.....

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 5 Supply = 2 Momentum = +6
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (1/10) (Dangerous)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Reclaim the object from customs (3/10) (troublesome)

Legacies Quests = 1/10, Bonds = 0.25/10, Discoveries = 0.25/10
XP = 2, Spent XP =0
Bonds –
The Crew of the Pavlov - rank 1
Rowena – Rank 1 crew(wo)man

The corpsmen enter the room and fan out, Junn sees Rowena move and slip her hand under the table, but they stands their ground and faces the leading trooper.
“I am Junn of the Barr, and I demand to see your warrant,”

Face danger with expertise, + wits,
Action Roll = 4+3 (7), Challenge Dice –2,7
Weak hit! Take a -1 suffer and +1 momentum!
Endure stress + spirit

Action Roll = 1+4 (5), Challenge Dice –1,10 – no effect.


The guard holds up, he hold for a second. Then flicks up his wrist and a hologram begins to display the text.
“This warrant is invalid. It’s not been properly filed, your in danger of being used for trespass – so clear out before I file against everyone in this room!”

Compel + shadow
Action Roll = 5+2 (7), Challenge Dice –9,5
Weak hit. They agree, but with a demand or complication. +1 momentum.


They pause, though their eyes are covered by their helmets, but Junn can feel them taking stock of them, Their starforged is visible around their neck. Doubt fill the Corpsmen.
“Clear out men.” One of them says. “But we will be needing you to come with us – and we can just wait outside in the corridor until you leave. Then your fair game.” He says. “It might go easier on you if you come with us quietly.”
“Threatening me with violence? This is being recorded and backed up remotely.” They lie. “Out!” The Corpsmen leave, but wait in the corridor. Rowena looks outside on the camera and turns to Junn.
“Well, we’re stuck in here. Any ideas?” She say.
“Yeah, let me call someone.” Junn says, calling up Kelmath.
“Junn, What do you want?” Comes the reply.
“Can I check the validity of warrant WS99288-V.”

Is it real – likely (26+) – 16 – No it’s not! Finally something is going our way!

“Real, that’s just a bunch of numbers. Who the hell is trying to push that one around?”
“Zitech. They just burst into a friends place with a bunch of armed goons. The balked when they saw me, but it could have gotten messy otherwise.”
“You have friends?” She retorts, but Junn can tell her hears not in it. “Are they gone now?”
“Nope, their hanging around outside to snatch us when we leave. Well, I say us, I assume they only came here for friend, I’m not sure I’ve been on the station long enough for a corp to try something like this to grab me.”
“I don’t know, you have that kind of personality. Wait there, I’ll round up the lads and be down there.” She disconnects, and Rowena looks at them.
“Who was that?” She asks.
“Old enemy. She’s on her way. This should be worth a watch.” Junn Replies.

Ten minutes later the corpsmen are the ones on their knees, as Kelmath and ten watchers in armour move in. They don’t try and fight, and give in once they realize both exits are blocked. Kelmath was pulling their data as Junn and Rowena came out.
“These naughty boys are lacking all sorts of permits.” She says to them. “Door breachers, looks like you were right to give me a call. Zitech are going to have to answer a series of questions here. The Covenent is very specific, though the corpies can run their day to day security, this is general law, and comes under MY iron fist.” She says as she rests a foot on the back on the prone security captain. “I hope you guys like lockup!” She then turns to look at Junn. “So, would you like to tell me what you or your…. Friend did to have a corp on your backs? I’m going to need full witness reports.”
“There is a dispute of ownership I’m trying to broker. “ Junn replies. “I assume the Corp wanted to bypass my mediation and move in on their own - ownership being nine tenths of the law and all. “

Compel + shadow
Action Roll = 4+2 (6), Challenge Dice –6,7
Miss, I don’t really want to spend the next few hours filling out paperwork, so burn momentum to cancel the 6.


“Right, so I’m going to need a full report, you mind coming back to the station with me?”
“I’d rather not now, I need to hunt down a lead, and this has put me behind already. I’ll swing by by the end of the day.” They reply.
“See that you do, otherwise I’ll have to release this gaggle, and I doubt they will be loving happy with you.”
“End of the day, I promise!” Kelmath nods and hauls the security officers away.
“You have enemies in some loving high places.” Rowena comments.
“She’s a pain in the rear end, but she’s a true believer in the Covenent. So I knew it would be fine. You trust me yet?” They ask.

Compel + heart
Action Roll = 5+2 (7), Challenge Dice –6,5
Strong hit. And drat right it is to!


“To be honest, if this was some loving double cross, you would have picked a much more likely series of loving events. Follow me. We should get to Raven.” She doesn’t even look to see if they are following, and they shrug and follow.
They head down deep into the bowls of the station – every human habitat over a certain size has its slums – and on Waypoint, it’s around the engineering section – leaking waste pipes and the constant vibration of the generators and plant. As they move the path they take is designed to throw off any tail.
Secure the advantage + Shadow
Action Roll = 2+2 (4), Challenge Dice –10,8
Miss, “You face the consequences of earlier choices.”


Junn’s comlink pings. They answer it.
“Ahh, investigator, This is Brennan Mihara, the head of customs, I have just been doing a check on our systems, and it seems that you have removed a parcel without proper chain of custody.” Dammit they think, they had found that quickly – there must be an automated check or just plain bad luck.
“Yes, as I said to your on duty official, I wanted to keep my investigation quiet.”
“That may be, but I will need you to return the parcel for proper inspection and paperwork, otherwise I will be forced to inform the keepers that you are involved in smuggling.”
“I’m busy on a case at the moment, I’m sure we can do this at some other time.”

[i]Well, this is a turn up do we -
A – Blow this bureaucrat off and carry on with our mission.
B – Play for time.
C – Go deal with the situation.

quote:

Junn – Wandering Space Lawer.
Diplomat, Bannersworn (The Covenant), Empath.
Edge = 1, Heart = 2, Iron= 1, Shadow = 2 , Wits = 3,
Health = 3 Spirit = 4 Supply = 2 Momentum = +3
Starship Amicus Curiae= Integrity = 5
Gear = Spacers gear, book of the Covenant, pistol, knife, Licence of the Barr.

Background Vow – To end the great war. (0/10) (Epic)
Current Vows
Get Raven to a safe place (1/10) (Dangerous)
Neutralize the threat of the tomb – (0.25/10) (Epic)
Reclaim the object from customs (3/10) (troublesome)

Legacies Quests = 1/10, Bonds = 0.75/10, Discoveries = 0.25/10
XP = 2, Spent XP =0
Bonds –
The Crew of the Pavlov rank 1
Rowena – Rank 1 crew(wo)man

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