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THE ROBBER BARON, Part 5: The Other Shoe

 AVASTAN, DISTRICT 268 (Day 13)

Source: wiki.travellerrpg.com
Source: wiki.travellerrpg.com

    Eldon reminds the crew that Rowri's Baronial Guard has no jurisdiction within the Starport's extrality boundary, so their best option is to remain in the Starport when they return to Inchin.  They can travel under the pretense of contractors from Collace, and as there were no survivors of the gunfight at their initial meeting with Barnett, the Baronial Guard should not recognize any of them in particular.

    The difficulty will come from finding a way to invite Barnett to meet them within the starport, without alerting either the Baronial Guard or Imperial Naval Intelligence, both of whom may have Barnett under surveillance.

Roll to find a ship going to Inchin: (11) Other large cargo ship (up to 800 tons)

Is it the Roebuck? (1) No, and, and...

    While Eldon tries to locate passage, Kellan searches the WorldNet to find any information on the mysterious freighter Roebuck that they encountered on their way in to Avastan.

Investigate/EDU, 8+ : (9)

    He discovers that the Long Subsidized Merchant vessel Roebuck vanished with all hands several months ago, and the ship was believed to have misjumped.  There are numerous skeptics and conspiracy theorists that either disbelieve that Roebuck ever existed, or doubt that it suffered an unfortunate fate, or believe that perhaps that this was sabotage or other deliberate act.

    Eldon returns to the hostel and announces that they have booked passage on the Maru-class Standard Merchant ship Chrysanthemum, due to depart that evening.

NPC reaction: Neutral

Roll for working passage: Skill/EDU, 10+

Justan (Pilot) 14; Kellan (Medic) 14; Serina (Engineer) 10; Eldon (Broker) 13

    Captain Wesley Hopkins has agreed to take on the entire crew for working passage, but they will be required to share double-occupancy staterooms so that he can take on more paying passengers.  Eldon has already assisted Hopkins in finding cargo and passengers bound for Inchin, most of whom are legitimate contract workers from Collace.  Katha will pay for her own private Middle Passage cabin.

Starport Encounter: (56) Meet one of your contacts.  Ruling that this designates Katha Miray as one of Eldon's available contacts.

Starship Encounter: (4) None; no Piracy Warnings

Crew Reaction roll: (11) No issues

Passenger Ship Event: (63) Crewman has crisis of doubt.

    Kellan is working in the sickbay when one of the vessel's gunners comes in.  He is visibly shaken and fearful.

Counseling: Medic/SOC, 8+ : (9)

Does this have to do with the Roebuck? (20) Yes, and, and...

Did the gunner know a member of Roebuck's crew? (4) No, and...

    The gunner explains that he has recently encountered the "ghost ship" that people have been speaking of recently.  On a previous voyage, the ship was seen following a standard course, but comms were silent, all running lights were off, and life support was powered down.  He fears that this was the act of pirates... or worse?

    Kellan recommends that the crewman be given a few days to rest.  Captain Hopkins is disinclined to accommodate the request.  Justan offers to cover for the gunner if needed.

Gunnery/SOC, 8+ : (9)

    Hopkins agrees to allow Justan to sit the gunner's watch shifts, but expects Justan to still report for his agreed-upon shifts at the helm.


INCHIN, DISTRICT 268 (Day 20)

Starship Encounter: (10) Small Transport, (12) Small Craft (Industrial/Science)

Is it a Ship's Boat? (13) Yes, but...

    Inbound to Inchin, the Chrysanthemum encounters a 30-ton Ship's Boat, whose registry matches a ship that went missing last year.  Justan urges the Captain to investigate further, but Hopkins is worried about his deadlines and directs Justan to maintain course to the downport.

Starport Encounter: (64) Nothing out of the ordinary.

    Eldon locates lodging at the hostel within the starport.  Though there is little to choose from, the accommodations are at least equal to the hotel they stayed at in the city two weeks ago.

    Justan sends Arlor Barnett a telegram:

        "I got the news/

        No hostile feelings on my part/

        Sincerely,

        Just An old friend from the Academy"

    "Won't that tip them off?" Eldon asks.  "Neither of us went to the Academy," Justan explains.  "Then how will he know this is legitimate?" Eldon asks. "Because my name is right there on the last line.  Barnett is sharp.  That's why he was my Executive Officer.  He should know exactly what I meant."

Does Arlor understand the hidden meaning in the message?  Recon/INT, 8+ : (10)

DAY 14

    In the morning, Justan receives a message from the front desk that he is invited to an interview in the hostel's small conference room.  He is confident that his old friend understood the message, but prepares with caution.

Recon/INT, 8+ : (8)  No surveillance or ambush detected

Computers/INT, 10+ : (12) No bugs detected.

    Confident that the room is secure, Justan calls the rest of them into the room to await Barnett.  At exactly the appointed time, Barnett enters the room.  As before, his military bearing and demeanor cannot be concealed by a business suit.

"Justan, old friend, glad to see you made it," Arlor says warmly.  "But I admit I'm surprised to see you here, Miss Miray.  Was this the safest course of action?"

"Your insurance policy is safely in place," Katha reassures him.  "But this is something that I felt was best and safest for you to see for yourself,"

  She inserts a wafer into her portable computer and shares the information to their hand terminals.  It is further material from the Ad Astra investigation.

Do they learn why the Ad Astra opened fire on the Yukon? (18) Yes, and...

Do they know the gunner's identity? (10) Maybe.

    "The gunner was a new recruit, and apparently obtained his posting because of his noble connections.  When his father learned that the investigation would destroy the family's reputation, he pressured the Navy to whitewash the investigation.  It's why Justan was quietly cashiered and you were promoted to your own command."

Can Arlor get the roster of the crew who were aboard during the incident? (2) No, and...

    "Unfortunately," Barnett says, "If I tried to call up the crew roster, it would certainly flag the search for Naval Intelligence.  Were you unable to obtain the name through your channels?"

Would Katha have been able to access the crew roster? (6) No, but...

    "I'm sorry, Arlor.  That information was classified and my sources didn't provide it.  Can either of you recall the names of the crew members at that time?"

Leadership/INT, 10+ : (13)

    Justan begins to rattle off the list of gunners posted to Ad Astra on its final patrol, and Eldon drops his coffee mug in shock.  "I know that man," he says, a look of shock and surprise upon his face.

*        *        *

THE ROBBER BARON, Part Four: Digging Your Scene

 AVASTAN, DISTRICT 268 (Day 10)


Starport Encounter: (54) Meet a Contact.

        Eldon and his crew locate a modest hostel at the spaceport, and settle into their suite.  After freshening up, Eldon sets out to try and locate the rendezvous with Barnett's contact in the port's startown.

Streetwise/INT, 8+:  Natural 2

Does he go to the wrong place? (Yes, and...)

Does he attract attention? (Yes, and...)

Is it Rowri's agents? (No, but...)

Colorful Locals: (24) Guards (but whose?)

    Eldon is stopped by Port Authority Inspectors, who have noticed him asking questions around known illicit establishments.  They wish to know the purpose of his activities.

Carouse/INT, 10+:  (14) Effect 4.

    "Good evening, gentlemen," Eldon says, as charmingly as possible.  "This is my first shore leave in months and I'm just looking for a good time - good drinks, live entertainment, a little companionship?  Know of anywhere good?"  The Inspectors scoff and turn away.

    Eldon returns to the suite, empty-handed.  "We'll try again tomorrow," he laments.  "Maybe someone has a better idea on how to find this journalist."

Day 11

    "We should just hit the town," Serina suggests.  "Go out, have a good time, maybe she will find us."

Carouse/INT, 8+: Natural 2, again!

Are they in the wrong place? (Yes, but...)

Has their contact tracked them down? (No)

Day 12

    "Maybe we shouldn't look at this as a social exercise," Kellan suggests.  "Let's think like an investigator.  If you were going to meet an informant, where would you go?"

Investigate/INT, 8+: (7)

Wrong place again? (Yes, but...)

"Seriously, you guys are the worst spies I ever met," a nondescript woman says quietly as she slides into the booth Kellan is sitting in. 

"Umm, we're not really... spies?" Kellan whispers.

"That much was clear," she laughs.  "But what other group would be stumbling around, drawing attention to themselves and conducting the most indiscreet stakeout I've ever seen?  And that's even counting Iarl Rowri's paranoid surveillance attempts."

"How do you know we're looking for you?" Kellan asks.

"Because the gentleman sitting in the booth behind you, the man I'm looking at right now, is none other than Lieutenant Commander Justan Arundel.  Who else would Barnett have sent?"

NPC Reaction: (10) Friendly... but cautious.

    "I'm Katha Miray.  If you have the package he promised to deliver to me, I have something for him in return.  But I need to be sure I can rely on your discretion.  And so far, there's little to convince me of that.  So there's something I need you to do for me, first..."

Day 13

        Eldon answers the door chime.  Katha Miray is standing in the corridor, and he invites her in.  The crew is assembled in the living room, drinking coffee.  Eldon pours a cup for her and they sit down.

    "Barnett's 'insurance policy' is in a safe place now," she begins.  "Even if something happens - especially if something happens - to me, or him, or Justan, that information will go public.  If they try to make us disappear, what will we have to lose?"

    "Recently, I've discovered some new information that will be of significant interest to him, and to you.  But it's something I really need to present to him in person.  And I'll pay each of you 8,000 credits to get me there safely.  I'll advance your travel expenses if you can get the job done discreetly."


(Portraits generated by thispersondoesnotexist.org)

THE ROBBER BARON, Part Three: Venturing Out Into Danger

Interlude



     While Justan ran his errand, and Serina rested under Kellan's care, Eldon had set out cautiously toward the startown around the downport.  There were three stops to make.  Finding a ship to take them to Avastan had been simple - buy a few drinks for ship captains in bars near the port and one could almost always catch a ride.  Perhaps less-than-ideal accommodations, but it would have to do.

    Next, Eldon stopped at the Imperial Consulate office.  He chose a particular line - one where the clerk looked tired, overworked, and ready to go home.  Life as a noble scion had taught him how to work the system and find the back-doors of bureaucracy.

Diplomacy/SOC, 10+ : (11)

    He left the Consulate with diplomatic clearance papers for a trade mission to Avastan, and a diplomatic handbag.  He carefully made his way to the hotel where they had stayed, passing it from about a block away and approaching the service entrance.  He found an idling grav-car used by the hotel for transporting VIP guests to and from the starport terminal.  The driver was leaning against the fender, a cup of coffee in one hand and a smoke in the other.

Carouse/SOC, 8+ : (9)

    A friendly, casual conversation and a 400-credit bribe got a pickup time at the clinic in the morning.  Eldon returned to the clinic and Kellan let him in.  Serina was still sedated and Justan was not back yet.  Eldon watched out the back door, waiting for Justan to return.

*        *        *

    They awoke in the early morning, stiff from dozing in the uncomfortable chairs.  Kellan found a clean jumpsuit for Serina, who was still groggy from the sedative and her injuries.  The VIP shuttle arrived right on time and drove them to the port, where a Baronial Guard stopped the car at the Extrality Boundary.  Eldon tried to hide his tension - if this bluff failed there would certainly be trouble.  On his lap, he held the diplomatic pouch containing the three body pistols and ammunition, as well as the confidential files Arlor Barnett had trusted them to deliver.

Contested roll: Admin/INT vs. Investigate/INT.  (13) vs. (5), Effect 8.

    The guard stepped around the vehicle and Eldon handed over his paperwork. "Trade Attaché to Mewey Delegation", he said in an officious tone.  The guard gave the papers a cursory review, clearly understanding none of the legalese, then peered into the back seat.  Serina sat between Justan and Kellan, her head lolling forward.  "Is she okay?" the guard asked.

    "I'm shot", slurred Serina.  "It's been a long week", said Eldon quickly.  "We're all tired."  The guard nodded and signaled to his partner, who opened the gate.  "You can proceed directly to the tarmac, sir" the guard said, waving them past.

Starport Encounter: (62)  Nothing out of the ordinary

Edgar Larson's reaction: (9) Friendly

    The car stopped near a small landing pad, upon which a Suleiman-class scout ship was parked.  The name "Endeavour" was stenciled on the hull.  The man at the bottom of the ramp greeted Eldon warmly as Kellan and Justan helped Serina from the car.  "Captain Larson," Eldon said, shaking the pilot's hand. "Permission to come aboard?"

*        *        *

    As with all ships of the class, Endeavour was cramped and utilitarian.  Eldon and Justan would have to share a stateroom, while Kellan stayed with Serina to monitor her condition.  Justan suggested that he and Serina might negotiate with Captain Larson for working passage, as even the smallest ship could benefit from a couple of extra hands in Engineering.

Engineering/INT, 8+ .  +1 for favorable Reaction, -1 for Serina due to injury.

Justan (6), Serina (10).

    Larson was willing to allow Serina to work her passage as an Engineer, but declined Justan's offer, saying he preferred to handle piloting and sensor tasks on his own, as he had always done during his years in the Scout Service.

Starship Encounter: (6) None.  Pirate activity in the area? (10) No.

Non-Passenger Ship Event: (64)

    Within a few hours, the ship had broken orbit, making its way toward its planned jump point.  "I'm seeing an inexplicable power drop," Larson told them.  "But the source seems to be external."  Justan studied the sensor panel.  "Serina's in no condition for an EVA," he said as he donned a vacc suit.  "I'll go."

Task Chain: Vacc Suit/DEX, 8+ . (8) +1 to Engineering check. Engineering (Power Systems)/STR 8+ .  Natural 12.

    Justan flipped carefully over the rim of the ventral hatch, and made sure his magnetic boots were firmly set on the hull before letting go and removing the welding torch from his belt.  He made his way aft, toward the power plant.  Attached to the hull were three tubular creatures, about the size and thickness of a man's arm.  Power Leeches, thought Justan as he ignited the torch.  Deftly he killed all three of them with the torch, tossing their corpses free from the vessel before making his way inside.

    "That was a fine piece of work, son," said Larson as Justan emerged from the airlock.  "I dread to consider what might have happened if we jumped with those things still attached.  I have to reconsider your earlier offer.  You've definitely earned the price of a passage."

*        *        *

        An uneventful week later, the Endeavour emerged in the Avastan system.  Justan and Serina had made good use of the time, with Justan cleaning and rebuilding the air filters while Serina tweaked the power plant and maneuver drives.  Kellan was clearly unhappy that she was working in her injured condition, fussing about at every opportunity and reminding her not to overdo it.  Eldon spent his hours poring over the library computer, learning what he could about Avastan.

Ship Encounter: (8)  Large Transport table.

    "I'm seeing a Type RX subsidized merchant ship on approach," Justan announced from the sensor operations seat.  "500 tons, transponder identifies it as Roebuck.  It's not answering hails."  He adjusted the communications array and continued to try.  "No response, she's not adjusting course."  Larson made some corrections to their own course and several tense minutes later the Roebuck had passed, silently, out toward the depths of the system.

    Eldon bid Edgar Larson and the Endeavour farewell as it cooled on the pad.  His wallet was a little lighter, but not so much as it might have been had Justan and Serina not earned their keep.  They would have enough funds to complete Arlor Barnett's mission and return to collect their pay.

*        *        *

(Portraits generated by thispersondoesnotexist.org)

THE ROBBER BARON: (RE)INTRODUCING THE CREW

     When we last visited this story a few years ago, the stats of the characters may have appeared a little different.  I'm exercising my prerogative to ret-con their skills and characteristics to better fit the way I want to play going forward.

These are the "player characters" who form the crew (party) for the Robber Baron campaign.


ELDON SEXTON                        5569BC
Merchant First Officer (6 terms)                Age:44
Admin-3             Broker-3          Advocate-2    
Auditor-2            Carouse-2      Computers-2
Deception-2       Diplomat-2      Streetwise-2
Zero-Level Skills:  Creative Arts, Drive, Leadership

The retired First Officer of the Free Trader Drakkar, a Type A-P passenger vessel based on the Beowulf class.  He possesses exceptional interpersonal skills.  Eldon rose quickly through the ranks, until his reputation for risky behavior caught up with him.  He has, in time, learned better judgment.

Eldon's father arranged for him to marry the noble daughter of his business partner.  Eldon fell in love with a shipmate and broke off the engagement.  This enraged her father, who dissolved the partnership, ruining Eldon's family and driving him to bankruptcy.  Eldon has managed to salvage what he could, but he has made a powerful enemy in the mercantile world.
Eldon knows about Kellan's addiction issues and hopes to help by restoring his sense of purpose and belonging.  In hiring the young doctor, he has drawn together others who were united by a pivotal and life-changing moment.


JUSTAN ARUNDEL            66699A
Navy Lieutenant (4.5 terms)         Age:36
Sensors-3          Starship-3              Admin-1
Astrogation-1    Athletics (Dex)-1    Blades-1
Crewman-1       Leadership-1     Life Support-1
Tactics (Naval)-1    Turrets-1        Vacc Suit-1
Zero-Level Skills:  Advocate, Jump Space Physics, Mechanic, Persuade, Steward

Justan is a former Naval Lieutenant, skilled in piloting, command, and corresponding crew skills.  During his first command aboard the patrol corvette Ad Astra, an accident occurred that caused the death of several crew members.  He was blamed for the incident, and accepted responsibility as the vessel's commander.  After a long and expensive legal battle, he was acquitted and honorably discharged while the Navy whitewashed the incident.  During the action, he saved the life of a crew mate, who has since become the commander of a patrol vessel and Justan's staunch ally.
Justan feels a sense of obligation toward Serina, whose lover was killed in the "friendly fire" incident in which Justan's ship was involved.


KELLAN DROMA                5869B9
Scholar Researcher (3 terms)         Age:32
Admin-3            Biology-3            Medic-3
Chemistry-2      Computers-2       Investigate-2
Persuade-1       Pharmacist-1      Streetwise-1
Wheeled Vehicles-1
Zero-Level Skills:  Advocate, Diplomat, Flyer, Presentation

Kellan is a talented young doctor who now leads a solitary life.  Two years ago, Kellan made a negligent mistake that led to the death of his patient, a young prospector whose ship was destroyed in a patrol action.  Stricken by grief and guilt, he turned to substance abuse for comfort and solace.  When Kellan hit rock bottom, a fellow doctor helped him get clean and get much-needed therapy.  But he always worries that he might make another mistake, and those demons will come back out of the bottle.  As such, he keeps people at a distance, for fear of becoming close.

SERINA TOKANI     6C6975
Belter Manager (3.5 terms)                Age: 34
Vacc Suit-3        Belter-2                Power Systems-2
Remote Ops-2   Athletics (Dex)-1  Jack'o'Trades-1
J-Drive-1            M-Drive-1            Mechanic-1
Persuade-1        Stealth-1             
Zero-Level Skills: Astrogation, Belter Patois, Geology, Gunner, Pilot

Serina is in her element when working in space.  She has considerable agility and technical prowess, but is perhaps a bit more "rough around the edges" than her crew mates.  Her prospecting ship Yukon was fired upon by a Navy patrol vessel, who had mistakenly identified them as pirates.  Her crew returned fire, and her lover was killed in the attack.  She discovered the truth behind the incident and the cover-up by the Navy, but had to flee and change her identity to protect herself from retribution and possible elimination.  She is secretly in love with Eldon, but is afraid to tell him and worried that Kellan or Justan might discover.

(Images generated by thispersondoesnotexist.com)

TRAVELLER'S TALES RETURNS!

     


    I'm not even sure if anyone follows this blog or reads these posts anymore, but my solo Traveller RPG campaign will be resuming soon!  I had generated an interesting subsector for Classic Traveller and was going to play the LBBs as solo, but I'll be honest - I miss Eldon and his crew, their chemistry and interconnectedness.

    With the introduction of a new version (and total overhaul) of Cepheus Light (my favorite form of this 2d6 ruleset) and Zozer Games releasing a second edition of their fantastic SOLO rules, I couldn't help myself - I was just drawn back in!

    And honestly, a task-oriented system like Cepheus or Mongoose Traveller works better for solo play than Classic does, at least in my opinion.  The strength of Classic Traveller is that the Referee has a lot of latitude and the use of skills and target numbers are more ambiguous and open to interpretation - whereas a solo player relies on the dice to guide the story.

    With that in mind, I have revised the stats and skills of the crew in order to conform with Mongoose Traveller Second Edition career package rules (as seen in the Traveller Companion).  I do wish there were more options for Backgrounds and Career Paths (I'd buy another supplement if they added more!), but what's included is sufficient for our purposes here. 

    I also implemented one significant restriction, that I feel keeps things from getting out of hand: In Mongoose Traveller, the total number of skill levels a character can possess is equal to three times their INT+EDU.  This seems insane!  An entirely average character could have 42 total skill levels and countless 0-level skills as well.  That's not how I roll.  

    In Classic Traveller, the total number of skill levels is equal to INT+EDU, so the average character has 14 skill levels.  And that's how I do it.  But in my game, that's not just a limit on total skill levels, but also on total number of skills - including 0-level skills.  So an average character could have up to 14 different skills, with a total number of levels up to 14.  This allows for core skills and a few level-0 skills at which a character has basic proficiency.  If generation results in more skills, or total levels, skills and levels can be reduced or dropped to get within the limits.

    Furthemore, I am imposing a limit of 3 levels in any particular skill.  I have found that level 4 or 5 in a skill gives far too much of a bonus in a 2d6 system and makes most rolls utterly pointless.  Level 3 is still a very respectable proficiency, and it allows a reasonable amount of success without near-absolute certainty.

    I went with the package generation because it allows me to quickly create characters that are focused on their particular concept, but also retain a bit of variety and depth.  The other option I used is one I've borrowed from Zozer 2d6 games - rather than rolling for each Characteristic, I assign the values of 5, 6, 7, 8, 9, and A (10) to whatever Characteristic I wish.  So a character will always have a strong characteristic, and something that's not as good (but may be improved during character creation, depending on the chosen options).

    All that said, I'm eager to begin playing!  If you're new here or want a refresher, please visit these links to see what's happened in the story so far:

The Robber Baron: Part One


    Stay tuned - the next post will provide a recap on the crew with their updated stats.  Thanks for tuning in!

SCRAPS - The Chronicles of Grub, the Engineer: Introduction

After The Rupture, the world went silent for hundreds of years. The magnificent structures our ancestors built were taken over by nature.

At one point long after that, our great grandparents woke up from their slumber. As they raised once again to the surface, they slowly but steadily uncovered towering overgrown ruins among inconceivable creatures and plants.

With no recollection of what happened before their time, they started a new world. A place of hope, peace, synergy and beauty.

Welcome to Ayera.


(Images by Artbreeder)

    SCRAPS is a solo roleplaying game by Cezar Capacle that is very different than most of the games that you or I are accustomed to. It's a game about exploration and crafting, and the setting is one of wonder and peace. People live in harmony with nature, and violence of any kind is unthinkable and completely absent from the setting.  There's no combat, no hunting, no taking from nature or others against their will.  It's a refreshing, relaxing, feel-good game.
    The world of Ayera is a wondrous, unimaginable fantasy world. The environment, flora and fauna are unlike anything in our own world, and it is from these fantastic places and life forms that the player will gather the materials they need to craft their personal projects as well as projects for the benefit of the community in which they live. That is to say, they can extract the things they need in accordance with, and respect for, the will of Ayera and the other beings that live there.

THE CHRONICLES OF GRUB
 
  Our story begins in Waldon, a lakeside village.  We will be following the journeys of Grub.  He is a somewhat short, bearded man with a friendly face. Grub is an engineer, and enjoys building structures for the village. He also enjoys cooking, and often tends a small herb garden behind his home. To find the special materials for his projects, Grub travels the nearby lands.  In his journeys, he meets many special people and encounters wondrous vistas.

    Grub is intrepid and enjoys the thrill of discovery. He is fairly good at recognizing and collecting the resources he needs. He is accustomed to larger public works, and less so for small projects and fine detail. I assign his stats accordingly:


    Grub is aware of his limitations when working with smaller materials and parts, and is determined to improve his workshop. His first personal project will be to craft a workbench that will help him to cut and bend materials. It should definitely have a table saw, and any other features will depend on the materials he finds.  I sketch it out on the crafting grid, in accordance with the recommended size of 20 squares:


    It's nothing pretty, or sophisticated, but the grid is merely a representation of the overall form.  For his first community project, I roll on the Project Complexity table and get 26+ squares. This will be a big one. I roll on the Project Type table for inspiration. I get "Mysticism & Communion".  Hmmm.  This suggests some kind of worship, but it should still remain in accordance with the ethos of the game world.  I am inspired by the Chalice, the symbol used by Unitarian Universalists.  I will build a large brazier, around which the community will gather for spiritual purposes.  I sketch out a representation:


    Again, it's nothing fancy, but it suggests a base, a pedestal, a bowl and a flame.  The size comes in at 25 squares, close enough for the first major project.  Unlike personal projects, where the necessary materials can be inspired by what you find along the way, the materials needed for a Community Project are determined in advance. Rolling for the amount, I find that three special ingredients will be needed. Checking for the descriptor and material for each, I envision the following:

1) Firestone: This is a special kind of mineral that generates great heat without flame or smoke. It can be found in the depths, three hexes away from Waldon.  A little bit of random generation places it in hex 3,3 (Waldon is in 5,5 at the center of the map).
2) Pepperwood: These are the pine cones of a certain variety of very tall evergreens. They are full of a resin that burns without being consumed, and gives off a pleasant, cedar-like aroma. Placing these atop the firestone will give us a flame, and a scent like incense.  They can be found 4 hexes away in hex 1,4.
3) Cloudhorn: These are the horns of the cloudhorn sheep, a timid creature that lives in the mountains. They shed their horns annually after mating season.  The horns are lightweight but strong. This sounds ideal for an ornate base and pedestal for our Chalice.  The cloudhorns live two hexes away in hex 3,4.

[I am using a letter-sized sheet of hex paper with a 1/2-inch grid. This gives me a 9 by 12-hex map. The coordinates are column, then row. Placing the town in the center of the map ensures that even the farthest possible destination can be shown on the sheet, while allowing the largest possible space in each hex for drawing and noting details.]

    With his projects decided and a list of needed materials, Grub is ready to set out on his journey.  He seeks guidance by going through unfinished poems he has found.
"By Waldon Pond... I took the road less traveled..."
    
    Grub is encouraged by the words that suggest blazing a new trail, while keeping home in his heart. He foresees a highly beneficial journey, and begins with +1 Opportunity, which can be spent later to find a random special Scrap of material, or to gain an extra d6 on a later roll.  He spends the evening preparing food for his travels, and with the first light of dawn, sets out on the unknown trail.
    What wonders will he find out there in the wilderness?  We will see in the next episode. Stay tuned!

TALES OF THE NOTORIOUS NOMADS - Episode One: Cantankrus Ordo


    This is a playthrough of the solo science-fiction RPG Notorious, by Jason Price. An in-depth review of the game will follow at a later date.


   
This is the tale of the human Nomad known as Cantankrus Ordo.  A descendant of his people's greatest hero, Cantankrus was raised among the elite mercenary force of his homeworld, and from an early age he was indoctrinated in their warrior code and traditions.

   In the early days of the Intergalactic War, his parents were sent off to fight alongside the forces of the Trade Alliance. Cantankrus was still a child, too young to join them in battle.  His mother and father never returned home - they had been slain by a hooded figure from the Mystic Order. No one knows if he has ever shed a tear for them, for he has never removed his helmet in front of another since the day he earned it.  Even among his people, Cantankrus is aloof and reserved, preferring to let his weapons do the talking.

*        *        *    

      I had been hired by The New Uprising to apprehend Niff Balon, a Murian who was wanted for assassinating the leader of an Uprising resistance cell. Niff was last seen on Veltari, an aquatic planet. The dominant species there are the Kimano, a pale-skinned amphibious race; the Talok, a semi-aquatic reptilian race; and the Valk, a bird-like race.  Veltari is controlled by the Mystic Order, and is challenged by a Trade Alliance presence there. The Red Moon criminal syndicate is a minor player behind the scenes.

   I set my ship Relentless down on a dimly-lit floating platform.  A bobbing pontoon bridge connected the landing pad to the main hub of the floating spaceport. Checking my weapons, I set out in search of my quarry.

    Shortly after I set foot on a solid deck, a speeding vehicle appeared out of nowhere. Two humans in angular red masks confronted me, attempting to collect a "landing fee" for setting down in Red Moon territory. "I'm on business," I warned, placing my finger on the trigger of my laser rifle. "There's no reward for killing you... but if you don't get out of my way, I'll do it for free." (Threaten: 6 vs 4.) 

    "Hey, we were just kidding!" pleaded one of the thugs. "Nomads are always welcome here. Do you think we could be Nomads someday?"

    "Unlikely," I grumbled, shouldering my way past them. "The Guild doesn't admit gutless sleemo like the two of you".

Kraketh Spaceport (Trade Alliance): +1 Notoriety (1)

    The spaceport was much like any other, except that it was made of several large platforms that floated on the waves. I made my way to a tavern.  As I entered, I could hear the rolling of thunder outside and the whistling of rising winds. Lightning flashed and the rain began pouring down in sheets.

    "Help us!" cried the barkeep. "It's a monsoon!"  Don't Get Attached was a motto of the Guild. We did not deal in good deeds. But maybe it would make the locals more inclined to share some information. I assisted them in battening hatches, gathering younglings, and sheltering them in empty shipping containers. +1 Notoriety (2), -1 Favor (1)

    When the storm passed, they told me of a wizened old hermit who lived nearby, suggesting that he might be able to help me.  I made my way to his hut and rapped on the hatch.  It swung open a hand's width, and I could see only part of his face. Noticing my helmet, his eyes widened and he slammed the hatch, locking me out. "Usen'ye!" he cried repeatedly. "Usen'ye!".  Go away, it meant, in the rudest way possible.

    As I made my way back to the main port, a speeder whizzed past me. A figure was tossed from the back of the vehicle and landed at my feet. It was a Kimano, and he had been badly injured. He was a scrap vendor named Caper Vrill, and he was being taught a lesson for refusing to pay the Red Moon racketeers who "protected" his junk shop.  I told him I would get him some help if he would loan me a vehicle, but he waved me off, wanting nothing to do with me.

Kraketh Spaceport (Trade Alliance): +1 Notoriety (3)

    Outside the main terminal, I witnessed a civilian with a spray can, defacing a Trade Alliance holo-board. He was being accosted by two starport security guards.  As I came closer, I noticed the vandal had painted a Mystic Order symbol on the sign. He deserves whatever beating he gets, I thought. Kark the Mystic Order, every last one of them.

    A panic-stricken insectoid approached me, groveling for help. The Lek'tok introduced itself as Pikto Stakk, and begged me to help it find passage off-world.  It told me it was being hunted by Red Moon enforcers for defaulting on a predatory loan, and offered me a wedge of credits to transport it to safety.  "If you had that kind of money," I told it, "you'd have been able to make your payments on time. Find another sucker." Refuse: +1 Favor (2)

    Passing by an alleyway, I noticed a torn satchel on the ground. No one was hiding in wait, so I knelt to examine it. The pack had a Trade Alliance logo, and contained a datapad, a stack of credits, and an ID in the name of "Jarl Videt", a Ssamborn shapeshifter.  There was no sign of the owner - perhaps it had been abducted.  As it would have no use for them in whatever its current situation might be, I pocketed the creds and moved on. +1 Favor (3)

    A Kimano Bargecrawler was moored at a nearby wharf, so I went aboard to see what news they might have.  The salvage captain was a Kimano named Quila Ackbo.  She said the Old Empire and the New Uprising were irrelevant to her; all she cared for were credits.  I used my newly-found cash to purchase passage to the next destination I wanted to explore. I was given a hot meal and a cabin to rest for the night. +1 Motivation (3)

    As we sailed along, I noticed that the civil war had left its scars upon this world too. Salvagers hauled pieces wrecked Empire starfighters and troop carriers from the waters, and oily smoke rose from platforms where Uprising bomb attacks had taken place.  There were no "good guys" or "bad guys" in this war, only opportunities for Nomads like me to earn money from whomever was paying.

Cargo Ship TA-42 (Trade Alliance)

    We moored at a wharf, next to a Trade Alliance cargo ship. I searched for anyone who might have information that would help me to locate Niff Balon. (+1 Favor)  Nobody had any information, but I was accosted by an angry patron.  With his black eyes and broken nose, he could only be the punk who had been vandalizing the signs at the starport. He was clearly angry that I had chosen not to intervene.

Attack (Ranged): 2+3 vs 3+1. Hostile loses 1 Defense.  Round two: 5+3 vs 5+1. Hostile defeated.

    It was clear that a beating had not taught him to stay out of trouble.  I had no sympathy for those who supported the Mystic Order, and my lesson to him would be a permanent one. Kill: +1 Notoriety (4)

    I still had found no sign of my target. I was approached by a hoverbike gang, but they showed no hostile intent. They were merely protecting their turf from Red Moon racketeers.  Finding no useful information here, I returned to the spaceport.

Kraketh Spaceport (Trade Alliance): +1 Notoriety (3)

    As I approached the facility, I was met by another starport security guard, who demanded that I produce papers authorizing my activities and weapons. I ignored him until he dared to lay a hand on me.

Attack (Melee): 6+2 vs 1+1. Hostile defeated. Spare: +1 Favor (5)

    I flipped him over my shoulder and he hit the deck hard. I kicked his stunned body out of my way and carried on with my hunt. 

    While sitting in a seaside tavern, listening for rumors, I felt a gentle tug at my belt.  I seized a groping hand and hauled its owner out from its hiding place. It was a Murian, like my target, and it was holding the puck that held the information about my target. But this Murian was a female, and the color of her fur and her eyes were not the same as Niff's. Not my target. But her other hand was holding a vibro-blade. But I had one, too.

Image by Vlad Voronchiukov

Attack (melee): 3+2 vs 4+1. Fail, Ordo loses 1 Defense. Round two: 1+2 vs 5+2. Fail, Ordo loses 1 Defense. Round 3: 4+2 vs 3+2. Hostile loses 1 Defense. Round four: 6+2 vs 4+2. Hostile defeated.

    We had each dealt a couple of good cuts, but in the end I had the upper hand. The Murian leapt up and ran from the tavern. I let her go. Nothing had been lost, just a typical dockside pickpocketing attempt gone wrong.  Spare: +1 Favor (6)

*        *        *

    I had been trying to track down Niff all day, and night had fallen once more. It still had not stopped raining. As I made my way across a precarious bridge above a hydroelectric spillway, I saw a reptilian figure coming toward me from the other side.  The Talok was wearing the robes of a Mystic Order magistrate. "I can't let you passst," he hissed. "The money wasss too good to passs up." The sluices opened up and water began roaring through the hydro generators.  The catwalk became slick and we were splashed with sheets of seawater.  "Niff did what had to be done, and ssso will I."  He pointed a wicked-looking disruptor at me.

Lead (Gollo R'aand).  Attack (Ranged): 5+3 vs 3+1. Gollo loses 1 Defense. Round two: 6+3 vs 3+1. Gollo loses 1 Defense.  Round three: 2+3 vs 4+1. Ordo loses 1 Defense. Round four: 2+3 vs 2+1. Gollo loses 1 Defense.  Round five: 3+3 vs 5+1. Ordo loses 1 Defense. Round six: 4+3 vs 3+1. Gollo defeated.

    It had been a vicious battle.  Only my heavy armor had saved me, though it had earned a couple of large new dents.  Gollo's thick hide had nearly saved him, but in the end my skill prevailed.  He lay on the catwalk, bleeding and coughing, but still trying to crawl toward the disruptor he dropped.  I kicked it into the torrent below, and then did the same to him. Kill: +1 Notoriety (6)

    I returned to my berth on the bargecrawler and paid for another night's lodging and food. The ship was heading for a nearby volcanic island where Niff might have gone to ground.  While I slept, I dreamt of a mystic temple.  Strange symbols adorned the walls and voices whispered in unknown tongues.  I knew this was not just a dream, it was a portent. I knew that some force was drawing me to this place, but I had no idea what I would find there.

*        *        *

    As the dim sun rose over the horizon, the bargecrawler made landfall.  As if by fate, I could see the temple from my dream, far away at the foot of the volcanic slope. It took a couple of hours over rough terrain, but soon I stood before the vast, mysterious structure,

    A large, hairy individual blocked my way. It was a Cherrin male, a powerful ursine humanoid.  He was clad only in a bandolier, which held ammo for the tribal firearm he carried.  I heard and felt a rumble, as if the ancient dormant volcano chose this moment to awaken. Soon, I was able to distinguish the sound as hundreds of distinct hoofbeats. A massive herd of ungulates were swarming down from the caldera, descending upon the temple. There would not be much time for conversation.


    "Him didn't want to do it," the beast rumbled in his native language. "Him told Khurrsabuck that him was forced to. Him was going to be exposed. Him asked Khurrsabuck for help."

    "That's not what I've been told," I replied. "Word is that Niff Balon was a zealot, and would do anything for the cause. I think he was looking for a patsy. You've been duped."

    The beast called Khurrsabuck rose to his full height, pointed his weapon at me and roared nearly loud enough to drown out the sound of the oncoming stampede.  I dove for cover and readied my own rifle.

Lead (Khurrsabuck).  Attack (Ranged): 5+3 vs 4+2. Lead loses 1 Defense. Round two: 4+3 vs 6+2. Ordo loses 1 Defense.  Round Three: 6+3 vs 1+2. Khurrsabuck defeated.

    Khurrsabuck fell to his knees, wounded. His relic weapon was damaged and no longer functional. His shoulders sagged and he hung his head in defeat. He knew that I was right.  He had been used.

    "I guess everybody's got a job to do," I said, as I turned and hurried away from the temple, before the stampede could arrive.  Spare: Favor at maximum already.

*        *        *

Kimano Bargecrawler

    I had returned to the bargecrawler, hoping that the information I had learned from Gollo and Khurrsabuck might help me to find out more from the locals.  I still could not figure out how the Mystic Order figured into the situation, or why they would want to assassinate a leader of the Uprising.

    I spoke with a Talok local named Khaan V'uush. She seemed to be looking for an argument. Speak: 5+3 vs 5. Success.  She told me she hated the war and was dreaming for its end. I reassured her that I was only here for the money, not the politics. +1 Motivation (6)

    I learned that there were caverns along the rocky coastline of the volcanic island.  Perhaps Niff had taken refuge in one of them,  As I slowly crept through one of the darkened caves, I could see glowing eyes following my every move.  I spun, raising my rifle, as an enormous cave spider emerged from a tunnel ahead of me. Then I noticed the bones strewn across the cavern floor.  Some had belonged to humanoids; others appeared to belong to some creature even larger than the one that was rushing toward me.

Attack (Ranged): 4+4 vs 1+2. Monster loses 1 Defense. Round two: 6+4 vs 4.2. Monster defeated.

    I held my ground and kept my calm, carefully aiming for its large, glowing, multifaceted eyes. I fired an overcharged burst into each of them, and the spider slumped to the ground, dead.

    Emerging from a tunnel at the other end of the cavern, I found myself standing on a ledge below a steep, rocky cliff.  Below me, waves smashed against the rocky shore.  The only way ahead was to climb.

    The cliff was treacherous. At times, my handholds and footholds crumbled, leaving me hanging from an outcropping or pressed against the cliff face as rocks from above fell past me, smashing into the unforgiving surf below.

Doon'la, Smuggler's Rest (Red Moon Outpost)

    Reaching the top of the cliff, I found myself upon a plateau. A ramshackle outpost stood there, with a clear view to the nearby starport and floating city.  I entered the building. It was a rough-and-tumble gang hideout, but nothing I hadn't seen before,  Most of the occupants wore the angular crimson masks of the Red Moon.  I could tell I was unwelcome here. Some became verbally aggressive, but no one had reached for a weapon yet.  I could feel the tension building, and scanned the room for any potential threats.

    No one approached or made threatening moves, but I noticed one short, masked figure slip out a back entrance. I shouldered my way through the angry crowd and hurried to catch the escaping gangster. The being was running across a precarious catwalk, connecting this plateau to a nearby outcropping, upon which a landing pad stood.  A ship sat upon the pad, clearly the destination of the fleeing individual.

    Halfway across the bridge, the figure turned and removed its mask. Niff Balon stood before me.  I realized this was the same Murian who had tried to steal my puck.  He had changed his fur color and disguised himself to evade capture, and had been so bold as to confront me pre-emptively.

    "I don't regret what I did," Niff squeaked. "The Order didn't need the Uprising meddling around here. The Order wants to eliminate the Trade Alliance, and bringing the Intergalactic War here was bad for business.  The Empire has no love for the Trade Alliance either, and without resistance, they'll eventually establish a garrison here. Now, it's only a matter of time before the Trade Alliance is gone from Veltari for good, but the Order won't last here, either.  Even if you take me in, the damage is already done."

    The bridge swayed as the waves crashed below us. In the skies above, Empire fighters clashed with Trade Alliance drone ships. Debris fell from the skies, some chunks passing perilously close. Stray laser fire smashed into the ground on the plateau behind us.  Niff knew he could not make it to his ship before I gunned him down, and neither of us could retreat to the smuggler's outpost.  The cunning little Murian drew his vibroblade and moved toward me.  

Target (Niff Balon).  Attack (Melee): 5+2 vs 4+2. Niff loses 1 Defense.  Round two: 4+2 vs 4+2. Ordo loses 1 Defense.  Round three: 5+2 vs 1+2. Niff loses 1 Defense.  Round four: 6+2 vs 3+2.  Niff defeated.

    The close-quarters knife fight was brief and brutal. We were both bleeding from gashes dealt by the other's blade. Niff knelt before me, clutching the nasty leg wound I had dealt. It was time to bring him in.

    "You're worth more alive than dead," I told him. Clearly, he was hoping for a chance to escape before I could turn him in.  "But this time, it's worth the difference to rid the Galaxy of an Order lackey like you." I shot him and he collapsed on the catwalk, unmoving. "You're still worth a lot to me dead," I said, dragging his carcass toward his ship.

EPILOGUE

    I needed to get back to my ship, and going back the way I came was kind of out of the question.  But Niff's ship sat on the pad at the end of the catwalk, and he wasn't going to be needing it anymore.  The cockpit was a bit cramped for a Human, but we weren't going far,

    I landed on the pad next to Relentless and brought the crate containing Niff's body into my cargo hold.  Then I paid a visit to Caper Vrill, the scrap vendor. He was doing better than when we'd first met a few days ago.  Selling Niff's ship to him helped to offset what I'd be losing by bringing my target in cold.  During a lull in the battle above, I slipped away to make my delivery.

    It wasn't long before word of my deeds spread throughout the sector. As with any tale, it grew in the telling. According to various accounts, I'd either single-handedly driven the Trade Alliance from Veltari (they were still there), brought the Red Moon to heel under my control (we weren't exactly on the best of terms), and any of a number of other deeds.  All I really did was to shoot a Rat that needed killing.

    My reputation with the New Uprising did increase, of course. I even received a personal holo-message of thanks from a certain Senator who was alleged to be a member of the Uprising. But gratitude doesn't pay the bills, unless it makes it easier to get the next job.

Cantankrus will start his next mission with 1 Favor, 2 Notoriety, and 1 Motivation.

d100 SPACE - THE ADVENTURES OF ECHO-NINER - Introduction

Recently, I purchased d100 Space, a solo sci-fi RPG by Martin Knight. It's based on the popular d100 Dungeon line of games. I've never played those, as I have very little interest in generic fantasy games. However, sci-fi and solo are two great tastes that taste great together, in my own opinion.

The basic premise of the game is that you play a new starship captain, who has headed out into the galaxy seeking fame and fortune. You can mine, trade, fight in space and on "away missions", and most of the other things that one would typically expect from a game that is, in many ways, like Elite Dangerous as a pen-and-paper game.

The game may be a bit more "crunchy" than many solo games, rules-wise, but after a couple of read-throughs it seems pretty straightforward. There are four tutorial missions that get a player accustomed to the situations and tasks one will encounter routinely during play.

The game is available in PDF or Print-On-Demand format from DriveThruRPG or through the MK Games website. I've watched some very informative play-through videos, and have an idea of what will help me to have the best starting chance to succeed. So, let's give it a try! 

First, we need to create a Captain. You have three characteristics: Strength (Str), Dexterity (Dex), and Intelligence (Int). For anyone who's played any kind of RPG, these should be self-explanatory. While a high Strength may be very helpful during away missions, and Dexterity is important for ranged combat and some other tasks, the most important characteristic for a starship captain has got to be Intelligence. It governs so many of the things one will do in space, as you will come to see in this play-through series.

You assign 50 points to one characteristic of your choice, 40 to another, and finally 30 to the remaining one. I have decided to begin with 50 Int, 40 Dex, and 30 Str.

Your second choice is what career the character comes from. You can be a Marine, a Smuggler, or a Techno. Again, kind of self-explanatory. Each career modifies your starting characteristics, as well as awarding points in certain Skills. You can choose a career, or roll randomly on Table C (Careers). There are a lot of tables in the game, and the great thing is, they tend to match the first letter of whatever they represent. Want to know if the door you're trying to get through is locked, welded shut or booby-trapped? Roll on Table D, of course!

Anyway, I'm choosing the Techno career, to represent a Captain with a high degree of technical competence. This grants me +10 Int, but -5 to Dex and Str. So now I'm at 60 Int, 35 Dex, and 25 Str. I also get 5 points in two skills: Implants, and Lucky. Implants governs the ability to use cybernetic implants, which are fairly common in the game (more on that later). Lucky is sometimes used as a modifier to Tests (task checks). We will shade in the star icon next to Int, Implants, and Lucky. This icon governs how much experience we get from performing certain actions and task checks.

Next, you choose the Captain's race. There are three options: human, alien, or Cyboid ("Human/alien organisms, fully integrated with technology which they rely on to keep them alive" according to the book). As before, you may choose freely, or roll randomly on Table (you guessed it) R. 

Cyboids sound kind of like The Borg to me, only without the mindless collective consciousness. This choice seems to fit well with my overall theme of a highly intelligent individual. Being a Cyboid grants +5 Int and -5 Dex, so now the character is 65 Int, 30 Dex and 25 Str. The character gains 5 points in the Aware skill, and shades the star next to that skill.

Because the Captain has an Intelligence of 50 or more, he unlocks an ability. The ability is Cybercon, a 10-slot cybernetic console where Implants can be added. This is perfect for a Cyboid Techno, isn't it? I am looking forward to acquiring some Implants, which will allow the Captain to gain bonuses to Tests, or gain other benefits during an Away Mission.

Additionally, any Captain has learned a couple of other skills aside from those granted by career and race. You may choose any two skills you don't already have, and add +5 points to each (you do not shade the stars as you would with career or race skills). The remaining skills I haven't mentioned yet are: Agility, Command, Dodge, Escape, Hacking, Strong, and Traps. I definitely want Hacking, as I can see the character being good at overcoming security systems and getting into computers and such, so I take +5 in that skill. For my other choice, I'm going with Traps to help overcome certain doors and other geographical encounters.

Next, we receive certain equipment. Roll on Table A and Table W to determine the Captain's starting armor and weaponry. I rolled 69 and 32, so I have an Energy Shield (ES3) and an Electrolaser pistol - in addition to dealing damage, it stuns the target and reduces their Attack value. These seem pretty thematic to the character. I'm glad my weapon was a pistol, as the energy shield is held in one hand and cannot be used at the same time as a two-handed weapon. And a level 3 shield is pretty powerful!

We then get some standard equipment: 10 Oxygen (O2), 10 Night Vision, 10 Rations, 10 Decoders, and 10 Power Cells. These items will be used during Away Missions (the "ground" exploration portion of the game). Additionally we get three small medpacks, which we can store on our six-slot utility belt and/or in the small equipment pack. I'll put two on my belt and one in the pack.

Only a few last things to do! The Captain starts with 20 Health Points, 4 Rep (reputation), 3 Karma, 3 Life, and 200 credits. And, of course, one VERY important choice - a NAME! You can call your Captain whatever you like, but I think it's more fun if you come up with something thematic, even if it's a bit over the top. This is space opera, after all! So call your Captain something like Spaceman Sparks, or Rex Rockets, or whatever. For my Captain, I'm choosing something that suggests that he is part of a cybernetic race, so he has a unit designation rather than a proper name. Let's go with Echo-Niner.

There we have it! The Captain is all rolled up and ready to play. Only one thing is missing. What would a starship captain be without... a starship? Fortunately (and naturally), you begin with a Fast Attack Craft - a fairly versatile medium-sized ship with good overall stats. Let's look at the stat line:

Tech Level (TL) is how sophisticated the ship is - more complicated ships are harder to control.

Cargo Space (CS) is useful when mining, gathering other resources, or trading. 

Drive Thrusters (DT) indicate the agility of the ship, useful when performing complex maneuvers in-system. 

Fuel Tanks (FT) are how much fuel the ship has, used when making FTL jumps. 

Fuel Scoops (FS) are used to replenish fuel in space . 

Life Support (LS) is how many crew and passengers the ship can accommodate. 

Jump Speed (JS) is the maximum number of light-years the ship can travel in a single jump. 

Power Generator (PG) is used to replenish power when in space.

Power Level (PL) is the maximum amount of power the ship can store.

Weapon System (WS) affects how much damage the ship can cause in space combat.

Shield Generator (SG) is the amount subtracted from any damage dealt to the ship. Further damage is subtracted from PL, and then finally LS (which may result in crew casualties).

Mods (M) is the free space to install modifications such as a mining laser, bigger cargo hold, etc.

Credits (C) is the purchase value of the ship.

There is one derived statistic, the Control Modifier (CM). This is a bonus or penalty to performing most ship-related Tests, and is the difference between the Captain's Int and the ship's TL. So the CM in our case is 65-10= 55. As more mods are installed and the ship's TL increases, that CM may change.

So now Echo-Niner has a ship. What shall we call it? Something that fits the theme... related to electricity, perhaps. Let's call the ship Faraday.

There you have it! We have a Captain, and a starship, and in the next episode, we're ready to begin the preliminary Operations that will help us learn the proverbial ropes. See you next time!