dark nova roleplaying game quick-start guide

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Austun Cliften (order #6013159)

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Dark Nova Roleplaying Game Quick-Start Guide. Teaches you how to play the Dark Nova tabletop roleplaying game with basic rules.

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  • Austun Cliften (order #6013159)

  • 1

    Welcome to the Dark Nova Roleplaying Game

    Quick-Start Game. This booklet is an

    introduction to the Dark Nova Roleplaying

    Game, a sci-fi roleplaying game set in the 24th

    century. If youre an experienced player who

    knows all this stuff, share it with someone who

    hasnt played before. If youre interested in how

    to play the Dark Nova game, read on.

    WHAT IS A ROLEPLAYInG GAME? In a roleplaying game, each individual involved

    pretends to be an imaginary character, much the

    same as an actor plays a part in a film or a play.

    The big difference is that in a film, the actors are

    following a scriptbut in a roleplaying game, you and the other players are writing your own

    lines as you play out a mission, and the ending

    of the story is not determined until you get there.

    One of the individuals in a Dark Nova game is

    the Game Master (GM for short), the person

    who knows what the mission is all about and

    tells the players whats happening as the story moves along. Its always necessary for someone to be the GM, but this doesnt have to be the same person every time you play. The other

    individuals are players, each one playing the role

    of his or her own character. The mission

    included with these rules, titled Oupost 13, is for one GM and up to six players. In the Dark

    Nova game, there are five primary professional

    archetypes your character can be, and six

    occupations within each of those archetypes.

    They travel alien worlds or among the stars

    themselves, living by their wits, skills and potent

    weaponry. To play Outpost 13, each player selects one of the characters from the sheets on

    pages 6-11. If you want to play more missions,

    you can use this character over and overyou dont have to use a new character every time you play a new game.

    The GM should read over all of these rules and

    the mission before starting play. The players

    should read pages 1-11 and look over the

    character sheets on pages 6-11but dont read any farther, or the surprises of the mission will

    be ruined!

    THE CHARACTER SHEET Take a minute to look at the character sheets on

    pages 6-11. Make photocopies of those pages if

    you want and make sure that every player in

    your group has the sheet for the character he or

    she wants to play. Heres what all the information on the character sheets means.

    Name: The characters name, already written in. Player: Thats you, the player running this character. Put your own name here.

    Occupation: Dark Nova characters fall into

    general archetypes, within which are numerous

    occupations. Each occupation has advantages

    over the others. The archetypes in this mission

    include Combat Arms (who are good at

    warfare), Adventurer (a motley mix of rough-

    and-tumble types who ply the spacelanes of

    Fringe space), Tech (engineers and other

    technically-skilled types), Academics (skilled

    and well-educated types whos knowledge is invaluable), and Socialite (socially-adept types

    who have connections and charm). At least one

    occupation from each archetype is represented

    Race: In the Dark Nova game, characters can

    belong to different races. In this mission, most

    of the characters are Human, but a few are not.

    Laes is a Teek, a diminutive race of saurians-

    evolved dinosaur-like creatures- known for their

    hyper-intelligence and technical savvy, and

    Hrraghnak is a Garoudan, a race of powerful

    lupine hunter-warriors. There are many different

    races in the dark nova world, each of them

    having their own advantages, disadvantages and

    abilities.

    Level: Characters can be carried over from one

    mission to the next (like a saved game). As they have more missions, they become more

    powerful. Level is a measure of how powerful

    the characters are. In this mission, all the

    characters are level 1, which means they are still

    inexperienced and can grow more powerful.

    Attributes and Ability Scores: These numbers

    are the heart of a characters description. They tell what the strong and weak points of the

    character are. Attributes are the sum total of the

    three primary characteristics of a person-

    Physical, Mental and Social. Ability Scores are

    the specific aspects of those characteristics, such

    as how strong or intelligent the characters are.

    Austun Cliften (order #6013159)

  • 2

    PHY is the average of your Physical stats.

    Strength is how strong your character is.

    Agility is how quick and agile your character is.

    Endurance is how tough your character is.

    MEN is the average of your Mental stats.

    Intelligence is how smart your character is.

    Willpower is how mentally tough your character is.

    Perception is how aware of his surroundings your character is.

    SOC is the average of your Social stats.

    Charisma is how suave or how good of a leader your character is.

    Beauty is how physically attractive your character is.

    Savvy is how socially astute and adaptable your character is.

    Galactic Average ability scores range from 3 to

    18, with 3 being the lowest (and weakest), and

    18 being the best. Some races or augmented

    characters will be higher or lower than this

    range.

    Your characters ability scores have an effect on how well he or she does at certain things. Weve done all the calculations you need to play the

    mission, so dont sweat it. Armor: This line tells you what type of armor

    your character is wearing.

    Armor Rating (AR): This line tells you how

    much damage the armor you are wearing can

    take before it is breached.

    Target Acquisition Class (TAC): This number

    tells you how hard your character is to hit, either

    due to agility, special equipment, or both. The

    higher the number, the harder it is to hit them.

    Hit Points: Hit points are a measure of how

    much damage your character can withstand.

    Wounds: This line is used to keep track of the

    wounds your character has taken. If this number

    gets to be more than your characters hit points, he or she is defeated and out of the game. Use a

    pencil to tally your characters wounds, in case some of them get healed by Sam, the crews medic.

    Weapons: This section tells the types of

    weapons each character has, how many attacks

    per round he has with it, and how much damage

    each weapon causes. To find out what things

    like 1d8 and 1d10 mean, see the Funky Dice section on the following page. Skills: This line tells what skills your character

    possesses. Skills are essential parts of the

    character, explaining what he can do. In the full

    Dark Nova game, the characters will have a

    tremendous number of skills, but for the

    purposes of this mission only the critical ones

    are listed. Skill checks are rated on a 3-30 scale,

    and the rating of your characters skills in that range gives you an idea how good they are at it.

    Equipment: This is a listing of other important

    stuff your character may have. Ordinary items

    like clothing and commlinks arent mentioned, but things that may be useful, like motion

    sensors and medical gear, are.

    Occupation Description: The characters each

    belong to a specific occupation within the five

    archetypes listed previously. These are briefly

    covered here.

    HOW THE GAME WORKS In the Dark Nova game, the Game Master and

    the players team up to tell a story. The GM has a

    script, also called a mission, that describes the

    adventure they are embarking on. The players

    have character sheets, which tell them what their

    characters can do and what items they can use.

    The GM sets the stage, usually by reading a

    prepared bit of text, telling the players what their

    characters see. This might be a brief description

    of the area where the characters are, or

    information passed on from an informant, or a

    technical or tactical brief given by a client.

    The players then can ask questions and tell the

    GM what they want their characters to do. The

    GM tells the players what their characters see

    and hear. Heres an example of how that works: GM: You see a strange, rounded urn-like device

    with a cluster of crystals inset into it like

    buttons.

    Player: I take a closer look to see if they are

    decorative or might actually be a keypad panel

    of some sort.

    Austun Cliften (order #6013159)

  • 3

    GM: They appear to be arranged in a pattern,

    and each has an unfamiliar glyph carved into

    them.

    Player: I pick up the device and press the

    crystals to see if they activate it.

    GM: As you press the crystals the device begins

    to hum and vibrate slightly. The hum begins to

    increase in volume and pitch, not unlike a

    microreactor powering up. A chirping beep

    begins to sound, increasing in frequency as the

    hum increases.

    Player: Uh, how fast can I run again?

    You get the idea. Sometimes there is some doubt

    about if a particular action is successful, if you

    hit an opponent, or how much damage you

    cause. For that you need the funky dice (see the

    following section). Sometimes the players will

    roll the dice and sometimes the GM will roll the

    dice, depending on the situation.

    Funky Dice Weapons (and a lot of other things in the game)

    come with a set of numbers, like 1d8, 2d6, and

    1d4+1. What do the numbers mean? They

    describe different types of dice used in the Dark

    Nova game. The number after the d tells you how many sides the die has. Ad6 is the normal kind of die youre probably used to seeinga cube with each side representing a number from

    1 to 6. Other dice come in different shapes and

    have different numbers of sides: 4, 8, 10, 12, and

    20.

    A number in front of the d tells how many dice should be rolled, so 1d8 means roll one 8-

    sided die, and 2d4 means roll two 4-sided dice.

    A plus sign followed by a number means that the

    number should be added to the roll: 1d8+1 means roll an 8-sided die and add 1 to the result.

    A multiplication sign followed by a number

    means that the results of the roll should be

    multiplied by that number: 1d6x10 means roll a 6-sided die and multiply it by 10.

    On rare occasions you will see a combination of

    the two, but for the purposes of this mission you

    will use one or the other for simplicitys sake. Sometimes, you might see a number like 1d3,

    which doesnt have an actual die for it. Obviously, there is no three-sided die, but you

    can generate the right number range by rolling a

    six-sided die and dividing by 2, then rounding

    up. Thus, a 1 or 2 equals 1, a 3 or 4 equals 2, and

    a 5 or 6 equals 3. A roll of 1d2 would use a d4,

    with a 1 or 2 equaling 1, a 3 or 4 equaling a 2.

    COMBAT The players are running characters who often

    find themselves in a fight. The universe of Dark

    Nova can be a very dangerous place, full of

    predatory aliens, pirates, criminal syndicates,

    and so many other threats. Your characters tend

    to work at cross-purposes to these groups, and as

    a result . . . we have combat.

    The players roll the dice when their characters

    are doing things. The GM rolls the dice for the

    things he controls- like the characters he plays,

    called non-player-characters or NPCs- or when

    he wants to keep the results secret from the

    players. If theres any question about who rolls, the GM decides (making decisions is part of the

    job). In combat, players always roll for their

    characters.

    Combat is divided up into rounds, and characters

    can attack a predetermined number of times with

    a weapon each round. When all of the players

    and NPCs have gone for the round, a new one

    starts and the number of attacks available

    refreshes. When combat starts, each player

    needs to say what weapon his character is using.

    Hrraghnak, for example, may use her pulse rifle

    or her grenades. Both have advantages and

    disadvantages. Each of the players needs to

    make an attack roll, trying to get a particular number or higher on 1d20 (a 20-sided die). In

    general, Combat Arms occupations are best at

    combat and Socialite and Academic ones the

    worst. Characters with high Physical ability

    scores do better than those with lower ones.

    Each player gets to roll to see if his or her

    character scores a hit. In this mission, we

    summarize all of this and tell you what number

    each of the characters needs in order to hit. If

    you miss, there is no penalty, except that the

    opponent is still there and can attack your

    character in return.

    On a hit, your characters weapon causes a certain amount of damage. The pulse rifle, for

    example, causes 2d8x10 points of damage to an

    opponent. This is subtracted from their Armor

    Rating first, and once the Armor Rating reaches

    zero, it is subtracted from the hit points until

    they also reach zero. The GM keeps track of

    damage to the NPCs.

    Austun Cliften (order #6013159)

  • 4

    After the characters each get a chance to hit, the

    GM makes attack rolls for the NPCs. Again,

    weve done the calculations already in this mission, and we just give you the number

    required. If a character is hit, the opponent does

    an amount of damage determined by another die

    roll. The player marks this damage as wounds on

    his or her character sheet.

    EQUIPMEnT The Dark Nova game is set in a science fiction

    world, effectively our worlds future three centuries from now. Dark Nova characters use

    energy weapons instead of gunpowder guns, fly

    in skycars and starships instead of ground cars,

    and fight pirates and aliens instead of the daily

    commute. In the game, we throw around a lot of

    words describing stuff from a much higher

    technological level than what you may be used

    to dealing with.

    Weapons

    Weapons in Dark Nova are divided into civilian-

    grade (civ-grade) and military-grade (mil-spec)

    levels of power. The power of a civilian-grade

    weapon is comparable to a 12 gauge shotgun at

    close range firing .00 buckshot mixed with a

    slug, and is almost always lethal in one or two

    shots.

    Mil-spec weapons are designed to combat the

    heavy armor worn by 24th century soldiers and

    are very powerful, being a hundredfold more

    potent than civ-grade weapons. The average mil-

    spec sidearm has as much firepower as 21st

    century heavy artillery, and is impossible to

    survive without armor or substantial

    augmentation.

    Mil-spec heavy weapons can often unleash

    kiloton or higher yield firepower- albeit much

    more focused than an omnidirectional 21st

    century nuclear weapon- and are understandably

    highly restricted.

    There are several types of weapons in Dark

    Nova within these two categories. Ranged

    weapons are predominantly energy weapons,

    usually based on tried-and-true particle weapon

    technology.

    Particle Beam (PB): Uses a focused EM field

    tube to contain a stream of charged particles that

    travels from the emitter to the target at near-

    luminal velocities (i.e. .999999% of the speed of

    light). As the charged particles have some mass-

    minute though it may be- travelling at

    hypervelocity speeds, they cause significant

    kinetic impact on the target. This can knock the

    target back, depending on the size of the pulse

    and the target it strikes. Additionally, the

    charged particles release explosive energy upon

    impact, causing thermal, radiant and explosive

    damage.

    Particle Projection (PP): Particle projection

    weapons comprise the bulk of commonplace

    weaponry of the 24th century. They use

    magnetic acceleration to project self-contained

    packets of protons cocooned within an EM field

    that lasts for a few tenths of a second. Upon

    impact, the field disperses and releases the

    charged particles into the target with tremendous

    force. Particle projection weapons have

    significantly higher levels of kinetic impact from

    the larger packet of hypervelocity charged

    particles. Whereas a particle beam is like being

    hit with a light-speed pencil, a particle

    projection weapon is like being hit by a twenty

    kilo boulder hurled at a tenth that speed.

    Needless to say, it knocks target back and has

    much greater explosive, radiant and thermal

    damage.

    Plasma (PL): Plasma is the product of a fusion

    reaction, pure energy in its most primal state.

    The stuff stars are made of- literally- and the

    base component of particle weapons, plasma is

    commonly found in the cores of fusion reactors.

    Pure unfiltered plasma is very powerful, but also

    dissipates very rapidly. The shotgun of the Dark

    Nova universe, plasma weapons are area affect

    weapons no matter whether they are pistols or

    cannons.

    Plasma Grenade (g): A plasma grenade is a

    small sphere of fusion plasma contained within

    an EM field inside a cooling shroud. The

    grenade is activated when a command is given-

    either to detonate immediately, or to do so after

    a pre-designated time frame. Once the command

    triggers detonation, the EM field disbands,

    releasing the compressed plasma in a vicious

    explosive outrush. The resulting fusion

    explosion is tremendous, with an area of effect

    of 10 meters radius.

    Austun Cliften (order #6013159)

  • 5

    Armor

    Hard armor is made of a composite of materials

    layered into plates of various thickness. These

    materials are a mixture of hyper-dense (and thus

    phenomenally heavy) atomically-bonded turine

    or carbon with intervening layers of energy-

    dispersing carbon nanotube aerogel. These

    plates are worn over an energy-ablative

    nanofiber suit that absorbs and redirects thermal,

    radiant and kinetic energy into nanobattery

    power cells spread throughout the suit. This suit

    also has a synthetic myomer-like layer that acts

    as an artificial muscle enhancement. This is

    designed to compensate for the weight of the

    armor, rendering its weight and heft neutral

    while being worn (as well as giving the wearer

    the strength to haul the armor on).

    Reinforced Concealed Armor: This armor uses

    the same energy-ablative nanoweave that goes

    into the suits worn under heavier armor

    combined with thin, flexible plates of ablative

    armor material over vital areas. While nowhere

    near as durable as conventional armor, it is

    designed to be virtually undetectable.

    Outer Tactical Vest (OTV): One of the most

    common types of armor worn by law

    enforcement, this upper-body set of hard armor

    is thinner and lighter than the chest-and-back

    plates of full-coverage hard armor. Providing a

    second-chance protection against a pulse

    weapon shot, it is not designed to stand up to

    prolonged abuse. It is comprised of a chest and

    back plate with bicep and shoulder pauldrons to

    protect the upper arms.

    Light Body Armor (LBA): Light armor is

    designed to provide a basic level of protection

    without compromising maneuverability. The

    under-armor suit is thicker than normal,

    providing a base-line body-wide protection

    supplemented by thick, segmented armor plates

    covering the vitals. It is environmentally-sealed,

    meaning it can seal instantly to protect the

    wearer against a sudden drop in pressure,

    radiation or hostile atmosphere.

    Medium Body Armor (MBA): The heaviest

    armor in this mission, an MBA uses hardened

    plate armor to cover 90% of the wearer's body,

    all of which are layered over a standard under-

    armor bodysuit. This fully-enclosed

    environmentally-sealed body armor is capable of

    handling EVA, and is very durable in a fight.

    Energy Shields: Shields are a mixture of

    ablative (absorbs the incoming energy damage)

    and deflective (re-directs it), and are the first line

    of defense against incoming attacks as well as

    navigational hazards. They are commonplace on

    vehicles and mandatory on ships.

    Personal Shield Generators are a type of

    energetic defense often worn with armor. These

    are small shield generators, either built into

    armor or worn at the waist, that create globular

    shields around the character. Like the shields on

    vehicles and ships, these deflect and ablate

    energy that hits them, countering energy

    weapons and most kinetic weapons.

    Equipment Gear is as important as skill in the Dark Nova

    universe. A character can be a brilliant engineer,

    but without the proper tools she can do little

    more than kick the sealed access panels in

    frustration.

    Medkit: A nanite-based medical kit. Medical

    nanites are microscopic robots a few atoms in

    size that repair damaged or altered cells within

    the body, healing the character. This kit can treat

    one patient at a time, healing them for 3d6+2 hit

    points every round.

    Collapsible Hover Stretcher: A stretcher that

    collapses into a 18 bar when not in use that contains an antigravity field to float from 4" to 6'

    above the ground. Can carry 5 tons and can be

    extended to carry four patients simultaneously.

    Motion Detector: A handheld device that scans

    for disturbances in a projected gravitic detection

    field in a fashion similar to a radar-based motion

    detector. It accurately determines the number,

    location, and general direction of all moving

    objects or persons within 50 meters.

    Maglock Keygen Card: The 24 century

    equivalent of lockpicks, these systems generate

    the complex series of passcode keys required to

    open a maglock. Adds +6 to Lockpicking skill

    rolls.

    Nanite Inhibitor Field Generator: A device that

    emits a specialized field which destroys nanites

    within 20 meters per use, and has enough power

    for four uses.

    Multi-Optic Headset: Sunglass-like headset

    with low-light, thermal, Chemical Residue Trace

    (CRT) imaging, pattern mapping, infrared,

    ultraviolet, magnified (x30 max) vision, and the

    ability to record up to ten hours of video or stills.

    Austun Cliften (order #6013159)

  • 6

    Character Sheet Name: Ryker Teague Player: _______________________

    Occupation: Freetrader (Adventurer)

    Race: Human

    Level: 1

    Attributes and Ability Scores

    PHY-

    Strength 14

    Agility 16

    Endurance 16

    MEN-

    Intelligence 12

    Willpower 11

    Perception 13

    SOC-

    Charisma 13

    Beauty 12

    Savvy 15

    Armor: Light Body Armour (LBA)

    Armor Rating: 500

    Target Acquisition Class: 17

    Hit Points: 37

    Wounds: __________________________

    Weapons:

    Weapon # Attacks Dmg

    Hawkeye Plasma Pistol 2 6d12+10(PL)

    Vibroknife 2 1d6x10(VB)

    Skills:

    Pilot Starship: 22 Smuggling: 20

    Parts Scrounging: 16 Surveillance: 14

    Equipment: Vessel- Rourkes Revenge

    Occupation Description: Freetraders are

    men and women who dislike the yoke of

    governmental controls and prefer the

    freedom of open space where they can make

    their own destinies. They are armed

    merchantmen, smugglers and spacers whose

    ships and crew are well-trained and well-

    armed. Their specialty is getting goods from

    point A to point B, in spite of the dangers,

    and in spite of whether people at point A

    want the goods departing, or if people in

    point B want them arriving.

    Ryker Teague is a Freespacer, having been

    born and raised on an independent colony in

    non-national space. Not being a part of any

    of the larger nations of the Terran Alliance,

    Ryker- like most Freespacers- has no

    particular loyalties to or biases against any

    of those nations, making him a truly neutral

    merchantman.

    Freespace: Freespace is the term used to

    describe the huge swaths of known space

    that are made up of independent star

    systems. In most cases, Freespace is

    comprised of a single system, or as many as

    a half-dozen neighboring systems, each

    independent or under a single non-national

    governance. These systems are owned and

    governed by corporations, syndicates,

    guilds, etc., and not by any country in the

    classical sense. These colonies are often

    located along the edges of larger nationally-

    saturated territories (largely because the big

    nations annex independent systems deep

    within their own territory, usually through

    political or economic methods, but on

    occasion through good old-fashioned brute

    force), but some stretches of space are full

    of them. Freespace is almost completely

    deregulated, where just about anything but

    slaves are legal to buy and sell. Many firms

    are based out of Freespace as a result.

    Austun Cliften (order #6013159)

  • 7

    Character Sheet Name: Samantha Sam Nielson Player: _______________________

    Occupation: Combat Medic (Adventurer)

    Race: Human

    Level: 1

    Attributes and Ability Scores

    PHY-

    Strength 14

    Agility 15

    Endurance 16

    MEN-

    Intelligence 16

    Willpower 13

    Perception 17

    SOC-

    Charisma 9

    Beauty 16

    Savvy 11

    Armor: Light Body Armor (LBA)

    Armor Rating: 500

    Target Acquisition Class: 16

    Hit Points: 38

    Wounds: __________________________

    Weapons:

    Weapon # Attacks Dmg

    PPR40 Pulse Rifle 4 2d8x10(PP)

    Hawkeye Plasma Pistol 2 6d12+10(PL)

    Skills:

    Paramedic, Tactical: 19 Field Surgery: 17

    Tactics: Small Unit: 15 Biology: 14

    Equipment: Medkit (heals 3d6+2 hit points

    per round), collapsible hover stretcher

    Occupation Description: Combat medics

    are soldiers or mercenaries who specialize in

    tactical medical care. While they are just as

    capable at combat as their comrades-in-

    arms, the focus of the combat medic is to

    extract and treat wounded soldiers and

    mercenaries. Providing out-of-hospital care

    under combat conditions and often in austere

    environments requires far higher levels of

    training and capabilities than a conventional

    ambulance medic.

    Samantha is a former paramedic for the

    North American Union Colonial Marine

    Corps. After hearing about the Hardin

    Massacre- wherein an NAU commander

    orbitally bombarded civilian populations of

    the breakaway Free Systems Alliance- she

    resigned her commission and went

    independent. She has served as a tactical

    medic for several mercenary firms,

    including Varangian Guard, Spartan Group

    and PMSC. She is taking a break from high-

    threat ops by signing on with a Freetrader

    crew as their medical officer, hoping to

    make easy money and enjoy a less-stressful

    working environment hopefully.

    Mercenary Firms: Mercenary firms of the

    24th

    century are effectively private militaries

    used by Freespace systems to protect against

    outside aggression. They are descended

    from the PMCs of the 20th

    and 21st century

    but with an offensive mandate as well as

    defensive. Freelance mercenaries are not

    uncommon, but are usually specialists who

    are in high demand in other arenas. Most

    mercenaries belong to a mercenary firm or

    to a guild of one sort or another. Merc firms

    are all licensed, insured, and follow strict

    guidelines and standards of conduct that

    bely the term having been such a dirty word

    only a few centuries prior.

    Austun Cliften (order #6013159)

  • 8

    Character Sheet Name: Hrraghnak Player: _______________________

    Occupation: Mercenary (Combat Arms)

    Race: Garoudan

    Level: 1

    Attributes and Ability Scores

    PHY-

    Strength 22

    Agility 18

    Endurance 21

    MEN-

    Intelligence 12

    Willpower 13

    Perception 17

    SOC-

    Charisma 12

    Beauty 12

    Savvy 12

    Armor: Medium Body Armor (MBA)

    Armor Rating: 1,000

    Target Acquisition Class: 19

    Hit Points: 65

    Wounds: __________________________

    Weapons:

    Weapon # Attacks Dmg

    PPR40 Pulse Rifle 4 2d8x10(PP)

    4 Plasma Grenades 1 per 3d12x100(g)

    Skills:

    Tactics, Small Unit: 17 Gunnery: 19

    Stealth: 21 First Aid: 15

    Equipment: Motion Detector (gives number

    and location of everyone within 50 meters)

    Occupation Description: Mercenaries are

    the most common Combat Arms occupation.

    While they can have moral and ethical codes

    ranging from apathetic to staunchly

    idealistic and noble, warfare and conflicts

    are their career. They are combatants-for-

    hire and are all skilled, disciplined, licensed,

    and follow strict rules and guidelines of

    operation.

    Hrraghnak is a member of the Hruagna tribe,

    which is one of many tribes within the Angji

    faction of the Garoudan race. The Angji were on

    the losing side of a religious civil war, and fled

    into Terran space to avoid being genocided out

    by the brutal Garouja. Her tribe settled in the

    Human nation of the Free Systems Alliance

    which had just won a war for independence from

    the North American Union.

    Hrraghnak is young, barely an adult at 16, but

    old enough to become a mercenary. After

    serving a year with the famous mercenary firm

    Spartan Group, she has set out on her own to

    build up her fortune and reputation.

    Ryker recently hired her on as his primary

    gunner and counter-boarding specialist

    (something like a marine), something she has

    excelled at. While she is not a true novice, she

    has only been in a few direct-engagement

    firefights. The thrill of the Hunt hooked her,

    though, and she feels she has found her calling.

    Garoudan: Despite being lupine in appearance,

    Garoudan are actually closer to feline

    genetically. They are huge, with females being

    larger than males at around 76 to 8, and males being from 7 to 76 in height. Garoudan are very religious, holding the Hunt as a sacral part

    of their religious practices. They make excellent

    warriors, but are also quite adept at art,

    philosophy and the sciences. They have

    phenomenal senses of smell, hearing and sight.

    Austun Cliften (order #6013159)

  • 9

    Character Sheet Name: Laes Player: _______________________

    Occupation: Greasemonkey (Tech)

    Race: Teek

    Level: 1

    Attributes and Ability Scores

    PHY-

    Strength 8

    Agility 15

    Endurance 10

    MEN-

    Intelligence 24

    Willpower 13

    Perception 17

    SOC-

    Charisma 12

    Beauty 13

    Savvy 16

    Armor: Outer Tactical Vest (OTV)

    Armor Rating: 400

    Target Acquisition Class: 16

    Hit Points: 20

    Wounds: __________________________

    Weapons:

    Weapon # Attacks Dmg

    Renovator Pulse Pistol 2 3d12+10(PP)

    Skills:

    Mechanics: 20 Computer Operation: 15

    General Repair: 20 Starship Engineering: 18

    Jury Rigging: 21 Electronics: 16

    Netjacking: 17 Salvage: 17

    Equipment: Nanite Inhibitor Field Generator

    Occupation Description: Greasemonkeys have

    an innate knack for mechanics that is expressed

    in a pragmatic, often chaotic and/or quirky

    manner. They are masters of the unorthodox

    quick-fix using at-hand materials rather than

    proper methods.

    Unlike engineers, Greasemonkeys tend to prefer

    coming up with innovative- and sometimes

    insane- solutions through outside-the-box

    thinking. The scary part is- it usually works.

    Laes has always been obsessed with

    technology like most of his race, but in

    the practical application of engineering

    science he is a bit more eccentric. Of the six lobes of his brain, the more

    creative- and also hyperactive- lobe has

    tended to be the dominant one. This has

    caused him to be ostracized to some

    extent by his more disciplined

    colleagues.

    Laes has taken his extensive knowledge

    of Terran-based technology and

    combined it with his innovative- if

    unorthodox and occasionally dangerous-

    methods to earn himself a place on the

    crew of the Rourkes Revenge as the engineer.

    Teek: Teek are a diminutive (3-36) saurian race that hails from a world with

    continent-wide jungles. They evolved to

    sentience and tool-use in order to survive,

    and that drive has led them to become

    instinctual inventors and tinkerers. Obsessed

    with technology and machinery, they are

    masterful engineers and techs. Oddly, they

    have no true central government, but have

    proliferated throughout many other races territories. Teek have six lobes in their brain

    and- not unlike Terran dolphins- they do not

    sleep in the normal manner, but instead rest

    two lobes at a time. Unfortunately, this can

    cause radical personality changes, depending

    on which lobes are active at the time.

    Austun Cliften (order #6013159)

  • 10

    Character Sheet Name: Katherine Kat Martin Player: _______________________

    Occupation: Freelance Intelligence Analyst

    (Academic)

    Race: Human

    Level: 1

    Attributes and Ability Scores

    PHY-

    Strength 10

    Agility 16

    Endurance 15

    MEN-

    Intelligence 17

    Willpower 17

    Perception 17

    SOC-

    Charisma 9

    Beauty 14

    Savvy 15

    Armor: Reinforced Concealed Armor

    Armor Rating: 150

    Target Acquisition Class: 17

    Hit Points: 35

    Wounds: __________________________

    Weapons:

    Weapon # Attacks Dmg

    Renovator Pulse Pistol 3 3d12+10(PP)

    Skills:

    Intelligence Analysis: 19 Cryptography: 20

    Military Intelligence: 19 Surveillance: 22

    Detect Concealment: 21 Netjacking: 16

    Equipment: Maglock Keygen Card

    Occupation Description: Intel analysts are

    skilled in understanding and interpreting enemy

    actions to compile an overall strategic profile of

    their opponents, piecing together information to

    determine changes in target capabilities and

    probable courses of action. Freetraders often

    provide transport and a base of operations for

    such analysts in exchange for a cut of the profit

    and their skills as strategic thinkers for when a

    situation gets out of hand.

    Kat is a former intelligence officer from

    the powerful mercenary firm Spartan

    Group. Irritated by the limitations of

    desk work for a large corporation, she

    has taken her skills and connections

    independent, setting out on her own to

    forge her own destiny. Along the way

    she has made more than a few enemies,

    and found that being on the move is the

    best course of action until she can

    consolidate a solid power base. So, she

    serves aboard the Rourkes Revenge as diplomatic liaison and intel gatherer,

    keeping Ryker up to speed on events

    around them lest the crew be caught

    unawares.

    Humans: One of the strangest races in

    known space as there are three parallel-

    evolution human species: the Terrans,

    Khurians, and Naradi. No one has ever

    been able to explain how the same

    species could evolve separately on three

    different worlds, thus spurring

    speculation of genetic seeding or

    manipulation by a long-gone race. The

    large number of near-human species in

    existence- such as the Namaran and

    Kyaren- lend support to this argument,

    but it is still hotly debated in

    anthropological and philosophical

    circles. Humans are noted for their

    incredibly stubborn wills, adaptability,

    and Machiavellian cunning. Between the

    three Human species, they are the most

    widespread race in known space.

    Austun Cliften (order #6013159)

  • 11

    Character Sheet Name: Miles Carter Player: _______________________

    Occupation: Field Journalist (Socialite)

    Race: Human

    Level: 1

    Attributes and Ability Scores

    PHY-

    Strength 13

    Agility 17

    Endurance 14

    MEN-

    Intelligence 12

    Willpower 13

    Perception 14

    SOC-

    Charisma 15

    Beauty 14

    Savvy 19

    Armor: Reinforced Concealed Armor

    Armor Rating: 150

    Target Acquisition Class: 18

    Hit Points: 32

    Wounds: __________________________

    Weapons:

    Weapon # Attacks Dmg

    Renovator Pulse Pistol 2 3d12+10(PP)

    Vibroknife 2 1d6x10(VB)

    Skills:

    Persuasion: 17 Journalism: 21

    Knowledge, Corporations: 17 Research: 20

    Writing, Compelling: 19 Surveillance: 16

    Equipment: Multi-Optics Headset

    Occupation Description: Field journalists are

    often freelance journalists who travel to the hot-

    spots to get edgy stories. Despising Core World

    media focus on political intrigue and scandals,

    field journalists go where the real stories are,

    traveling to the Colonial Territories and the

    Fringe to find the juicy stories- wars, pirate

    raids, alien marauders, colonial disasters and the

    heroism that saves them, new races or worlds of

    interest discovered, etc. Field journalists seek

    these stories out for profit and recognition.

    Miles Carter is the son of a Terran

    privateer and a Khurian slave he rescued.

    Of mixed heritage, Miles has a unique

    perspective on the world- his mothers idealism and his fathers love of the stars combined to drive him to learn as much

    about the universe as he can, and share it

    with the world at large. It also drives him

    to cover stories of heroism to inspire

    others, and to expose corruption to bring

    petty tyrants and slavers into the light.

    Core Worlds and the Fringe: The Core

    Worlds are the most heavily-settled

    planets in the human sphere, each having

    a population in the tens- even hundreds-

    of billions. Most of these were the most

    habitable of the colony worlds settled

    during the first rush of settlement in the

    22nd

    century. Core Worlds are secure

    systems that are often the seat of

    governmental and industrial-economic

    power. By contrast, the Fringe is the

    outermost edge of human settlement,

    comprised of poorly equipped, oft-

    primitive, dangerous and sparsely-

    populated colonies. In between the Core

    Worlds and the Wild-West-like chaos of

    the Fringe lie the Colonial Territories.

    This makes up the majority of the human

    sphere, comprising 88% of settled

    worlds. The colonial territories vary in

    makeup from populous worlds with

    hundreds of millions of colonists to

    rough-and-tumble colonies only one or

    two steps up from a Fringe colony.

    Austun Cliften (order #6013159)

  • 12

    The Game Masters Section This part of the booklet is for the GM, and

    contains information that the GM should

    know, but the players should not. If you just

    want to be a GM, keep on reading.

    Otherwise, pass these rules back to your

    GM.

    WHAT THE GM DOES The Game Master is part director, part

    storyteller, part central processing unit for the

    game. The GM is responsible for telling the

    players what their characters see, telling them

    what the results of their characters actions are, and keeping the game moving. The GM runs all

    the characters that are not controlled by the

    players. (Thats not as hard as it might seem, because only a few of these characters are active

    in the story at any single time.)

    This part of the Dark Nova Fast-Play Game is an

    introduction to being a GM. We walk through a

    very simple mission, which you can run for your

    friends. We cover the basics of combat and

    movement. There are a lot of numbers and tables

    in the Dark Nova game, but weve simplified everything for the mission youre about to runwe did the calculations so you dont have to. How do you tell who wins? Well, a roleplaying

    game is different from a lot of other games

    because there is no clear winner. Instead, the characters all grow and improve together, and

    the players enjoy seeing their characters succeed

    in one mission after another. The GM gets his

    reward by helping that growth, challenging the

    players as everyone gets together to tell a group

    story. It is much like a series of novels, except

    that the gaming group is simultaneously the

    author and the reader. The longer the series

    progresses, the more attached to the characters

    you become, and the more powerful and capable

    they grow.

    RUnnING A GAMInG SESSIOn Some sections of the text of the mission are

    inside boxes. These sections are usually

    supposed to be read aloud to the players, and are

    preceded by some line like If the characters do such-and-such, read the following aloud. This is information that you, the GM, are giving the

    playerswhat their characters see and hear.

    In addition, the players will have additional

    questions about what their characters see and

    experience. You might say, You see a door, and the players will respond, What does the door look like? You check the text of the mission to see if theres anything special about the door. If there is, you say something like Its a large blast door secured with a maglock. There

    is an access console to the right of it on the

    wall. If there isnt, you make something up. This is what the GM is allowed to do. The

    players wont know if it was in the text or not (well, if you dont get carried away, that is). The GM is in charge of filling in the blanks. We

    cant cover everything that might happen in the text of the mission (though were shooting for the major ones), so the GM is encouraged to

    provide his own input into the game.

    The GM plays the roles of particular characters

    from time to time. In this mission theres a corporation- Acheron Planetary Services, Inc.-

    that sends the characters in to investigate

    Outpost 13, and a mad scientist who appears

    towards the end of the mission. Additionally,

    there are dozens of nanite-infected zombies, but they are largely mindless automatons and not

    characters in the true sense.

    At times like this, you are asked to act in character, as if you were Mr. Deacon, the corporate contact, or the mad scientist Dr.

    Bernard. When youre in character, you might not know certain facts. (For instance, Mr.

    Deacon has no idea what actually happened at

    Outpost 13, although you- the GM- do.) Playing

    the parts of these characters is your chance to do

    a little roleplaying of your own. Youre ready to play. Youve read over the scenario, youre comfortable with the mission, and you even have a set of the funky dice.

    So how do you really start?

    Get your friends together, as few as one and

    as many as six. If you have only one or two

    players, you might want them to double up,

    each playing two characters instead of just

    one. Give them a choice of which character to

    play. If more than one wants a particular

    character, either let them hash it out among

    themselves or else make multiple photocopies

    and let them change the names, creating

    duplicates of the same character. (Just remember

    that in the mission, this new character will use

    Austun Cliften (order #6013159)

  • 13

    the same dice and stats as the one he was copied

    from.)

    Get comfortable someplace with enough flat

    space to roll dice. Usually this means a kitchen

    or dining room table, but if youre just as comfortable on the floor, sitting on bean-bag

    chairs, go for it.

    The players dice should be rolled where everyone can see them. The GMs dice may often need to be rolled in secret, where the

    players cannot see them. This is because the

    GM may have to roll the dice, then give the

    players information based on that die roll, and

    the players might get an unfair hint on how

    their character succeeded (or failed) if they can

    see the roll. In those cases, the GM should use

    a book or piece of paper to shield the result

    from others. This isnt cheating- the GM is supposed to be fair with his rolls, regardless.

    Its generally a good idea to make combat rolls out in the open and let the players keep track

    of their characters hit points. The GM should sit where the other players

    cannot look over her shoulder (so they cant read whats coming up in the mission). Usually this is at the head of the table, with the

    players on both sides. Leave enough space to

    roll dice in front of you.

    Once you get started reading the mission,

    youll ask the players what their characters are doing. At first, you should go around the table,

    asking each in turn. For a lot of decisions the

    choice is fairly clear, and after a while the GM

    doesnt have to ask everyone, but at first its a good idea to keep everyone involved. In combat,

    you always ask each person what his character

    is doing, even if he is not immediately

    involved in the fighting.

    Try to keep everyone from talking at once.

    When youre reading a section aloud or answering questions, the players should listen

    to you. Similarly, you as the GM should listen

    to their comments and actions fully. Get

    everyones input before going on with the next round or action.

    It may be to your advantage to know in the

    course of a mission where all the characters

    are, exactly. If the characters in the front row

    step on a booby trap pressure plate or tripwire to

    a mine, or an enemy attacks the last character in

    line, its very important to know who is where

    ahead of time, so there are no arguments. Set up

    a marching order to determine who is in front and who is in the rear. You can do this on a

    sheet of paper, or you can arrange dice, counters,

    or miniature figures to show who is where. This

    is very useful when large combats with multiple

    opponents break out.

    A group of players may have a natural party

    leader who states what the characters are doing

    as a group. (For example: Were all going down the corridor.) Thats fine, but dont let the caller dominate the others or state their

    actions for them. (For example: Bobs character will suicide-bomb the enemy pursuers with a

    plasma grenade while the rest of us escape with

    the data stores!) If this happens, turn to the other players and get confirmation.

    (For example: So, Bob, do you really want to lay down your life here?) Sometimes a character may discover something

    that the other characters might not know- an

    example might be the character who is exploring

    the next room on a vessel while the other

    characters remain in the hallway. If that is the

    case, ask that player to step aside, to a corner or

    another room, and quietly tell him what his

    character sees. That player in turn might have

    his own actions, which might require a die roll

    or two. Dont take too long, but give him the gist of what he sees or can do.

    Last, players may disagree about the wisest

    course of action for their group. Thats normal, and its not your primary task to steer them to one decision or another. Let them find their own

    way of figuring out whos in front, who gets first dibs on items or weapons looted, who has the

    best idea of how to fight the bad guys, and

    whos going to sacrifice herself valiantly while the rest escape. Just remember that a player

    controls her characters actions, and that she has the final decision on those actions. Thats about it for the basics. Get your friends and jump in!

    Austun Cliften (order #6013159)

  • 14

    TIME AnD COMBAT Time in the game is broken down into rounds like the rounds of a boxing match, only a lot

    shorter. In a single round, your character can

    generally do one particular thing: draw a

    weapon, move around a bit, shoot a couple of

    times, open a door, and so forth. During most of

    the mission you dont have to keep close track of time. But there are certain situations, like

    combat, when time becomes important.

    When the characters are fighting, you need to

    know what everybody is doing at any certain

    time. Heres how you keep things straight: Decide what the NPCs you control are going to do: Who are they attacking?

    How are they attacking? Are they

    running away?

    Ask each player what his or her character is doing. Usually allow a

    character to do only one thing at a time.

    (Most characters can do some things

    more than once a round, such as firing

    weapons, for example.)

    After all the players have said what their characters are doing, let them

    execute their actions. (In this mission,

    the players always get to try to hit their

    opponents first.)

    Then execute your NPCs actions after the players have gone. If an NPC is killed before

    they can act, remove them from the cue. Thats about it.

    STARTInG A GAME SESSIon Lets say youre going to be the GM for this evening. Its always a good idea to read through the mission before you run it, just so you know

    whats coming. You bring to the table this mission- a set of the funky dice, some scratch

    paper, pencils, and some graph paper (if you

    wantits not a necessity). If you can, photocopy the character sheets so the players can use them

    without writing on the originals. It should take

    about about two to three hours to play this

    mission, more if you take your time, less if you

    speed right along.

    You should have between one and six players

    for this mission, four to six being the ideal. If

    you have only one player, let him run two

    characters.

    Most of the NPCs in this mission arent too tough, but there are a lot of them, and they could

    be too much for just one character to handle. Its good if the players have a chance to read pages

    1-5 of this booklet ahead of time, but thats not a necessity. You can fill them in on things as they

    go along. It will just be easier for them if they

    already have a handle on the basics.

    Once you get settled, here is what you, the GM,

    say:

    What were going to do here is tell a story, a story that youre going to help create. Each of you has a character: a

    mercenary, a Freetrader, etc. The story

    takes place three centuries from now, in a

    world very different from our own, yet at

    the same time similar. Humanity has

    spread out amongst the stars, and

    discovered many other races in the

    galaxy. Im going to be the Game Master, or GM. Ill describe what your characters see, and youre going to tell me what your characters do in response. Do well, and

    your characters will be rewarded with

    wealth and increased capabilities. Look at

    your character sheets and we can run

    down what the various numbers and items

    mean.

    Give the players a chance to review their

    character sheets and ask any questions. You

    should know most of the answers about what the

    numbers mean from reading the first section of

    these rules. The characters are assumed to know

    each other somewhat, having been recently hired

    on together, so let them look at each others sheets if they wish. In fact, the informational

    excerpts on races, occupations and setting within

    Dark Nova should be available to all players.

    This would be a good time to explain about the

    funky dice to the players if they dont already know. Dont worry about when you need to roll themwell tell you as the mission progresses.

    Austun Cliften (order #6013159)

  • 15

    BEGInnING THE MISSIOn Once the players are comfortable with their

    characters, read the following aloud:

    You are all recent additions to the crew of

    the Freetrader vessel Rourkes Revenge. Ryker recently inherited the ship from his

    retiring father, and you are the first crew

    he pulled together. Youve been flying the spacelanes for a few months now,

    transporting cargo throughout the many

    nations of the Terran Alliance- a loose

    coalition of the dozens of sovereign

    nations of Terra, or Earth as it used to be

    called.

    It is 15 February, 2318, and you are

    bored. Three weeks of conventional, low-

    pay cargo runs to keep the jump drive

    fueled with Corellium has led to a bit of

    cabin fever. You crew on a Freetrader to

    make a fortune, not haul spare parts and

    food stuffs. You are all half tempted to

    take the risk of delving into privateering,

    but the licenses involved are too

    expensive. The accounts are growing

    smaller, the stores are dwindling, and you

    are down to the last few jumps on your

    last Corellium fuel rod. After that, youre grounded. You need work, and you need

    it fast.

    As if in answer to your prayers, you

    receive a call on your job-offer comm

    line. You gather together on the bridge as

    the holoscreen comes to life, and find

    yourself facing a typically handsome Core

    World male face. His almost plastic good-

    looks are marred by a worried frown,

    however.

    Now you, the GM, are going to speak in the role

    of Mr. Deacon, the corporate contact. You can

    give him an elitist voice with a high British

    accent if you want, or just talk normally. Theres a little bit of acting involved here, but you dont have to do anything you feel uncomfortable

    with. Continue reading aloud:

    My name is Mr. Deacon, I represent a major mining interest in Freespace that

    shall remain nameless for the time being.

    I am in need of your services, and am

    willing to be quite generous for your

    timeand your discretion. I will reveal more mission details if you accept and

    sign off on a contract with a standard

    Non-Disclosure Agreement. Without

    violating the NDA, however, I can tell

    you that this mission is a dirtside

    investigation of an incident with unknown

    risk factors on a Freespace world still

    undergoing terraforming. The atmo is

    breathable, but there is no biosphere and

    the weather patterns are unpredictable at

    best. No hostile forces are believed to be

    involved at this time. Are you interested?

    At this point, the characters would most

    certainly be interested, but give the players a

    chance to roleplay their reactions. Once they

    have agreed, read the following aloud:

    Good to hear. I see your e-signature on the contract and NDA is valid, so lets get down to the brass-tacks of the matter. Two additional windows open in your

    holoscreen as Mr. Deacon continues his

    briefing. One shows a planet, its surface

    obscured by thick cloud cover typical of a

    Year Two terraforming operation. By the

    fifth year, the world will likely have a full

    biosphere of flash-cloned plants and

    animals, and be very much like Terra, but

    for now it is a desolate, storm-wracked

    world. The other window shows a

    schematic map of a small mining colony.

    It has high walls to protect against the

    storms, and is comprised of a series of

    interlinked habitat modules that were

    likely placed there before the world had a

    breathable atmosphere. Mr. Deacon

    continues-

    We have lost contact with Outpost 13, one of eighteen mining outposts in the

    Sekai system, and the only one on the

    planet Telarus. It is our only manned

    mining operation, pulling up Corellium,

    with the other seventeen outposts being

    automated Saberite and Turine mines.

    Now, as you all well know, Corellium is

    incredibly valuable due to its use in jump

    engine fuel rods, and the fact that it

    cannot be synthesized in a nano-vat due to

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  • 16

    being a material form of exotic matter.

    This makes any active mine a target of

    potential raiders.

    However, our survey probe has detected no signs of hostilities in the system- no

    wreckage or energy signatures in orbit,

    and our orbital defense platform grids are

    still in place and active. The probe also

    detected no damage to the colony itself.

    As you also know, Corellium is used as a

    fuel source because it is an energy

    amplifier, having an output many

    thousands of times greater in magnitude

    than the energy put into it. It is also

    potentially dangerous and will explode

    with several kilotons or higher yield in

    force if hit by stray energy or pulse

    weapon shots. After pirates or raiders, our

    second fear was an accident involving the

    Corellium. However, the amount stored

    on-site wouldve annihilated the colony and everything for a hundred miles in all

    directions, an event easily detected by the

    probe.

    Lastly, our defense grid detected no emergency signals from the planet below.

    The probe linked with the defense

    platforms AIs and discovered that nothing unusual had occurred prior to the

    comm blackout. We have visually

    confirmed that the uplink relay is intact,

    and the probe successfully handshake-

    signaled it. However, comms seem to

    have been cut off somewhere between the

    colony and the uplink. There are back-up

    portable transmitters that could have been

    used to contact the defense grid and get a

    signal out. This was not done, nor have

    we sighted any personnel in the colony

    itself. We need a manned-presence on the

    ground to investigate and find out what

    has happened there, and your vessel is the

    closest one to the Sekai system.

    The mission is simple- land on the STO pad, enter the colony, make contact with

    the personnel if any can be located, find

    out what happened, and report. If it is an

    immediate threat to life and limb,

    evacuate the personnel. Your vessel is

    adequate to that task, and will be cleared

    through the defense grid. If you accept,

    you will be compensated with 50,000

    credits each, and ten high-potency

    Corellium fuel rods for your vessel, good

    for a thousand jumps each. What say

    you?

    Now comes the players chance to respond to Mr. Deacons request. They may have other questions about the colony, the system, potential

    hazards, and so on. Heres what he can tell them-

    Outpost 13 was established before terraforming began. The Corellium vein is the

    only one in the system, and was discovered by

    the turine mining operation by accident. It has

    been there for five years. Terraforming began due to the size of the vein- expected to produce steady amounts of

    Corellium for twenty years. After the mine taps

    out, the corporation plans on using the world as

    the home for miners and support personnel for

    the Turine and Saberite mining operations. The

    terraformers are all functioning appropriately,

    and no unusual activity or atmospheric issues

    were detected by the probe. Still, I recommend

    caution and an on-site atmo survey. There are no other operations or colonies on the planet, though Dr. Bernard- our nanotech

    specialist for the colony- is doing some personal

    research on new models of industrial nanites. I

    am unaware of the nature of it, however, beyond

    the fact that it was a small side-project.

    Everything else in the colony is focused on

    mining or support for the miners- restaurant, bar,

    brothel, clinic, virtual sports, etc. There are no hostile nations or races nearby. The Sekai system is in a region of Freespace

    near the territories of both the Tarsus Corridor

    Alliance and Han-Zhou Empire, and is relatively

    safe. Pirate activity in the region has been light,

    and targeting shipping lanes exclusively, with no

    dirtside assaults. We have already dispatched an emergency response vessel from Freeport Londinium, but

    youd be able to beat their response time by four hours, making you our best bet. Youre only a twenty minute jump from the system with a

    straight shot, no navigational hazards in the way.

    Time is pressing, as you may need to evac the

    colonists ASAP. Im afraid theres no time to acquire additional equipment or supplies.

    Austun Cliften (order #6013159)

  • 17

    Outpost 13 Once the players get everything squared away

    with Mr. Deacon, the crew jumps to Telarus

    with orders to investigate Outpost 13 and report

    back. Read the following to the players:

    The tunnel of swirling lights emerging

    from a point of pure blackness in front of

    you is thankfully calm. You see no

    disruptive gravitic ripples in the walls of

    the quantum tunnel, and a stable

    wormhole is a good sign. With a flash of

    blue-white light you jump out of

    hyperspace back into normal space. A

    distant dot expands in less than a second

    into a planet filling your viewport as you

    decelerate and fall into orbit. You notice a

    dozen Identify- Friend or Foe tags light

    up in your HUD, spaced in equidistant

    orbits around the planet. The Rourkes Revenge is pinged by inquiry signals and

    targeting sensors from the defense grid,

    but your IFF codes identify your vessel as

    a friendly one, and the targeting systems

    unlock.

    The planet below is a mass of swirling

    clouds and flashes of lightning. It has one

    moon, a crater-pocked blackrock body not

    unlike Luna back in the Sol system. Mr.

    Deacons nav data indicates an approach and landing pattern that bypasses the

    worst of the storms generated by the

    atmosphere processors. You easily slip

    into the atmosphere, your anti-grav fields

    and shields making the gusting winds and

    buffeting updrafts little more than sensor

    noise on your screens.

    You do an initial flyover of the colony.

    Deacons information proves to be accurate, and the colony structures appear

    to be intact, if a bit run-down from the

    harsh weather. You see no signs of a

    fight- no blast points, no bodies, nothing

    to indicate a fight happened. The

    perimeter lights along the wall are on, as

    are the lights of the command center. No

    other illumination can be seen, however.

    Thermal, ultrasound and Chemical

    Residue Trace imaging show no signs of

    life or movement.

    The mine shaft is located on the far side

    of the complex from the STO pad, and as

    you pass over it you can see the main lift

    shaft car is down in the depths of the

    mine. A handshake attempt with the local

    computer network doesnt take, indicating that it is offline.

    Satisfied that there are no immediate

    threats, you bring the ship in for a landing

    on the Surface to Orbit landing pad

    outside of the colony. The surface of

    Telarus is barren and rocky, with no plant

    or animal life to speak of. In the distance,

    rising up like a mountain of carbon fiber

    and turine-steel is the nearest of dozens of

    atmospheric processors. Howling winds

    buffet the vessel as you shut down the

    defense shields, and rain pours down on

    the hull in sheets that obscure the

    viewport.

    At this point the players can determine where

    they wish to go and how. If they choose to

    depart the vessel fully-armed and armored, feel

    free to let them. They are investigating an

    unknown situation, and hostiles may be present.

    The facility is shown on the map on Page 19,

    and the area descriptions are on Page 20. Use the

    information from this text and the map to

    describe the area. A players map is in the back of this booklet for their use as well.

    Ask each player what his or her character is

    doing. Most likely their responses will be along

    the lines of I am exiting the ship cautiously, looking for any threats. The perimeter walls are high, but are designed to protect against the

    wind rather than attack. Both gates stand open.

    When the first member of the crew enters the

    area of the gate closest to the STO pad, read the

    following to that player. The other players can

    listen in:

    You can see from your vantage point that

    all of the doors to the outpost are secured.

    Red indicator lights on the doors you can

    see from your vantage point indicate that

    they are all locked. You still see no signs

    of struggle or attack. Several load-lifter

    robots- required instead of AG field lifters

    due to the unpredictable nature of

    Corellium when exposed to energy- stand

    powered-down in their cradles.

    Austun Cliften (order #6013159)

  • 18

    Austun Cliften (order #6013159)

  • 19

    A. STO Pad- A large landing platform designed to handle Surface-to-Orbit shuttles and transports. The Rourkes Revenge fills 80% of the pad once it has set down. A flattened expanse of rock has been carved into a crude road to accommodate ground vehicles so common in primordial terraforming environments as

    they transport material to and from the STO pad. On either side are wind-swept rocks and protrusions of

    stone that cast wild shadows in the flashes of lightning

    B. ATC system- Automatic Traffic Control system that guides drone shuttles and meat-body piloted transports to and from the STO pad. It cannot perform any other function or provide any other data except transport

    schedules. However, it logs that the last transport departed three hours prior to the communications

    blackout.

    C. Perimeter Wall- These sixty-feet-high, ten-feet-thick walls are designed to protect the colonists from the powerful blasts of wind that sweep Telarus regularly. They have neither walkways nor perimeter towers as

    they are not designed for defense.

    D. Gates- These large gates open wide enough to accommodate the large load-lifter trucks that carry shielded crates of Corellium. Both gates are wide-open, and the controls to open and close them work. They are,

    however, located in the command center.

    E. Habitat Modules- These large apartment modules contain 20 small studio apartments and four large family apartments each. They are two-story rugged structures that can be dropped from orbit and grav-chuted into

    place automatically. They interlink with fortified collars and passageways, and are more than tough enough

    for the rough environment of Telarus.

    F. Uplink Tower- the thirty-feet-tall transmitter tower that links the outpost to the Hyperpulse beacon satellite in orbit overhead. It does not appear to be damaged at all, and investigation of its systems reveals that it is

    in working order.

    G. Primary Power Plant- This is a bank of fusion micro-reactors with SafeCore technology that safely disperses the fusion plasma if a breach occurs. All appear to be in working order, but the monitoring system

    reports that only a small amount of power is being drawn from them, far less than the colony would at full

    operating capacity.

    H. Infirmary- This is a small hospital that is able to handle most injuries, including four regeneration tanks to accommodate mass-trauma victims.

    I. Mess Hall- This large cafeteria-like dining area can accommodate all of the colonists in a single sit-down meal comfortably. Includes multiple autochefs and service dispensers. Food is free- a perk of being a

    miner- so all of the ordering is done via touch-screen menu and dispensed automatically.

    J. Waste Reclamation Stations- As with any sealed station, ALL waste products- sewage, air, etc.- are reprocessed through nanovats and scrubber filters to be purified and converted back into food, clean water,

    and fresh air. The system is self-contained to prevent accidents, as the nanites will reprocess ANYTHING-

    living or dead- into food and water.

    K. Load-Lifter Trucks- These massive cargo-hauling ground vehicles carry the large shielded crates Corellium is shipped in from the mine processing center to awaiting transports. They have a small, environmentally-

    sealed cab that can carry one human-sized person comfortably, two if they squeeze in. They are

    biometrically- encoded to their operators and will not start for anyone else.

    L. Entertainment Center- A large auditorium almost as big as the Rourkes Revenge that houses a large threevee theater, various games, a small stage for traveling stage-actors, and several virtual games.

    M. The Command Center- Perched atop and at one end of the Entertainment Center, this flying-bridge-like command and control hub monitors all mining activity below, the general operations of the facility, and

    traffic control issues the ATC cannot handle. It is also the communications hub. The blast doors have been

    lowered over the windows, and the crew cannot see in from the outside.

    N. Mine Shaft- this is the 1,500 meter deep shaft of the mine, capped with an automated ore processing center that re-shapes the Corellium crystals into fuel rods, and the waste chips into jewelry.

    O. Mine Shaft Lift- This elevator lift is large enough to accommodate a load-lifting ground-truck, and is currently lowered into the mine.

    P. Family Housing- a larger hab module designed to accommodate families, this three-story structure contains twelve multi-room apartments.

    Austun Cliften (order #6013159)

  • 20

    It will require a character with a Netjacking skill

    to access the doors to any of the buildings. He

    must roll 3d10 and compare the result to his skill

    rating. If the player rolls equal-to or less-than

    their rating, they succeed. If they roll above the

    rating, they fail, and must try again with a +1

    penalty to the roll (meaning they add 1 to

    whatever they roll, which makes it more difficult

    to succeed.) If the characters succeed in opening

    the main door, read the following:

    The door opens to reveal a corridor

    leading into the primary hab module.

    Unlike the outside, there is evidence of

    some sort of incident inside. Debris is

    thrown about- clothing, furniture, coffee

    cups, tools, etc. You see no bodies or

    blood, but it looks like someone

    ransacked the place.

    You move through the module doing

    room-to-room searches, snapping your

    pulse weapon up as each door opens and

    doing two-man visual sweeps before

    entering. Most of the rooms are typical of

    bachelor miners- appearing at first to have

    been ransacked, but proving to be just

    slovenly living upon closer inspection.

    You find no bodies, no blood, and no

    evidence of a struggle until you reach the last room.

    As you sweep the top floor of the hab

    module and reach the final door in the

    unit, you notice the door has been forced

    open and hangs at an odd angle. You hear

    movement inside.

    There is a threat to the characters in this room.

    Rooting around in the debris is a crazed miner

    who managed to escape the infection (see Page

    23 for an explanation) and is looking for more

    weapons. If characters enter the room at all, he

    screams incoherently and attacks them wildly

    with a pulse pistol. If the characters call out into

    the room, he screams NO! YOU AINT GETTIN ME YOU SCRAGGIN BASTARDS! and then fires wildly at the door as he rushes out into the hallway. There is no

    negotiating with him, he has lost his mind after

    all he has seen. He attacks whoever is closest to

    him, and if the characters do not defend

    themselves he will kill them.

    Each of the players needs to roll a particular

    number or higher on 1d20 to successfully attack

    the crazed miner:

    Ryker can attack twice, needs a 12 or higher to hit on each attack roll. If he hits with his plasma

    pistol, he does 6d12+10 hit points of damage per

    attack. If he uses his vibroknife, he does 1d6x10,

    but he cannot use his vibroknife against targets

    that are not immediately next to him.

    Hrraghnak and Sam both need a 10 or higher to hit. They have four attacks per round, and their

    pulse rifles do 2d8x10 per successful hit. Sam

    also has a Hawkeye plasma pistol as her

    sidearm, but is most likely holding her rifle.

    Hrraghnak has plasma grenades as secondary

    weapons, but these have a large area of effect

    and would hurt the crew as well.

    Kat needs an 11 or higher to hit. She can attack three times, and despite being an Academic

    occupation is actually adept with the pulse pistol

    she carries. Her pulse pistol does 3d12+10.

    Laes needs a 13 or higher to hit. He has two attacks and does 3d12+10 per successful hit with

    his pulse pistol.

    Miles needs a 14 or higher to hit. . He has two attacks and does 3d12+10 per successful hit with

    his pulse pistol, or he can use his vibroknife for

    1d6x10 damage.

    The miner is using a Sierra pulse pistol, which is

    a powerful weapon that is dangerous to the

    players. It does 4d8+10 per successful hit, but at

    two attacks can be combined into one to fire a

    burst of shots, doing more damage. If used to

    fire a burst, the player must use two of his base

    number of attacks per burst-fire attack. The

    damage that results from such an attack is

    totaled up, and then multiplied by three (4d8+10

    x3). It is less accurate when fired this way,

    however.

    The miner has two attacks, and opens up with a

    burst. Roll 1d20 to try to hit a the closest

    character. The minder needs different numbers

    to hit the characters because the characters are

    wearing different types of armor and have

    different Agility scores.

    To hit Sam or Laes, the miner needs a 14 or higher.

    To hit Hrraghnak, he needs a 17 or higher. To hit Kat or Ryker, he needs a 15 or higher. To hit Miles, the miner needs an 16 or higher. If he fires burst, increase those numbers by two.

    Austun Cliften (order #6013159)

  • 21

    Needless to say, its better if Laes and Miles stay out of the line of fire, and while Kat is an

    excellent shot courtesy of her Intelligence

    training, she is still poorly armoured and may

    wish to stay behind cover while firing.

    The miner is berserk, and attacks the characters

    until he is reduced to 0 hit points. If all the

    characters are reduced to 0 hit points, the game

    is over.

    Miner Hit Points: 16 TAC: 12 #ATT: 2 PHY: 10 MEN: 12 SOC: 12 AR: 150 (mining hard-suit) Weapons: Sierra Pulse Pistol (4d8+10) Notes: The miner has lost his mind and believes the characters to be a threat to him. To his delusional mind, they are nano-zombies and any attempts to communicate he believes are tricks to fool him.

    Its likely that the characters will defeat the miner with minimum damage to themselves.

    Any damage that was taken by the characters

    remains until the characters go back to the ship

    or Sam uses her skills and medkit to restore lost

    hit points.

    Defeating the miner gains experience points

    (XP) for the surviving characters. The miner is

    worth 5 XP for each of the characters involved

    in the firefight. Have the players mark the XP

    earned on their character sheets next to their

    level.

    Other than the pulse pistol he is carrying, there

    is nothing of value on the miner or among the

    debris, but if the players want their characters to

    look, let them do so. If they investigate his body,

    they find deep scratches on his wrists and

    ankles, and marks on his armored coveralls that

    indicate something clawed at his limbs pretty

    extensively. No other evidence can be found.

    When they decide to move on, they should want

    to investigate the rest of the facility. The other

    hab modules, mess hall and entertainment area

    are all empty, with few signs of any struggle and

    no other people, bodies or evidence.

    When the characters reach the command center

    doors, read the following:

    Youve searched the colony without finding any evidence of what occurred

    here. The insane miner you encountered

    earlier is a clear sign that something bad

    happened here, but you must determine

    where the miners are and what happened

    to them.

    You reach the command center doors-

    large, reinforced pressure doors designed

    for facilities placed in vacuum or hostile

    atmospheres in the event of a structural

    breach elsewhere in the complex. The

    door is hanging slightly ajar. As you

    cautiously enter- hoping to avoid another

    firefight with a lunatic- you are surprised

    to see the command center orderly and

    neat. You notice that the only other way

    in or out of the command center is a set of

    stairs descending into a separate section

    of the facility you have not yet been able

    to access. A sign above the stairs reads

    AUTHORIZED PERSONNEL ONLY!

    You do a sweep of the command deck and

    find most of the systems are locked down,

    and someone has shot the

    communications console into oblivion.

    Judging from the close grouping of pulse

    weapon shots, you are pretty sure it was a

    burst from the Sierra carried by the crazed

    miner. At least you now know why

    communications ceased.

    A quick survey of the other controls and

    command consoles leads you to the

    Biometric Ident Tracking System the

    allows the colonial administrators to keep

    track of their miners when they are down

    below. You scan through maps of the

    complex, finding a DECEASED-tagged

    biomarker on the miner you were forced

    to kill earlier. None of the other miners

    are in the colony facility, however, so you

    decide to check the mine shaft.

    Sure enough, you find all of the colonists

    down below on the massive lift platform.

    They are moving about, and their ident

    tags show ACTIVE, indicating that they

    are all alive. However, the lift controls

    have been overridden from this console,

    trapping the colonists down below. Its a pretty good guess that the crazed miner

    somehow trapped his colleagues in the

    shaft and locked them down there. The lift

    console is easy to operate, however

    youre not sure what course of action to take next- raise it, or finish searching.

    Austun Cliften (order #6013159)

  • 22

    What is ACTUALLY going on The side research by Dr. Bernard into

    nanotechnology was- in truth- a very disturbing

    experiment attempted by a madman.

    Unbeknownst to anyone else, Bernard secretly

    desired to establish a procedure through which

    nanotechnology could be used to end conflict

    and create a hive-mind-like cooperation amongst

    Humans. It sorta worked.

    Unfortunately, the good doctors nanites got loose, and infected the entire colony- except for

    the unfortunate miner the characters took down-

    and turned them into zombie-like automatons

    controlled by the nanite programming matrix.

    The nanites first terminated all life functions,

    killing the miners and personnel in the station

    who werent sealed in envirosuits like the crazed miner had been. Next, after achieving full brain-

    death, they re-started cardio-pulmonary

    functions and reactivated key parts of the brain

    to allow for basic motor functions and sensory

    input. The miners are, in effect, walking corpses

    on a form of life support controlled by the AI

    computer in Dr. Bernards lab. The nanites have simple programming- infect,

    override, control and spread. They are passed

    through saliva and blood, thankfully, and are no

    longer airborne. However, anyone who is bitten

    on exposed flesh hard enough to break the skin,

    or who gets the nano-zombies blood in their eyes or open wounds, has a 30% chance per

    incident to become infected. If this happens,

    they must use a nanite inhibitor within three

    rounds (thirty seconds), or fall dead to the

    ground and be removed from the game. If the

    other characters do not destroy the body, it will

    rise 20 rounds later as another nano-zombie.

    If the characters raise the lift, they will release

    the now-trapped nano-zombies that the crazed

    miner managed to lure and imprison below. If

    they choose not to, they can move on to Dr.

    Bernards lab in the bottom floor of the building, accessible only from here.

    If the players choose to raise the lift, continue

    with the next section. If they choose to hold off

    for the time being, and head downstairs, skip to

    the section titled The Mad Scientist on Page XX.

    When the characters raise the lift, go to the next

    section.

    The Pit To start this section of the mission, read the

    following paragraph to the players:

    The lift raises rather quickly from the

    depths of the mine shaft. You watch on

    the monitors as it reaches the surface, full

    of people. Then, things get strange.

    Rather than rush off of the lift, shout,

    cheer, seek shelter from the cold rain and

    wind, etc. as you would expect, the

    miners simply shuffle off of the lift pad

    aimlessly. Their behavior immediately

    concerns you. In less than a minute they

    have scattered throughout the complex.

    The characters can remain in the command

    center for as long as they like, but in 2d6+4

    rounds (1-2 minutes) a group nano-zombie will

    manage to work their way through the command

    center door behind them and attack. If the

    characters step outside to investigate, they are

    immediately attacked by several nano-zombies.

    Read the following aloud if this happens:

    You whirl around to the sound of a

    moaning scream and find yourself facing

    several miners, arms outstretched and

    reaching for you as they rapidly stumble

    in your direction. As they perform a

    parody of a run, their mouths open wide,

    revealing blackened tongues and teeth

    dripping with saliva. In fact, you notice

    that they are all drooling like mastiffs. As

    you recoil from them, you notice their

    eyes- glazed over as if they had cataracts.

    They rush into and attack you.

    Nano-zombies (3d4) Hit Points: 24 TAC: 16 #ATT: 2

    PHY: 13 MEN: 10 SOC: 10

    AR: None XP: 3 each

    Weapons: Punch 1d4, Bite 1d2 30% chance to

    infect. If infected, character has three rounds to

    use a nanite inhibiter field or he becomes a

    nano-zombie and is removed from the game.

    This fight should prove to be a lot more

    challenging. The nano-zombies do not stop

    attacking until they are all killed.

    Ryker can attack twice, needs a 10 or higher to hit on each attack roll.

    Austun Cliften (order #6013159)

  • 23

    Hrraghnak and Sam both need an 8 or higher to hit. Hrraghnaks plasma grenades will work well in the open space of the courtyard or corridor

    beyond the command center, instantly killing all

    nano-zombies within 10 meters of the grenade

    when it detonates.

    Kat needs a 9 or higher to hit. Miles needs a 12 or higher to hit. The nano-zombies use their fists to strike the

    characters, but try to bite them any chance they

    get.

    To hit Sam or Laes, the nano-zombies need a 15 or higher.

    To hit Hrraghnak, the nano-zombies need a 18 or higher.

    To hit Kat or Ryker, the nano-zombies need a 16 or higher.

    To hit Miles, the nano-zombies need 17 or higher.

    If he fires burst, increase those numbers by two.

    The characters can either retreat down the

    stairwell if they are in the command center (the

    hallway outside is rapidly filling with more

    nano-zombies), or- if outside- they can flee back

    inside, as the area around them is likewise filling

    with nano-zombies. If the characters are a bit

    more cautious (and if the players listened to you

    when you told them about the stairwell and

    chose to investigate it first), then move on to the

    next section.

    The Mad Scientist When the characters descend the stairwell, read

    the following aloud:

    You reach the bottom of the stairs and

    find a doorway hanging open. As