Blockade Runners on Ice

Blockade Runners on Ice!
NEXT FRIDAY? See the AUGUST 10th Major updates to technical skills page for all the requested updates to skills.

You were hired to try and run a blockade on a system ‘in the fringes’ – probably off the far out smaller galactic spiral arm known as ‘Phrike’s Grasp’ given the 3 month trip time. It was a need-to-know basis, and most travel was cooped up in pods and one kitchen and entertainment area that was shared. All humans, all from the inner core worlds, its was easy to pass the time with shared workout and practice courses, shared games and cultural references… but it sure would have been easier if it had just been cold storage. They wanted you to be ready at an instant’s notice – so no iso-pods (they take a day or more to recover from). They would not say what exact system it was, and being so far on the frontier, it could have been a few. It seems like they thought you might be tracked as well, so the trip navigation is probably not the most direct route…

For being kept in the dark with plausible deniability, they already deposited 4000 credits into your account – and promised another 1000 for the job, and even 10% of the profits (split between survivors) if the job of getting material off the planet went well. They need people who can improvise, not pure enforcers. You’ve seen a few clues that make you believe the Cassadine Development Corporation is handling this (through some small subsidiary) – corporate raiding is likely the play here, but who knows, maybe some new system exploitation outside of galactic law… . Something on the planet is worth money, whatever system it’s in. Something worthwhile to a major galactic Corp. Something that needed a force for escorting.

The trip there was uneventful. There was an alert a day before on the proximity to the system, so you have been in hard-core ready mode for 28 hours – 1 galactic day. Then the notice came through, landfall was being attempted, everyone went into the ship’s landing bay. All hell broke loose, it sounded like massive objects striking the hull. There was never an attempt to surrender, you were secure in your crash couch/pods one moment, then they were activated and the ship was tumbling the next. You managed to stay in your crash couches once the alarm went up, which kept you from being turned into goo when the ship plummeted through the atmosphere, spiraling and breaking apart everything not welded down. The ship hit rocks, leaving a trail of smoke and debris as it tumbled.

Only a few of the crash pods survived, and here you are. You are in some jagged hills on a ledge overlooking a gorge, everything is encased in ice. It is freezing cold, and aside from the snow and ice sleet, nothing is moving. The ship is gone – utterly non recoverable, and nothing major to be recovered from it; Anything that might be of value would have to be salvaged from the wreckage on the ledge and in the ravine. You have no idea what world you are on, and there are no coordinates or maps in your chronocomms to ensure no one could tell anyone. You can only assume an interplanetary beacon is going off somewhere among the wreckage. Your goal now is to survive and hope to get picked up by either the inhabitants or anyone from the front company that hired you – Whitlam’s Transit (‘Irregular Travel is our Specialty!’). At this point, you’ll hire on to any side for your life and passage back home.

You have gathered under an overhang, out of the worst of the wind and ice, pulling all the survival gear you can out of the crash couches that became your life boats.


ROGUE 2nd level, off world explorer x 4-6 characters

Human; medium size, 30′ movement
Strength 12 {+1}
Intelligence 10 {+0}
Wisdom 12 {+1}
Dexterity 16 {+3}
Constitution 13/12 {+1}
> 110% Gravity’s Impact = reduced to 12
Charisma 10
Sanity 11
Perception 12 {+1}
CHARACTER WEAVES = 1

Proficiency +2 @2nd

* Skills don’t use PB bonus, they are rated in skill levels = bonus *
> I am testing using independent levels for combat skills rather than proficiency bonus.
Skills: Stealth (Dex) +3, Lore: Imperium History (Int) +4, Lore: Imperium Systems (Int) +2, Simple Particle Weapon Familiarity +2, Simple Melee Weapon Familiarity +3, Pilot: Vehicle (Dex) +3, Survival +3, Athletics 3 …. +4 MORE @+3
> Mobility +2: Zero Gravity Movement/Climbing/Jumping/Swimming >
Saves: Dexterity, Intelligence
Communication: (spoken + literate) > Imperium (galactic common)
+ Spacer ‘Cant’/smuggler-speak (body-speak+lingo)
Armor: Light
Weapon: Simple

Combat

Health: 8,5 (+2 bio; +2 Con) = 17
Imperium Accelerata = +1 all saves vs. Disease/Illness (negates the first point of Malaise Damage from any source) & poison/toxin; A Healing rate of “Supported” (normal) even in the more harsher “Field” or “Rough” conditions. All Hard damage is healing in a single Long Rest cycle. Double the normal sustenance is required for this, or only Minor benefits are gained.

* Body Computer Interface: 1 power port, 1 body port, 4 progit ports/ (or 2 devices per progit port)
Body Comp belt > medical status progit + 4 devices:
+ 2 staydose (spare the dying; last 1 galactic day)
+ 2 stimdose (7 pts; manual or triggered when less than 3 hp)
+ 2 Antiject (allows additional save vs. poison);
+ 3 stimutac (1 galactic day no-dose for cumulative 1 Exhaustion @end)

AC: (disposable) Light Tactical Vest: AC = 12 (+3 Dex) = 15; -1 damage from bludgeon/pierce/slash attacks
> Resilience: Tactical vest = 3 (total; not repairable)

Weapons

Vibro-Knife (d3+ 1 damage per seu; 2 SEU max)
1 SEU = 6/7/11 | 2 SEU = 9/11/19

1 laser mini pulse (cuffed w/port; 120’ range; 1 seu for d10 lightning damage; 3 SEU max) @ +5+1 = +6 attack
1 SEU = 5/10/15 | 2 SEU = 11/20/30 | 3 SEU = 16/30/45 (base damage only, no attribute adj or sneak)

Tactics

Sneak Attack + d6/3

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Equipment

TOTAL 10 SEU Power Micro-Disc = 7 (per character)

Body Pod w/sled (fits 1; 10 days of heating/Air Filtration (1) – from initial; Armored Skin 1 DMG reduction/40 (total) w/3 resilience + 1pt cold/hot damage absorption, AC 13 > fully encased while sleeping; 1 Action to trigger setup or shrink; DC 15 {Athletics} to open); thermal shield/no signature; no viewport, no exposed power port; 3 SEU a night (30 SEU built in charge)
> SLED: light shield if needed

Chrono-comm (no loaded maps/augmented reality, 5 alarms; camera/video + Holo display 10cm distance + input from helm visor, light (lamp/strobe), music program, geo-compass – not working for whatever world you are on; 1 months power = 1 SEU)

Vibro-Knife (d3+ 1 damage per seu; 2 SEU max); Free Action to change SEU

Tactical Helm: level 3 Encryption w/1km range comms; flash/strobe light/lamp, infravision visor 90′, polarized visor w/Augmented Reality filter; translate all major Imperium languages; 1 wpn port (used for laser mini pulse cuff +1 Attack) w/1 10 SEU disc (1 = 1 day power)
> Tactical Target uses (-1 SEU extra) faerie fire one target through visor 10 rounds; trigger as Bonus Action

Basic Gravity Boots (charged for 10 days; no microdiscs)

Tactical Pack: 10 days rations (tube rations & 30 day water collector/purifier), all weather lighter & 2 1 hour sun-flares with pop-tube (50m range w/wire), 3 days all-weather smart explorer clothes (1 SEU per day to heat or cool under normal circumstances), 1 spray-heal can (w/20 points for physical wounds; max = 10 at a time)
> Rationing

1 laser mini pulse (cuffed w/port +1 stabilizer; 120’ range; 1 seu for d10 lightning damage; 3 SEU max); Free Action to change SEU

1 field knife (d4 dagger)