Monday, November 28, 2016

GalDate: 3.6-2-4216

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The crew decided to land on Syroma to refuel, restock, and contact Col. Matsa Toshi with their findings. En route Syn seemed preoccupied with USIN messages, and when landing, she told the company she needed a few days on planet to handle a private contract request. Leaving the group to get a local spaceport hotel, the remaining crew went about securing supplies and following up on potential USIN job opportunities. They also decided to send a brief of the recent events to Grand Dame Vera Allister on Sasiria

The crew finally agreed to take a load of SMGs to a mining colony within the system as a courier for delivery. The mining colony was settled with approximately 500 plus Gangi. They are thin but very strong, bug eyed, lizard-like aliens that had settled in the system during 100 year war when it was under Federation control. Now that Syroma is a neutral system, ATLAS mining corporation is re-negotiating terms of ownership looking to add time and expenses to their existing agreement, delaying the process of Gangi autonomy. A minority faction within the Gangi are seeking weapons to seize control or foment dissent.

The crew soon realized that their original patron for the job, Garret Bechtel had provided less guns and ammunition than what was previously agreed with by the Gangi. Calet, an alien rebel leader only offered half the promised payment of 3,000 credits. The group came to a settlement of 1,500 credits, another 500 credits worth of raw ore cargo, and a promise to purchase 10 laser rifles for 10,000 credits. The crew launched from the interior system mining colony towards Syroma to see if they could find a weapon dealer to fulfill their part of the new agreement.

Thursday, October 13, 2016

GalDate: 3.5-2-4216

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The crew of the Scalawag began a tense negotiation among the three parties. They discovered the Imperial ship had gotten a call for military help on a humanitarian mission, while the Federation ship was following protocol entering the system to check up on an overdue message from the research station. Official orders were circulated and appeared as if no one was lying. An agreement was struck for delegations from each ship to board the Scalawag and get a debriefing from the staff and marines from the research station.

During that time, Lt. Dillan took Grog and Deek aside. She asked that they return to the moon research station and track down the fate of her soldier that took the ATV. She emphatically stated for them not to risk boarding the station, but instead see if the marine had gone to some other abandoned structure in the old mining facilities. She requested they report anything they found back to a Col. Mats a Toshi in the Imperial Navy, and they would be compensated for their actions.

With all parties satisfied with the debriefing, the Imperial officer left a package for the crew containing Galcredits as payment for their services fulfilling the supply run and a small bonus for their help. The crew discussed their options and decided to return to the moon and see if they could track down the lone marine.

They picked up his trail and a faint energy signature within an abandoned mining complex. As they approached they came across a figure sitting in an ATV. Exiting the ship and on food they investigated further only to be attacked by a laser sentry. Destroying the sentry, they found that the figure was the missing marine. For no apparent reason they sat in the ATV, and opened up their face mask to the vacuum of space.

This was outside a habitat that was the focal point of the energy signature. Investigating inside it appeared to have been abandoned, but someone was living inside for what appeared to be several weeks. Deek found the debris, patterns of food and water consumption, and general state of the habitat unusual. It was not something that appeared to be living conditions typical of a human and instead be an alien. Syn managed to link into a buried network security feed that captured snapshot images outside the structure.

The grainy black and white footage confirmed Deek’s suspicions. Footage was found of a human in a vacc suit driving up to the compound and entering the habitat. They viewed images of the person apparently speaking to an alien with two dark bulbous eyes and an elongated snout. The alien appeared to have an thin body with two arms that appeared tentacle-like. Unfortunately they could only make out the upper chest and head of the being through the habitat window. The human exited the habitat and began to set up perimeter sensors and the sentry gun. Then the figure sat in the ATV and opened his helmet, with the footage of the camera system going offline shortly after (likely from running out of power).

Scanning through the footage, the camera came online several weeks ago. The crew saw the marine private come into the habitat, and afterwards wandering around the old outpost moving different gear. Another figure had approached the complex and the private waved for both of them to enter the habitat. After approximately an hour they both left, concluded moving some equipment around the mining facility and drove away. This event happened the day of the orienteering exercise where the private was apparently lost, and several days before the incident at the research station.

The crew decided to secure some of the leftover food found in the habitat, copied the found footage, and left the old mining base. They decided to land on Syroma and send off this information to Col. Matsa Toshi, the Imperium naval officer Lt. Dillan requested they debrief if anything interesting was found.

Tuesday, September 27, 2016

GalDate: 3-2-4216

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The crew of the Scalawag obtained more details of their contract. They were to drop off supplies on a moon base at Syroma 6. The moon was one of three in orbit of a Mars-like planet. It was an old mining outpost with deep mining facilities on the far side opposite of a tiny research base. The medical research facility based an under strength platoon of Federation Marines (20 men) and about 30 researchers. Because of the treaty agreement to keep both Federation and Imperial navies out the system, the base relied on private contractors for supplies.

Syroma is a balkanized system, historically under long term Imperial control. During the war it was occupied by the Federation and afterwards became a neutral system. System governments are split over galactic alliances (including some wishing to remain neutral). Right now there is a moratorium on any major power navy within the system and each respective power has a very minor presence.

The Scalawag jumped into Syroma and was soon hailed by a local power police cutter demanding they cut their engines and be boarded. Suspicious of their intent the crew spurred the ship onward attempting to evade the police cutter which attacked and pursued. Eventually, the Scalawag was able to fend off the ship and slip away, heading to Syroma 6.

The company approached the base which appeared powered down. Not responding to any hails, they discovered a faint automated SOS signal emitting from the base. Conducting a scan, it appeared the power to the base was shut off.

As they landed in docking bay, the research base looked deserted. After some Investigation, the crew found remains of eaten bodies. They were attacked by some alien species and made their way to the administration section. There they found a large pile of alien creature corpses with the entryway covered by an automated sentry laser minigun. Roxie fired off a precise shot and disabled the automated sentry. As they approached they found it covered what appeared to be a hastily barricaded room. Inside they found the remaining survivors.

Lt. Tina Dillon along with five other marines and four other scientific staff were the only ones left alive. They stated the base was medical research facility which harvested unique parasites from an alien species native to a planet with a thin atmosphere. The species is highly aggressive and can rapidly multiply if there is ample food sources (such as the dead station staff). The parasite had unique genes with high medical significance and the scientists used the alien creatures to propagate these parasites.

For some reason the isolation barrier fields for the alien pens were shut down, and almost immediately after power for the station was taken offline due to some unknown catastrophic event. Communications were also taken offline. In the havoc the marines were unable to gain access to the armory for more sufficient weaponry and armor, so they holed up in a room. As there was only one vacc suit, they have no means to safely escape. The marines knew if they were overdue for regular communications to superiors, a Federation navy craft will arrive eventually, so Lt. Dillon decided to hold tight in barricaded room. They expected that ship will arrive within a few days.

Syn was able to access more of the computer system and discovered that a sergeant Hamm had gotten access to explosives from the armory, followed by access logs indicating entry to the station power generator. Shortly after this, she found video footage of him entering alien pens, powering down barrier fields, and overriding main doors to remain locked open. He was almost immediately killed by the aliens after doing so, and then the security data goes blank (presumably after the power went down). There was additional footage and access log records indicating at the same time a person wearing a vacc suit took the communication array offline manually outside the station, and then planted a small explosive device to damage it. Finally logs show an ATV rover was taken out of the vehicle bay.

One marine will offer that sergeant Hamm was acting a little strange after recovering a lost marine on a training exercise. A private Snipe was assigned to conduct a remote solo exercise on the moon surface, as he always had problems with orienteering. Snipe had gotten lost in old mining base on far side of the moon. Sergeant Hamm went out to recover him and was overdue to return for several hours. This was about three days before the aliens escaping. The marine was adamant that Hamm was acting a bit off. All of them agreed that Snipe was an okay marine, just always a bit off and nothing about his behaviour indicated he had any issues. Lt. Dillon will emphasize that all the marines and personnel have thorough and recurring psych evaluations.

They decided as a group to work through an air duct, reach the Scalawag via EVA, and then return with more vacc suits. They could then ferry all the survivors to the ship. The company went to their tasks and were successful, leaving the abandoned research base behind.

En route to Syroma they were overtaken by an Imperium cruiser, requesting that they hold position and prepare to be boarded. Minutes later a Federation cruiser arrived in the area, stating that the crew of the Scalawag hold position so that they could transfer the survivors of the station. As this developed, a large Syroma system navy destroyed entered that sector and demanded to know what the Imperium and Federation ships were doing in the system. The crew of the Scalawag found themselves in a tense political situation, staring down the guns of three warships.

Monday, September 5, 2016

GalDate: 1-2-4216

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The crew of the Scalawag arrived at the Qarav system without incident. Enroute to the main planet, Syn began to browse USIN to find any potential jobs once they landed and one particular employment opportunity stood out for her. There was an individual seeking to have their mining craft broken out of a megacorp port facility.

Landing on Qarav, the crew first set about finding a buyer for their goods and with some shrewd negotiating with a broker, sold their cargo for a tidy profit. Afterwards they began to track down their potential patron, meeting them at a local bar. There they met Sally Weathers, a chain smoking belter in her late 40s.

Sally explained she was the sole claim owner of an asteroid, and after years of thorough surveying confirmed it had a rich vein of minerals. After docking at a system highport that was under primary control of Hyperion, she requisitioned to purchase deep core mining equipment. After a night of celebrating with too much alcohol and too much frolicking at a megacrop brothel, she found out the next day that her mining craft was under lock down due to fraudulent, unpaid docking fees.

Sally figured that word had gotten out about her claim and Hyperion saw an opportunity to steal it from her. In a few weeks time, her asteroid claim would need to be renewed, and if it wasn’t a working claim others could buy it. Hyperion had to just sit on her ship, Mother’s Milk, until that time, and then release it back to her claiming the charges were a clerical error (while stealing the mining claim out from under her legally). She wanted the crew to break into the docking facility and steal back Mother’s Milk.

The company set about a plan which involved stealth and an EVA into the ship from outside the station. They were able to steal the craft and return it to a local miner-friendly way station. Getting a modest amount of cash, the crew decided to take any job that would get them out of the system and agreed on a freight run. For double the rate and a bonus, they were asked to deliver a load of supplies to a small outpost of Federation Marines in the Syroma system. The catch was that Syroma is currently an Amber travel zone warning of extra caution while traveling there. A course was set and the Scalawag jumped to the distant system.

Thursday, July 28, 2016

GalDate: 5-1-4216

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The crew were pursued by two System Fast Attack Craft, hailing the Scalawag to power down so a police cutter could board. The system law enforcement stated that they were harboring an Imperial fugitive. A third SFAC arrived on a different approach vector. It cut through the communications, identified themselves as Tannis Ortiz, and told the ships to attack the Scalawag. Being in a non-jump capable ship, Tannis said he’d reclaim the bounty from the escape pod recovered from the hull wreckage.

The company recognized the voice as one of the men they met on the train leading into the city of Rylandas. Remembering the small, scarred man that appeared to be a ball of muscle, things clicked for Syn and she realized this dangerous individual was not only a bounty hunter, but also a cybernetic augmented individual like her (however with higher priced stealth augments to hide his condition). A chase ensued with the Scalawag fleeing to the 100DTL of the system, finally able to make the jump back to Sasira.

The 5 day jump went without incident with Winston keeping to himself. Landing at the starport they were greeted by Grand Dame Vera Allister. She politely demanded the crew accompany her and Winston back to her estate, guaranteeing their safety and payment. Days passed and arrangements were made for Winston’s trial to start. Given that he surrendered himself and would be able to explain the unusual memory loss, Vera Allister was hopeful that he would be able to secure a lenient sentence. She paid the group the agreed contract amount and gave them their leave.

During the final few days in the system, Grog sought about doing monthly ship maintenance, while the others investigated the odd points of Winston’s experience. They dug through hotel logs and news items of note during that time. They discovered that a guest at the hotel of interest named Simon Vee had checked out the following day after meeting. The night after an apparent John Doe had slipped into the starport, climbed up an exhaust intake of a freighter and waited there until the ship launched, incinerating himself. Officially this was listed as a bizarre suicide but the crew had thoughts it was linked to Winston’s crime.

Days passed and USIN offers dried up. Flush with some GalCredits, the crew decided to take a stab at speculative trading. Picking up 4 loads of manufactured industrial goods, they headed off to Qarav to see what fortunes they could find.

Monday, July 11, 2016

GalDate: 3.5-1-4216

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Arriving at dusk in Rylandas, the company attempted to tail the other suspicious travelers at the station. The men split off into different directions. The lone smaller, scarred man managed to slip away in the crowd of traffic however the group was successful tailing the others. One of the three men secured an ATV rental. The other two checked into a business class hotel.

The crew secured some surveillance equipment and went about trying to track and bug the men’s ATV vehicle while also attempting to record any conversation they had in their room. The reasoning was that likely they would know where Duke Winston Allister was hiding. Certain enough, in a few hours all three men left the hotel and drove to another Rylandas dome district.

The crew tailed them, aided by the placed tracker. The group of men stopped near a run down hotel and met what looked like a burly local. They entered a bar and a few minutes later exited. Three of them walked to the hotel, while the last man parked the ATV across the street of the hotel, and waited in the driver’s seat.

The crew sprung into action driving into the area and initiating a firefight. They won the gunfight and quickly made their escape to avoid getting caught by authorities. Using guile and stealth a few sneaked back to the hotel and managed to convince Duke Winston Allister to come with them off planet and return to Sasiria.

Making their way back to the capital using a rented personal flier, they slipped off planet and quickly traversed to the 100DLT of the system. In transit they spoke with Duke Winston Allister. He said he had no memory of what had happened. He was approached by USIN message to meet a Simon Vee at a hotel. It was a business opportunity and likely something very lucrative. He distinctly remembered speaking with someone and hearing a person’s voice. Then he woke up from his bed the next day and found out that he killed someone.

Allister had escaped off planet with the aid of his aunt. He agreed if he would turn himself in, he'd fare a better fate in the public eye. Eventually bounty hunters would find him. He despises his father but realizes that likely the Duke just wants a quick end to this situation to ensure a smooth transition of power to his older brother. As the crew listened, scanners indicated that two system defense craft were quickly approaching.

Tuesday, June 28, 2016

GalDate: 3-1-4216

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The company landed on Onususorus without incident. Registering the Scalawag they discovered the more restrictive firearms laws on the planet, something not quite unexpected given the high population and thin atmosphere. Many of the dwellings were encased in atmospheric domes to provide breathable air and the potential threat of puncturing walls from firearms was too great a threat to public safety.

They began their investigation tracking down Duke Winston Allister and made some headway. He was found to be on the planet and his craft still docked in the spaceport. Speaking with locals they learned of another neighboring city, Rylandas, that was known for being a place to lay low. A smaller city of 200-300K people, it was remote and had somewhat less surveillance than the capital.

The company during their investigation discovered two other small jump craft that also arrived from Sasiria but came in after the duke had arrived. What stood out was that these craft did not list any passengers (likely a bribe to the right people, not unusual being an X class port). The group took the only mass transit option to Rylandas, a train that ran once a day to the remote town. On the train they discovered some other travellers. A group of three rough looking individuals, as well as a smaller, scarred man that appeared to be a ball of muscle, were among the many train passengers.

The train stopped at its final destination and the company exited. All wary that likely competing bounty agents had arrived on the same train as them.

Wednesday, June 22, 2016

The Galactic Credit

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While some worlds issue their own currencies, they are usually only accepted within that home system. The universal currency accepted in both the Federation and the Imperium is the newly founded Galactic Credit (or GalCredit). This currency is modeled after the old Imperium Credit.

Once the 100 year war ended, it was recognized that having two different currencies would be problematic. Talk was made to maintain the Imperium Credit as the monetary standard, but hardliners from the Federation balked. The Imperium was willing to compromise on issuing a new form of currency, but with a catch. The Federation would be responsible for printing and distributing this new money note. Both governments agreed and with a considerable expense, the newly minted Galactic Credit began circulation 18 years ago.

Credit notes are almost impossible to counterfeit. Made of plastic fibers woven under high pressure and temperature, they compose of a variety of anti-counterfeit measures such as various colors, holographic images, and DNA tagging all of which is incorporated into the material of the credit itself (instead of being printed). The resulting credit note is rectangular with the texture and thickness of paper along with a 21 digit alphanumeric code. Credits as plastic notes are issued in 5, 10, 50, 100, 500, 1000, and 10,000 denominations. For smaller value transactions, plastic coins are used in denominations of 1/10, 1/4, 1/2, one, and five credits. Credit coins utilize similar anti-counterfeit technology during production as seen with the plastic notes.

Most commercial transactions within systems do not utilize physical currency. Instead digital commerce using electronic transfers through established accounts are used instead. Individuals which primarily deal in credit notes are travellers. As they jump from system to system, they have a delay in digital financial records catching up with them. Because of the potential for criminal activity, most systems will not take any digital currency from travellers, and insist on credit notes instead. Starports will always request fuel and expenses be paid in physical credits. Only long established local system residents have the luxury of paying expenses through USIN financial transfers.

However, local systems can readily open USIN bank accounts for travellers. They recognize some may be hesitant about about possessing large amounts of GalCredits on their person. While credit loans are impossible to attain, banks willingly open USIN debt accounts if a traveller desired (as long as they provide cash up front as a balance). However they will have to close out the account once they leave the system, with the financial institution charging a modest fee. These accounts are always non-interest and banks charge a small fee (1/10th credit) for transactions. Because of these limitations most travellers rely on carrying credit notes and only bother opening an account if staying in a system for several months (or if worried about theft of their credits on hand).

The Federation has contracted printing and distributing galactic credits to almost every megacorp over the years. Because of these efforts the GalCredit is now a commonly seen currency throughout the galaxy. However Imperium notes still can be seen in circulation. Since money is difficult to destroy, they are slowly being removed from circulation as established banks collect older Imperium credits and replace them with the new GalCredit. As tracing of Imperial credit bills is nearly impossible but still recognized as legal tender, they are highly desired by criminal organizations.

GalDate: 1-1-4216

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The company landed on Sasiria and browsed USIN postings for opportunities. Sasira is openly contested and run by Dahl, Kisuton, and Torgue megacorps. Grand Duke Adam Allister is effectively a figurehead for the Imperium within the system. All three corporations maintain large security forces and respective areas on the planet as well as each having offworld mining operations on local moons and planetoids.

They accepted a contract for 6,000 GalCredits to steal a series of data disks from a local company. This was intended to be an operation as stealthy as possible and avoid serious physical injury to any security personnel. The group executed their plan and were successful in obtaining the disks before heavy security arrived accompanied with a poised, elderly woman.

Grand Dame Vera Allister was pleased with the company utilizing restraint in obtaining the disks and admitted (once taking possession of the data disks) that the operation was a trial of sorts. She required a group of individuals with unique skillsets to find her nephew, Duke Winston Allister.

Playing a 2D hologram, the group viewed grainy, soundless image of a man sitting in an office. They saw Duke Winston approach the figure calmly from behind, pull out small pistol, and shoot the individual three times. Grand Dame explained this was an assistant manager to Dahl megacorp. Her nephew was quickly arrested the following day.

The noble family was able to secure him under house arrest until his trial. Duke Winston stated he had no memory of the incident at all. The Grand Dame admitted freely she believed him and helped him secure a small craft and funds to escape. She suggested the Onususorus system until a solution could be found. This was three weeks ago.

Meanwhile her brother Grand Duke Adam Allister had employed bounty agents to find out where Duke Winston is. She fears that Winston will be killed. She thinks her brute of a brother will try to see to a quick end to the situation in order to appease the megacorps within the system. He has another son that is favored to rule and wants to ensure a smooth future transition of power.

Grand Dame Vera admitted that she made a mistake. She wants the group to find Winston and return him to the noble family before any law enforcement or bounty hunters do so first. She offered a small, little finger ring with the family crest. She stated that the ring will ensure Winston will believe what they tell him about returning to Sasiria. There will be a trial, but Duke Winston returning on his own volition will likely help ensure leniency in sentencing.

For payment she has offered 15,000 credits (in addition to the 6,000 provided for the trial theft operation). The company agreed and began to make plans to leave the system.

Monday, June 20, 2016

Past Stories of the Travellers

Grog served as a Yazarian scout in the newly formed Federation. While working with a scientific team on a remote planet, they were trapped by a hostile species which had an unusual spawning cycle. What they thought was a relatively safe planet became swarmed with aggressive alien predators. As the spawning event was several weeks, they put out a distress call and Deacon “Deek” Oake’s marine unit responded. Even though his unit were Imperial Marines, this was deemed a humanitarian mission. Under his command, his platoon rescued the trapped scientists and Grog and Lieutenant Deacon Oake became fast friends under those hostile conditions.

Unfortunately, Lt. Deacon and many of the marines were exposed to an exotic parasite. It ravaged the muscle tissue of humans (Grog being a Yazarian was immune). Most under his command for that operation eventually died. He was one of the few survivors. False rumors milled about Lt. Deacon had denied needed medical supplies and aid to his men in order to ensure his survival. He was quietly offered an honorable discharge and the Imperial Marines urged him to accept it or face a formal inquiry. Feeling betrayed by the very service which he had dedicated his life to, Deacon resigned and sought out his own fortune.

Grog a year later was called for an independent planetoid survey by a group of private miners. There she met Rom KrÓ§ll, became good friends, and confirmed that his group had found a large deposit of an unusual element. The system had a tenuous relation with the Federation, and the Imperium began making overtures to the system government to defect and join the Imperium once Grog’s findings were made public. Pressure was put on Rom’s companions to sell their claim to Atlas megacorporation.

The miners refused and the planetoid became a hot spot of political dissent as Atlas megacorp moved in with their own private security force. Rumors were circulating that Atlas was also being supported by resources of the Imperium. If they established order and secured the claim to the planetoid, the system government would abandon their ties with the Federation and become a system under Imperium control.

Coming by a recommendation from a criminal syndicate, Atlas megacorp employed Roxie Hart to assassinate key figures in the miner resistance. She contacted her information operative, Syn, to help her track down the contract targets. Once on the planetoid however both had a change of heart. Whether being tired of acting as a tool for their employers, realizing they were on the wrong side of this conflict, or Roxie suffering from her growing drug addiction, they abandoned the contract. While making a 'performance' on the planetoid, Roxie crossed paths with Rom KrÓ§ll and warned him of Atlas megacorp and the local government’s desire to assassinate his fellow miners.

Syn using Rom’s face as a public figure broadcast this information to all within the system. Seeing how the system government could be implicated in switching alliances publicly, local military swarmed in and brutally declared martial law. Atlas would not be able to secure the mining rights and the system would remain under Federation control. To tie things up, the system government rounded up most of the rebel miners, and handed them prison sentences which were to be conveniently carried out in an Atlas security facility. Grog got word of the situation and ended up resigning her post in the Federation Scout service in protest.

En route to the security facility, the spacecraft had a mishap. Roxie Hart and Syn cunningly used their skills to ensure that there would be an opportunity for Rom to escape before the ship reached its destination. He scurried away to another system and lay low as an asteroid miner. To this day he is listed as a saboteur and instigator against Atlas megacorporation operations, with rewards being offered for his recapture.

During this time Roxie found herself having difficulty serving as an assassin. Both psychologically and physically she found unable to effectively carry out contracts. By fortune, a member of her security entourage that she had merely hired for show actually had a keen medical eye. Deacon spotted the spiraling effect of narcotic addiction that she was afflicted with. He knew of a narcotic alternative, Pancrosynth, which could help in easing the symptoms and eventually help her kick her dependency. She still would need years of treatment before she could shake off the grip of her drug addiction. But this event cemented her friendship with Deacon and she opened up her hidden persona of being a contract assassin.

Rom working asteroids in a loose conglomerate of miners hit a big claim. With a substantial amount of money in his pocket, he sought a way to other remote systems and distance himself from Atlas megacorp. He contacted Grog who herself managed to have had a favor called in. An old retired friend from the scout service was settling down and looking to sell his freighter at nearly cost. If she could wrangle up the ship shares and crew, the craft was hers. Grog in turn contacted one of the best pilots she knew, asking if Deacon knew of anyone else with enough money on hand (and trained enough) to join in the venture. Deacon immediately thought of Roxie and Syn, and all five ended up signing ownership papers to the Scalawag.

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Monday, May 23, 2016

Cyberware and Amplification Drugs

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Cyberware is actually a combination of cloning, genetic engineering, and cybernetic technology. Almost all cyberware incorporates some manner of non-organic material (however minor) hence this technology collectively gets lumped into cybernetics. Most advanced applications of cyberware also include gene therapy to suppress immune response to the foreign tissue and material that are part of the implant.

This entire process is costly however and governments that employ widespread use of this technology continually seek to lower costs. As such most recipients of this tech usually have it removed once they leave employment (commonly replacing lost limbs and tissue with cloned versions, but not always). Despite the advantages of cyberware, its use is not widespread. Various military branches are the most common users of cyberware and typically this is set aside only for elite service units such as special forces. Interestingly law enforcement and criminal groups are other professions which heavily rely on cyberware.

A popular alternative to cyberware are amplification drugs. Many temporarily mimic the effects of cyberware. Military use of amplification drugs (or amp drugs) is rampant. Most soldiers are eager to gain an edge in combat engagements and willingly take whatever is offered. As the effects of amp drugs are temporary they are ideal for many combat forces as well as some civilian sectors where intense physical activity is needed for a short time. So some professions such as asteroid miners, law enforcement, scouts, or criminals also rely on heavy amp drug use.

The downside to long term use of amp drugs is the increasing likelihood of dependence, as well as long term physiological damage. Pancrosynth is a synthetic alternative to amp drugs as well as most narcotics. It binds to a user’s receptors to ease withdrawal symptoms, however it does not produce any other physiological effect. Another feature is that the patient only needs a dose every three to four days.

The downside is that the patient is effectively maintaining their addiction using another chemical compound. Careful administration by a physician, slowly decreasing the dosage over a year can eventually free the user of any dependency for other drugs. Also if the patient relapses and begins to use amp drugs (or narcotics) again, this severely decreases the future effectiveness of Pancrosynth to act as an alternative.

Because military and criminal professions are common users of cyberware and amplification drugs, worlds with high law levels restrict the possession or limit general public interaction with individuals that use this technology. Even on some moderate law level worlds, individuals with cyberware could expect to be tagged with a tracking chip so that their movements and activities are monitored. And the possession of some combat amp drugs might mean a more intensive interrogation with starport custom authorities.

Amplification Drugs:

Amplification drugs, or amp drugs, mimic various bonuses available in cyberware. Amp drugs are 1/10th the listed cyberware price (except auto doc drugs which are 1/5th the cyberware price) and will last 40 to 60 min (30 + [10 x d3] min). After wearing off the user will need to make a -4 Vigor check. On a failure they suffer -1 fatigue which can only be countered with a -2 Medicine check or 2-3 days rest with low physical activity. Additionally if the player rolls a critical failure for their Vigor check, they risk becoming addicted and gain the Habit (Major) hindrance.

Cyberware options available as amp drugs are: adrenal surge, attribute increase, filters, skill chip (limited), and variants for combat specialty (limited). Limited variants of combat specialty amp drugs which are available provide either the Level Headed, Frenzy, Hard to Kill, or Dodge edge. For skill amp drugs, athletics, fighting, notice, and shooting are available.

Anti-Fatigue amp drugs (known as ‘Juice’ in military circles) are also available. These amp drugs are combinations of anti-radiation medicine, painkillers, and stimulants. Use of anti-fatigue amp drugs either remove or ignore one level of fatigue, and allow +2 vigor checks to ignore further additional fatigue checks. They cost 500 credits per dose and last for 10 hours, up to a maximum of 20 hours with multiple doses.

Pancrosynth is a synthetic alternative to amp drugs or narcotics. They allow the user to satisfy addictive cravings for drugs without providing any side effects. They are required to be administered by a physician for most planets but can found on the black market. Hence they cost between 25-75 credits a dose.

Pancrosynth can be taken every 3-4 days (twice a week) as an alternate to other habitual drugs. If a user takes a drug they are addicted to while taking Pancrosynth, they immediately make a -4 Vigor check. If they fail, Pancrosynth can no longer be used to alleviate addiction to the drug in question and the player must either keep using the addicted drug or eventually buy off the Habit hindrance with an advance.

Tuesday, May 17, 2016

Galactic Standard Time

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Galactic Standard Time (GST) is a standard of time units taken from the Imperium. While there has been discussion with the Federation employing its own standard time units, this was discarded to ensure uniformity in research and development (mostly due to substantial influence from megacorporations that wanted to avoid additional production costs). One hour is 60 minutes, and one minute is 60 seconds. A standard GST day is 20 hours. A week is 8 days, five weeks comprising a 40 day month, with a standard GST year being 400 days.

Even though GST is used, most systems employ different times for days and years entirely dependent on the rotation of the major planet within that system. While seconds, minutes, and hours are always GST, the notion of a 20 hour day is flexible. Weeks and months retain the same GST, but additional months (or a partial month) is utilized to make up observed year variations for different systems. Hence most systems employ a Planetary System Time (PST) as well as GST.

All PST days are split between an even day/night cycle. Most personal data units offer a quick conversion application to translate between GST and PST. Commonly information that is interstellar in nature relies on GST, while more local events rely on PST.

Sunday, May 15, 2016

Energy weapon protective gear

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Most armor will offer the user protection against both energy and projectile damage, however they are not designed to prevent the armor piercing properties of energy weapons. Reflective armor, commonly referred to as reflec, was the first advancement in armor technology to impede energy weapons. These come in a variety of forms, but most utilize a large suit with material that reflects or refracts energy weapons to reduce damage to the wearer.

While is is highly effective at reducing armor piercing properties of energy weapons, they are useless against projectile rounds and physical attacks. Additionally if a user suffers damage, this means a substantial portion of the armor has been destroyed or phase modulation systems in the armor have malfunctioned, rendering the armor useless. Reflec armor is exceedingly temperamental and essentially a disposable form of armor. Another small detraction is that the armor reflects light, so for some operations where stealth is needed, the armor makes it difficult for the user to operate unnoticed.

Ablat armor has become a popular alternative. Ablat armor is comprised of thin strips (or small hexagon tiles) of dark, ceramic material that diffuses energy. It is prone to damage easily and portions vaporize with each hit. It can be worn over (or under) traditional armor types but is rather bulky.

Instead of a full protective suit, ablat armor is commonly incorporated with non-reflective armor as outer coat of energy protection. Usually it is attached to the surface of existing armor, or sprayed on in a thick coat of ceramic particles with an adhesive compound. This process takes about 2-4 hours and can be done only on planets of average technology or higher. Partial repairs are not possible with ablat, instead an entirely new layer would have to be added if the armor was damaged. So much like reflec armor, it is a disposable form of protection.

As a slight disadvantage ablat armor material is commonly black and in some operations where lighter camouflage is ideal, the dark color will make the wearer stand out from their environment. Despite these shortcomings, ablat armor is looked on as a better alternative to reflec armor. Even though it does not offer as much protection as reflec, it can withstand more punishment and still offer at least some protection.

Ablat Armor:

+4 toughness vs energy damage, negates 2 AP from energy weapons, but offers no protection against ballistic or melee damage. Weight: 2kg (or just 1 kg if added as a protective coat over existing armor) Cost: $500

For every wound that a player receives, reduce the armor value by 2 permanently. Additionally the first time a player is hit in combat, resolve the damage normally. If no wound is scored roll a die. On an even result, 2 points of armor are permanently removed, just like as if a wound was taken. Ablat armor cannot be repaired.

Thursday, May 12, 2016

Jump Travel

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All FTL engines are jump drives which use hydrogen fuel to create a singularity bubble. The engine expands this bubble to encompass the entire ship and then it shifts into a parallel universe. During a jump the ship remains in this alternate dimension contained within the singularity bubble. Eventually this bubble will dissipate, meld into the previous dimension, and the ship will have traveled, or jumped, a certain distance.

The distance jumped depends on the state of the alternate dimension which they entered, ranging from 1 to 6 parsecs. Currently there are six known alternate dimensions, each with a unique time space dilation state. A ship always remains approximately 5 days (GST) in this alternate dimension while in jump space, however the actual distance traveled depends on which dimension (or jump level state) of jump space they entered.

Regardless if a ship jumped 6 parsecs or less than 1 parsec, they always remain 5 days in jump. Multiple jumps are possible, however a ship will have to come out of jump space, replot a course, and jump again (after refueling, if needed). Note there is a seventh alternate dimension which exists, but no known means to travel to and from this dimension is possible using jump technology.

The hydrogen fuel spent on a jump is per parsec distance. Ships can refuel at spaceports or opt instead to skim the high atmosphere of gas giants for hydrogen, or from water sources on a planet. It takes 1+d4 hours to refuel by skimming the atmosphere of a gas giant (or collecting water from planets) and the fuel will always remain unrefined. Unrefined fueling takes 60 minutes at a starport (includes time for processing the fuel into a more usable state). Refined fueling takes only 30 minutes at starport.

Using unrefined fuel for jumps can be a risky proposition if trying to make multiple jumps through deep space. The amount of fuel needed to create and maintain the singularity bubble can be significantly increased using unrefined fuel. If the ship does not land in a system with a plentiful source of hydrogen, it may potentially run out and be essentially stuck. This is especially treacherous if trying to re-jump within deep space.

The singularity bubble which the ship travels through during a jump is highly susceptible to gravity. Unexpected gravity forces can distort the bubble bringing the ship into its previous dimension prematurely, or potentially alter its course. Because of this all ships attempting to make a jump need to get out of the 100 Diameter Threshold Limit (100DLT) of a system. The obvious gravity diameter to gain distance from is the system star itself but most planets are already close to being outside this 100 diameter limit (commonly 1 AU). In such cases, the planet a ship is orbiting and other neighboring gas giants that are the 100DLT of concern.

Ships will usually take a specific route to another system by a direct vector to get beyond the 100 diameter threshold and avoid drifting into other outer planet gravity paths. Hence, particular vectors from a planet to different destination systems can be predicted somewhat. Naval and police ships take advantage of this ‘broadcasting of routes’, including pirates.

Additionally these routes may take them relatively close to small planetoids, asteroids, or moons (ships will easily get beyond their diameter limit quickly). Pirates will also use the cover of larger planetary bodies to attempt an ambush. Most captains are very nervous when attempting to get beyond the 100DLT, as it is an opportune time to run into pirates (or law enforcement if smuggling goods).

If a ship jumps into a system, they are already at the 100 diameter threshold for that system. They can hold position, calculate the next jump, and travel onwards to another system. For pirates, this is a useful tactic. Since most initial jump destinations can be predicted some by vector movement to the 100DLT, many will sacrifice cargo space for additional fuel so they can make a double jump quickly. If they needing to refuel at a local system gas giant, they must get beyond the 100 diameter threshold again and this can cost the pirate critical hours if being pursued.

Friday, April 29, 2016

USIN

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Communication within a system unlike interstellar communication is much more rapid. Combined with more powerful data transmission and capture technology, most systems utilize a network of communication nodes (comm nodes) throughout the system to boost data signals. Many of these comm nodes are unmanned, floating throughout regions of space within a system. However a few critical nexus points for communication may be operated by a small permanent staff. These larger nexus nodes could be part of a space station, situated on an asteroid, or other small planetary body.

The primary communication means that all planets in the galaxy use is the Universal System Information Network (USIN). This network employs powerful encryption and compressed data to quickly transmit messages throughout a system. Additionally, the message is routed through several comm nodes to scramble the location of the sender (as well as the recipient). While communication could be attained much faster, messages are routed and delayed so that both the sender and recipient have difficulty determining where the other party is. They simply know that they are speaking to someone within the star system, even though it might be actually be at a terminal in the next room.

Messages commonly take 30-45 minutes to be received, and this does make communication strained if needing a fast response. However USIN is secure. Less secure material can be transmitted through USIN more rapidly, but this data has a weaker encryption and no attempts are made to route through other network comm nodes. In emergencies, system governments utilize the high priority communication network that USIN provides. In fact delay in receiving messages through USIN in these cases is only due to distance. Roughly 30 AU would take approximately 45 minutes to travel using USIN, while closer distances would take considerably less time.

However the vast majority of users will communicate through typical USIN protocols, ensuring privacy with their correspondence, even if communication times take longer. Both parties can attain anonymity through USIN. No unencrypted data is stored on its networks, and once the message is received all data and data logs are purged from USIN networks. In fact the weakest security link is actually the machines that either user employs to access USIN. Hence, most covert operations revolve around obtaining the computer or PDU (personal data unit) that a person possesses, rather than trying to hack into USIN.

Some governments and espionage divisions do try to intercept USIN communication though. The most common means employed is to physically tap into the comm nodes floating in space. Messages are still encrypted and jumbled within vast amounts of other data. However armed with login codes and information obtained from a user (commonly lifted from their access computer), one could sift through the communication data and make an attempt at cracking the message encryption. This would take likely years though. Yet armed with more information from a user (such as login credentials and their message cipher key), tapping into a comm node could allow a party to possibly get needed information faster.

Because of this exceedingly remote security risk, some more totalitarian governments and megacorporations use their own versions called PUSIN (Private Universal System Information Network). These operate much like USIN however they route communication through their own space communication nodes. These nodes are typically manned stations within a system, ensuring no one attempts a space EVA to tap into their network node directly at that point. While it would take at best roughly a year to hack into such messages (provided the hacker had a plethora of information on a user), some projects and research from governments and megacorporations are so sensitive, they prefer to utilize PUSIN modes of communication.

Due to this increased security, USIN is the communication network of choice by citizens and governments of the galaxy. USIN is the communication standard for financial transactions, private citizen messaging, government channels of communication, even for criminal networks. It is the messaging system of choice for nearly all in the galaxy.

Wednesday, April 27, 2016

Megacorporations

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These corporations are simply staggering in size, and as such the organizations are so large that no one person can know everything which are central to their dealings at a given moment. The total shares of stock, annual profits, number of employees are all astronomical. Their brands, trade names, and service marks have come to be universally recognized throughout both the Imperium and Federation.

Many organizations are so large that different divisions of the same megacorporation may actually be working at cross purposes for brief periods. In most systems, megacorporations (or Megacorps) just make a footprint, typically owning only the land their installations are on. However in some sectors they control entire planets, either directly or indirectly.

Governance & Organization
Typically megacorporations use a hegemonic form (power structure) of governance. They are sometimes called "corporate technocracies" and use an oligarchic power source, generally composed of a board of directors. Exceptions to this common organization structure do exist.

Most megacorporations are organized very much like smaller companies, with a board of directors, a president, and vice presidents. However, the board and the higher-level executive officers of the company are largely out of contact with the day-to-day (or even year-to-year) functioning of the company. These upper level executives serve to plan general policy and long-distance actions.

The most important executives, in terms of personal power, are the various regional managers. A regional manager may control only a small portion of a megacorporation's total assets, but many hold more power in some regions than the representatives of the Imperial or Federal government.

Adherence to Laws
Provided they do not blatantly violate Imperial or Federation sovereignty, regional managers can usually conduct their company's business as they see fit. A small number of Imperial/Federation regulatory agencies have power over megacorporations, and these companies are subject to local taxes. A direct confrontation with either the Imperium or Federation would be bad for business, so intentional violation of Imperial/Federation laws is done only on a covert basis.

Number and Products
Only a very few commercial enterprises grow large enough to extend their activities to every corner of the Imperium and Federation. There are fourteen megacorporations within the known galaxy. It is difficult for a company to grow to the size of a megacorporation unless it has the protection of suitably-sized governments. For just about any product or technology all Megacorps are involved in their development, manufacture, and distribution. However typically four to six megacorporations are major competitors for any given particular product while others are (relatively) minor suppliers for that good.

The 14 megacorporations in known space are:
  • Anshin
  • Atlas
  • Corazza
  • Dahl
  • Eridian
  • Hyperion
  • Jakobs
  • Kisuton
  • Maliwan
  • Pangolin
  • Omnidyne
  • Tediore
  • Torgue
  • Vladof

Wednesday, February 24, 2016

A galaxy to play in

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I feel sci-fi games can be a challenge to get running, mostly due to the expectations people have with the technology level. Add to that the possibility of aliens and changes in culture and you end up with a lot of ground to cover with your players. Aside from technology, you also have to consider the cultural feel of the game. Space Opera can cover a lot of ground. You might be imagining a Firefly type of universe while some players are thinking Star Trek. So having some ground rules covering relative technology levels and the cultural norm is important. It gets everyone on the same page.

A campaign setting ideally for me will allow for a lot of different play styles. A Star Trek setting sounds cool, but I tend to think it's more about exploration and negotiation. A Battlestar Galactica universe would be cool, but it's really a military campaign and might not be able to incorporate other aspects. So I try to wrangle up a campaign universe that can incorporate of lot of these potential ideas for players to dabble in.

I am a fan of Traveller. I really dig the big concepts they have with their universe. I like the space 'age of sail' vibe it has. FTL technology exists but there are limits to traveling distance and time spent in jump space. There is no instant galactic communication. You need to relay information from system to system by ships and communication nodes.

What comes about from this is the idea that each system is really sort of independent. Political strife occurs and needs to be handled locally. The drive and motivation for people is money (and not some Utopian idea of self growth). This allows for lots of opportunities for players. If they want to run cargo and fight pirates, they can. If they want to help out a local governor quelling terrorists, they can. If they want to turn around and help those terrorists that are really freedom fighters trying to remove the yoke of Imperial rule, they can. It opens up a lot of adventure avenues.

Aliens are another thing to tackle. I want aliens in my game but still make it primarily a human universe. When you really start digging deep into playing aliens, you begin to realize just about everything about them will be... well... alien. I think it's easier for players to jump into something more familiar, so having humans as the primary race they encounter easier to work with rather than a new alien species for every planet. So aliens are around but certainly a minority.

Unexplored space is still out there and a need to discover and colonize new planets. Aside from that, I love the idea of the great mystery from Traveller. That for unknown reasons, some immensely advanced race decided to seed humans throughout the galaxy, and that some alien races were actually uplifted species from earth. That is cool. Very sci-fi and something I could get into if my players wanted a less mercenary/mercantile game.

Lastly, as my own twist, I wanted a big bad race (or two). I wanted a universal enemy. Some alien race that is truly terrifying and aggressive. So there are the Rezolians. This looming threat on the edge of the Imperium, and something for players to worry about.

So I set up my own universe that takes a lot from Traveller (most of which is cut and pasted). I latched onto the idea of a long war and a newly formed galactic political entity. This sets the stage for areas with alliances between two major powers and room for players to work for either side (or both). I also wanted to foster the idea that no side is either good or bad, instead the galaxy has a lot of gray. There are good and bad things about the Imperium and the Federation and the players have to navigate them using their own moral compass. It'll be fun to find out what adventures they get into in this universe.

Wednesday, February 17, 2016

A home for a sci-fi campaign

I've been a longtime fan of Savage Worlds. I am super keen on getting a sci-fi game running. Nothing too far reaching and likely be more of an episodic space opera type of game. For a long time I've been using Obsidian Portal for a lot of my campaigns however I've found for something I occasionally play, having a wiki is sort of overkill. So I'm opting instead to have a blog to collect past events and be a source for any needed campaign background. Should be fun to get it running and even more so planning out all the details.