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SPACE MASTER: THE ROLE PLAYING GAME'''

WAR ON A DISTANT MOONTM


TABLE OF CONTENTS
1.0 GUIDELINES 5.0 ADVENTURE: PUSH COMES TO SHOVE
1. 1 Handling Play ........................................................ 2 5. 1 Background Data .............................................. 17
1.2 Adapting this Module to your Game ................ 2 5.2 The NPCs ............................................................. 17
1.3 Game Mechanics ................................................ 2 5.3 The Settings ......................................................... 18
5.4 The Task ............................................................... 18
2.0 GENERAL INFORMATION: 5.5 Encounters .......................................................... 19
DARRAN PROVINCE 6.0 ADVENTURE:
2.1 Timeline .................................................................. 4
2.2 Systems Listing ....................................................... 4 WHEN THE WHIP COMES DOWN
2.3 Cultures of Darran Province ................................ 6 6.1 Background Data .............................................. 21
2.4 The Church of Darran .......................................... 7 6.2 The NPCs ............................................................. 21
2.5 The Tayan Liberation Front .................................. 8 6.3 The Settings ......................................................... 22
2.6 Demographic Chart ............................................ 8 6.4 The Task ............................................................... 22
6.5 Encounters .......................................................... 22
3.0 ADVENTURE: WELCOMING PARTY
3.1 Background Data ............................................ " .. 9 7.0 ADVENTURE: LAST DITCH
3.2 The NPCs ............................................................... 9 7. 1 Background Data .............................................. 25
3.3 The Settings ......................................................... 10 7.2 The NPCs ............................................................. 25
3.4 The Task ............................................................... 10 7.3 The Settings ......................................................... 26
3.5 Encounters .......................................................... 12 7.4 The Task ............................................................... 26
7.5 Encounters .......................................................... 27
4.0 ADVENTURE: LIFE DURING WARTIME
4.1 Background Data .............................................. 13 8.0 GAMEMASTER AIDS
4.2 The NPCs ............................................................. 13 8.1 Interstellar Distances Chart ............................... 28
4.3 The Settings ......................................................... 14 8.2 Toyah Port ........................................................... 29
4.4 The Task ............................................................... 15 8.3 Darran Province Star Chart ............................... 30
4.5 Encounters .......................................................... 15 8.4 Geosphere Record: Capella 11:1 "Tayah" ........ 31
8.5 Toyah Encounters Table .................................... 32
8.6 Vehicles Summary Table ................................... 32

CREDITS
DeSigner/Author: Tod Foley Playtesters: Michael Brown. Randi Dee Brown and Adam
Editor: Leo LaDell Dardek
Series Editor: Terry K. Amthor Editorial and other Contributions: Terry Amthor. Ronald
Editorial Contributions: S. Coleman Charlton Carnegie, Dave Cochran, Donn McGee, and my abso-
Art Direction: Rick Britton lutely invaluable playtesting team.
Cover Art: Walter Velez Psychic Support: Randi Dee Brown. Adelle Somersall and the
Cover Graphics: Bart Bishop fabulous Mary Whitney.
Interior Graphics: steve Sullivan
Interior Art: Jason Waltrip Special Contributions: Deane Begiebing. John Ruemmler,
Jessica Ney, Kurt Rasmussen, Bill Covert. Peter C. Fenlon,
Page DeSign and Layout: Leo LaDell
Rob Bell, Kevin Barrett, John Breckenridge, David Johnson,
Production Manager: Kurt H. Fischer David Anderson. Bruce Neidlinger. Marc Rainey. Becky
TypeseHing: FASA Pope, Shedis P. Lotus III. and Swinky.
Production: Eileen Smith. Paula Peters, Bill Downs, Lorry
Brook.

Dedication:
This work is dedicated to all warmongers everywhere - may their reign of fear dissolve and leave them friendless and
hopeless. The rest of you - keep working. L.U.X. - T.F.

Copyright © 1988 by Iron Crown Enterprises ... all rights reserved ... no reproductions without authors' permission.
Produced and distributed by Iron Crown Enterprises. Inc. P.O.; Box 1605 Charlottesville, VA. 22902
ISBN 1-55806-020-.0 Printed 'In USA. First U.S. Edition, Nov. 1988. STOCK # 9104
STAT CONVERSION CHART
1-100 0100 020 3-18 2-12
GUIDELINES Stat Bonus Bonus Stat Stat
Welcome to House Darran, site of Iron Crown Enterprises' latest exploration of the 102+ +35 +7 20+ 17+
Terran Empire, and a hotbed of political and military activity. The sequential adventures 101 +30 +6 19 15-16
detailed herein are designed to introduce the Players to Darran Province in a step-by-step 100 +25 +5 18 13-14
fashion, essentially entwining their characters further into the campaign environment, and
ultimately yielding a behind-the-scenes look at an Imperial Province in the midst of a 98-99 +20 +4 17 12
violent political upheaval. Although Darran Province has been placed just inside of Frontier 95-97 +15 +3 16
Zones 5 and 6, with a small amount of modification this Adventure Module could take 90-94 +10 +2 15 11
place anywhere within (or without) the Empire. 85-89 +5 +1 14 10
War on a Distant Moon is presented in four basic parts. Section 1.0 provides guide- 75-84 ;-iJ +1 13 9
lines regarding the use of the Module. Section 2.0 is a general reference source, detailing 60-74 0 0 12 8
the significant peoples, places, and events which shaped (and continue to shape) Darran 40-59 0 0 10-11 7
Province. The third part is comprised of the Adventures - Sections 3.0, 4.0, 5.0, 6.0, and
7.0. As mentioned above, they are designed to be played in consecutive order, as their 25-39 0 0 9 6
chronological sequence is important. Finally, Section 8.0 contains all necessary Game- 10-14 -5 -1 7 4
master Aids and maps. 5-9 -10 -2 6 3
3-4 -15 -3 5 3
1.1 The Gamemaster should have read the 2 -20 -4 4 2
HANDLING PLAY entire Module before beginning play, as -25 -4 4 2
The Adventures, taken as a whole, some events which occur at early pOints in
the story will be explained/clarified later on,
1.3 _ _ _ _ __
comprise a sort of loose, short-term
Campaign setting (Darran Province), and and these explanations should be borne in
are meant to be undertaken by a group of (the GM's) mind from the outset. GAME MECHANICS
Player Characters which will remain rela- 1.2 _ _ _ _ __ The following sections detail the game
tively stable throughout the course of the simulation of various circumstances and
Module (there are, of course, untimely ADAPTING THIS MODULE maneuvers, coded for the GM's ease.
deaths, and the Gamemaster should ar- TO YOUR GAME
range things so as to allow the introduction 1.31 DIFFICULTY LEVELS
of new Players or replacement characters This Module is designed for use with Representing the relative ease or
whenever (a) it is logical in terms of plot- ICE's Space Master rules, but is easily difficulty inherent in any particular problem
line, and (b) it does not unbalance the adaptable to other SFRP game systems. All or maneuver attempt, Difficulty Levels
game. As the Players proceed through the statistics are presented on a closed or translate in game terms into a bonus or
Adventures, learning more about the Pro- open-ended scale of 1-100, and all maneu- penalty which is applied to the dice roll
vince and its inhabitants and watching the ver modifiers stated are cumulative with made for the task. Often, the GM will have
political revolution take form, the chal- the characters, own skill or stat bonuses. to decide upon the appropriate Difficulty
lenges they are called upon to face will in- Only percentile dice (d100) are required. Level to assign to a task suggested/
crease in difficulty. It is incumbent upon 1.21 CONVERTING HITS, attempted by the Players. This Mod is
the Gamemaster to award Experience cumulative with any skill bonuses, stat
BONUSES AND MODIFIERS bonuses, and miscellaneous modifiers
Points at the end of each Adventure or
game session, as any characters fortunate The concussion Hit Point figures given applied to the situation. A "Static Maneu-
enough to raise levels within the Module herein are meant to represent only general ver" requires a net roll of 101 or higher in
should certainly be rewarded for their ef- loss of stamina due to pain and system order to succeed, while a "Moving Maneu-
forts (they will find the extra level very han- shock. Characters at zero Hit Points are not ver" is checked against the appropriate
dy). The first Adventure is designed for use dead (Of course, they aren't moving, maneuver table column.
with Slightly experienced characters, levels either.). Notable wounds and damage are The Basic OL's are:
two through five, who have gained some referred to as Critical Strikes. If your game
system makes no such distinction, Routine ............................... +30
small amount of recognition/reputation. Al- Easy .................................... +20
though it should not be expected as a rule, characters' Hit Points should be doubled,
or the amount of damage taken be halved. Light .................................... + 10
it is possible for a well-played character to Medium ................................. ±O
raise one level in each of the Adventures. Bonuses and modifiers: If converting to Hard ..................................... -10
The Adventures are presented in the a scale of 1-20 (or 3-18), each +5 shown Very Hard ............................ -20
standard format. Backround Data describes herein equals a +1 for your system. If Extremely Hard ................... -30
the basics of the Adventure and primary converting to a scale of 1-12, each +8 Sheer Folly .......................... -50
motivations for the characters involved. equals a +1 (round to the nearest). Absurd ................................. -70
NPCs provides descriptions of all promi- 1.22 CONVERSION CHART Insane ................................ -1 00
nent Non-Player characters, including their The following chart may be used to
stats. Settings describes and/or maps the convert our 1-100 figures to numbers
Adventure site(s). The Task includes notes suited for your game system.
on starting the Adventure, as well as PC
aids, obstacles, and rewards. Encounters
covers probable or imminent meetings
between the PCs and NPCs.
2
1.32 TASK ABBREVIATIONS
A ''Task'' is any game situation which
requires some sort of die roll to determine GENERAL INFORMATION:
the degree of success or maneuver result
(either Static or Moving). There are six DARRAN PROVINCE
kinds of Tasks, and each is associated with "At a certain stage of their development, the material forces of production in society
a given maneuver table or process, as come in conflict with the existing relations of production, or ... with the property relations
noted below: within which they have been at work before. From forms of development. .. these relations
CN '" Construction Project (CONSTRUC- turn into their fetters. Then comes the period of social revolution."
TION AND RESEARCH CHART) - Karl Marx, Contribution to the Critique of Political Economy
MM ",Moving Maneuver (PERSONAL
MANEUVER CHART) CURRENT RULER: Viscount Mandarr
RP '" Repair Project (MALFUNCTIONI Egreth Usri Darran (Imp 436-) House Darran gives the Province the
REPAIR CHART) HOMEWORLD: Capella I "Croix" economic edge it needs to remain
RS '" Research Project (CONSTRUCTION [+ 14+61+2] solvent, much to the aggravation of
AND RESEARCH CHART) Houses such as Colos and Carlisle, who
POLITICAL ALLIES: The Imperium, Devon, (for different reasons) would desire to
SM = Static Maneuver (STATIC MANEUVER Minor Clan Detzeer
TABLE or modified 101 +) see otherwise. (The Colosians, desiring
OPEN ENEMIES: None the Darranian systems themselves, have
VM = Vehicular Maneuver (VEHICULAR GENERAL COMMENTS: Small and very long held that the Church of Darran
MANEUVER AND ASTROGATION TABLE) loyal to the Imperium, House Darran is ought not to be recognized as a Royal
Tasks presented in this text are recorded administered by a religious order called Family at all; while House Carlisle merely
in the following abbreviated fashion, the Church of Darran, which holds sway disagrees with Darranian internal policy,
consisting of three parts: over an indigenous Humanoid I race (the and refuses to do business with the
1) The first two letters indicate the Task Tsorosians). In recent years, the House Church.) The actual market value of the
Type, as shown above. This is followed has been shaken by recurrent (and Darranian Monit fluctuates almost daily,
by a slash (f). escalating) civil disturbances, and has but usually remains somewhere between
2) The second abbreviation indicates the had its hands 'too full to engage in much 0.76 and 0.95 Imperial Monits.
skill or stat(s) used to modify the dice interProvincial subterfuge. These internal The obvious cause of the Province's
roll. This is followed by a colon (:). difficulties have at last forced the Church Monitary instability is an ongoing
3) The last letter indicates the Difficulty of Darran to request Imperial aid. working class revolt which has crippled
Level of the Task. It is always the initial One of the least powerful Royal Provincial extraction and production
letter of the DL "name", except that "X" Houses of the Inner Sphere, House capabilities. The rebel activity began
is used for "Extremely Hard" ("E" means Darran has nevertheless enjoyed a within the first year of Viscount Usri's
"Easy"). Some examples: position of Imperial favor ever since its reign, and has always centered around
inception in Imp.152. Darran Province is the moon Capella 11:1 "Tayah" (foremost
CN/CybT:H (a HARD Construc-
a major regional supplier of basic and of House Darran's producing territories
tion Project modified by
refined foodstuffs, ores and natural and HomeWorld of Minor Clan Tsoros).
Cybernetic Technics skill)
building materials, and maintains its Over the last decade, revolutionaries
SM/ME:E (an EASY Static economic rating with MERLOGH only by calling themselves the Tayan Liberation
Maneu-ver modified by Mtmory exporting the vast majority of its Front ("TLF") have attacked and seized
stat) extracted resources. These resources scores of major installations and arable
are, of course, obtained and processed territories, many of which now provide
MM/ST&AG:L (a LIGHT Moving by the Darranian working class (which is food and much needed supplies for the
Maneuver modified by Strength comprised largely.of Tsorosians). Many rebel forces. The Darranian Provincial
and Agility stats averaged; of the supply shipments which supported Guard (the House's own defense force)
always average mixed mods the original advances into Frontier Zone has been tripled in size, and the Emperor
unless otherwise stated) Five were provided for the Imperium by has sent arms and supply shipments to
Darran Products (the corporate arm of the Church, but the resistance has grown
the Church of Darran), and the Province as well. It is believed that the TLF has
still sends shipments to the Imperial some assistance in the form of Colosian
colonies within the Zone. Houses Devon military equipment, but this charge has
and Jade-London both engage in regular yet to be substantiated (House Colas is
exchange with Darran as well - in fact, it incensed at the accusation). In any case,
has been theorized that the Church's although the scale of the conflict (and the
emphasis on production and exportation civilian death toll) has increased expo-
of basic goods has forced it to become nentially, neither side has been able thus
dependant upon other Provinces for its far to inflict permanent damage upon the
technology (most of which comes from other, nor to breach the other's commu-
these two Families, or from the Imperium nications networks.
itself). The "favored" status enjoyed by

3
Prelmp.7842 - The Capella colony is cut Imp.451 - The bellevolent reign of Vis-
off from the rest of humanity as it is count Shamus II Darran (Imp.423- 468)
struck by the Universal Technological creates a period of (relative) harmony,
Recession. Eventually, they will lose and the Church investigates several
almost all of their scientific knowledge, claims of industrial negligence against
reverting to a rather primitive lifestyle. its own subdivisions.
These simple folk are the forebearers of Imp.468 - Shamus II is poisoned and dies,
the modern-day Tsorosians. leaving no heir ascendant. The Emperor
Imp.144 - As Imperial interest in FZ5 places Mandarr Usri Darran on the
heightens, the Emperor is approached Provincial throne.
by Vilgra Darran, a doctor of political Imp.469 - Taxes are raised throughout the
science who has devised a social Province in order to provide funds for
scheme for the creation and mainte- the House's defense force. Later that
nance of a productive planetary year, the TLF arises, taking seven
workforce through quasi-religious Church Verbum (miSSionaries) hostage
teachings. The Emperor is impressed, for over five months.
and Darran's project is implemented. Imp.470 - Viscount Usri sends delegates to
Imp.152 - The Logum (leaders) of the negotiate with the rebels, who agree to
Church of Darran are declared nobility, release the hostages in exchange for
and are granted Search and Settlement seventeen political prisoners (all
rights. Later that year, they discover the Tsorosian). The exchange is made.
Tsorosians, and claim the Capella Imp.471-present - Uprisings turn to
system. warfare as the TLF grows and becomes
Imp.160 - The Tsorosians, having accepted better organized. The Church asks for,
the Church doctrines with little diffi- and receives, Imperial aid shipments on
culty, are granted Integrating status. an annual basis, while the rebels receive
Darran Products begins purchasing covert shipments of arms and supplies
huge tracts of Tayan land at ridiculously from unidentified sources.
low prices. The first Tayan industrial 2.2 _ _ _ _ __
complex is built. Many more follow.
Imp.209 - Darran Province is granted SYSTEMS LISTING
acquisition of the Aquirre system for
their assistance in FZ5. Tayah Port is Cosmographically speaking, Darran
completed, and the Tsorosians reach Province consists of three stellar systems,
subsidiary status. one of which (the Capella system) contains
two major planetary settlements. The
Imp.299 - An influx of Imperial colonists
following sections provide detail on these
boosts the Province's population (still
four sites of interest.
over 40% Tsorosian), and settlements
arise throughout the Capella system. 2.21 CRO'X
Imp.308 - With production at an aU-time System~ CapeHa G2 II
high, the Tsarasians argue for, and Planet: Capella I "Croix"
receive, independent rule of Tayah, Province: Darran
becoming a Minor Clan (although most Status: Provincial HomeWorld
of the moon's surface is still owned by Population: 8970
the Church of Oarran). Productivity: 2.7%
Imp.412 -Industrial waste and energy Production Emphasis: Specialty
2.1 shortage problems begin occurring on foods, Media
TIMELINE Tayah. Rating: Producing
The following section sketches out a Imp.440 - Boban Tsabano, a Tsorosian Circumference: 14100 km
brief history of Darran Province, much of spokesman who advocates acts of civil Gravity: 0.7 x Terran norm
which will be learned by the Players disobedience, becomes a public figure Natural Satellites: 2
throughout the course of the Module. Not (inadvertently sowing the seeds of the Day: 18.2 std hour~
all of this information is general knowledge yet unforeseen Tayan revolution). Year: 169.2 std days (232.4 local
- the GM should consider the source when Imp.448 - The Church imposes martial law days)
providing any historical data. on Tayah, leading to the Great Tayan Atmosphere: 18/73/6% oxygen/
Riot. Later, the Church takes resistance nitrogen/carbon dioxide
Prelmp.9582 - A group of Terran cryo-
organizers to the GCH, pressing Hydrosphere: 23%
colonists sets off for the Frontier in a
charges of conspiracy and trespassing. Climate: Hot/Arid
sublight vessel.
Harsh penalties are enforced upon the Mean Temperature: 40 deg. Celsius
Prelmp.9496 - The colonists reach the Biosphere: Complex native flora and
Capella system, settling on Capella 11:1 striking Tsorosians, and production
quotas are increased. nonsentient fauna
"Tayah". Mining and farming installa-
tions are set up.

4
Discovered and settled in Imp.152 by 2.22 TAYAH sent out regularly from Croix. Upon the
the Church of Darran, the innermost of System: Capella G2 II roadways there aretheelectric buses of the
Capella's six planets is a fertile desert-like Planet: Capella 11:1 "Tayah" Tayans (cells charged via solar panels on
world which nevertheless supports a Province: Darran (Supervising the roof), great linked lorries carrying tons
complex hydrocarbon-based ecosystem. Government) of mined ore, GEM and Grav vehicles
Most Croixan creatures are small insects Status: HomeWorld of Minor Clan driven by Church Verbum and Darran Pro-
and thick-skinned, furless "mammals" (few Tsoros, Darranian colony world ducts administrators, and various types of
locallifeforms are dangerous). The plants Population: 9,867,000 robots. Unlike Croix, Tayah is crawling with
of Croix have developed all manner of Productivity: 53.4% robots - mostly of the Service and Mech
interesting means of accumulating and Production Emphasis: Foodstuffs, Interface variety, and specially fitted for
storing water (which exists in greater are, Textiles, Lumber their application/skill (ie; tunnelling, ore
quantities underground than on the Rating: Producing/Minor Clan evaluation/extraction, cargo loading, etc).
surface). Arable land is s~attered around Circumference: 33500 km The surface of Tayah is dotted with
the planet in patches, and much of it Gravity: 1.4 x Terran norm excavation sites and refining facilities,
remains untamed. Day: (Lunar Rotation): 38 std hours apartment communities and fenced off
Under the religious rule of Church Lunar Orbit: (Around Planet): 84 std agricultural regions, but much of the moon
Darran, several areas of the planet have days is still in a wild state. Far from the major
been built up into full-scale modern Planetary Orbit (Around Primary): bodies of water and built-up areas lie
communities. In these areas, the technol- 367.2 std days (241.6 local days) tangled forests and dry, rocky chaparrals.
ogy level is just slightly behind the rest of Atmosphere: Thin; 17/68/10% Here, the native animals are more abun-
the Inner Houses. The Imperial traveler will oxygen/nitrogen/carbon dioxide dant, and the terrain more difficult - in
notice a marked lack of rolJots and Hydrosphere: 30% (including large these distant and sparsely populated
androids on Croix - this is because Vis- south polar icecap) regions the rebel forces conceal their bases
count Usri has a personal aversion to such Climate: Cool/Wet & Dry (alternating of operation.
constructs, and they are only used for seasons) Orbital facilities above Tayah include an
tasks which cannot be performed by men Mean Temperature: 5 deg. Celsius Orbital Station (150 staff, capacity for 50
\tne ~ine ~m bringing a "mechanoid" off Biosphere: Complex native flora, sen- guests), a planetary survey and disaster
ship on Croix is 1000 EI). tient & nonsentient fauna (Tsoro- warning beacon, a manned trajectory
Besides the (relatively standard) Space- sians believed to be indigenous, or control satellite (the Church controls the
faring Port, Croix's major installations Harbinger "seedlings") Spacefaring Port on Tayah - pilots must
include the Royal Darranian Palace and Tayah was discovered in IMP.152 -the sign over controls as on Croix), dozens of
Church of the Divine Process, the corporate year the Church moved into the Capella media satellites, and a Church emergency
headquarters of Darran Products, the stu- system - but its history reaches back quite supply pod containing disaster/rescue
dios of the Darran Media Network, and the a bit further than that. The original Human equipment and freeze-dried foods.
Croix museum of Provincial history. Many inhabitants were a group of colonists who
large estates ring the built-up areas, some were cut off from the rest of mankind by
2.23 SHERR
containing upwards of fifty square kilome- the Universal Tech Recession, and eventu- System: Aguirre MO I
ters. It is considered fashionable on Croix ally forgotten completely. Then, as now, the Planet: Aguirre IX "Sherr"
to cultivate rare and exotic flora and fauna. weather on Tayah was quite oppressive, Province: Darran
Strange beasts and plants from many and a large number of dangerous non-sen- Status: Active mining colony
worlds can be seen within the walls of the tient lifeforms roamed wild (today, most of Population: 6,125,000
estates (or within domed "pseudo- these beasts have been killed off, or moved Productivity: 9.9%
environs" created to simulate the lifeforms' into enclosed wildlife preserves). As living Production Emphasis: Ores and
natural habitats). conditions were difficult, and technology Radioactives
Orbital facilities above Croix include a was both distrusted and in short supply, Rating: Producing
standard Orbital Station (80 staff, capacity the colonists turned to simple, group- Circumference: 28500 km
for 50 guests); a manned trajectory control oriented survival techniques. The low-tech Gravity: 1.75 x Terran norm
satellite (all takeoffs and landings are lifestyle adopted by these ancestors of the Natural Satellites: None
performed by these representatives of the present-day Tsorosians is still prevalent on Day: 182.3 std hours
Tayah, and the highly interdependent social Year: 512.282 Imp.years (25290.94
Church: failure to comply results in a fine
of no less than 2500EI); and an Imperial structure created out of necessity made it local days)
possible (even easy) for the first Darranian Atmosphere: Thin; 12/60/8% oxygen/
Fleet Supply satellite (automated and
heavily defended, containing arms, Verbum (missionaries) to convince the nitrogen/helium
ammunition and "atmospheric defOliants"). Tsorosians of the plausibility of Church Hydrosphere: Nil
Ships approaching the planet will be hailed doctrine (see Section 2.4: The Church of Climate: Arctic/Arid
from the trajectory control satellite for Darran). Mean Temperature: -5 deg. Celsius
Biosphere: No indigenous lifeforms
passage code verification and landing Today, most Tayans live in large apart-
procedures ("Transfer all Astro/Pilot ment complexes built for the locals by the Discovered in Imp.203 by an Imperial
functions to Croix control, Microfreq 188.6 Church. Roadways, bridges, aqueducts and exploration vessel, the ninth of Aguirre's
or tight-beam laser rig"). Both of Croix's all industrial installations (the only really ten planets was soon found to possess an
rocky moons ("Kelek" and "Mearsda") modern tech on the moon's surface) are abundance of mineral and radioactive ores.
support mining installations. maintained by the Church as well, by teams

5
The system was held up in Prospecting Darranian citizens prefer to handle their Currency: Monits are small rings
status until Imp.209, when His Majesty grievances through the formal channels composed of a part-titanium alloy,
granted it to House Darran in gratitude for established for that purpose by the Church often worn strung under clothes on
their support of the drive for FZ5. Within of Darran, and trust the Church's defense a decorated belt called a "Sirtash".
fifteen months the barely tolerable planet forces to succeed in doing their job. The Housing: "Ekreets"; large, round
was promoted to Developing status. By late local attitudes and lifestyles represent a apartment buildings, 3-8 stories
Imp.215, the Church of Darran had built good cross-section of the Imperium as a high, built around wide central
three extracting and refining installations whole - these people are the typical mass courtyards.
on Sherr, classifying the world as a of relatively mindless and mediocre worker/ Diet: Wide variety of Provincially-
Producing colony. For twenty-three years consumers. Their lives are complicated produced foods, mostly vegetables
mining was done by massive geoforming only by the near-constant warfare between and sea/lake food.
drones, assisted by enviro-suited and grav- the Provincial Guard and the TLF, for each WorShip: In the Darranian religion,
belted miners (colloquially referred to as year more and more of them are taken The Ideal is transient, modular, and
"rockmites"). Eventually the three installa- hostage by rebels or eradicated in "defen- (importantly) unconscious - that is
tions were enclosed by domes (to ward off sive raids.' The situation is not without its to say, totally subjective. The Divine
the insidious rays of Aguirre as well as to side effects - because extended living can be experienced but never
provide a regulated, breathable atmos- under such stressful conditions creates an analyzed, for it ceases to be when
phere). Since then, three more such mine- almost intolerable state of nervous tension, objectivity is applied to it (see
domes and a Spacefaring Port have been the Darranian birthrate has risen 115% in Section 2.4: The Church of Darran).
added to the planetscape. the last five years. Tech: Low average Imperial level (no
Today, the mines use controlled laser It can be seen that this last trend will Mods).
burst, and they are worked by humanoid eventually instill a degree of homogeneity Media/Art: All prized arts are live, solo
and robot alike; the extracted ores are to the Province, but there is another, more performances. The most "artistic"
hauled in gigantic "Craters" - huge, tracked powerful (and older) bonding force at work performers are those who please
drones which slowly and perpetually roll here. To one degree or another, most the most people, so even "High Art"
back and forth between the refining center Darranian citizens are indeed followers of is unsubtle, unoriginal and usually
and the currently active mine mouths, the Darranian religion - Tsorosians comic.
carrying up to 100 tons of ore in their included (see Section 2.4: The Church of Xeno Acceptance: Routine (+30)
enclosed, rad-shielded cargo holds. The Darran). There is no functional separation 2.32 RACIAL DESCRIPTION:
mines operate at all times, and pull of Church and State - the Viscount is the
between twenty-five and thirty million tons Provincial liege, chief political executive
MINOR CLAN TSOROS
per Imperial year. The miners, families, and Grand Logus of the Church. Many Homeworld: Capella 11:1 "Tayah"
Church Verbum and other citizens live in aspects of Darranian culture, business, Basic Type/Form: Humanoid 1
smaller domes alongside the mines. These behavior and administration, regardless of Racial Statistics: As per Humanoid I
"Civ-domes" are, in effect, small cities. ethnic "flavor", may still be seen to have Background Picks: 3
Sherr Port is also enclosed, its visitors and arisen out of basic Church doctrine. Racial Origin: Pre-Recession cryo-
staff separated from the outdoor landing colonists from Terra (this is not
bays by airlock systems. 2.31 RACIAL DESCRIPTION: common knowledge - they are
HOUSE DARRAN believed to be Harbinger descen-
Three standard Orbots circle Sherr, dants).
protecting large (5000 ton) cargo drones, Homeworld: Capella I "Croix"
Basic Type/Form: Hominoid mix; Political Structure:Patriarcna\ monar-
and a manned trajectory control satellite chy supportsd by a publicly elected
waits to handle planetfall if desired (due to 88% Human
Racial Statistics: As per Race council of regional/special interest
the large number of independent miners representatives.
and foreign investors who visit Sherr, Background Picks: 4 (At least 1 must
be spent on Status) Social Structure: As House Darran.
compliance with the Church landing policy Military: None, legally (being a Minor
is not mandatory here). Racial Origin: Followers of the
Clan), but many have illegally
2.3 _ _ _ _ __ Church of Darran, the teachings of
obtained arms and have become
which were designed to create an
interdependent workforce. revolutionaries.
CULTURES OF DARRAN Political Structure: MonarchyfTheoc- Language: A mixture of old Terran
PROVINCE racy supported by a central oligar- English and Darpait, known as
chy of "Logum" (priest-lords). "Ambatsya" (and discouraged by
Due to the large number of Imperial
Social Structure: Extended, patrilin- the Church of Darran).
colonists who have over the years immi-
eal families, with a strong "serve thy Currency: Imperial Monits (though
grated to House Darran, the Province lacks
neighbor" ethic (instilled by Church many use locally stamped silver
the sort of ethnocentric culture which is the
doctrine). ingots called "Kaba" - this is an
earmark of many Inner Houses. Instead,
Military: Fairly large and extremely illegal practice).
the society is sort of a "melting pot" in
loyal (though undertrained) volun- Housing: As House Darran (low-rent
which might be found smaller subgroups
teer army and starmada (Imperial & ekreets built by the Church).
of just about any other ethnic/Provincial
Devonian equipment). Diet: As House Darran.
background. These people are primarily
Language: A designed tongue called Worship: Most follow the Church's
working-class citizenry, and some of them
"Darpait" (created by the Church 'of teachings, but the old Tsorosian
have joined the rebel forces (which are
Darran). beliefs were animistic - some few
predominantly, but not exclusively,
still follow these traditions.
Tsorosian). The TLF notwithstanding, most

6
2.4 _ _ _ _ __
Tech: Stunted into dependence on the and highly interdependent SOCiety. The
Church; all Tech & Sci Tasks are at desired effect has indeed been achieved
- 50%, and are one Difficulty Level THE CHURCH OF DARRAN on the individual level- most Darranians
higher than standard. In Imp.144, the brilliant political scientist are so hopelessly dependant upon the
Media/Art: As House Darran, plus Doctor Vilgra Darran (Imp.92-178) pre- Church and other people that they could
some vestigial folk-crafts such as sented His Imperial Majesty with an outline not live for long without their accus-
carving, painting, weaving, for a long - term sociological experiment tomed support - but it has ultimately
glassbloNing, etc. which could be performed on a Provincial failed on the group level, as the mere
Xeno Acceptance: Light (+ 10); scale. The purpose of the Darran project existence of the TLF amply proves.
Curious but wary of strangers was to harness and control the cultural drift The Church's corporate division, Darran
(especially aliens). tendencies of a subject population via Products, manages all Provincial extrac-
quasi-religious teachings and propaganda tion, production and trade; it is the only
campaigns, thereby creating a perfectly Darranian corporation. Local offices and
effective and interdependent workforce. outlets can be found on all planets and
The "Church" of Darran was almost stations within the Province, and the
immediately granted go-ahead status, and corporate headquarters is located on Croix.
members were selected for the original The chairman of Darran Products is elected
Inner circle of Logum. Throughout the next by the Church Logum, and serves an
eight years, the basic tenets were laid out indefinite number of five-year terms.
and refined as research continued. In Presently, this position is held by Neo-
Imp.152 the Logum of the Church were Logus Eldel Trafke.
declared Nobility by the Emperor, and The Inner Circle of the Church is
granted Search and Settlement rights - the
comprised of the NeoLogum, chief of
rest is history (see Timeline).
whom is the Viscount himself. They are an
Darranian Church doctrine is nothing elitist group, fully aware of the deSigned
new - mostly a rehashing of ancient Judeo- nature of the Church doctrines (although
Christian ethical belief systems - but it they do generally hold to the teachings - at
does include one major twist: the Uncon- least out of decorum). Most of the es-
scious Divinity concept. This singular belief teemed individuals reside on Croix, either
is the cornerstone of the Darranian in the Palace itself or in the great estates
teachings, and doubtless the single most which dot the beautiful planetside. When
powerful tenet of the Church. The idea is acting in any official capacity, Inner Circle
that the Divine is a universal process, members tend to use an extremely formal
which plays out its nature by manifesting and convoluted speaking style. This
reality; people, places, things, events, and "Church Rhetoric" is noted for its cool
information. Intelligence is seen as a pOliteness and rigid grammatical rules,
survival tool which many species have even as it is criticized for its frequent (and
adopted, but its rigid logic and demanding purposeful) ambiguity. Those who deal
curiosity preclude it from ever grasping the with the Inner Circle are well advised to
Divine - in fact, Divinity (in its "true" form) bear this in mind during interactions-
ceases to exist as soon as it is questioned breakers of protocol will patronized at best,
"objectively". In short, "If you ask, you and negotiations might be terminated due
can't understand.' During the reign of to the visitors' 'inability to conform to writ.'
Viscount Ulran (Imp.206-262), this concept The Circle goes to no great length to
was given yet a sharper twist. Ulran, a mel- educate the public as to the proper use of
ancholic and melodramatic individual, had Church Rhetoric. Tsorosian delegates to
examined the Church tenets and reinter- the Palace are frequently expelled from the
preted them in a now classic work entitled Halls of Hearing due to this technicality.
Reflections of Perfection. "If the Divine
exists everywhere but in the sentient
observer," wrote Yulran, " ... one must serve CHURCH HIERARCHY
one's neighbor before and above one's Viscount Darran
self.. .. " This altruistic belief has since crept Inner Circle (NeoLogum)
into virtually every aspect of Darranian ------- ..

social relations. It is known in colloquial Logum Verbum


terms as the "Serve Thy Neighbor Ethic". (Parish Leaders) (Missionaries)
------_._----

NOTE: The Ethic is not applied to Dastedi Tactedi


"Dactra" - nonbelievers - or to any alien (Acolytes) (Local Assistants)
(non-Hominoid) races whatsoever. It is
basically an internal means of redistribut-
ing work effort which (in theory) should
come full circle, creating a closely-knit

7
2.5 In Imp.440, a wise and charismatic Several hundred 1sorosians and non-
leader arose from the ranks of Clan Tsoros; Tsorosian sympathizers, outraged and
THE TAYAN LIBERATION a theologist, philosopher and public terrified, gathered in the ruins of a Darra-
FRONT speaker named Boban Tsabano, who nian factory. Their cause was plain: the
When tlJe Darranians first came to preached the doctrine of passive resistance total liberation of the moon Tayah from the
Tayah, the Tsorosians were a naive and as a means of regaining control over political and corporate control of any and
struggling race, possessing only the Tayah. Tsabano was rumored to have been all non-Tayans. An anti-Darranian propa-
rudiments of civilization. Their technics a Telepath in addition to his other accom- ganda campaign was launched, word
level had fallen so low that even the most plishments, and for seven years he rallied spread through the Tayan underground and
routine planetary phenomena were and spoke, leading his legions of advocates recruits were located, emergency stock-
attributed to "the Gods", and Gods were to create chaos for the Church. Public piles were cached away, and the movement
everywhere - animals, plants, people, the demonstrations, marches and sit-down grew. In Imp.469, the TLF officially
forces of nature - each of these things had strikes kept the Defense Force's hands declared war upon House Darran by taking
(or was in itself) a God, and each God had busy and the Church's jails overflowing. seven Church Verbum hostage. The
its own methods and desires. It is not Tayah's production rating dropped almost hostages were later exchanged for seven-
difficult to see why the first representatives 70%, and the Church reacted violently, teen Tsorosian activists who had been held
of the Church to land here were considered declaring Provincial martial law within its by the Church for conspiracy, and the five-
supernatural beings of some kind by the Tayan territories. A bloodbath ensued, month drama drew Empire-wide media
"backward" Tsorosians. The impressive during which over four thousand Tsoro- coverage. The TLF ranks swelled again,
technical gadgetry and medicinal know- sians were killed for trespassing, and although several factions had already
ledge displayed by the Church Verbum only thousands more rioted in the streets and splintered off from the main group.
served to enhance this impression, and the vandalized the Spacefaring Port in what has Today, the Tayan Liberation Front is
Darranians made good use of their "deific" become known as The Great Tayan Riot. comprised of dozens of smaller factions,
status. It did not take long for the Tsoro- Amidst the furor Tsabano disappeared, each with their own means and methods.
sians to grasp the basic tenets of Church never to be heard from again. Later that Most such groups keep in contact with the
doctrine, which they considered them- year, the Church pressed charges against others via shortwave radio and microfreq
selves to be the fortunate recipients of hundreds of Tsorosian activists, taking ham sets, or actually send runners between
(thanks to the "Starmen" of Darran). their cases to the GCH. Once again, the the settlements. Having seized enough
Through the years, the Tsorosians were Tsorosians found themselves without legal installations to produce their own food,
gradually brought up to the comparatively recourse. Since the disputed lands be- they have also managed to locate an
sophisticated technics level which they longed to the Church, any actions under- outside source of armaments, and carry
today possess, and eventually the Church taken on said lands against the Church's out regular guerilla warfare maneuvers on
representatives were no longer thought of desires could indeed be considered an almost daily basis. Now numbering in
as supernatural beings. However, since the Provincial crimes (to be adjudicated by the the hundreds of thousands, with millions of
Church still held a position of political and Darranian court). Needless to say, the nonmilitant sympathizers both within and
technological superiority, it was still Church prosecuted to the full extent of its outside the Province, the "rebel band" has
respected (and feared) by the Tsorosians. own capability, and by Imp.448 the first become a serious force to be reckoned
The opinion of the Church was more Tayan resistance movement was little more with.
weighty, the wisdom more profound, than than a painful memory. 2.6 _ _ _ _ _ _.
that of a Tsorosian - the word of the Political tension eased during the reign
Church was tantamount to law. Such was of Shamus II, and several important DEMOGRAPHIC CHART
the state of the Province for nearly three executives were removed from their
pOSitions in Darran Products as a result of The following table indicates the
centuries. demographic breakdowns (by percentage
By Imp.412, the Tsorosians had reached Tsorosian complaints. Production quotas
were relaxed somewhat, and Tayah Port figures) of all settlements and populated
Minor Clan status, and were no longer constructs within Darranian space.
considered simply a colony of the Church. was rebuilt. The assassination (by poison-
ing) of the benevolent ruler came as a Population totals are assumed to have been
They began to manage more of their own rounded, but are accurate to within 5%
affairs (still under Darranian "supervision"), shock to the entire Province. Twenty-five
days later the Emperor granted the (plus or minus). "%0" = Darranian, "%1"=
and attempted for the first time to exercise Tsorosian, and "%0" = Other.
some control over the fate of Tayah, which Provincial Throne to Mandarr Usri, a
Darranian general who had served as
was beginning to show signs of environ-
Loc_a~!o~ _ I P~pulati~n O.YoD ~ %TI~/oO
mental destabilization. The Church,
however, had foreseen this eventuality
liaison to the Imperial Marines, and on that
night the Tayan Liberation Front held its Croix : 8,970 88 j 6 6r
from the outset, and had for years been
purchasing huge tracts of arable land from
first clandestine meeting.
c~~~~~-=-_ -1 i2-2,00042j-49~ 9
the Clan (usually at naively-accepted low
prices). When the Tsorosians finally tried to
~~~:::~rb.Stn.j 1,311 ,4~~ !~ I~i 1~
retain possession of these lands, they
found that (according to Imperial law), they
T~y~h__ ~ 9,867,000 23: 71 r6
orb.~tn.j·._.
1
had no legal recourse whatsoever - the Taya_h 150) 90) 61 4
lands belonged to the Church of Darran. Sherr i 6,125,000 I 33: 57) 10
The Tsorosians had become the serfs of
their own HomeWorld.
10.31-- ---t 18,034,(;OOr 281 641 8

8
end. In truth, Shugthra is suffering from a
great deal of stress himself, and relies
ADVENTURE: "WELCOMING PARTY" upon regular doses of tranquilizing meds to
keep from collapsing altogether.
The PCs get their introduction to Tayah, and learn to avoiding making too many
assumptions ... This adventure (being the first in the series) is the easiest to complete, and 3.23 TORATOMA
first or second level characters may safely be used. The PCs themselves should possess Manager of the refugee camp known as
at least a small amount of reputation/prestige/status, or else work for someone who does Havenband and captain of the rebel
(any employer from the Devonian Services to the League of Merchants will do - whoever strikeforce of the same name, Toratoma is
the)' are, they must have engaged in some sort of trade with the Darranian Church on at a devoted and resourceful leader (and the
least one occasion). Professional classes recommended for use with this Adventure originator of the Commtorp plan which
Module include all types, but it is important that the majority of the party be capable of brought the PCs here). He is tall for a
handling combat situations (these incidents will increase in magnitude as the Module Tsorosian (almost 1.65 meters), and is
progresses - let's hope the PCs do ... ). familiar with a variety of fighting forms (he
once "worked" as a ring-fighter on Croix).
3.1 3.2 Although he is capable of killing without
hesitation, Toratoma considers himself first
BACKGROUND DATA THE NPCs a diplomat of sorts - always willing to
The GM should be familiar with the This Adventure, like the rest of those in negotiate rather than fight. He has held
entire Adventure Module before beginning this Module, includes several settings in many jobs for many employers within
play; for this Adventure, the sections on which the PCs might come in contact with Darran Province, and possesses rather
Tayah, the Tsorosians, and the TLF are of a greater number of NPCs than can easily cosmopolitan experience for a Tsorosian
primary importance. be detailed. "Incidental" characters are Tayan - he has actually seen the Darranian
As the open warfare between the TLF usually described as part of the Setting Palace. and knows how the Croixan rich
and the Provincial Guard has escalated, a they can be found in. The NPCs noted here live. He is an intense and complicated
good number of Tsorosian refugees have are those most likely to (or those certain individual, very devoted to his refugee
Deen }eH 'nome}ess and jolJ}ess. Many of 10~ have a major effect on the course of the wards, and willing to take sizeable risks to
tl:w,se d\s~taced t(}tk ha\le migrated t(} Mventure. ensure their survival. His plan for the pes
isolated and hastily arranged camps run by depends largely upon their reaction to the
the rebels, where "retrieved" foodstuffs and
3.21 FIELD MEDIC TSAMITA refugees; he does not plan to kill them
manufactured goods are distributed as best KYAMA outright, but would feel no compunction
possible. Thousands of emaciated and A small but surprisingly strong young over holding them hostage (either for
downtrodden people, hungry and lacking Human (ST 95) with a great capacity for ransom or simply to bring attention to his
proper medical care, gather in these hidden joke-telling, Kyama is also a skilled cause).
enclaves. Their only sources of support are diagnostician and tireless researcher (who
the supply raids undergone by the TLF often spends needless hours double- 3.24 TABRASTO ("OLD ROCK")
fighters on a semi-regular basis. Resources checking the veracity of his findings). His A venerable Tsorosian and master of
at these camps have never been abundant, cool, efficient vyorking manner leaves him "The Ancient Ways", Old Rock (this is a
but those groups which have bartered food when the work ends, releasing an equally powerful title and honorific amongst the
for weaponry are now in an especially adamant social persona. His shoulder- Tsorosians) is the eldest individual at
desperate position. length hair is straight, and its natural black Havenband, and the only one to possess
Recently, due to the fact that both sides color is tinted with a shiny indigo. Kyama is any degree of Psionic talent. He is small,
were awaiting much-needed support and skilled in the use of all field medical pale, almost completely hairless, and totally
equipment, the war has undergone a bit of equipment, having served two years as a blind - none of which diminishes his status
a hiatus. This break has afforded both sides Field Medic for the Devonian "Sabre" in the eyes of the camp whatsoever - and
a chance to heal their wounded and fortify Starmada. He is considered support stays in a nearby hollow which Toratoma
their bases of operation, and to engage in personnel (as opposed to command dug for him. Old Rock claims to have
any side-interests which have arisen. Two personnel) on this mission, and will defer received the ancient teachings from his
weeks ago, a TLF group calling itself to the PCs for all important decisions. father, who remembered the days when
"Haven band" came into possession of a Tayah Port possessed only one landing pad
3.22 LOGUS SHUGTHRA (this would have been about Imp.260), and
nearly gutted vessel which had crash-
landed 2000 km north of Tayah Port. In the MENNAN DAR RAN who sold his 4 hectare farm to the Church
wreckage of the ship, they discovered a A distant member of the Darranian for 980 Monits (modern value) in Imp.272.
functional Communications Torpedo and Royal Family, Shugthra is a reasonably That year, family and friends moved to the
launcher, which they put to quick use. competent Administrator and button- undeveloped forests of what would later be
Drawing authentic names out of old pusher who is in charge of the Darranian known as GeoSector 45. Here, the group
mediadiscs and rumor, they had soon Orbital Station above Tayah. An overweight lived out their days, with Tabrasto eventu-
assembled a false distress message asking Human ("heavy bones - it runs in the ally taking his father's place as the local
for manpower and supplies. The Commtorp Family ... ") with large eyes and nervous tradition-teller, until most of them were
was launched, and the band retreated to fingers, he barely manages to put across killed by a poorly-placed artillery strike
their forest home to await the results ... the impression of power that a man in three years ago. Tabrasto is often very tired
his position should seem to require. He is and he can't speak loudly, or for long. He
hesitant, uncomprehending, and ridicu- usually relates his advices, teachings and
lously dependent upon Procedures, and he tales of the past to Toratoma, who passes
will no doubt frustrate the poor PCs to no them on to the rest of the group.

9
In fact, Tabrasto is Boban Tsabano, the 3.32 TAYAH ORBSTATION The valley is about 100 meters across,
father of the original Tayan revolution. He This is the Orbital Station run by and perhaps 20 meters deep in the center.
retired from public leadership as a result of Shugthra Darran. It has a large regular staff There are small hovels of various design
the failed "Peaceful Revolution" of (mostly Darranian, although Tsorosians scattered everywhere, and one larger
Imp.448, and formed Havenband with help and even a few Xeno-Humans also work wooden structure dominates the scene.
from loyal followers (including Toratoma). here), and handles a good percentage of From this building can be heard the cries of
Many of the refugees here have no idea Tayan export (the customs department the sick and the wounded, as their brethren
that Tabrasto's past is almost entirely occupies the same level as the landing try their best to heal them with primitive
fictional, and believe (like most of the bays). In addition, the Station is tied into equipment. Small Tsorosian children with
Province) that Tsabano was killed by the the local TBD network (Access Tachyon gas-filled bellies and vacant stares meander
Church years ago. The truth of his identity Technology). The minimal security staff naked amongst the stalls, and tiny hairless
will not be revealed to the PCs in this (most able-bodied troops have been sent rodent-like animals called "Vishtra"
Adventure (although they may find out planetside) is tense, and armed with Mk.3 scamper about, nipping at anything with an
later, by other means - see Section 6.5). Assault Stunners. The area carries a 10% interesting smell (this includes almost
chance of encounters every hour (see everything and everyone here). Near the
3.3 Section 8.5: Encounters Table). wooden building there is a great metal
THE SETTINGS stove, made out of scrap parts and fueled
TAYAH ONE with local woodstuffs, which is maintained
3.31 "THE DAPHNE" PRODUCER: Jade Voidmosters by a constant flow of ragged women (these
HYPERSH UTTLE CLASS: Standard Orbital Station women get rather upset if a man ap-
TONNAGE/HITS:50,00Q proaches the stove, and will attempt to
This is the vessel given to the Players by
COMPUTER MK: 200 shoo him away by waving their burly arms
their employer for the duration of the
SENSRs: 10 LY range and shouting).
Darranian mission. It has been slightly
modified so as to permit the carrying of up LASER COMM: 100,000 km range Several decameters north of the camp
to six additional persons and cargo, so TBD COMM: 35 LY range proper there is a small, covered door
things are a bit cramped inside. ARMOR TYPE: CAT 26 leading down to the chamber of Old Rock
(the door is VERY HARD [- 20] to spot
SHIP NAME: The Daphne CREW: 22 Astro, 44 Tech, 20 Secu-
from outSide). Toratoma visits him daily,
PRODUCER: Devon Transtar rity, 12 Admin, 22 Support Staff
and always consults him regarding serious
CLASS: Hypershuttle MAX SUBLIGHT ACCEL: matters, which the old Tsorosian adjudi-
TONNAGE/HITS: 450 5 km/sec/sec (maneuvering) cates by consulting his own authorities -
COMPUTER Mk: 45 SCREENS: +60 his old, handwritten books, local animal
SENSRs: 3 LY range EW: +40 totems, and the powerful spirits of the
LASER COMM: 10,000 km range ARMAMENT: 2 Mk.20 Blast Cannons dead. Old Rock also possesses quite a
TBD COMM: Nil (Side-mounted 360 degree collection of odd stones and talismans,
ARMOR TYPE: CAT 22 turrets) Mk. 15 Explosive Missile which are arranged haphazardly on two
Launcher (Uni-Turret below little shelves beside him.
CREW: 1 Astro, 2 Tech
MAX SUBLIGHT ACCEL: Rtg 8 = 80
Station) 1000 Missile Magazine 3.4 _ _ _ _ __
AUXILIARY SYSTEMS: Reactor, Bridge
km/SeC/SeC
TRANSUGHT DISPLACEMENT: Rtg 16 GUEST CAPACITY: up to 100 THE TASK
= l3lY/day DOCKING BERTHS:
Initial/I{, the pes' task seems rather
Pressurized/Internal: 1 straightforward - a covert locate and
SCREENS: +30
(15,000 tons) rescue operation with a couple restrictive
EW: +30
Gravitic Pads: 3 (l 000 tons each) details - but it will soon become apparent
ARMAMENT: Laser Cannon Mk.15
(Front) OTHER FEATURES: Full Grav, Galley, that this task is somewhat less than easily
Dispensary, Rec,Room accomplished. In fact (as only the GM
AUXILIARY SYSTEMS: Auxiliary
CREW COMBAT SKILLS: All at +45 knows), the rescue mission is a total
Reactor
OPERATING RANGE: 100 LY (total) 3.33 HAVENBAND impossibility, and the only real goal of this
adventure is getting stranded on Tayah -
OPERATING DURATION: 266 days (REFUGEE CAMP) that will prove a fate impossible to avoid.
OTHER FEATURES: Landing capable, Havenband is located in the southern After entering the Capella system and ap-
Full Grav, Cargo Bay (6 cumets), reaches of GeoSector 45, a dense and rainy proaching Tayah, the PCs mayor may not
Galley. environment crawling with bizarre local have some difficulty with the staff at the
SPECIAL PROGRAMS: lifeforms (it is the forested sector just north OrbStation. Shortly after being grounded in
Gen.Reference; Xeno of the sector containing the Port). The GeoSector 45, they will encounter
Gen.Reference; All Tech camp is set in a vast dirt valley (created by Toratoma and Havenband. The rest of the
Ref.Progs SENSR Progs @ +30; a large-scale explosive missile barrage), adventure is an introduction to the TLF
Course to Tayah. which has been completely covered by lifestyle, and a test of the PCs' moral and
tying extensions onto the overhead foliage. political character.
Camouflage practices such as these
(coupled with the oppressive environment)
have kept the camp hidden for its four
years of operation.

10
3.41 STARTING THE PLAYERS Kyama is especially well equipped, 3.44 REWARDS
The PCs are contacted by their em- carrying a full field medkit (Medscanner, Unless they get into a fight with the
ployer, who has a task to set before them; a Tissue Knitter, Dermal Closer, Regenergun, Havenbanders before seeing the camp (and
distress message has been received via Skeletal Field Knitter and Medtab Applica- this should certainly be discouraged), the
Commtorp which reveals the location of tor), as well as an assortment of drugtabs PCs will hear Toratoma's history of the
several missing operatives as being the (which he is responsible for the rationing TLF. This is true even if they are held for
moon Tayah in the Capella system. The of): 4 Alerlene, 6 Amboathorphin, 10 ransom, for Toratoma wants the plight of
message requests medical and materiel Andeline, 4 Interferon IV, 3 Jirolene, and 3 his people to be understood. Toratoma's
aid, stressing the dangerous nature of the Perseverine Compound. He,is armed with history (allow the Players to read Section
environment. The PCs are expected to enter an Assault Stunner. 2.5) is the PCs' introduction to the rebels'
the Tayan atmosphere and approach The six support crates contain all point of view, and knowing it will prove
ueoSector 45, sensoring for their alleged manner of medical and nutritional supplies, important later. If the PCs do something to
missing companions. This is to be per- healing and anti-viral medtabs, freeze-dried help or impress the Havenbanders, they
formed "stealthily", for the PCs' employer field rations, two self-contained large tents stand to receive gifts from Toratoma and
knows enough about the situation on Tayah with full life support, environmental suits Old Rock, as well. All of these possibilities
to want nothing to do with it. For this rea- and raw electronic/cybernetic parts (for are detailed in Encounters, below.
son, the PCs are instructed to avoid contact miscellaneous gadgetry repair).
with either the Church or the TLF, and to
proceed with their rescue operation in as 3.43 OBSTACLES
directly a fashion as possible. It is consid- The staff of the OrbStation is an
ered likely that the PCs will have to make obstacle - if The Daphne is sensored by the
planetfall in some covered area of GeoSec- Station (a very likely event) - these guys
tor 45, conceal the ship as best possible, are a real pain in the coreward region, and
and complete the search on foot, using great sticklers for detail. In addition to the
Multiscanners. The Daphne Hypershuttle details given in Section 3.5: Encounters,
nas been prepared for tneir use, and carries the pes may end up paying fines or repair-
the requested crates of support gear. ing parts of their ship (this is all up to the
GM, of course, but all Pilots need a good
NOTE: It is a good idea for one of the rousting now and again, eh?) By and large,
PCs to be in control of the Hypershuttle the Station staff are harmless wastes of
(i.e., Piloting skills), for this adds to the time, but they will send out a Patrol Cruiser
excitement of the upcoming vehicular en- if the PCs mess with them and take off.
counters. However, if none of the Players
wants to be the Pilot, the GM could easily The Tayan climate is fiercely cold (think
give this job to a robot (or even create of Lapland or Alaska). Characters who are
another NPC, if desired). not suitably protected will soon begin to
take damage from exposure: Subtract 5
3.42 AIDS from temporary AG, ST, au and HP each
The Daphne's computer contains a hour. Once shelter/protection has been
number of programs which should prove of attained, recovery rolls for Stats are made
much use to the PCs, first and foremost of on the Stat Gain Chart (see Player Book, p.
which is a preset coursetape for the Capella 44) once every ten minutes.
system. The computer includes all neces- The PCs may encounter one or more of
sary defensive and standard operating the locallifeforms while wandering around
programs, as well as all four SENSR in GeoSector 45. One such creature is
Analysis programs (Bio, Construct, described in the following Adventure
Planetary & Stellar). In addition, its (Section 4.0). Obviously, space precludes a
molecular memory stores contain all Tech diverse listing of all Tayan creatures, so
Reference tapes at +10 (resourceful PCs feel free to design a few. Remember-
come up with all manner of nifty construc- these creature encounters should not be
tion/repair projects), and General Reference fatal, although the PCs should learn to
tapes which will allow studious characters appreciate the realities of life in the
to pull up Stellar and Planetary Readouts unfriendly Tayan wilderness.
for all stars and settlements in Darran Another constant source of danger
Province (as well as the General Informa- anywhere on Tayah are the common
tion on Darran Province which appears at reconnaissance and strafing runs per-
the beginning of Section 2.0). formed by the Aerial Defense Division of
The PCs' employer will not let them go the Darranian Provincial Guard. If spotted
totally empty-handed, either; each of them by these jets, the PCs' location will
will be given ten energy cells or clips for probably be reported and a Patrol Cruiser
their primary weapon, and sentinel helmets will be sent to investigate (see Section 3.5:
will be provided. The ship's galley is Encounters). If for some reason the PCs
capable of synthesizing many varieties of have a number of rebels with them at the
digestible matter, and the fuel tanks hold a time, the entire group will be subject to an
good deal more Andrium than will probably attack from above.
be required for the mission.
11
3.5 may be found in the Rec Room); otherwise vessel in the forest below (at a -20 for the
they will be expected to remain in their distractions).
ENCOUNTERS room(s). Upon leaving, they will be warned The malfunction will prove impossible to
Random encounters aboard the not to engage in any unnecessary flying repair without obtaining several important
OrbStation are rolled on column 1 of the (due to the risk of being targeted as a spy parts (this may be determined via Repair
Encounters Table (see Section 8.5). In vessel by a Patrol Cruiser), and not to Scanner, or by utilizing the computer's
GeoSector 45, there is a 10% chance of engage in any transactions with the rebels. Tech Reference programs - either method
random encounters every 19 hours (112 of If they do arouse suspicion (over-heard will provide the PCs concerned with fully
one Tayan day), rolled on column 2 of the making plans to break out, etc), Shugthra detailed specifications for the required
Encounters Table. Preset encounters are will double up the security staff around The systems). Limited atmospheriC flight (no
detailed below: Daphne. This encounter is basically a time- faster than 100 km/hr) is possible, but the
1. SENSORED BY ORBSTATION. waster, but it gives the PCs an introduction chances of being spotted by the Patrol
As the PCs make their approach to Tay- to the bureaucratic methods of the Darra- Cruisers would increase exponentially.
ah, the OrbStation has a significant chance nian Churchand the complexities of Church Once forced down, the Players should be
of spotting them: +45 for skill, +30 for diffi- Rhetoric. PCs who insist upon breaking out convinced not to try flying again without
culty (spotting by silhouette), minus The may succeed by blowing their way through clearance from Tayah Port (which is not
Daphne's EW bonus (if used). If the ship is a wall and onto the landing pad (the interior answering any incoming communications
spotted, the PCs will be hailed with the walls are AT 20, with 80 hits per man-sized except those of the Air Defense Force). The
standard "Sign over controls for auto- section), but this will certainly flag them as parts required for repairing the Life Sup-
landing" message. Failure to comply within enemies of the Church, and set them up for port system are also likely to be available
twenty seconds results in another mes- the Patrol Cruiser encounter below. only at the Port (see where this is leading?)
sage, this time warning the approaching 2. PATROL CRUISER. 3. TORATOMA AND THE HAVENBANDERS.
vessel that it has twenty seconds to identify Whether or not the PCs broke protocol Eventually, the PCs find themselves
or be fired upon (leaves little room for at the Station, there are Darranian Patrol grounded in GeoSector 45, combing the
choice, doesn't it?) The Station staff are Cruisers flying all around Tayah at all forests visually or via Multiscanners or
curt and official, and the PCs will be times, performing tasks of various sorts. ship's SENSRs. Shortly thereafter, they will
channeled into the administrations offices These overhead passes are intended (in spot one of two things: Multiscannersl
to await their meeting with Shugthra plot terms) to communicate the nature of SENSRs may reveal the refugee camp
Darran once their Ident Discs have been the tension here on Tayah, and (more itself, four kilometers north of the Daphne,
read (this is a preliminary security scan at importantly) to keep the PCs on the or (as the camp is approached) Multiscan-
tier two, to determine whether the PCs are ground. Indeed, if the PCs take off and ners or Perception rolls will reveal the
wanted for any crimes in Darran Province). begin zooming around, a Patrol Cruiser will presence of a number of hominoids
Even if the PCs are respectable members approach and warn them to land or be surrounding the PCs. These are the
of some major Provincial Organization, targeted (the Cruisers are not in constant Havenband fighters, and they are in sniper
they will be detained here for a day or two contact with the OrbStation). If they are not positions in the trees. It should be apparent
while Shugthra consults his own superiors, compliant, The Daphne will be driven to that their behavior is more defensive than
then contacts the PCs' superiors for mis- the ground - this is not a possibility; it is a offensive, and that they have had all the
sion verification. The PCs must pay for reality. The first shot from the Cruiser will opportunity required for an attack, although
rooms and docking fees (standard costs), (in addition to any normal damage rolled) they have not attacked. If the PC make no
and four Station Security Armsmen will be cause an Extremely Severe Life Support sudden moves, a few of the rebels will
placed at their ship. If they do nothing to malfunction onboard the Daphne. The cold slowly climb down and approach them
arouse suspicion, they will be allowed to Tayan atmosphere will begin streaming into (their weapons painted at the ground).
roam around the Station while waiting the ship, knocking any small, loose objects
(games and body development equipment around and forcing the Pilot to land the

STATS FOR NPCs: WELCOMING PARTY


Name Lvi Hits AT(DB) WpnOB SklAdd SklAdd Notes
Tsamita Kyama 3 32 6(5) 40AstSt 20FAid 30MedDg Human Medic; carries assorted drugtabs &
Assault Stunner.
OrbStn Guards 3 35 8(0) 35AstSt 35Percp 25Stalk Darranian Armsmen; 4 on Landing Pads, 6
throughout hallways.
Logum Darran 5 38 3(0)@ 20ScScn 25Admin 35DrgTI Darranian Administrator in command of
Tayah OrbStation.
Toratoma 5 56 3(10) 90BIPI 50MA2St 40Hist* Tsorosian Armsman; leader of Havenband.
Havenbanders 2. 20 3(5) 45BIPI 20MAISt 20Trade Tsorosian Armsmen, defenders of Haven
band; over eighty in number.
Refugees 10 3(0) 10MAISt 15Trade 20Percp Mostly Tsorosian; survivors of Darranian
raids.
Old Rock 10 34 3(-5) Nil 50Percp 80Hist* Tsorosian Semitelepathl Theologist; Knows
Mind's Truth & Mind's Eye lists to level 10;
@ = Absorption Shield Has 20 PP & +2 Spell Adder.(see Sec. 7.5)
* = Of Tayah & the TLF

12
The only member of this greeting party If a certain PC really impresses that evening. The PCs will be guests of
who speaks Anglaman is Toratoma, who Toratoma (ie; if they have damaged Church honor, and Toratoma will even reveal that
will greet the PCs cautiously. He will state equipment or personnel, or if an excep- he had originally intended to kidnap them -
his name and the name of the band and ask tional Diplomacy skill roll is made, etc), as it is, he will not only let them go, but he
the Players who they are. Within a short they will be taken to meet Old Rock, who will give them a map showing the safest
time he will gesture for them to follow him will listen to Toratoma's description and overland route to Tayah Port. If the PCs
through the trees, and the Havenbanders give the PC a token of appreciation: a have nothing to say one way or the other,
will begin to follow. The PCs should realize chiseled rock with odd symbols (for and do not manage to impress their hosts,
that they have been accepted in some way. reasons unknown even to Toratoma, this the rebels will capture them. Within a few
Any PC who succeeds in a SMIWpnT/L will item will bring them success in stalking; days, Toratoma will manage to contact the
notice that the rebels are packing Blast call it a miscellaneous +10). PCs' employer and obtain ransom for them.
Pistols of Colosian manufacture. If the PCs decide to give their cargo to In the interim, they be treated fairly, and
Toratoma will take them into the camp the rebels, they will not only be given Old will still get to hear Toratoma's History of
and show them around (he will not take Rock's gift, but the ancient Tsorosian will the TLF speech (see above). Afterwards,
them near the stove or the "sick building", actually come out of his hole to join in the they will be released as promised.
although he will explain what they are). He solemn festival of thanks which will be held
will then call for a few of the refugees in his
native tongue. The bedraggled Tsorosians
who approach bear peculiar objects of all
sorts, which Toratoma explains one by one:
statues of deceased family members or
ADVENTURE: LIFE DURING WARTIME
friends, starving babies, woodpaintings of The pes learn more about the dangerous Tayan environment, witness the barbarities of
bombed and ruined ekreets and factories, urban warfare firsthand, and meet an informative Non-Player Character who explains the
broken pieces of favorite possessions, etc. Church's point of view. The Players will be heading for Tayah Port; they may be in need of
FjnaJJy, Toratoma will show them his own ship parts or flight clearance, or simply be on the run. Although this Adventure begins (in
item: a large, beaten and scratched wall game time) just at the point when the previous Adventure ended, the GM should award
poster showing the Royal Darranian Palace Experience Points before resuming the series.
in all its splendor, complete with colorful 4.2 _ _ _ _ __
costumes and glimmering Grav Cars, and 4.1
bearing a typeset quotation originally BACKGROUND DATA THE NPCs
penned by Viscount Yulran:
The war has begun entering an active
".. .AII this being, vast and best, Needing phase - the reasonably calm atmosphere
4.21 DARRANIAN
naught - a scene divine - The program writ enjoyed by both sides for the last few CITYGUARDS
in every breast In sight except inside of months is beginning to break down. This is A subdivision of the Provincial Defense
mine... " due to a few factors: food caches stored Force, the CityGuard speCializes in urban
He then will accuse the PCs (as repre- away by TLF bands several months ago security procedures, crowd control and
sentatives of their employers) of crimes have begun to diminish, and the rebels intelligence gathering. They are somewhat
against Sentience of advocating the have recently obtained new Colosian of a cross between regular police officers
Church's practices by engaging in trade weapons which they are anxious to try out and garrison troopers, and are chiefly
with them, and of being "every bit as heart- on their adversaries. In addition (and concerned with maintaining law and order
less and mercenary as the overlords who unknown to the TLF), the Church has within their own jurisdictions (ie; their own
raped this, our world." Toratoma will go on received Imperial authorization for another settlements), but have been called upon to
to explain that the PCs' missing comrades" aid shipment, which will be arriving shortly. be on the lookout for covert TLF activity.
never existed - they were invented to bring This has boosted Darranian morale, and the Due to the increased workload, most of
the PCs here in order to make this state- obsequious soldiers of the Provincial Guard these Armsmen have developed danger-
ment. This exhibit is the rebels' way of are making their presence known in force. ously defensive attitudes - they are not in
testing the PCs - their reactions will Because most roads, factories and Ekreets any mood to be messed with, and have
determine the course of the encounter: on Tayah are Darranian properties, been making arrests very frequently.
If the PCs attack, the rebels will respond Provincial Martial Law has been declared in 4.22 VERSUS DASHA PROTAUS
in kind (the PCs are heavily outnumbered - most settled areas - soldiers patrol
convince them to retreat or you'll have a roadways and major installations on foot A middle-aged Verbus (missionary) of
very short Module on your hands). and in armored groundcars, and jet aircraft the Darranian faith, Protaus has lived just
comb the skies on the lookout for rebel outside of Tae for eight years, bringing
If the PCs offer their help to the camp, medical and religious aid to the scattered
the rebels will welcome them and invite activity. Curfews, rationing procedures and
temporary holding facilities have been rural settlements in the area. Her tactful
them to stay for supper. Toratoma will tell speaking style and unimposing good looks
them the History of the TLF (the GM should established, limited bombing runs have
been authorized throughout the area, and have brought her the respect and trust of
read Section 2.5 to the Players), and some the community CityGuards included, and
of the refugees will give them armbands of the local TLF bands have been forced
underground. she is capable of getting away with more
woven red leaves (which will keep other than the average citizen because of this.
rebels from firing at them). They will also
give the PCs ten Kaba (total value =about
twenty man-days' food) for trading with
other Tsorosians, and a warning not to let
the Church see these coins.

13
4.3 _ _ _ _ __
Currently, Protaus is looking for a few able employed by most TLF groups, preferring
bodies to accompany her on the long and instead the short but glorious life of the
dangerous trip to Tayah Port (a journey of urban warrior. This attitude has gained THE SETTINGS
several days' length). There she must meet them the slang name of "Death-Wishers" 4.31 THE WILDS
with her Logus Superior to make her (a term used by the CityGuard). The Black
semiannual report. The trip is one she Flower is one such group, led by an The forested regions lying between
usually takes alone, but rumors of TLF eighteen-year-old Tsorosian named Dobro Havenband and Tae are known simply as
activity in the innerlying region have Taima. The group has survived on the "The Wilds", and have a reputation as the
frightened her into deciding that (at least streets of Tae for years, and has recently home of many predatory lifeforms and bio-
this time) it would be wise to bring made a small name for itself in the local active herbs. The weather is inclement and
someone who knows their way around a media. Spurred on by this recognition, freezing (as usual). Strange foliage of all
gun. Not wishing to provoke any unneces- Taima and his followers have selected their types may be found, including several
sary attacks from either side, she has opted next target. interesting herbs (see Section 4.42: Aids),
to hire foreigners - Dactra - for the task. and travelers moving through the area will
4.24 DARRANIAN PROVINCIAL hear no end of odd noises. The GM may
4.23 THE BLACK FLOWER (TLF GUARD SQUAD wish to create a few local creatures to place
DEATH SQUAD) The standard small scale tactical unit in here (see below), as well as some more
Of the various splinter groups which the Darranian Defense Forces is the six- medicinal plants (the locals are familiar
have fissioned out of the original TLF, man squad. Although many larger units with the uses at most at these remedies
some of the most dangerous are the so- and may pay Kalla for them). While '
~xist (they are, in fact, made up of squads),
called "Death Squads" of the urbanized It has proven most effective for the Church travelling through The Wilds far the first
areas. These fanatical groups are com- to spread itself thin on Tayah, mimicking time, the PCs will encounter a dangerous
creature known as a Pod Leaper (see
prised largely of displaced Tsorosian the enemies' own scattered nature. For this
youths, whose values and morals have reason, most of the PCs' encounters with Section 4.5: Encounters). In addition, since
been utterly destroyed by the war. In many the Darranian armed forces will be at the the Havenband group has been spotted in
cases, Death Squad members come from squad level. The squad in this Adventure the area, the skies are policed by jet
families of which they are the sole survi- (see Section 4.5: Encounters) has been fighters and Patrol Cruisers (several of
vors; others have smaller brothers and posted alongside a major route into Tayah these will pass overhead each day), and
sisters to tend to. Whatever their circum- Port. Their job is to keep TLF personnel, some may decide to strafe any ground
stances, these young Armsmen are weaponry, equipment and propaganda targets they spot. As the PCs move into the
generally of violent and unchannelled from entering the Port area, and they are brief stretch of plain just south of The
temperament; their angst has led many of searching all vehicles to pass this way. The Wilds, they can hear the sound of gunfire
them to take to such dangerous practices duty is monotonous and uncomfortable off in the distance.
as drug abuse, theft and murder. To them, and these six men are quite low on ' 4.32 THE CITY OF TAE
war is a fact of life, and death a part of it; patience. If the PCs don't walk the line, the A medium-sized urban community with
they disdain both the pacifist teachings of Guards will use them as an excuse to blow several processing factories and its own
Boban Tsabano and the organized methods off some job-oriented stress ... (Darranian-owned) powerplant, the city of
Tae has been torn by street fighting and
defensive bombing runs. Darranian
CityGuards patrol the area, walking in pairs
down the ruined streets or investigating
reports of suspected TLF operatives.

14
Some of these Guards will stop any In either case, they will soon find ber, she is personally acquainted with
approaching persons to check identifica- themselves moving on foot through The several of them. Her stories of the
tion. Several hundred meters within the city Wilds, and looking at a journey of about ten Province's past will give the PCs some
limits is a wire-enclosed "Waiting Area" days. The GM should describe the setting insight into the Darranian point of view
containing lesser troublemakers, drunk! to the PCs, and allow them to search for (select entries from the Timeline and
drugged locals, foreigners and any others herbs, make studies of the local terrain and Section 2.4). If the PCs impress her, she
unfortunate enough to have lost their ident wildlife, perform any healing maneuvers will be willing to help them in all manner of
discs; these holdees are to be dealt with as necessary, etc. As they near the midpoint ways; she can find them a place to stay
soon as the CityGuard has the time to deal of their trek, they will encounter the Pod near the Port, give them local clothing to
with them (don't hold your breath). Few Leapers described below. keep them warm (and to keep them from
loiterers can be seen; all people on the looking too out of place), and provide food
streets hurry to their destination, glancing 4.42 AIDS if necessary. If they really impress her
fearfully about for snipers or CityGuards. The PCs have little to count on save (putting their own lives in danger to save
Frightened faces peer down from the their own skills in this Adventure; their own hers, etc) she will pull a few strings as
shattered windows of timestained Ekreets, Perception skill will inform them when to soon as the party reaches the Port and
and armored groundcars filled with soldiers seek cover from an approaching Patrol obtain some valuable identification for
and equipment toss up dirt as they rumble Cruiser, their own weapons skills will them in the form of "MercMarks". These
through empty intersections. Occasional protect them during the more direct inscriptions are placed directly on tier two
volleys of weapons fire can be heard, encounters. Of some note, however, are the of the Ident Disc, and indicate that the
echOing off the curved walls. Above it all, herbs which the PCs may find growing in bearer has been granted near-full military
the sounds of the factories drone ever on, The Wilds. Most of the herbs found here status for a limited duration (one month)
and giant smokestacks belch tons of waste have healing or other bio-active properties. by the Church of Darran. The MercMarks
gases into the tired atmosphere. These properties may be determined by will only be legible when read with a
4.4 _ _ _ _ __ asking people in the city, ingesting the herb Security Scanner of tier two capability, and
in question, or using a Mu/tiscanner on will afford the pes a great deal more
them (this last is the most difficult, freedom of movement than the average
THE TASK requiring first that a SM/MtScn:M be made foreigner.
Simply put, the task for the Players is to to determine chemical structure, followed
get into the city on foot, and leave it in the In addition, should they prove instru-
by a R/BChem:H to determine the effect of mental in the capture of any of the five
Verbus's car. Along the way, they will have that structure on Hominoids).
to contend with alien lifeforms, arrogant Black Flower assassins (see Section 4.5:
The Players will also find that merely Encounters), the pes will be awarded the
CityGuards and the upcoming Black Flower having Verbus Protaus with them will serve
attack (see Section 4.5: Encounters). going rate - 200 Monits for each live
them well- they will rarely be questioned prisoner, 50 for dead ones.
4.41 STARTING THE PLAYERS as long as they are in her company. 4.5 _ _ _ _ __
If the PCs are on speaking terms with 4.43 OBSTACLES
the Havenbanders, they will already have The three main obstacles in this Adven- ENCOUNTERS
heard some stories describing the general ture are all of a phYSical nature; the Pod While moving through The Wilds en
state of affairs here on Tayah. It will be Leapers, the CityGuards and the Black route to Tae, there is a 20% chance of
agreed that staying at Havenband is out of Flower attack are all detailed in the Encoun- random encounters every 19 hours. These
the question (this might bring unwarranted ter Section. encounters are rolled against column 2 of
danger upon either group), and the PCs the Encounters Table (Section 8.5). In the
have some good reasons for heading 4.44 REWARDS city of Tae (column 3) the chance is 10%
toward Tayah Port (either for ship parts or Besides the obvious benefit of transpor- per hour. Finally, while travelling along the
flight clearance, or both). Before sending tation to Tayah Port, Verbus Protaus yields route to Tayah Port, the encounter chance
them off, Toratoma will recommend that another type of significance; she is quite is 10% every 9.5 hours (four times per
they head for the city of Tae, where they familiar with the History of the Church, and Tayan day), and column 4 is used. Preset
will be able to obtain some sort of trans- although she is not an Inner Circle mem- encounters are detailedon the following
portation to take them the rest of the way pages.
to the Port. He will also explain the uses of
a few of the medicinal herbs which the PCs WILD HERBS OF TAYAH
may encounter along the way (fastil and
enlaba in particular), and will warn them Name l
I
Form Prep/Use AF% EHect
not to sleep without posting watch. Diptha Grn Fruit Eaten Raw 12 Euphoria, +5 IN Mod for 2 Hrs
If the PCs are on the run from (or on Enlaba Brn Weed Smoked 30 Doubles all healing for 1 day
unfriendly terms with) the Havenbanders, Fastil Blu Flower Eaten Raw 25 +5 au, -5 SD (Temps) for 1 Hr
they can easily be forced to move in the
same direction (i.e., the woods to the north Lorgosta Brn Reed Infusion 10 +20 to disease RRs for 1 day
are very dense, encounters extremely dan- Shubras Ylw Leaf Applied 5 Slows bleeding by IIrd
gerous, etc.), but will be doing so without
the benefit of Toratoma's travelling tips.

15
1. POD LEAPERS
About mid-way between Havenband and
POD LEAPERS' COMBAT ABILITY SUMMARY
Tae lies the territory of a Pod Leaper colony Creature Size Hits Al(oB) MS/AQ Lvi Attacks &Probabilities
(the term "colony" is actually a misnomer, Leaper M 20c 5(5) FNF 3 30MCI(x2)70/25MGr30
as the seemingly independent Leapers are 7(-25) -/-
Pod H 80 2 None
actually part of a single organism with
multi-ambulatory capability - the "pod" Just then, several Cityguards will approach rights agreements when their entire
which these entities come from and retreat them, ask for Ident Discs ("Just a routine standard of living has been raised immeas-
to is actually their central body, and procedure"), and inquire as to the nature of urably as a result of the Church's interven-
contains the colony's brain and sensory their business in Tae. Upon discovering tion and guidance. Near the end of her
organs). Sensing the approaching strang- that the PCs are of foreign Provincial speech the group will arrive at Protaus'
ers, the colony has sent out half of its citizenship, the guards will ask the PCs to Grav Car. If one of the PCs wishes to drive,
Leapers to determine whether they are accompany them to the Waiting Area ("For Protaus will allow it (but she will not
edible. These roughly hominoid creatures your own protection - the streets aren't suggest this herself).
are hanging in the twisted trees even now, safe for locals, let alone Dactra"). The 4. BLACK FLOWER ATTACK
their long arms tensed, awaiting the PCs' guards are carrying Assault Struptors
passage beneath them. The GM must Shortly thereafter, perhaps as the
(Mk.3, with Stun and Disrupt settings), and GravCar cruises slowly around a corner,
secretly make rolls to determine whether there are numerous other guards in the
the PCs spot the beasts before they the group will witness an anti-TLF demon-
area - it should be obvious that attacking stration. About fifty pro-Church zealots
themselves are spotted. Either a SMI these guys is out of the question. All
MtScn:L or a SM/Percp:V will be appli- stand in a public park, shouting propa-
weapons will be confiscated and tagged ganda slogans and waving signs with such
cable; Success indicates that the PC has (unless hidden), and the PCs themselves
the advantage (and one full combat action inscriptions as ''TLF = Thankless Leeches &
will be shuffled inside. In the Waiting Area Fanatics," "One Province, One Government"
before the real fight begins); Absolute the PCs may encounter all manner of
Failure indicates that the PC is surprised and "Vape the Vandals." Cruising close to
interesting characters (if the GM desires), allow the PCs to look at the demonstrators,
(stunned) for the first round of combat. but they won't be here for long ...
Any other result indicates relatively simul- Protaus will pOint out media crews
taneous sightings by both groups (roll
3. VERB US PROlAUS stationed on the nearby rooftops. "These
initiative as usual). The initial attack will When the PCs have stewed for awhile, anti-war demonstrations have been getting
consist of as many Leapers as there are they will each have a chance to roll a SM/ more and more attention lately. I think
PCs in the party. Once half of these beasts Percp:V to notice a small, robed woman they're good for the Province - you know, a
have been disposed of, the remaining few talking to one of the guards and pointing in show of solidarity ... " Just then her words
will try to take to the trees and return to the their direction. The guard will then nod, will be cut off by the sound of screeching
pod (they are HARD [-10] to track), where enter the compound and call the PCs over tires as a LandRover AFV slides around a
the rest of the Leapers await them. If the to him. He will explain that they are to be nearby corner, heading toward the demon-
PCs.press a fight within sight of the pod, all released into the custody of Verbus Dasha strating group. Without warning, several
Leapers in the area will fight as if under the Protaus, a highly trusted person in these masked youths (there are five in the AFV,
influence of Frenzy (skill). If the pod itself is parts who is in need of a few Dactra to including the driver) lean out of the
destroyed, all of its Leapers die instantly. accompany her to Tayah Port. Their careening vehicle and open fire on the
weapons will be returned to them and the startled crowd. The Verbus' Grav Car
NOTE: Even though the Leapers and the Verbus will greet them pleasantly, introduc- (being close to the scene) is targeted tor
pod are actually one creature, it is easiest ing herself as Oasha. Once the amenities ldlO shots, eactl of wtlich has a 20%
to consider them separate beings for the are completed, she will begin to lead the chance at shattering a window and hitting
purposes of Experience Points. If a PCs through the streets, talking about the someone inside (determine randomly, and
Player realizes that the pod should be town and her work with the Tsorosian subtract 10 from the OB due to the
destroyed before all the Leapers are poor. Protaus is dedicated to her work, and window). Many demonstrators fall to the
dead, and the plan is carried out, that PC honestly believes that the Church has done ground bleeding, and the others scatter in
should receive Experience Points for the right by the Tsorosian people, bringing all directions as the driver of the AFV
Pivotal Idea in addition to any Kill/ them medical and technical procedures far regains control of the vehicle and continues
Destroy pOints earned. beyond their original capabilities and on down the street at top speed. Sirens
2. lHE CITYGUARoS replacing their "barbaric and childlike begin howling and nearby Cityguards run
beliefs" with its enlightened doctrine. She for their HalfTraks, but none are as close as
As the PCs enter the city of Tae and get
their first look around, they will notice the believes that the TLF has no right to argue the PCs are. It is quite possible for the PCs
enclosed "Waitina Area" mentioned above. with the Church over long-settled land to fire at (or even catch up with) the

STATS FOR NPCs: LIFE DURING WARTIME


Name Lvi Hits Al(oB) WpnOB SklAdd Ski Add Notes
CityGuards 3 35 8(0) 40StrAs 20Percp 25ScnSc Darranian Armsmen; carry Security Scanners;
travel in groups of 2 and up.
Dasha Protaus 7 30 1(5) 10MAISt 38Diplo 35Hist* Darranian Theologist; will try to avoid combat.
Black Flower 2 20 2(5) 35MdPI 20AFV 15StlHd Tsorosian Armsmen; fanatically violent youths.
Prov.Guards 3 40 10(0) 40StrAs 30MAISt 20QDraw Darranian Armsmen; enforcers of Darranian
* Of Darran Province. martial law on Tayah.

16
assailants if they act fast. When it's all
over, Dasha will explain the origin of the
Black Flower gang. The party will then be
able (and undoubtedly more than ready) to
ADVENTURE: PUSH COMES TO SHOVE
continue their journey to the Port. The PCs make some powerful contacts just as the revolution explodes into full force,
5. PROVINCIAL GUARDS and pick up some very sensitive information.
Around halfway to Tayah Port, the 5.1
Verb us's vehicle will be forced to stop 5.22 NEOLOGUS ELLAGAER
when is is waved over by a squad of BACKGROUND DATA VIL NIMRA DARRAN
Darranian Provincial Guards. These six As the pes' own experience can verify, A hunched giant of a man, the Neol-
men are responsible (amongst other the, war for Tayah has escalated seriously ogus of Tayah strikes an awesome impres-
things) for the personal inspection of all within the last few weeks. Unsubstantiated sion upon first sight; his smooth, almost
vehicles to pass through this area, and they rumor has it that the Darranian Church is at pointed bald head and piercing eyes give
are quite suspicious of the PCs at first. ''I'm wit's end, and has been forced to request him a powerful, dangerous look which he
very sorry, Verbus, but there are no military aid (meaning personnel) from the makes full use of in conversation. He is
exceptions - I'm afraid we're gonna have to Imperial Marine (this is true). Tales such as also a semiTelepath, skilled in the Voice,
search this vehicle", says the squad leader, these have served to magnify an already Mind Assault, Mind's Truth, Armor, and
eyeing the PCs all the time. Their search tense situation, for neither the rebels nor Telepathy lists. It was Ellagaer who okayed
will be a rather short one, as they are the Church know exactly what will happen the contracts for Dauschen's mercenaries
primarily concerned with making certain when the Imps arrive. (contracts which the Viscount never
that there are no rebels or unauthorized In the shanty Porttown which surrounds witnessed). He has come to Porttown in
weapons hidden in the car. The squad Tayah Port, terrorist groups, mercenary order to give Dauschen another assign-
leader will take the Verbus aside and ask brokers and other folk of questionable ment, and is accompanied by his archivist
her whether she requires any assistance repute are hastening to their forces and/or and protege logus Emil Thorrolain Darran
(ie, whether she is travelling with the pes clean their records. Many of these busy (who is currently being considered for
of heT own fTee wi))~, to which she will administrators are neither Tsorosian nor Inner Circle status), and by Field Marshall
((~S9cM 9cUtellj, e't.plaining that she Darranian but third parties (many of whom Kato B'toma (a Tsorosian Armsman serving
contracted these Dactra from the Tae have no legitimate business being here). the Darranian Provincial Guard).
Cityguard. Once this is established, the The Porttown has been a "neutral zone"
Guards will relax their attitude toward the throughout the course of the war, due 5.23 UNDERMINISTER
PCs (they won't even ask for Ident Discs), primarily to the large number of Imperial JEREMIAH DRISCOL-SMITH
and allow the vehicle to move on. citizens and administrators who visit for Driscol-Smith is a tall, flashy young man
If the PCs are uncooperative at any time trade or public relations reasons. It is also who represents the Imperial Provincial
during this encounter, Ident checks will the home of the TlF's main communica- Relations Ministry in Darran Province. It is
definitely occur (at tier two). The GM may tions and acquisitions group. his job to deliver unto Viscount Darran the
wish to make a reaction roll on IdlOO 5.2 _ _ _ _ __ Empire's decision to send Marine troops to
(cumulative Mods: -30 if the PCs have Tayah, and he will be leaving for Croix
weapons drawn, -10 if the PCs mouth off to THE NPCs almost immediately. Knowing that Ellagaer
the Guards, -15 if the PCs are wearing the will wish to pull any questionable personnel
rebel armbands, +PR Mod of spokesman- 5.21 FREE-TRADER TOVI out of his jurisdiction before the Marines
PC). On an adjusted total of 50 or higher, DAUSCHEN get here, Driscol-Smith has stopped off in
the Guards allow the incident to pass Porttown to warn the logus (anything to
A skinny man with short dark hair and
without much more than a dirty look, and grease the wheels ... ).
tiny eyes, Dauschen is the favorite son of a
return the Discs. On 20-49, the Guards
wealthy member of Detzeeri parliament, 5.24 SHIBA BANTO
order the PCs to place their hands on the
and a self-styled rogue entrepreneur. He A dark, graceful Tsorosian woman with
car, spread, and submit to a body search:
has many contacts in the Darranian an amazing vocal range, Shiba Banto is the
all weapons of Mk.3 or higher, all Power-
government, and has been contracting latest entertainment sensation at Bora's
Swords, and any signs of rebel affiliation
mercenary corps to back up the Provincial Bar. Standing almost motionless beneath a
will be confiscated, and the Discs will be
Guard for the last year. In addition to his thin spotlight, her large eyes outlined in
returned. On a total of 19 or lower, the
Church connections, Dauschen also has luminescent gloss, she holds the crowd in
Guards will get really ticked off: one of
ties to Houses Devon and Vyrtza, and to rapt attention, alternating between currently
them will strike the most offensive PC with
Minor Clans Baburnica and (of course) popular tunes and old Tsorosian work-
the butt of an Assault Struptor (treat this as
Detzeer. He is well capable of arranging songs. Her diverse and somewhat contro-
a surprise "Martial Arts/Strikes" attack with
deals with any of these parties, given versial set appeals especially to the many
"1 handed Crushing" Weapon Kata), and
incentive (a basic 15% broker's fee should foreign visitors which frequent Bora's Bar.
the rest of the squad will draw and aim
be a good start). Despite the mediocre performance of the
their weapons. The squad leader will
address the PCs: "Now then, are you house band which backs her, Banto is a
vishtra ready to cooperate?" If they are, consummate and provocative artist. She is
proceed as if 20-49 had been rolled above. also a rebel, and a highly valued fighter in
If not, they're going to have to take these the war for Tayan liberation.
guys ...

17
5.25 TOBAR KABON
Leader of the Porttown TLF, Kabon is
the person responsible for swinging the
arms deals which supply Colosian weap-
onry to the rebel forces. His small group of
highly loyal activists holds their headquar-
ters in an abandoned oil refinery just
outside Porttown, from which weaponry
and communications are routed to various
rebel groups. Kabon is a well-spoken man,
and due to the fact that he has appeared in
several media telecasts denouncing the
Church, he is regarded by many to be the
unofficial leader of the TLF. He and Shiba
Banto have been romantically involved for a
number of years.
5.3 _ _ _ _ __
SETTINGS
5.31 BORA'S BAR
A partially enclosed cafe and nightclub,
Bora's is the most popular bar in the
Porttown area, and a favorite hangout of
Darranian well-to-do's who wish to impress
extra-Provincial guests. The atmosphere is
lax and cosmopolitan (for Tayah), with
Darranian Church officials, common
laborers and more than a few Dactra
milling about and enjoying the show.
Service is provided by Tsorosian waiters.
The drinks are not unreasonably priced,
and the entertainment is excellent. Tovi
Dauschen's table is near the main entry.
5.33 TAYAH PORT AIR CONTROL AND COMMUNICATIONS:
5.32 THE REFINERY (TLF Although rebuilt and updated in This building has seen more use as of late
HIDEOUT) Imp.466, Tayah Port is still relatively stark than the others at the Port, for it serves not
This time-scarred complex lies just as far as Planetary Downports go, possess- only as the communications link to Croix,
outside of Porttown, and its rusted ing few of the non-essential luxuries but also as the focal point of reconnais-
machinery still bears the marks of the great Imperial travellers are accustomed to (see sance findings reported by the Darranian
Tayan riot. Here the TLF stores arms and map, pg.29). A few of the more important Patrol Cruisers and Jet Fighters. The TBO
supplies, relying upon the metal surround- areas of the Port are: relay installation can be seen on the roof.
ings to shield the presence of contraband WAREHOUSES: It is here that the PCs'
5.4 _ _ _ _ __
weaponry from prying SENSRs. Beneath much needed ship parts will be found, as
the refinery lies a massive chamber, once well as any other interesting goodsl THE TASK
used as a parking structure, which now resources the GM Wishes to include. Four The PCs' primary objective is to locate
serves as the meeting hall of the Porttown Darranian Portguards keep the area secure. the ship parts they need and leave the area.
rebels. The wide entrance to the chamber is The warehouses' doors are locked, Alas - this will require a bit of footwork.
guarded at all times by rebel gunmen. requiring a SM/Locks:X to open them (of Dauschen will be easily found and per-
Inside, small, cramped "living quarters" are course, blowing the lock off the door will suaded to swing a deal for the parts, but he
wedged in between boxes and barrels also work). will encounter the NeoLogus before he has
containing foodstuffs and fuel. Several SECURITY: The barracks of the Portguards a chance to close the deal (see Section 5.5:
decrepit-looking vehicles line the south (almost all of whom are not present during Encounters). ShortlY,the Underminister will
wall. Large plastic crates of Colosian the riot - only a token squad remains here arrive and deliver his warning to Ellagaer -
weapons and armor are stacked around the to guard the place). a warning which will be over-heard by
north wall, where Kabon's dugout sleeping some of the TLF operatives at Bora's, and
CUSTOMS AND ADMINISTRATION: The
hole can be seen to house a small tight- relayed through the grapevine of Porttown.
crowded and hectic center of the Port, this
beam laser communications rig. An unforeseen general panic will ensue,
is where interProvincial passage sales are
made and Port business is seen to. quickly rising to riot proportions, and the
rebels will distribute their remaining arms
and storm the Port. In the midst of this
chaos, the PCs will be left to their own
devices. Their only option will be to take
advantage of the confusion and attempt to
get into the warehouses themselves.
18
5.5 _ _ _ _ __
5.41 STARTING THE PLAYERS deliver his warning to Ellagaer; "The
When they arrive at Porttown, the first requisition has been okayed, and the Imps
thing the PCs will find is lodging - either at
ENCOUNTERS are already on their way - should be here in
the home of Protaus' friends or in the local In the streets of Porttown (pre-riot). a few days. I suggest that you do any
microtel. The GM may give them a day or there is a 20% chance of a random necessary house-cleaning fast, because
two to settle in if desired, recovering from encounter every half-hour, rolled on once the Marines cool things down the next
any wounds they have suffered along the column 5 of the Encounter Table. When the step will be to bring an 110 investigative
way and making any minor purchases riot begins this chance goes up to 20% committee in here - and you know how
which seem appropriate. The Porttown is every minute. At the Port (while the riot is they are. Just thought you'd want to
an ideal site for encounters of all types. going on), there is a 50% chance of a know ... " The Underminister will wink
When the PCs begin asking about ship random encounter every minute (rolled on knowingly at the NeoLogus, and take his
parts, they will be advised to find Tovi column 6). Preset encounters are detailed leave of the group.
Dauschen at Bora's Bar. below: If the PCs look around the room at this
The PCs are pretty much on their own- 1. BORA's BAR moment, they will notice that several of the
although they may already possess a few Having been steered in the direction of locals (mostly Tsorosians) are beginning to
items/datum of value. The names Bora's Bar, the PCs will encounter clear out - it seems that the PCs are not
"Toratoma", "Havenband" or "Old Rock" Dauschen sitting alone at his table, the only ones who overheard the
will be enough to get the local TLF forces to enjoying his Karoline Kooler and watching Underminister's message. Shiba Banto will
listen to them seriously, and allow them Shiba Banto's performance. He will be wrap her set up quickly, thank the quickly
into the refinery compound. The armbands enthusiastic about the prospect of trading dwindling croWd, and leave via the back
which may have been provided by the some old ship parts for the aid of a squad exit (shooting a glance toward Dauschen's
Havenbanders will keep the Porttown of adventurers such as the pes (or for the table as she goes). Ellagaer will address the
rebels from firing at the PCs during the riot. Monits they can bring him), and will begin Free Trader one last time ("You heard him,
In addition, if they bear MercMarks, the negotiations in earnest. Letting it slip that the job is over. Pull your men out"), and
pes will be able to avoid overcomplicated the desired parts can indeed be located at then leave the bar with his entourage
encounters witn tne Portguards. the Port Warehouses, Dauschen will trailing behind him.
inquire as to what form of compensation 2. PRE-RIOT RAllY
5.42 OBSTACLES the PCs are capable of delivering to him, If the PCs follow Shiba Banto out of the
Although the course of the Adventure but the transaction will be interrupted bar, they will soon witness her getting onto
might vary slightly depending on the PCs before the PCs have a chance to answer. the back of a primitive motorcycle driven
actions at Bora's Bar, there are no real A sudden stillness falls over the bar as by a young Tsorosian man. Tailing the pair
obstacles until the riot begins and the Port NeoLogus Ellagaer strides in, accompanied on foot is a MM/Stalk:S, though the PCs
is stormed. It will soon become apparent by his lofty companions, and walks directly may be able to hotwire a nearby vehicle
that Dauschen is too busy to deal with the toward Dauschen's table. Dauschen, seeing (requiring a SM/ElecT:H) to pursue in. The
PCs, and that they will have to hit the the trio approaching, will quickly break off rebels will head quickly for the abandoned
warehouses themselves. At the Port, negotiations and ask the PCs to leave him refinery at the edge of Porttown, and will be
obstacles include the outer perimeter fence for a while (if they are not convinced and seen to pass through a wide hallway into
(AT 20, 20 hits per man-sized section), the attempt to remain seated, the NeoLogus some sort of underground room. A SM/
locks on the warehouse doors (mentioned can use his mental powers to drive the Percp:M will reveal the presence of two
above), the Darranian Portguards (see point home). After the PCs have put at least gunmen near the inner doors. If the PCs
below), and the general air of confusion, in a few meters between themselves and indicate TLF affiliation (by mentioning
which anyone might aCCidentally take a hit Dauschen's table, they may be able to Toratoma, Havenband or Old Rock, or by
or two. Every round that a character is attempt to listen in on the ensuing conver- showing their armbands), they will be
exposed there is a 5% chance that that sation (this will require a SM/Percp:H) Field cautiously escorted into the crowded
character will receive a number of concus- Marshall B'toma has located Havenband, chamber.
sion hits equal to a roll of Id20 (high open- and Ellagaer has decided to send some of Inside, Kabon and his compatriots hand
ended), from stray weaponfire. If the Dauschen's mercs into GeoSector 45 to out weaponry and armor to scores of
Players miss the foreshadowing clues and clear the rebels out. If the PCs step forward anxious rebels, as TLF rally songs and
opt to remain in Bora's Bar, they will be at this point and let it be known that they chants echo off the rusty walls. Shiba
there when TLF fighters charge in and have been to Havenband, the NeoLogus will rushes to meet her lover, who hands the
cowboy the jOint, killing Tovi Dauschen and take an interest in them and invite them task of disbursement over to one of his
any other citizens present. into the conversation again, offering them comrades to give her his full attention. The
5.43 REWARDS positions in the strike force. Whether or not PCs may be lost in the commotion at first,
this occurs, the proceedings will be but after a short time they will be ap-
Besides the ship parts required by the interrupted again.
PCs, there are a few other items of interest proached by Kabon, who will praise these
in the Port warehouses. The GM should Underminister Driscol-Smith enters the outsiders for "taking a stand against the
feel free to toss in any interesting and/or bar, spots the NeoLogus' party at evil Church of Darran", and strap on his
valuable items which the PCs need badly or Dauschen's table, and approaches (fol- fighting gear. He then leads a short rally cry
are deserving of. All Portguards carry lowed by his two TransHuman I body- as the last rebels suit up, and tells them
equipment which the PCs might be able to guards). He addresses the NeoLogus by his he'll see them back here in a few hours.
strip them of (see below), and most rebel first name, and the two began speaking in Dividing into small squads, the rebel army
fighters also possess such booty (as well hushed tones. Any PC who succeeds in a takes to the streets, heading in the direc-
as IdlOO Kaba each). SM/Percp:V will hear the underminister tion of the Port.

19
3. THE RIOT
The riot explodes with frightening
quickness upon the Port and the surround-
ing town. By the time the Provincial Guard
responds, the rebel fighters have broken
the Port fence in several places. Spurred on
by the violence or by sheer curiosity,
hundreds of civilians - both Tsorosian and
otherwise - follow the TLF vehicles into the
compound. Before long the Port is in
absolute chaos. Throngs of screaming
rioters face off against the Port Guards and
climb the air control tower in an attempt to
destroy the TBD relay beacon. The streets
of Porttown are assailed by the cacophony
of firefights and Civalert Sirens as the
expanding mobs lay siege to the area.
Windows are smashed and vehicles
overturned, innocents are caught in fatal
crossfire and buildings are torched. Shortly
thereafter the sound of an approaching jet
precedes the first of the gas-bombings.
It is very possible that the PCs will have
several encounters on their way to the Port; 4. KABON'S DEATH these arms to be of Colosian make, but I
reactions of encountered persons (from The PCs may end up at the refinery after have just learned their true origin ... " The
either side) will generally be extreme. When their theft (in playtest the party caught a room is still as Kabon picks up and
they make it to the Port (see map), the PCs ride on a passing rebel AFV). If so, they will examines his Assault Blaster. "The men
will have to cross part of the compound in arrive just in time to see the rebel leader who sold us these weapons were actually
order to reach the warehouses - this will hunched over the laser comm unit near his Imperial Intelligence agents. I am afraid,
take them very near the center of the riot. bed. The garbled bursts of Ambatsya will brothers and sisters, that I have led us all
On their way they will pass at least one be totally unintelligible, but Kabon will soon straight into their hands ... 1have failed you
squad of Darranian Guards (six men to a cut off reception and address the group, all." As the significance of this turn of
squad) who have a chance of firing at them asking for everyone's attention. "Fellow events begins to hit home, Kabon closes
(SM/Percp:H, minus PCs' worst Stalk fighters, this day is a dark one. You are all his eyes and asks for forgiveness - he then
score). In addition, two more Port Guards aware that I have been trading our own raises the Blaster to his head and pulls the
are posted in the warehouses themselves. good food to provide us with the illicit arms trigger.
we bear. Some of you may even know

STATS FOR NPCs: PUSH COMES TO SHOVE


Name Lvi Hits AT(DB) WpnOB SklAdd SklAdd Notes
ToviDauschen 6 45 5(5}@ 40MAISt 68Trade 45Diplo Detzeeri Criminologist; Free Tfader 8. rnen~.~I\'df1
contractor.
Ellagaer 10 55 4(10)" 50LsrPI 72PbSpk 80Admin Oarranian SemiTel1 Administrator: NeoLaqus of
Tayah; 40PP (incl.x2 multiplier).
Driscol-Smith 7 40 6(0)! 32PwSwd 60Diplo 55Seduc Imperial Provincial Relations Underminister.
ShibaBanto 6 38 5(10) 35BlsPI 70Sing 40St&Hd Tsorosian Entertainer and TLF fighter.
Tobar Kabon 10 70 10(0) 82BlsAs 60PbSpk 58Comm Tsorosian Armsman & TLF leader.
TLF Fighters 5 35 5(0) 45BlsPI 35St&Hd 35Percp Mostly Tsorosian Armsmen & Criminologists;
varied personal equipment.
'Port Guards 5 30 8(0) 45StnAs 30Percp 25MtScn Darranian Armsmen; have Tac-scanners & +10
Laser Targeting Units.
Shields: @ =Absorption; * =Detlector; ! =Barrier.

20
Trooper possesses the following equip-
ment: ABS Battle Mesh (AT16), Laser Rifle,
Sentinel Helmet, Tactical Scanner, Grav-
ADVENTURE: Pack, Auto Tab Applicator (10 Andeline
WHEN THE WHIP COMES DOWN Tabs), 10 Ration Tubes, Water Accumula-
tor, Utility Cartridge, 2 Weapon Cartridges,
The PCs have obtained the needed ship parts and must travel back to the Daphne. and 5 Utility Cells. There are five troopers
amidst the final bloody days of the war. To get there, they will have to cross The Wilds in each squad.
again - and before they can make it to their destination, the Imperial Marines make a
dramatic and effective entrance. SHIP NAME: THOR 704
6.2 _ _ _ _ __ PRODUCER: Imperial Transtar
6.1 CLASS: Tactical Troops Planetary
BACKGROUND DATA THE NPCs Drop Vehicle
Although the initial uprising at Tayah OWNER: Imperial Marine Corp
6.21 SHOTAKA BONI, TLF COMPUTER Mk: 20
Port caught the Darranians off guard, they
soon recovered in full force. Now that the SCOUT CAT: 24
imminent arrival of the Imperial Marines is A large, homely Tsorosian woman with ARMAMENT: Mk.20 Laser Cannon in
common knowledge the Provincial Guard a gift for stalking and tracking, Boni is well Universal Turret, bottom-
have their work cut out for them, as the known in TLF circles for her talent and mounted
style of warfare has degenerated toward knowledge of Provincial Guard tactics. She TONNAGE: 75
simple, bloodthirsty attrition tactics. The has lived at Havenband for several years HITS: 120
few mercenary bands still on Tayah are now, although she often spends months POWER: 10 days, Fusion Reactor
hurrying to get out of here by whatever out on reconnaissance missions, gathering
MOTIVE FORM: Fast Grav
means make themselves available. The TLF information on Church activities and troop
movements. She was, in fact, just coming SHIELDS: +50
has realized (for the most part) that the
n~))!)~))}}D)) »;l:5 }a}}eD, ;mD that t)1~}r back from such a mission when shg was EW: +30
remaining time is short. In light of these caught in the sights of a Darranian Jet SENSORS: 10,000 km range
facts, most of the still-active bands have Fighter on a strafing run, and seriously LASER COMM: 10,000 km range
changed their fighting style; instead of wounded. Having lain by the side of the CREW: 1 Astro, 2 Tech
surreptitious, maneuver-oriented guerilla road for several days, she has just returned CARGO: 200 cumets
tactics aimed primarily toward acquisition, to consciousness and is still rather PASSENGERS: 40 men & equipment
they are now using all their might to simply disoriented. She wants nothing more than MECH INTERFACE: P/W/S
destroy as much Darranian property as to somehow be returned to Havenband, for AUXILIARY SYSTEMS: Bridge
possible. Civil uprisings have begun she has important news to deliver to Old OTHER FEATURES: Hull Interfacing
occurring in most Tayan cities, setting each Rock (whose true identity she knows - see with mothership, 10 Commtorps
other off in an apparent chain reaction of Section 6.44: Rewards).
CREW COMBAT SKILLS: All at +55
unfettered angst. The Provincial Guard has 6.22 IMPERIAL DROPSHIP
responded to meet these challenges head- 6.23 THE CHISHOLM
on; they have only to hold the place TROOPERS MARAUDERS
together for another three days. The Dropship Troopers are a subdivi- A mercenary band from Jade-London
The Imperial troops which are even now sion of the Imperial Marine. Trained in Province, The Chisholm Marauders are run
speeding toward the Capella system various methods of ground warfare by a small, pale rat of a man named Stiv
represent a relatively standard Planetary (maneuver/attrition, urban/rural, etc) as Rastor. Having nearly completed their
Peacekeeping Force of moderate size, well as alien environments, these arms men service contract with the Church of Darran,
although the contingent is notable in one are carried to their destination system and the Marauders were passing through
respect (as revealed in current media released from orbit in special vehicles GeoSector 45 en route to the Port (where
transmissions): in addition to the usual called Dropships. The 'Thor 704" class their ship is located) when they were
Gunship Squadrons, Armor Companies and Dropships (see pg.28) used in this Adven- ambushed by Toratoma and his men.
Dropship Troopers, four "Monitor" class ture are large enough to hold one platoon Caught unprepared, they defended them-
MIRCS are being sent to Tayah. MIRCs each (forty men and four Halftraks). When selves as best they could, but in the end
(Maneuver Interface Robotic Comboids) the Dropships hit ground, they will be used almost all of them were slain by the rebels.
are a relatively recent development in the by the troopers as fortified bunkers and Rastor and two comrades, Justyn Maries
Imperial arsenal. These gigantic humanoid bases of operation while the MIRCS do the and "Hammer,' are all that remain of the
constructs are driven by specially trained heavy work of entering and neutralizing Marauders. They are currently hiding out in
MIRC Pilots, and are capable of handling "hot zones.' The initial mission of the forces the forests of GeoSector 45. Having
devastating ground warfare as well as sent to Tayah is to enforce a ceasefire (on listened to media updates on their radio
airborne assault actions. They have never both sides) by making an overwhelming unit, the trio is aware of the current status
before been used against a civilian popula- show of power. This is a favored assign- of the war, and figure that the chances of
tion. ment type for most Dropship Troopers as their ship still being operable are next to
the nature of the mission demands high nil. They have found the PCs Hypershuttle
presence and low restraint. Each Dropship by using their Multiscanners, and wish to
get off of Tayah before the Imps find them
(their records are somewhat less than
clean).

21
6.3 that the Imperial Marines are indeed on If relations between the PCs and the
their way to Tayah, and makes special note Havenbanders are good, Toratoma takes
THE SETTINGS of the fact that the Empire plans to utilize them to see Old Rock once more (see
For the most part, the description of The Robotic Comboids against any forces Section 6.5: Encounters), and the ancient
Wilds given in Section 4.31 still holds. unwilling to lay down their arms. Suddenly, Tsorosian speaks to them in Anglaman (!),
However, the nature of the activity in the a loud shockwave shakes the compound as revealing his true identity; he is Boban
area has changed considerably, as can be an explosive missile strikes a nearby Tsabano, the original father of the Tayan
seen by glancing at the Encounter Table building. The rebels scatter for cover, revolution. Tsabano will then give the PCs a
(Section 8.5). After the third day the PCs disappearing into their cubbyholes or large, handmade book written in Darpait.
will begin to see the telltale streaks of running into the mazes between the great This is his own written history of the
armored vehicles in planetfall against the empty tanks. The PCs should get the idea Tsorosian people, and (depending on one's
grey sky, and hear the distant (or not so pretty quickly that this is becoming a very feelings about Tsorosians) it could be
distant) booming of gigantic MIRC dangerous place to stay ... considered a priceless artifact. Although
weaponry. While crossing The Wilds this most of the text deals with the life and
second time, the PCs will incur a 20% 6.42 AIDS times of Tsabano himself, the history of
chance of encounters every 19 hours. Of As before, the PCs are pretty much on Tayah and the resistance movement, there
note is the fact that the more distant and their own out in The Wilds - just them- are several supplemental chapters in which
destitute TLF bands do not know of the selves and their survival skills - although the old man has laid down some of his
Imperial aid contingent yet. (hopefully) they are better prepared to deal more abstract concepts. One of the most
6.4 _ _ _ _ __ with the situation this time around. significant facts revealed in the book is that
Shotaka Boni can be of great assistance the Tsorosians, contrary to popular belief,
THE TASK if the PCs can somehow treat her wounds were never indigenous to Tayah at all, but
(see Section 6.5: Encounters); she is descended from Terran Humans. Other
Simply put, the task is to get back to the familiar with all the wild herbs of Tayah, sections of the text deal with Tsabano's
Daphne Hypershuttle as quickly as pos- and may attempt to find some each day she experiments in Psionics. Any PC who reads
sible. This will probably entail acquiring a is up and about (she has a skill total of +55 these sections and succeeds in a SMI
vehicle by some means. Hotwiring is one in the required SM/Botan:H). In addition, RE&IN:X will receive a +20 on the Psion
option and probably the best available her superlative Perception and Stalking Gain Roll when they attempt to learn the
(seeing as few car owners will be willing to scores (both +45) may prove quite useful. "Mind's Truth" or "Mind's Eye" lists.
allow their vehicle to be driven into She is a storehouse of all manner of 6.5 _ _ _ _ __
GeoSector 45), although others may exist miscellaneous wilderness tips (such as
as befits the GM's desire to make things "when attacked by Pod Leapers, find and
difficult. Without a vehicle of some sort, the ENCOUNTERS
destroy the Pod"), and an excellent hunter,
journey would take over one (Imperial) as well. While travelling through The Wilds,
month. It is recommended that you let there is a 20% chance of encounters every
them get their vehicle without testing them 6.43 OBSTACLES 19 hours (rolled on column 7 of the
overmuch, for the real test of the Adventure As the nature of this Adventure is Encounter Table). When they reach
is coming up. primarily traveling through dangerous GeoSector 45, this chance goes down to
Once they have eliminated that little terrain, the most likely obstacles are 15%, and column 8 of the table is used.
problem, all the PCs must to do is race random encounters (see above). The final Preset encounters are detailed below:
across 1200 kilometers of rough, freezing days of the Tayan revolution are chaotic 1. SHOTAKA BONI
terrain in the midst of an Imperial siege, and violent in the extreme, and pains Just outside of Porttown, the PGs wi}}
while avoiding encounters with the local should be taken to convey the absolute spot a wounded figure by the side of the
citizenry and fauna ... sounds easy, huh? bedlam which rocks the planet. Except for road, struggling to stand. This is Shotaka
the role of Shotaka Bani (see Section 6.2: Boni. She is unarmed, and obviously very
6.41 STARTING THE PLAYERS The NPCs), this Adventure affords the GM badly wounded. If the PCs pick her up she
After Kabon's suicide, the Porttown TLF the right to pursue an almost totally will almost immediately fall asleep, and will
dissolves into a Chaotic blur of emotional antagonistic valence - i.e., you versus drift in and out of consciousness until she
reactions. A number of hours pass, during them. The plot is simple; they want to get gets either a full night's rest or medical
which the rebels tend their wounds and to the Daphne, and you want to get in their treatment. She is suffering over 30
distribute food packets. Some even manage way. concussion hits worth of damage, two
to sleep, despite the constant shouting and When the PCs make it back to the broken ribs, and "medium" burns, and until
gunfire which echo off the walls of the Daphne, they will have another little healed, she is operating at -30 on all
refinery. Many of the rebels decide that surprise waiting for them in the form of maneuvers. One time, in a semi-coherent
their only possible course of action is to Stiv Rastor and his slimy pals. This nasty state, she will mumble something about
wreak as much havoc as they can before having to see Tsabano - a remark which
trio is prepared to resort to just about
the Empire pulls the plug. These warriors anything in order to get off "this stinkin' should strike the Players as a little odd if
quickly prepare their weapons, slap on a ball" (see Section 6.5: Encounters). they recall their Tayan history lesson (The
few MedTabs, and head back out into the truth is, she has discovered that the pOison
mob-ridden streets. Others are too numb 6.44 REWARDS used to kill Viscount Shamus was a rare
with shock or blood loss to participate. In addition to whatever they can find toxin called Cortelax, designed by the lSI
Soon, one of the wounded fighters picks up growing naturally or strip from the bodies and administered by Imperial assassins).
an Imperial news relay on Kabon's laser of fallen foes, the PCs may receive an
comm unit. The bulletin, broadcast live actual reward from the Havenbanders if
from Croix OrbStation, states unequivocally they manage to bring Shotaka home alive.

22
Later on, although she may develop a Imps will let them get away for now (but SHIP NAME: Monitor
relationship of trust with the PCs, she will any upcoming Imperial encounters could PRODUCER: Imperial Science
refuse to elaborate on this cryptic state- easily be blamed on this original sighting). Institute
ment, saying only that they will have to wait If/when the party actually encounters an CLASS: Planetary Defense MIRC
until they reach Havenband - all will be Imperial squad, the GM should rollldlOO to (Maneuver Interface Robotic
revealed ... determine the squad's initial reaction. This Comboid)
2. IMPERIAL DROPSHIP roll may be adjusted by the best Presence OWNER: Imperial Marine Corp
One night, about two-thirds of the way modifier in the PC group, and by an COMPUTER MK: 50
to Havenband, the PCs will notice an additional -30 to +30 depending on the CAT: 24
incoming vessel which seems to be headed party's appearance (ie, weapons drawn, ARMAMENT: Mk.20 Laser Cannon in
straight down toward them (a SM/Percp:V weapons raised, wearing rebel clothing, Universal Turret in "head" Mk.30
will reveal its actual vector to lie several etc.) - the GM will have to make a value Blast Cannon in "chest" (Front-
kilometers to their west). Shortly afterward, judgement on this one. If the reaction total mounted) 4 Mk.12 Explosive
the sound of retro-brakes and a dull thud is greater than 80, the Imps will not request Missile Launchers (two in each
indicate a successful landing. The vehicle is Ident Discs, and will maintain a courteous "hand")
a Thor 704 Dropship, carrying 40 Imperial attitude while questioning the group about TONNAGE: 50
Troopers and 4 Halftraks, and the crew will local activities/terrain/wildlife, etc. If the
reaction total is between 40 and 80, Ident HITS: 110
be out of the vessel and combing the area POWER: 100 days, Fusion Reactor
within half an hour. The PCs have basically checks will be made (Security Scanners at
tier two), any members of the party who MOTIVE FORM: Fusion Boosters, Fast
three choices at this point: either they
are wanted by the Empire will be arrested, Grav & Walker
strain their vehicle to its maximum speed in
an attempt to leave the area quickly, carry and any weapons greater than Mk.2 will be SHIELDS: + 10
on at normal speed, or go investigate the confiscated (unless the pes are ready to EW: +25
Mn<linq site. If SMtaka is with them she fight these guys). If the reaction total is SENSORS: 50 km (ground), 500 km
wm insis1 upDn e'll30ino 111is encDun1er. lower than 40, the players are in for a fight, (atmosphere)
S\Ia~(\~(\<;} tt:\e \Jet:\~c\e ~s done liKe tt:\is·. as the Imps (taking them to be hostile) go LASER COMM: 1000 km range
the driver of the vehicle states how hard straight for the attack. CREW: 1 MIRC Pilot
they are willing to push it in terms of a NOTE: Any PCs who are arrested by the CARGO: 5 cumets
standard Difficulty Level (minimum = Imps will find themselves standing trial MECH INTERFACE: p/W /S
Hard), and the appropriate penalty is before the GCH within a number of OTHER FEATURES: Manipulation +20,
applied to the Vehicular Maneuver Roll. For weeks. If the GM wishes, the transfer Maneuvering +35, Perception
every -10 that the driver takes as a penalty, points along the route may be mapped +25
the percentage of movement indicated is out so as to allow the PC a chance at CREW COMBAT SKILLS: MIRC Pilot
increased by one-tenth, and the vehicle has escaping, but this is far outside of the +65
a 10% chance of suffering a malfunction of scope of this Module (sometimes it's 4. MARAUDER AMBUSH.
random severity. (Example: The driver better to just pay the two dollars).
decides to strain the vehicle to a Very Hard About the time that the PCs finally make
3. IMPERIAL MIRe. it back to the Hypershuttle and begin their
degree. Since the penalty to the roll is a In the middle of what had otherwise
-20, the distance travelled as indicated on repairs, Stiv Rastor and his pals will be
been a relatively uneventful day, the PCs skulking. around in the nearby woods. If the
the chart will be multiplied by 1.2, and two will suddenly witness an awesome sight; a
rolls of 11 % or higher will be needed to PCs have someone standing watch while
humanoid construct of incredible size flies repairs commence (a wise idea), a suc-
avoid random malfunctions). by overhead, and lands on its "feet" several cessful SM/Percp:X or an appropriate
If the party decides to investigate the hundred meters away. The gargantuan ma- Scanner roll by that character will reveal
landing site, they will spot the Dropship chine slowly turns its great bulk around, the presence of the trio. If they are not
visually only when they get within 100 apparently scanning the surrounding area perceived, the Marauders will wait until the
meters of it. The bulky vehicle sits in a (the PCs will probably be seeing their PCs seem pretty involved in their activities
flurry of dustmotes, shimmering and imaginary lives flash by their eyes by this (perhaps ten more minutes - allow extra
shifting like some weird mirage (this is the point), and then fires an impressive Perception or Scanner rolls every minute)
result of the ship's EW field, which is fully projectile barrage into a dense tangle of before making their move. Whether they
activated and allotted to cloaking). If the trees 200 meters distant. Suddenly a group are the aggressors or on the defensive, the
Marines inside SENSR the approaching of rebels come running out of the woods, Marauders will use ihe same tactics: they
party (the SENSR operator's skill total is prepare a portable missile launcher (while will concentrate all of their attacks upon the
+30), they will send out a squad (five men) the MIRC targets on them), and fire at the nearest member of the PC party, attempt-
to deal with them (see below). If the construct. The rebel shot damages the ing to knock that character unconscious.
Players have the advantage, they can do as great machine, but not quite enough - the They will then attempt to capture the un-
they like (just what did you have in mind?). MIRC quickly responds by letting loose conscious character, dragging the supine
In 30 minutes four Imp squads will another barrage, deCimating the area and form back into the trees with them (this
leave the Dropship and begin cruising leaving little or no trace of the offending will, they hope, allow them to bargain).
around in the Halftraks, using Multiscan- rebel strikeforce. The PCs might decide to
ners to do their recon. Once again, if the take the MIRC on while its "back" is turned,
Players (who have probably gotten rather and for this reason stats are given below.
far off by now) are scanned by the Imps, a However, only an extremely well-armed
squad will go after them to investigate. If (and lucky) party is going to have any
they cannot be caught b~ the Halftraks, the effect on this monstrosity - and that fact
should be pretty obvious.
23
If they accomplish this goal, the trio will
then callout to the PCs for a ceasefire and
negotiation - "Cor, mates, all we're wantin'
is a shunt back home! Let's be civilized
about this! We're not wantin' any trouble!"
Let the Players decide what their response
will be - the Marauders will wait patiently
(meanwhile scanning the PC group and
taking pieces of the fallen character's
equipment). This is an open-ended
encounter - it should be entirely possible
for the two groups to arrive at some sort of
bargain, if that's the way the PCs call it-
for all their scuzziness, the Marauders can
be good to have on your side. (Of course, it
should also be possible for the PCs to blast
them into tachyons to teach them some
manners ... )
5. HAVENBAND.
Should the Players succeed in returning
Shotaka Boni to Havenband, they will be
spotted (as usual) by a small patrol party
somewhere near the camp. These warriors
will approach cautiously, lowering their If the original Havenband encounter was situations such as this, with PCs relating
weapons as they do so. When they come a positive one, the PCs will be hailed by large amounts of past campaign material to
close enough to make out Shotaka's face, many members of the community (many of NPCs, it is often much more practical to
they will speak excitedly in Ambatsya and whom actually do speak Anglaman but ask the Players what data they will not
wave for the party to follow them into usually don't let on), and Toratoma will reveal than what they wi/~. When they
Havenband. deliver the thanks of his people in an reach the old man's cave, Toratoma will
If the PCs' original encounter with the emotional speech. Afterwards, a great explain to them that although he does not
Havenbanders ended on a negative note, ceremonial feast will be called, at which the like to deceive anyone, in times of war
Toratoma will address them directly, PCs will be the guests of honor. While the some great secrets must be kept. He will
speaking in Anglaman. He will thank the camp scurries into preparation mode, then take them into the cave and introduce
PCs for returning one of their finest Toratoma will walk the party toward the them to Boban Tsabano, the father of the
warriors back to her people, and will assure cave of Old Rock. On the way there, he will Tayan revolution - who they may have met
them that they will suffer no further ask them what they have seen in their before as Tabrasto, "Old Rock" (see
animosity from the Havenbanders. He will travels, and what they have heard in the Section 6.44: Rewards).
then ask them to leave, so as not to disturb media or by word of mouth. (Note: In
the upcoming ceremonial meal.

STATS FOR NPCs: WHEN THE WHIP COMES DOWN


Name Lvi Hits AT(DB) WpnOB SklAdd SklAdd Notes
Shotaka Boni 7 9/39 6(15) 40StrAs 45Percp 45St&Hd Tsorosian Explorer: Scout for the
Havenbanders; familiar with local
herbs.
DropTroopers 5 40 16(0) 50LsrRI 65TcScn* 30Percp Imperial Armsmen; Planetary
Assault & Ground Defense
personnel.
Marauders 5 30 8(0) 35BlsPI 35MtScn 30St&Hd Jadic Armsmen; Mercenaries for
the Church of Darran.
* = includes intrinsic +50 due to nature of item.

24
6. House Darran will be absolved by
popular vote of Imperial Senate;
ADVENTURE: LAST DITCH Above Tayah, six Light Gunships hold a
defensive pattern around the Imperial
The PCs just might succeed in getting out of this system for good, provided they are Heavy Transport vessel which serves as the
capable of handling the orbiting Imperial Gunship Squadron (in one way or another ... ) mothership for the Dropships and MIRCs.
This Adventure may be resolved with a bit of Diplomacy and quick wits, or it may become In addition to performing all standard
a deadly N-space combat scenario, depending on how the Players call the shots (pun system defense duties, the crew of these
quite intended). vessels has been charged with the task of
7.1 checking all ships which attempt to leave
absolve the House without coming up with the system. They are primarily concerned
BACKGROUND DATA some good reason. The Plan (known only with two things: (A) that no Tayan citizen
When the Imperial Fleet arrived at the to a few 110 operatives and the Emperor should be allowed to leave planetside; and
Capella system, several steps were himself) provided this reason by making (B) that no Free-Traders or other interests
immediately taken to insure the area's use of the already present social stresses manage to smuggle any valuable goods/
smooth transition through the Imperial within the House, manipulating the forces information out of the system. The lead
martial law phase to Imperial Territory at play and causing the state of disturbance gunship carries a representative of the 110
status. First the Church's stellar Defense to escalate. Several steps were undertaken aboard. Any characters who are stopped
Forces were taken off of active duty, and in order to achieve the desired culmination: while trying to leave the system will be
their starships turned over to the Imperial 1. Viscount Shamus assassinated by 110 interrogated by this operative, whose job is
Fleet, whose Gunship Squadrons moved to agents; to make sure that no word of the Imperial
secure the effected systems. Next, the 2. Viscount Usri placed on throne (Usri is Takeover Plan has an opportunity to get
Imperial Marine Dropships and MIRCs selected because of his reactionary out.
were released onto Tayah to enforce attitudes and military experience, as well 7.2 _ _ _ _ __
ceasefire and suppress any initial resis- as his highly verbal support of the
tance to the proclamation of "Imperial Imperium); THE NPCs
;"cquisition" (read: seizure). M personnel 3. Colosian weaponry delivered to rebel
(and equipment) used by the Church of forces by Imperial agents posing as 7.21 THAIN ERIK LUVTAFFE III
Darran to secure and police the surface of Colosians; Commander of the Imperial Light
Tayah were "acquired" as well; they now 4. Empire-wide media exposition of Church Gunship "Hercules", Erik III is the eldest
serve and report to Imperial Liaisons difficulties/war effort; son (and heir apparent) of Kivan Drail
(though they will soon be replaced by more Luvtaffe, Baron of the Cih star system (co-
Marines). Operatives of the Imperial 5. Eventually, House Darran is forced to call
in Imperial Marines, publicly proving ordinates 10/1/-16); an Imperial Territory
Intelligence Directorate will now begin which serves the Emperor as both a close
combing the moon's surface, finding (or themselves unfit to rule their own
Province. Thus: defensive Port and major shipyard. Erik is a
planting) signs of Church ineptitude and headstrong, sharp-witted young man of
corruption, and an Imperial propaganda a. Imperial martial law enforced twenty-five and quite good-looking (Ap 93).
campaign will be initiated to spread word of b. Systems & assets seized by
these findings and extoll the virtues of Empire;
Imperial rule. Once all signs indicate that
the populous has accepted the new regime,
the state of martial law will be relaxed. The
Inner Circle and related Nobles will be
given the choice of appearing before the
GCH in answer to the Imperial charges, or
fleeing the inquisition and becoming Exiles.
All of this is in strict and well-orches-
trated coherence with what might be
termed The Imperial Takeover Plan - the
real truth behind not only the Tayan
revolution, but the entire course of the
Darranian "fall". Instigated in Imp.468, The
Plan came about as the result of the
Imperial realization that in light of such
problems as the falling production rate and
the Tayan resistance movement, the
Church of Darran was no longer capable of
competing with its peers (or the newer
Frontier Provinces). The settlement of
Frontier Zone Five had used Darran
Province as a springboard, and the House
had outlived its usefulness. Due to the fact,
however, that the Church had always been
a fervent supporter of the Empire, it was
difficult (and politically un.wise) to simply
25
7.3 _ _ _ _ __ 7.4 _ _ _ _ __
His sandy blond hair is worn in a short,
sharp cut, and his clothes are striking
examples of all the finest materials and THE SETTINGS THE TASK -
most recent Core fashions (being of Noble IMPERIAL LIGHT GUNSHIP HERCULES The task is to get out of the Capella
blood, he is not required to don military system by whatever means are available.
A modified "Charger" class Imperial This may be accomplished in several ways,
uniform unless in the presence of a
Light Gunship, the Hercules is currently ranging from peaceful cooperation with the
superior officer who is also Nobility). Erik
carrying a full Astro and Tech crew, and Imperial representatives aboard the
is the Thain of Cih IV: "Opaline". His
twenty Imperial Marines man security Hercules to launching a successful attack
assignment as Commanding Officer of the
stations onboard the vessel. Unless the upon the Gunship and shunting out before
Hercules (the lead vessel within the
Hercules is somehow taken out, the other it has a chance to blow The Daphne to bits.
squadron) is part of a traditional arrange-
Gunships in the squadron will only act If they cooperate (by far the most prudent
ment between House Luvtaffe and the
Empire, and a prerequisite for his eventual upon orders coming from Commander response), the PCs will have to submit to a
Luvtaffe. The interior of the ship is im- search of the Hypershuttle and an "inter-
rule of the barony. As such, he takes his
maculate, as the vessel has just been view" with Thain Luvtaffe. Unless all their
job quite seriously - he's not about to let
refitted and cleaned, and a Mk.20 tractor answers and possessions indicate total
some group of working class errand-boys
get the better of him ... beam has been added especially for this ignorance of the Imperial Plan, Lexus
mission. With the exception of this MacHeili will also have his turn with them -
7.22 LEXUS MacHEILL: 110 weapon, the other ships in the squadron using the insidious NeuroNet Overlayer if
INQUISITOR match the Hercules' statistics. he deems it necessary.
The only member of the Imperial SHIP NAME: Hercules
contingent who knows the truth about the PRODUCER: Arc-Gotha 7.41 STARTING THE PLAYERS
Imperial Takeover Plan, MacHeili has the CLASS: Light Gunship Once The Daphne is repaired and ready
difficult task of trying to ascertain just what TONNAGE/HITS: 2000 to go, the PCs must decide whether they
the PCs know about the situation (and COMPUTER Mk: 35 will attempt to contact the Imperial
solving the problem if they know too SENSORS: 20 LV range blockade and receive takeoff clearance or
mUCh). A very large, round man with a simply try to make a run for it (it is
LASER COMM: 100,000 km range
deep baritone voice and small dark eyes, he common knowledge that the squadron is in
TBD COMM: 20 LV range orbit above Tayah). If they succeed in
walks around the vessel as though he owns
ARMOR TYPE: 24 hailing the Hercules, they will be given
it, and questions everything (no one is safe
CREW: 4 Astro, 8 Tech directions for assuming a compatible orbit
from the liD). To aid him in his inquisition,
the Imperial Science Institute has provided CARGO: 420 cumets and told to prepare for docking/boarding
him with an experimental device called a PASSENGERS: 20 (military berths) procedures (as a matter of routine). At this
NeuroNet Overlayer. This machine is a MAX SUBLIGHT ACCEL: Rtg 12 = 110 point the Daphne's location will be known
variant on the Direct Response Environ- km/sec/sec to the Hercules, which will keep an eye on
mental Actuator Matrix, or DREAMgame. It TRANSLIGHT DISPLACEMENT: Rtg 10 the Hypershuttle's vector to make certain
is capable of suppressing an individual's =10 LV/day that the PCs do indeed follow instructions.
mental defense mechanisms by direct SCREENS: +40 If the Players decide to ignore the squadron
superimposition of sensory stimulus EW: +25 and simply make a break for it, they will
created by the inquisitor (who, in effect. is ARMAMENT: have to take The Daphne into orbit (I round
"wired" right into the subject's neural of Atmospheric or Orbital Piloting) and
2 Mk.20 Laser Cannons, linked in
network). creating a state of consciousness then get out of the range of the squadron's
360 degree turret below ship
not unlike a hypnotic trance. Theoretically, guns (at least 2 rounds of N-Space PHot-
2 Mk.25 Blast Cannons, front- ing) without being SENSRd by the squad-
a subject under the influence of the NNO mounted
can be made to believe that he is in a totally ron. Note that the Gunships are considera-
Mk.20 Tractor Beam, in Universal bly faster than the Hypershuttle in N-Space;
different environment, or to "forget" his
Turret atop ship the PCs could easily be SENSRd further
own normal mental responses to given
stimuli. This makes the subject highly AUXILIARV SVSTEMS: Reactor, Life out, and the Hercules would still have a
susceptible to the Inquisitor's questions Support good chance of catching them (unless, of
and suggestions. There are some dangers OPERATING RANGE: 350 LV total course, they shunt out of the Grav Well).
associated with use of the NNO, including a OPERATING DURATIO#: 150 #ays The 2 round figure given above places The
slight possibility of permanent mental OTHER FEATURES: Landing capable, Daphne about 8000 km beyond the
damage to the subject (more side-effects Full Grav, Sickbay for 12 Hercules, which is attempting SENSR rolls
are possible through extensive use). The SPECIAL PROGRAMS: Evade +20, every round to locate any escaping vessels.
Inquisitor is very proud of the machine, Targeting + 15, All SENSR pro- If they are SENSRd at any point during this
and is anxious to prove its usefulness. grams escape attempt, they will be warned to turn
CREW COMBAT SKILLS: All at +40 back or be fired upon by the Imperial squa-
dron, and the Hercules will begin pursuit. If
the PCs do return immediately, the Imper-
ials will be willing to overlook this small
transgression, and the rest of the Adven-
ture will proceed as normal. If not, then
they will be forced to either engage in com-
bat with the Gunship or shunt prematurely
(causing 10di0 points of damage and 10
random malfunctions aboard The Daphne).
26
7.5 _ _ _ _ __
7.42 AIDS SM/Human Psych:X). Questions asked will
Aside from the Hypershuttle's perform- include: "Are you aware of the location of
ance capabilities and ship's programs, the
ENCOUNTERS any TLF hideouts?", "Do you have any idea
Players have little to go on initially. If they Due to the nature and location of this where the rebels' weaponry came from?",
choose not to cooperate with the Imperials, Adventure, no random encounters will be and "What is the nature of your relationship
this is all the aid they get. If they are rolled. Preset encounters are detailed with the Church of Darran?" If any of the
boarded and searched, they can at least below: Players' answers to these questions seem
rest at ease that the Imperials are only 1. HAILED BY GUNSHIP to indicate that the PCs know more than
looking for Tayans and Tayan contraband The initial encounter with the Hercules they are letting on, or if the PCs themselves
at this moment, and other violations will be takes place over the two ships' communi- are uncooperative or malign the Empire in
overlooked (this time). The Imperial cations systems. Chances of The PCs' any way, Luvtaffe will call Inquisitor
"interviews" (both with Thain Luvtaffe and vessel being SENSRd and hailed are MacHeili in to take over the interview
Lexus MacHeill) are similarly lacking in detailed in Section 7.41, Starting The process (once the Commander has made
thoroughness - after speaking with the Players. this decision, it would take a SM/Diplo:S to
Commander, it will become apparent to any 2. BOARDING PARTY
change his mind). If, on the other hand,
PC who succeeds in a SM/RE&EM:L that this interview goes well, Luvtaffe will
If/when the Imperial Gunship ap- release the PCs without further ado (if they
the officials are more concerned with proaches The Daphne, the pilot of the
determining what the PCs know than what bear MercMarks, he will pay them before
Hypershuttle will be instructed to lock on to setting them free).
they did on Tayah. In addition, there are a Microfreq 235.5 or utilize the ship's.tight-
few bugs still remaining in MacHeill's 4. LEXUS MacHEILL
beam laser rig to sign over control to the
machine - should the device be used a Hercules, which will make all necessary If the encounter with MacHeili takes
character with high Self-Discipline is ' maneuvers to facilitate boarding. The place it is only because Luvtaffe believes
capable of nullifying (or even reversing) its Imperial Troopers who enter the vessel will that the PCs have some knowledge which
effect - see Section 7.5: Encounters. first make sure that no weapons are within cannot be obtained via ordinary question-
the PCs' reach, and will order the pes out ing techniques. Shortly after MacHeill is
7.43 OBSTACLES called in, he and four Troopers will enter
1he obstacles in this Adventure have all at The Daphne and into the Hercules'
boarding airlock. They will then conduct a the cabin. Two of the Troopers are carrying
been touched on above. If the PCs really bulky helmet-type arrangements, which are
blow it somewhere along the line and end quick search of the Hypershuttle, looking
specifically for Tayan citizens, Colosian set upon two facing chairs. The first (most
up being arrested for some reason, they troublesome/suspected) PC will be asked
will be placed in a smaller Hypershuttle and weaponry and any items which were
obviously removed from the moon. Should to remain here while two Troopers take the
taken to the Transport vessel for holding others into the cabin next door (there are
(their last chance to escape is on board that any of these things be found, the PCs will
be arrested (although, oddly enough, such still two more Troopers in the connecting
shuttle. If this happens, use the Tach 20c hallway) The InquiSitor instructs the PC to
Hypershuttle in the Space Mastersample items as iliegal.MedTabs or other contra-
band will be ignored entirely). The PCs will put on one of the helmets, and sit in one of
Adventure - see your rulebooks). the chairs (he does likewise with the other
be escorted to a nondescript cabin aboard
7.44 REWARDS The Hercules, where their Ident Discs will helmet), explaining that these devices will
be checked. They will be instructed to wait help them understand each other better
Sometimes, being an adventurer can be
there until the Commander's arrival (two ("These interviews can be such sticky
a thankless job - the only way the PCs can
Troopers will remain outside the door to situations, after all.") Once the setup is
manage to come out of this Adventure with
stand guard). ready, with both MacHeili and the PC
a reward of any kind would be if they bear
3. COMMANDER LUVTAFFE wearing their helmets, the interviewl
the MercMarks described in Section 4.44.
experiment begins.
Basically, when the Empire absolves House After a few minutes, the cabin door
Darran of its political power, it also slides open and the Commander walks in. First, MacHeili manipulates a dial on his
assumes any of the Houses currently If the PCs have cooperated nicely thus far, helmet, looking at the PC's face as if
payable accounts - and this includes he will apologize for the delay and thank gauging something, and a warm, comfort-
payment for mercenary services (which are them for their patience (otherWise, his able feeling will begin to enter the PC's
not illegal - only questionable). In order to attitude is short and officious). The mind. The PC has a chance to make a SM/
avoid any undue hassle (and to keep any Commander will put the PCs through a SD:H to resist the calming influence of this
mercenaries from questioning the Imperial brief question-and-answer session initial, low-level alpha wave desensitizer
Takeover), the Empire will immediately pay regarding the nature of their visit to Tayah, pattern (use the General column of the
all persons bearing MercMarks to the tune but (as noted above) seems more inter- Alternate Personal Maneuver Chart). If the
of 100 Elmonits per day (or fraction ested in what the PCs know about the roll result is Success, the Inquisitor reacts
thereof) since the Marks were assigned. Tayan political situation than anything else by increasing the strength of the wave -
Incidentally, this is over double what the (this subtle distinction can be made by a
Church of Darran was paying. PC who succeeds in a SM/Admin:S or a

STATS FOR NPCs: LAST DITCH


Name Lvi Hits AT(DB) WpnOB SklAdd SklAdd Notes
Erik Luvtaffe 9 68 7(0) 80StnAs 30MA2St 50Diplo Imperial Armsman; Commander of The Hercules.
Lexus MacHeill 10 46 6(10) 38StnAs 40Percp 60lntrr Imperial Administrator; Inquisitor for the 110.
Troopers 5 40 15(0) 40StnAs 25Targt 25Percp Imperial Armsmen; carry Tac-Scanners and extra
weapons cartridges.

27
effectively raising the Difficulty Level of the would force him to reveal the Imperial who dally may be beset by more squads if
SD maneuver by one - this step will be Takeover Plan). Another would be suggest- the GM feels they need a push. If the break-
repeated until the PC fails the roll (if the ing to the Inquisitor that he order the crew out scene occurs while the PCs are separ-
PC's roll result is Absolute Success, see to release the PCs immediately, etc. ated from each other for interviewing (see
below for possible actions). MacHeili will interrogate all of the PCs in above), the PC who overcame MacHeili will
Now the real interview takes place - this manner if necessary, to arrive at a have to take out the two Troopers who are
MacHeili grills the PC on all aspects of the final, total description of their actions and standing just outside the cabin door, as
party's activities on Tayah, attempting to (more importantly) their knowledge well (taking MacHeill's weapons from him
get a detailed, chronological report of their regarding the Imperial Plan (if any). If the would prove useful). All doors within The
doings. The Inquisitor's questions will be entire process yields no knowledge of the Hercules are considered to be AT20, with
interspersed with such suggestions as Plan, the PCs will be released. 25 hit pOints. They may also be opened by
"You feel very guilty about lying", and "You 5. BREAKING OUT the proper security card (carried by the
want to tell the truth". Each time a question Commander, MacHeill, and one Trooper
If at any time the PCs make a hostile out of each squad) . Should the PCs make it
is asked that the Player wishes to respond move, opting to rely on combat skills to
to by lying or by remaining silent, the onto The Daphne, the Hercules will attempt
force their escape, they are in for quite a to destroy the Hypershuttle as it breaks free
clarity-dampening wave will wash over the fight - there are two groups of five Troop-
PC's reasoning, forcing an additional SD of its moorings (which in itself requires a
ers each that will need to be overcome VM/OrbPtV). The party would be well-
roll to be made against its powers (at the before the party can reach the airlock
Difficulty Level arrived at via the first step), advised to take the risks of an immediate
leading to The Daphne (which will require a shunt in this case (see above for damage
A result of Success allows the PC to SM/CrimT:V or a SM/ElecT:X to open). PCs
remain silent or answer as desired, while caused by the shunt). Good Luck .. .
anything lower forces the PC to answer the
question truthfully. On a result of Blunder,
the PC not only answers the question
truthfully, but feels comfortable enough to GAMESMASTER AIDS
expose the entire story of the PCs' adven- This section contains all the maps, charts and appendages necessary to run the
tures on Tayah (and so does). In addition, included (and other) Adventures within Darran Province.
the Blundering PC must succeed in a SM/
ME&SD:X in order to return to his/her 8.1 INTERSTELLER DISTANCES CHART
normal conscious state (if this roll fails, the
PC will be in the suggestive state until Capella Aguirre Alpha Oram
extensive psychotherapy is undergone). If Capella
the PC manages to obtain a result of Aguirre 33
Absolute Success, the effect of the Alpha Oram 26 13
NeuroNet is reversed - MacHeill's reason-
ing will suddenly become unclear, and he Karoline 37 58 46
will be susceptible to the same sort of Gamma Vulpeculae 26 50 40
hypnotic interrogation as described above. Megan 34 18 50 43
Crafty Players may use this to their Taj 4 32 26
advantage in all manner of ways; one neat Ket 35 65 60
trick would be questioning MacHeili as to Sol 63 70 58
the details of his presence here (which
All distances are shown in LY, and are rounded to the nearest.

THOR 704 DROPSHIP

28
Warehouses
Security

~
Vehicle
Parking
-= =- - = - -

1 Security

Fuel landing Pad


A o Security
Kiosk

ShuHlebus
- - - - -f- - - - - - - - - - - -
f
{
I
I
I Ground
f Vehicle
I
I Parking
I

o Church
Kiosk

Customs /
/
and /
Administration /
/
/
II

Air Control
and
Communications

o Security
Kiosk

1 inch = 100 meters


8.3 DARRAN PROVINCE STAR CHART

65 ---- - I l
~
-- - I Ket (+36t).

---- .... Frontier Zone 6


- I
I
I Frontier Zone 5

d _Aguirre (-30Z)
-- ....
....
I

- ....

Capella (+2Z)~ itA


-- .... ....
-- .... - -- ....
1- ....
60 ....
-- I. --
rn/:)&~i .... -
0/8 --
o Vf1(j.-- _
Ory~

55

Alrich Outstation (+40Z). 8


L-4 .-Alpha Oram (-22Z)

10 15 20 25

STAR SYSTEM NOTATION ex • Type 0 Star

£ • Type B Star
location z-coordlnote
type code 8. Ceril (80Z) ¢ • Type A Star
nome

A • Type G Star

11: • Type K Star

T • Type M Star

SCALE 11 • Type F Star

9 mm = 1 LV 8 • Outstation

30
90'
~I:
-{
>::

~I

180' 225' 270' 315' 0' 45' 90' 135'

5,000 15,000
Scale of km
10,000 20,000

Primary jCoordinates: Copello/ + 14/+61/+2 [U Water


Lunar Rotation Period: 38 std hours ~ Mountains
Orbital Period (Around Planet): 84 std days I~·'~I Trees
Orbital Period (Around Primary): 367.2 std days Dice
Climate: Cool with wet & dry seasons D Plains/Grassland
Gravity at Mean Altitude: 1.4 x Terran norm ~
r;';'(·· Magma
8.5 TAYAH ENCOUNTERS TABLE LOCATION KEY
1: Onboard Ta'lLllh Orbital Station
Throughout the course of the Module the GM is Called upon to make rolls to deter-
2: GeoSector 45 & The Wilds before Imp.
mine whether or not a random encounter/event takes place. The following table is arrival
designed to provide the basic nature of these events, covering both environmental and
living encounters (which may require a second roll to determine actions/motivations) 3: Streets of Tae & Other Tayan cities
for all the most likely sites in the Module. Always attempt to contribute to the advance- before Imp. arrival
ment of the PCs through the storyline as given (or at least not to distract from it) when 4: Route from Tae to Port before Imp.
fleshing out these encounters. arrival
1 2 3 4 5 6 7 8 ENe 5: Streets of Porttown
6: Tayah Port during riot
01 -10 01-05 01-05 01-05 01 01-02 A
7: Route from Porttown to GeoSector 45 &
11-25 01-05 06-15 06-10 06-12 02 03 01 B The Wilds after riot
26 06-07 16-35 11-20 13-30 04-10 02 C 8: GeoSector 45 & The Wilds after Imp.
27-28 03 0 arrival
29-35 08-15 36-40 21-30 31-45 04-20 11-20 03-05 E ENCOUNTER KEY
36-38 16 41 31 46 21 21-25 06 F A: Visiting dignitary from foreign Province
39 17-18 42 32 47-48 22 26-30 07-09 G (5% alien race)
40-41 19-21 43 33 49 23 31-33 10-12 H B: Church Logus or Verbus (1-7= with
42-55 22-23 44-50 34-37 50-58 34-43 13 I entourage; 8-10= alone)
24-25 51-52 38 59-60 44-45 14-16 J C: Citizens (1-4= working; 5-9= in transit;
56-00 26-35 53-75 39-60 61-77 24-55 46-60 17-20 K 10= TLF supporters)
36-40 76-80 61-70 78-80 56-65 61-63 21-23 L 0: Systems Technician with squad of Mech
Interface or Service Bots
41-43 81-83 71-73 81 66 64-66 24-26 M
E: Id20 Mercenaries (80% on mission for
44-60 84 74 82 67 27-43 N Church)
61-70 75 68 44-53 0 F: VegaPol investigating.(1-4= Colosian aid ;
71-90 85-90 76-90 83-95 67-90 69-73 54-65 P 5-10= Church spending)
91-95 91-00 91-95 96-99 91-98 74-75 0 G: Spy from foreign Province posing as/
96-00 96-00 00 99-00 76-80 66 R travelling with (reroll)
81-85 67-75 S H: Imperial Observer posing as/travelling
86-00 76-00 T With [reroll]
I: League of Merchants "Free Trader" doing
illicit business
J: TLF cache (usually food & herbal meds)
8.6 VEHICLES SUMMARY TABLE or other looting opportunity
VEHICLE Jet Patrol HalHrak LandRover Grav Car Troopmover K: Darranian Guards (1-5= afoot; 6-8=
CLASS Fighter Cruiser AFV AFV Sedan GravTruck LandRover; 9-10= Halftrak)
L: Darranian Troopmover truck (1-3= 5
Motive F Jet Fusion F Trak FWheel M Grav M Grav squads; 7-10= drivers only)
Power 10 hrs Reactor 10 days . 3 days 20 days 50 days
M: Hailstorm assails area ; Arctic Survival
Req Crew 2 2 1 1 1 1 skill roll or take IdlO HP
Psngr Tot 2 2 5 4 4 22 N: Herbs/Medicinal plants located (see
Cargo None 10 cumets 2 cumets 1 cumet 1 cumet 2cumets section 4.42)
Envir Full Full Non Semi Full Full 0: Pod Leapers (Pod is somewhere
Tons/Hits 28/48 43n3 26/36 15/25 21/21 50/60 nearby); or GM-designed creature(s)
Comp Mk# 20 40 10 None 10 20 P: TLF fighters (1= wounded; 2= ambush;
Mech Int None S None None None S 3-7= patrol; 8-10= resting)
CAT 22 24 23 22 22 23 0: Local uprising; 10-100 rebels with low-
Shields +15 +50 None None None +20 tech weaponry
EW +10 +35 None None None +20 R: Area is gas-bombed/strafed by Patrol
Cruiser/Jet Fighter
Sensors 100km 300km 2km None None 10km
S: Imperial MIRC (1-3= fly-by; 4-8= walk-
Comm 200km 300km 20km 50km None 20km by; 9-10= engaged in combat)
T: Imperial Marines (1-3= afoot; 4-7=
halftrak; 8-10= Dropship)

32
'"
DN A DISTANT MUUN
fighting for thelf HomeWorld with 'ittle to lose, the rebels of
the Toyon liberation Front hove proven themselves a force
to be reckoned with . Although Dorro" Provincial garrisons
hove been tripled, the rebel bases remain hidden and the
terrorISt attocks continue. Rumor has it thot the Church has
requested Imperlol aid /0 the crisis. Con the Viscount of Darron
retcIn control of his crumbling Province?

~ I".
\\
~
For three centuries the Royal House of Dorran has held control of
'- the moon Tayah and its precious orgonic resources, despite the
• , fiJ presence of Clan Tsoras, a roce of aboriginal humanoids .

R
~
"d
'~
The once peaceful cohabitation has now degenerated into guerilla
warfare, as the Tsorosions attempt to throw off Dorronian rule.

THE TAYAN REVOLUTION


War on a Dll tant Moon'M includes detailed descriptions of
the worlds ond cultures of the Darran province, star charts and
terrain mops, current events and important persons, and five
ready.to-run adventures that place you in the center of the action I
• What begins as a straightforward locate-and-rescue mission
proves to have more than its share of surprises.
• A trek across Toyah leads to encounters with alien lifeforms,
City Guards, and death squad terrorists.
• A search for ship parts turns up much more than spore
sensor grids.
• A race across 1200 kilometers of rough, freezing terrain in the
midst of on Imperial siege sounds easy enough ...
• Attempting to get out of the system, you find that there 's just
the small motter of an orbiting Imperial Gunship Squadron.

WAR ON A DISTANT MOON


I. deaignecl for u.. with
I.C.E.', SPACE MASTER Scie.... Fiction
Role Playing .y....." hut the material i• .auly
converted for u.. with other .y.t.m •.

ISBN 1-55806-020-0

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