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Battlelords of the 23rd Century Scenario
| This is a scenario by M. Stokes for the Battlelords of the 23rd century rpg. ‘Copyright
2003 SSDC, Inc.’ (Battlelords, Battlelords of the 23rd Century, and
Blood Dawn are trademark and copyright of SSDC, Inc. The mention of or reference
to any companies or products in this site is not a challenge to the trademarks
or copyrights concerned.) BABY
SITTING
Battlemaster’s
Introduction Baby
sitting is the beginning adventure for a group of mercenaries (players). During
the course of this adventure they will be hired by GalCorp (Galax Traders
Corporation – Draco Galaxy) the fastest construction and trading group in the
known galaxies. The job will consist of travelling to a far off unexplored world
(Zar Thoum) and baby sitting a group of nerdy smart arsed scientists for several
months. Being
hired and travelling to the planet in question should be fairly straight
forward, the ship will drop the players off and head of to another planet
(dropping off some cargo), it will return to check up on the players one month
later (and every month thereafter). However a few weeks into the field trip they
will be set upon by a group of ARM terrorists scared there secret base is close
to being discovered by pesky corps. A group of newly manufactured Synth will be
set to “scare” the team away. Hopefully
the players will be able to protect the company assets (the scientists) and get
them back home with there findings, as well as collect some well deserved
“credit”. Player’s
Introduction “Its
been several months since your team picked up and headed out to the Draco Sector
for fame and fortune. The dream of high paid work and lucrative contracts soon
however turned into a nightmare. Ala the central hub of the sector was heaving
with better trained and equipped mercenaries looking for the same work you were,
and no matter how hard you tried to sell your skills your price was never right.
Even mundane jobs were hard to find forcing you to take up work in a fast food
restaurant serving up Cajoel burgers and Jum-Jum Juice, the work was repetitive
and boring but it paid your rent. One
evening while wiping customer tables and clearing up to get ready to go home you
noticed a repulsor board flying low over the city streets. Normally you
wouldn’t pay much attention to the adverts on the latest Multi-function
Skimmer or a two month cruise around the rings of Jupiter IV, but this one was
different. GalCorp the galaxies fastest growing corporation offering over two
hundred contract jobs tomorrow at the 12th Plaza Forum, possible long
term contracts also on offer, be there or flip burgers for the rest of your
life.” The
Job The
players will make their way to the Plaza where they will meet stiff competition
for all the best contracts (better paid, less risk), some famous names will also
be present such as “The Battle Janitorial Service” and “Fun Loving Axe
Murders” to name but a few. After a few failed bids the players will head to
the makeshift restaurant to grab a drink and some food. BM Note - If the players
don’t have the necessary skills to negotiate/bribe/bargain themselves a deal
this is where an NPC can help out. Atlas
7281914 is a fixer, offspring of two renegade Encephalon Gen-Humans he fled to
his sector to avoid unwanted attention and make his fortune. He has very
little in the form of military training, but makes up for it in business and
street smarts. He’s not as talented as the normal dealers but knows how to
make a quick buck. He is outspoken and brash and it doesn’t take much to get
Atlas to go of on one (general politics). If
the players have there own equivalent fixer Atlas will simply give them the low
down on how to cut themselves a deal (for a small fee 100cr or so). If the
players don’t have a fixer of sorts he will cut them a deal with the company
for an equal share (but he won’t be coming with them). BM – The reason the
players are finding it hard to cut a deal is because its not all about offering
the lowest bid or being the best at the job, its also about bribing the
officials to give you the contract in the first place. A bribe can be anywhere
between 8,000 to 12,000cr or an equal cut on the job (players choice), this will
general “persuade” a company man to take the risk in hiring an unproven
team. If the players decide to “grass” on the company man once they have
bribed him they will get there money back but will find it impossible to deal
with any of the other company men at the Plaza (effectively ending the
adventure). Players should be encouraged to either play the system or get
nothing for there hard work, this deal has the possibility to make or break
there future careers (once on the ladder affair). Once
the players know how to play the system it won’t take them too long (or Atlas
too long) to cut themselves once of the last contracts on offer. Galcorp are
looking into the possibility of purchasing mining rights on Zar Thoum (The
Cauldron - 0912) a dark lifeless world on an outer orbit of a small white star.
The system has previously been overlooked due to issues of rift activity (rips
in time and space), but recent scientific surveys have pointed to several
“calm” areas where low risk mining operations could be conducted. Galcorp
wants the players to protect a team of scientists and engineers for several
months while they carry out surveying work (to decide if its worth mining the
planet). Zar Thoum’s atmosphere is thin and as such respirators/independent
air supplies will be needed, a small pre-fabricated outpost will be dropped
along with the players. No rifts have been reported within a 300 mile radius of
the selected location for over 60 years and the only expected trouble could come
from possible smugglers using the system as a staging area.
Transportation their and back will be provided as well as food and
lodgings for the period in question. The deal is worth 90,000cr (to be divided
between the team how they see fit, don’t forget pay offs and bribes) to be
paid in full upon completion, and has already reached maximum budget range so
the company can’t go any higher. The
players have two days to prepare and meet up with Madmardigan Smiphe, Captain of
the “Shiny
Bentley” an older 300 Series cargo loader, the ship has state of
the art sensor and shielding and is co-owned by Galcorp. The trip to Zar Thoum
will take roughly 90 hours (30 hours from system to star gate, waiting time and
travel through the gate, 60 hours travel from Potar to Zar Thoum). Non-Player
Characters All
the NPC’s listed here are none combat personnel and as such there is no point
noting stats and individual skills. If combat occurs they will generally flee or
surrender whichever is likely to increase there life expectancy. All NPC’s
have the necessary skills to perform there job UPS will be anywhere between
160-180 with a possible secondary job/function (if any) at UPS 120. Most will
only have equipment necessary to perform there jobs, as well as clothing linked
directly to the task at hand (heavy overalls for dirty work, normal Galcorp
uniform for relaxing etc). Humanoids will only have roughly 5-8 Body Points with
large NPC’s having 12-18 Body Points, none have armour or weapons (other than
what could be found lying around), and only one or two have any form of combat
training (1 or 2 levels in a combat skill Archaic Power, Hand-to-Hand etc). Captain
Madmardigan Smiphe is a 5’10, 200 pound human, with and un-kept dark beard
and hair and brown eyes he has seen better days. Smiphe has served on board
“his” ship for over thirty years and is now in his late fifties, he hates
social interaction and prefers to spend his time in his quarters listening to
classical music and drinking brandy leaving much of the work to his junior
officer Phisca Grule. Smiphe will greet the players and science team when they
arrive but that will be the most interaction he will force onto himself for
the rest of the trip, only leaving his room when a problem with the ship
occurs. Notable
Statements – Can’t you see I’m busy you ignorant whelp! Lieutenant
Phisca Grule is the ships company man, a young brash and eager graduate of
Galcorp engineering and leadership academy. Phsica did not graduate top of his
class but he does know how to handle the ship (pilot). He does everything by
the book and behaves in a polite and civilised manner when appropriate. The
ship is in such good shape thanks to his efforts (and the crew), and hopes one
day to take over the running of the “Shiny Bentley” running it the way it
should. Phsica is tall muscular well kept and dressed human in his late
twenties, blonde hair and blue eyes. Notable
Statements – Pick that up ensign, I run a clean efficient ship here! The
Shiny Bentley crew - The rest of the crew consists of the chief engineer and
navigations officer Relan-Val-Thor a quiet and recluse Mutzachan, Derek
Fromein an Orion Rogue who helps in engineering and sensors and eight Ram
Pythons (Bob, Jack, Bill, Chez, Rob, Rick, Tom and Grulash the third). The Ram
Pythons are mainly around to help with loading and unloading of cargo, and
general ship duties (dogs body). Derek and the Pythons will be friendly
towards the players sharing meals, conversation and an occasional games of
cards (the Orion cheats!). Vladimir
Chokolovich is Galcorps chief scientist on this mission, a professional
geologist graduating top of his class in various scientific subjects (a genius
with a very high IQ). Vladimir is a human who follows the typical scientist
stereotype, small build, white overalls, glasses and shortening hair line. He
knows he is the most intelligent person on this mission and will take every
opportunity to point it out (to the players and the rest of the team), knowing
full well he is a Galcorp prized
asset. Notable
Statements – Any useful sub-atomic particles can’t possibly exist between
such a dense variable structure, that structure being your cranium you oaf! The
Science team – A small well educated bunch of brain boxes, Erelain Toress an
extremely annoying and overly talkative Mutzachan. Bill Devorian a small nerdy
and overly enthusiastic and
overly friendly Human. Elizabeth Redgrave a fairly attractive female Human,
that is if she spent any time taking care of her appearance rather than
analyzing rock readings. The science team will pretty much keep to themselves,
Erelain and Bill on occasion may approach the players for ideal chat but this
may prove more lethal for the players than expected. Gran
Mariner is Galcorps chief engineer on the mission, he has been with the
company for over thirty years working on more projects he cares to remember. A
friendly and outgoing well build husky and well mannered human (as long as the
work gets done he’s happy). If engaged in conversation Gran will be sharp
and to the point but not dismissive or rude, asking questions about the
players and there home life. Gran is married with three children and it is the
only thing he will seem to boast about, regularly getting pictures of them out
of his wallet to show off. Notable
Statements – You married sir/mam? No, worst mistake of your life my family
are what keep me going, my pride and joy, wanna see a picture? The
Engineering Team – A small closely knit team of professionals, who are
responsible for setting up and maintaining the outpost, operating the heavy
drilling machinery and drones, gathering samples for the scientists and
performing routine technical work. Gretessh Jerez a well built Cizerack male,
Gretessh is a friendly individual (even to Rams) and shows no airs and graces
typical to his race. Gretessh acts as the teams scout and survival specialist.
Murphy Briton a Ram Phython with a strange sense of humour, he’s well build
even for Ram standards. Murphy can regularly be seen cracking a joke or two
(even if you’ve heard it 100 times before), it has been known for Murphy to
get very upset if you don’t find his jokes funny. Murphy acts as the teams
heavy machinery operator and does all the heavy carrying and lifting. Limp
Fingered Jones (not his real name just a nick-name), is an Orion Rogue of
average build and blue hair. Jones is the teams demolitions and robotics
expert, programming the missions drones and operating the technical machinery
as well as blowing things up for core sample gathering. A friendly outgoing
fellow he enjoys an occasional drink and a game of cards (he cheats too!).
Melisa Travis a rough but attractive looking human female with long curly
brown hair. She is the teams driver and mechanic, operating the smaller
rovers, trucks, small diggers, friendly and outgoing she enjoys a drink or two
with her team mates as well as a game of cards (she cheats worse than an
Orion!). The
Landing The
Shiny Bentley will enter the planets atmosphere and drop the teams off at the
pre-determined location. The pre-fabricated outpost will also be dropped off and
a relay satellite placed in orbit to allow planet based communication. Several
hours later the pre-fabricated outpost will be ready for use (time can be
reduced if the players pitch in and help the engineers out, they won’t be
snubbed if they don’t help as every one knows there not being paid to do this
job). The facility is broken up into two main areas one barracks (enough rooms
for each NPC and player to have there own as well as a few spare) and living
quarters (kitchen, bathrooms, toilets and lounge area, this facility is
connected to storage areas and generators), another part of the facility is
where the heavy equipment (drills etc) is located as well as labs and core
sample storage area (think “pitch black”). There are a number of small
vehicles for company use, a small skimmer (which can accommodate six passengers,
pilot and co-pilot), a large digger/utility vehicle (for moving heavy samples
and equipment), a small utility vehicle or rover, and a small truck. Zar Thoum
has a thin atmosphere so respirators are required for general light work outside
the base camp, supported breathing (air tanks etc) are required for heavy work,
full sealed suits are not required although temperatures can drop to well below
zero during the night. Once
the base is setup and finished the transport which brought them to the planet
will signal its heading out to drop off cargo at another system (the players
will be aware of this before hand) and will rendezvous for an update in exactly
one month (the players are expected to stay on world for three). The team will
now be alone and left to fend for themselves. The
Players are in charge of security and as such should organise some form of
system (no one else will they are busy doing there own work). Galcorps has
provided the facility with four remote low resolution night vision video cameras
which must be fitted into place, a security station to monitor the cameras, all
doors have keypad locks, flood lights are provided to cover most of the camp as
the engineers or scientists can work well into the night (it just means the
cameras can’t be set on night vision when the flood lights are on). Galcorps
has also provide the players with a large security locker for there weapons and
armour (also keypad), no one else on the camp will have any weapons other than
clubs or kitchen knives so its up to the players to provide protection.
Communications will be handled by either the players or engineering depending on
who has the best skill set. The
next few weeks will pass quietly as everyone goes about there business (the
players will be asked if they want to help out every so often, if they refuse
more than twice they won’t be asked to help again and will be generally
snubbed by the engineers who feel everyone should pitch in just a little to help
out). Boredom may well begin to set in for the players and engineers (the
scientist will be closed off in there own world working away feverishly). Something
funny is going on! One
evening either a player or NPC (depending on skill sets) will pick up the
following transmission coming from the planet itself… “<crackle>
Sector 12 report picked up something going on in Sector <crackle> out
<crackle> want anyone <crackle> here! The shipment is almost done,
pickup will <crackle> checked out <crackle> back. Hold on
<crackle> I think I <crackle> eavesdropper, switching channels to
<crackle> “ What
happens next is up to the players as they are in charge of security matters on
site. Extra information can be gained from the signal with the necessary skills
checks (easy checks as the equipment provided to the players is good and the
orbital satellite gives them an extra advantage). The signal came from a
northern direction roughly 200 miles away (still well within the rift safe
zone). If they ignore the message move directly to “Unwelcome Guests” if the
players investigate the source of the signals go to the next section “These
ain’t no Smugglers”. These
ain’t no Smugglers Hopefully
the players will want to check out the location where the signals originate. The
team will have access to the small rover (taking any other vehicle is likely to
attract way to much attention, warn the players of this but if they push the
issue its there mission!), if the players lack the navigation, radio and driving
skills one of the NPC engineers will go with them. The
players should arrive at a large ridge and hopefully park the vehicle some
distance from where the signal appeared to be coming, making there way by foot
will be a much safer idea and avoid any unnecessary attention. The trip itself
will take several hours and give the players a chance to hone in on the signal
and come up with some form of plan once they reach the presumed smugglers base. From
the ridge the players should have a good view of the so called smugglers base
(hopefully they will have some form of optical or observation equipment). After
several hours of observation it should become clear to the players these guys
are not smugglers, they act far to organised and the equipment they appear to
have is state of the art and well maintained. What
the players see… As
you reach the ridge you notice four large pre-fabricated facilities laid out
in squared formation, to the left and right of these buildings are two ferro-concrete
land pads (one on each side). One of the facilities appears to have a larger
number of windows (the barracks and rest area), another shows a serious amount
of electronic equipment mounted in and around in the form of antennas,
satellite relay equipment etc (security and communications facility). One
facility has large hanger style doors with numerous crates and equipment
within the door and around (vehicle shed and warehouse), and the last building
appears heavily enclosed with trillium solid walls (labs). Numerous personnel
mainly humanoid (but some phentari, pythons and non-alliance creatures) appear
to be moving between the buildings. All appear to be in some kind of uniform
(no identifiable slogans or insignia) and those armed seem well equipped
(state of the art weaponry). On one of the landing platforms is a large
transport craft, it bears no markings and appears to be currently being loaded
with various crates and boxes by several heavy vehicles. As you continue to
watch you notice some items being loaded onto the ship appear to be cages
containing strange specimens (none the players will identify). The whole
operation seems to be under the supervision of several technicians, scientist
and guards. Obviously
the above information can be tailored to fit, depending on the players equipment
and observation skill checks. Either way it should become fairly obvious to the
players this operation is far to well funded to be a smugglers operation.
Possible ideas may well be Rebels, Alliance secret base, ARM, black marketers or
gun runners etc. It should be advised the team don’t push there luck and try
and investigate the base any further as security will be impossible to by-pass
at there level and with the equipment they have on hand (if they still persist
kill em!). With this information in tow they should make a speedy trip back to
there base and inform Alliance or Galcorp officials via there communications
equipment. Unwelcome
Guests Once
the players are back at base they should quickly inform either alliance
officials or Galcorp reps they have spotted some dubious activity on planet.
Depending on who is informed… The
Alliance will contact the players company as well as dispatch a Patrol Craft to
the area (this will take 30 hours – luckily the players are only 4 parsecs
from a large alliance outpost). Galcorp will be slightly upset about not being
informed first and give each player 1 black mark (although they won’t withhold
mercenary pay). Galcorp
will dispatch a small patrol craft (but will not inform the alliance for fear it
will jeopardize there operation on Zar Thoum). It will take a Galcorp craft 45
hours to reach the players (they don’t deem it that important to divert a
messenger craft to pick up some stranded scientists, that’s why they paid the
mercenaries for - to protect there assets). A
few hours after the message is sent all communications on base will go dead, as
ARM have discovered there location and are moving in a team to teach them a
lesson or two. ARM realise they have failed to protect the location of there
hidden base and as such have begun making plans to move the base (several cargo
ships are en-route to pick up the facilities and staff, luckily for the players
most security personnel will be needed to facilitate the move). However ARM
scientist believe this may be a useful time to test some of there new synth
models (a field test of sorts). They have dispatched a group of synth to the
players outpost with orders to kill every living thing. How
the players tackle this situation depends largely on how well they organised
there security before encountering ARM and how well they organise it now they
know there position has been compromised. A few hours after the bases
communications equipment have been jammed the synth will attack armed with an
equal mix of chemical and archaic powder weapons as well as a melee weapon each
(see stats below). Once the players have dispatched a sizable force of synth the
ARM operatives will pull back with the data they have collected and disappear
(just before the alliance or Galcorp arrive, the players however should be still
slightly nervous about the possibility of future attacks). ME2E1-9
Flamthrower Burst
– Rng 109 - 84 - 55 - 19 - -31 - Dam 1D6 - MN 96 - SS 97 - Rof 1 - Q 100 -
Dur 10s Med
– Rng 109 - 84 - 55 - 19 - -31 - Dam 2D4 - MN 96 - SS 97 - Rof 1 - Q 34 -
Dur 10s Long
– Rng 109 - 84 - 55 - 19 - -31 - Dam 3D4 - MN 96 - SS 97 - Rof 1 - Q 20 -
Dur 10s Thompson
Submachine Gun FMJ
– Rng 67 - 59 - 29 - 04 - -31 - Dam 1D6+1 - MN 94 - SS 99 - Rof 4 - Q 50 Note:
Once the weapons ammunition has been expired the synth will drop it and divert
to its hand to hand attacks (see race description). It doesn’t have the brains
to reload (even if they had any spare clips). Once
the players have dispatched there enemies and rescue forces have arrived the
adventure should pretty much run its final course. The future of the planet and
work with Galcorp however will depend on the actions of the players… If
the Alliance were called in they will secure the area around the old ARM base
and re-classify the planet as off limits while they continue there investigation
(which could take years)! This in turn will cause Galcorp serious upset which
will be directed towards the players. They will be paid full but given a black
mark each (see above), also they will gain no further work from this
corporation. If
Galcorp are the only forces in system they will quickly suggest all those
involved remain quiet about the whole affair (see reasons above). They will
insist the team carry on there mission for surveying the area for mineral
deposits but they will also call in an extra science team to study anything
which may have been left behind by ARM. The players contract will be extended to
a full year and the cash on the table doubled! They will also earn a few brownie
points with Galcorp for possible future contracts. Experience Award
experience on a case-by-case basis. Rewards marked with a (DIV) apply to the
whole party not the individual. Overall experience rewards can be negative. Action
Experience Surviving
the adventure
1,000 Help
the engineers build the Outpost
300 Organising
a solid security ring
350 Helping
in the day to day running of the facility
250 Investigating
the source of the signals
800 Concluding
this is not a Smuggling Operation
250 Gathering
information on the base for officials
300 Getting
information on the base without being seen
250 Being
spotted by ARM
-200 Conclude
radio signals are being jammed
250 Each
scientist that is killed (DIV)
-1,000 Each
engineer that is killed (DIV)
-1,000 Killing
a Syntha (DIV)
4,000 Good
role-playing
100-1,000 (Max 2,000) Good
ideas
100-1,000 (Max 2,000) Valid
Skill Checks
As appropriate THE
OPPOSITION
Synth
(pg 86 Uncle Ernie’s Minions of Doom) Hanging
Out
1-10 Size
2.5m/60kg (6) Body
Points
50 Movement
06/08/64 IM
+3 Defensive
Mod
+20 Threshold
8 Vision/Smell/Hear
-20/-20/-20 Attack
Number
90 IQ
25 SMR Chemical
50 Biological
100 Poison
100 Electricity
60 Acid
20 Radiation
100 Mental
20 Sonic
85 Fire
60 Cold
30 Special
Abilities Weapon
Skill Rating +4%, Limbs – Max 6, max damage 1-8, each past 2 gets -15%
attack to all, 1 full round to grow extra limb. Kinetic damage halved due
rubbery nature. PLAYER
HANDOUTS
Galcorp
planet information. Planet
- Zar
Thoum (The Cauldron - 0912) a dark lifeless world on an outer orbit
of a small white star. The system has previously been overlooked due to issues
of rift activity (rips in time and space), but recent scientific surveys have
pointed to several “calm” areas where low risk mining operations could be
conducted. Zar Thoum’s atmosphere is thin and as such
respirators/independent air supplies will be needed, a small pre-fabricated
outpost will be dropped along with the players. No rifts have been reported
within a 300 mile radius of the selected location for over 60 years and the
only expected trouble could come from possible smugglers using the system as a
staging area. Intercepted
Radio Transmission. “<crackle>
Sector 12 report picked up something going on in Sector <crackle> out
<crackle> want anyone <crackle> here! The shipment is almost done,
pickup will <crackle> checked out <crackle> back. Hold on
<crackle> I think I <crackle> eavesdropper, switching channels to
<crackle> “ |
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