Lord Jukt and the Dark Star

Lord Alfrex Jukt is an Imperial noble, exiled from the sector capital at Abilon by the Duke. His cruel, violent disposition has led him to take up piracy and to claim rulership over the barren world Siolax.

Alfrex was born to Lady Emdade, the Duke’s great-niece, and though he had no inheritance to speak of he was educated in the finest schools on Abilon. His sharp mind earned him a place in the Imperial bureaucracy, where he began work as a clerk. His able leadership and contacts made during travel to the interior of Imperial space saw him rise through the ranks until he was supervising Imperial logistics for Subsector 6 of the Skein Reach.

Unfulfilled by the life of an administrator, at age 30 Alfrex left government service and began traveling the spaceways, determined to find his fortune. He took on a crew of lowlifes, modified his star yacht for raiding, and looted the trade lanes that he had previously managed.

Injured several times in the course of leading boarding parties, Jukt eventually lost his yacht in battle and spent a few years wandering space before returning to the Duke’s capital and convalescing at the university there. Starting to feel the effects of age, Alfrex sought out anti-aging drugs, and managed to procure a few years worth by stealing them from the Duke’s personal supply.

Now, at the helm of a newly stolen fast trader, Jukt hunts the spacelanes neat Siolax. Ruthless and intelligent, a favorite tactic is to set mines in orbit around Archeron’s gas giant. When ships approach for refueling, the mines damage them and the Dark Star swoops in to attack.

Lord Alfrex Jukt – 44 year old human male, captain of the Dark Star
Noble (Administrator – Supervisor) 3 terms, Rogue (Pirate – sergeant) 4 terms, Drifter (rank 1) 1 term

Attributes: St 6 Dx 7 En 7 In 10 Ed 11 So 8

Skills: Admin 1, Advocate 0, Astrogation 1, Athletics 0, Carouse 0, Diplomat 0, Electronics 0, Engineer 2, Flyer 0, Gun Combat (energy) 1, Gunner (turret) 3, Investigate 0, Leadership 1, Melee (blade) 3, Persuade 0, Pilot (medium) 2, Recon 1, Stealth 1, Streetwise 1, Vaac Suit 0

Equipment: combat armor (with combat medikit, grav belt, psy shield, armor 17), lightsword (4d6 AP 8), laser rifle, laser pistol


Dark Star – armored Type A3 Fast Trader

Tons: 200 – Streamlined
Hull: 4
Structure: 4
Armor: 4
Jump: B – 2 parsecs
Manoeuvre: D – thrust 4
Power Plant: D
Weapons
triple turret: beam laser x 3
triple turret: particle beam, missile launcher, sandcaster
Cargo: 48 tons

The Dark Star is usually commanded by Lord Jukt, crewed by hard-bitten mercenaries, and carrying at least one APC, combat walker, and starfighter in the cargo hold.

 


Posted in Character, Traveller by with no comments yet.

Warp Gate Rings – TL 18+

At the height of the Nicerian Empire’s power and technological advancement, they were the unquestioned ruling power of the region. A network of warp jump gates spanned the region, and allowed the Empire’s ships reach and speed that none could stand against. Their capital was said to be protected by an invincible battlestation, now jokingly refereed to as “Walhalix” in the regional myths.

When their capital’s sun exploded, so did the suns of all of the Nicerian core worlds with jump rings. The event that triggered the first nova spread like wildfire through the warp tunnels that the rings made, igniting dozens of stars into blazing nova. This multi-star apocalypse scoured the Empire’s core systems of all life, melting most of their planets and sending their remains to scatter into the void of space.

Now, thousands of years later, the remnants of those worlds float, brilliant strands of glowing color against the darkness beyond the galactic rim.

The Nicerians built jump gate rings that could create a jump gate for ships all the way up to 10,000 tons, and at the time of the nova most Imperial traffic was carried by 10,000 ton ship carriers like the space hulk at Skein Reach subsector 6, hex 0201. For military operations, they would load up the ship carriers with monitors, fighter carriers, and troop transports as needed.

The jump gates transported ships both ways, and depending on the ring and the power input can transport ships at the equivalent speed of jump 1 to jump 6.


Posted in Equipment, Vehicle and tagged by with no comments yet.

Session Recap – Commissioned

Last night on Space Opera – Droid Uprising, the Travellers accepted a commission from the Confederation of Planets to join the CoP Irregulars and help protect travel and trade near Aurora Station. With their a simple supply run under their belts the crew of the Calamity took a far riskier job: reconnaissance of the Imperial fleet assembling for exercises at Hawkings.

On their way to Hawkings the Travellers picked up a derelict on their sensors. A closer scan showed it to be a 100 ton Free Trader with its engines completely destroyed and eighty tons of basic machinery in the cargo hold. After refueling at the nearby gas giant, the crew sent over Dan Zig and a drone to check things out.

Soon, the trap was sprung! The notorious pirate Lord Alfrex Jukt’s ship the Blackstar, which had been waiting nearby, powered up weapons and demanded that the Calamity shut down all systems and surrender their valuables. Never ones to run from a fight, the Travellers brought their weapons to bear and engaged the foe. Glittering lances of deadly light and refractive countermeasures filled the darkness of space with an awesome and beautiful display of power.

Nearly matched, the Blackstar and the Calamity did severe damage to each other’s hulls before Lord Jukt decided to cut his losses and jump away. Left as salvage for the victorious Travellers were the hulk of the Free Trader and a Quarterhorse mech that was ejected when the Calamity put a hole in the Blackstar’s cargo bay.

The crew spent five days repairing their hull with parts from the wreck before making the jump to Hawkings to tally the Imperial fleets. There, arrayed in orbit above the Imperial starbase known as The Watchtower, were the 427th Imperial Expeditionary Fleet: a Colonial Cruiser, two Imperial Corvettes, two Patrol Corvettes, two Close Escorts, and a half-dozen Scouts.

The crew of the Calamity laid low and refueled at the gas giant before setting a course to pass near The Watchtower and get better readings. As they crossed the star system more ships jumped in behind them at the gas giant – a portion of the local Duke’s fleet.

When the Calamity got closer to The Watchtower the larger fleet sent a Scout to intercept the Travellers, ordering them to stop for inspection. When these orders were ignored the fleet sent a Close Escort to intercept, burning hard at 6G. Severely outgunned, the crew decided that their scans of the Imperial fleets were sufficient and jumped away before the Escort got them in weapons range.

What awaits the Travellers on their journey back to the Confederation of Planets base on New Iraneous? Tune in next week to find out on Space Opera – Droid Uprising!


Posted in Traveller by with no comments yet.

Mantid Drug – “Bug Love”

Designed by a rogue xeno-bio-chemist in the coreward part of the Skein Reach, this drug stimulates a mantid’s endocrine and reproductive systems, creating euphoric sensations in the user.

Mantid use it by smearing the paste on their thorax, where they draw the chemical pheromones into their respiratory system.

Side effects include friendliness, often verging on the inappropriate, and stimulation of the egg-depositing organs, causing fluid and sometimes eggs to be released involuntarily.


Posted in Science-Fiction, Traveller, Uncategorized by with no comments yet.

Mining Droids

Manufactured in the Skein Reach by the Katoba Corporation under license from Galactic Mining Equipment, these mining droids all come equipped with a grav drive, a mining laser, a manipulator appendage, and ore storage. With a basic intellect and mining software, these droids can mine without the constant supervision required by drones, and are therefore preferred by large mining operations such as AMC in Micon.

MSM-X47 – Strength 14 (+2), Dexterity 10 (+1), Hull 4, Structure 4

Traits: Armour 9, Integral System (grav floater), large, Specialised Computer/1 (running Intellect/1 and gun combat (0) Expert Trade (mining)/1)

Weapons: multi-spectrum mining laser (3d6+3), manipulator (unarmed), 2d6 damage)

Price: 105,000 Credits

 

TSL-9 Strip Excavator – Strength 11 (+1), Dexterity 10 (+1), Hull 4, Structure 4

Traits: Armour 8, Integral System (grav floater), large, Specialised Computer/1 (running Intellect/1 and Expert Trade (mining)/1)

Weapons: broad-beam mining laser (3d6), manipulator (unarmed), 2d6 damage)

Price: 95,000 Cr


Posted in droid, Science-Fiction, Traveller by with no comments yet.

Class of 198X Characters

How you make characters for use in Class of 198X – The Adventure is going to depend on what RPG rules you’ll be using, and what type of characters the players will be making.

For modern characters, I recommend using the D20 Modern rules, available here: D20 Modern SRD Rules. The D20 Modern statistics here should work with the monsters from the 3.5 D&D SRD and Monster Manual.

Otherwise, use whatever character creations rules are indicated by the rules you’re using.

When I ran this adventure for the CowChop guys, I used the base classes from D20 Modern, and changed the skills to be 5th Edition Dungeons & Dragons style. The main difference is that D20 uses skill points, and in 5th ed. a character is either proficient with a skill, or they’re not. Doing this let me use the rules and monsters from 5th ed. D&D, which I prefer to the 3rd edition.

Here are their character sheets at the end of the adventure, after they all leveled up to 2nd level.

 

 

 

 


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Editorial, rules agnostic and tagged by with no comments yet.

Class of 198X

Class of 198X – The Adventure is now available at DriveThruRPG and RPGNow!

In a large shopping mall in the 1980s strange things are afoot. Under a veneer of everyday happy consumerism lurk sinister beings from another world, plotting evil deeds. First the mall will be plagued by a rash of mysterious thefts, followed by kidnappings, and culminating with a devastating fire. If the heroes fail to discover the evil behind these foul acts, they risk a horrible outbreak that threatens to enslave the entire world.

The Player Characters (PCs) could be teenagers, or they could be fantastic D&D characters transported to this modern setting. They could even be law enforcement agents, paranormal investigators, or science-fiction style space-time police.

Get it today at DriveThruRPG.com and RPGnow.com!


Posted in 5th edition Dungeons & Dragons, Adventure, rules agnostic and tagged by with no comments yet.

Galactic Death Squads, LLC (GDS)

The largest and most notorious killer-for-hire outfit in the rim, the GDS motto is “Anyone, anywhere. Guaranteed.” Their reputation on this point is impeccable.

As a result of their fearsome reputation they are variously called “Death, Incorporated.”, “Death Itself”, “Goram Dam Shit”, or even “The Gods” or “Gods of Death.”

Despite GDS’s mystique, they are more of a network of assassins than an organized mercenary company. Their agents are said to suffuse the galaxy, crossing all borders and able to strike at anyone, anywhere in the galaxy.


Posted in Uncategorized by with no comments yet.

Planet of the Cybertank

~

an adventure for Traveller or other science-fiction role-playing games

for player characters with access to a light starship or armored fighting vehicles

~

In a quiet system the Player Characters (PCs) receive a distress signal from another spaceship – scrap salvagers stranded on a forbidden zone amber planet (UWP X642000-0). The small world, Zinah 2, was once host to a mining colony. Starchart library data indicates that it was irradiated by nuclear weaponry and abandoned 200 years ago.

Adventure Overview

This adventure has the players land to investigate a distress signal, only to also be stranded on planet by a massive tank piloted by an artificial intelligence. They will have to use skill and guile to escape from the planet.

As an alternative scenario, if the travellers have access to grav tanks or similar military equipment, they may be hired to eliminate the cybertank so that salvage can be collected or a new mining colony can be established.

The Cybertank’s Domain

From orbit the automated emergency distress signal appears to be coming from the highly radioactive wreckage of a type A Free Trader “SS SWAMPDOGE”. The wreck is on the outskirts of the ruins of a mining outpost.

When the players arrive in orbit the cybertank is in its repair bunker in low-power mode (see below). A difficult (-6 DM) sensors check is required to detect the cybertank there and the PCs will likely land before they are aware of it.planet of the cybertank map - medium (more…)


Posted in Adventure, Traveller, Vehicle by with 5 comments.

JAK Cargo Droids

Cargo Droids

These droids are the three best-selling models manufactured by John Doer’s Heavy Robotics (JDHR) division. All three feature wheels on an adjustable width suspension and a pair of cargo arms that the droids use to lift and carry cargo containers.

The JAK-10 is rated to transport one ton of cargo, the larger JAK-15 is rated up to 1.5 tons, and the big-wheeled JAK-AT-20 is rated to carry two tons of cargo across rough terrain. All JAK models are programmed with custom coordination software that allows groups of them to work together to move larger loads.

JAK-10 – Strength 25 (+6), Dexterity 9 (+1), Hull 1, Structure 2, Intelligence 3 (–1), Education 5 (–1), Social Standing 0 (–3)

Traits: Armour 1, Huge, Specialised Computer/1 (running Intellect/1 and Expert Trade (any physical)/1)

Weapons: Cargo Arms (Melee (unarmed), 2d6 damage)

Price: 65,000 Credits

 

JAK-15 –  Strength 30 (+8), Dexterity 9 (+1), Hull 2, Structure 2, Intelligence 3 (–1), Education 5 (–1), Social Standing 0 (–3)

Traits: Armour 1, Huge, Specialised Computer/1 (running Intellect/1 and Expert Trade (any physical)/1)

Weapons: Cargo Arms (Melee (unarmed), 3d6 damage)

Price: 75,000 Credits

 

JAK-AT-20 – Strength 35 (+9), Dexterity 9 (+1), Hull 3, Structure 3, Intelligence 3 (–1), Education 5 (–1), Social Standing 0 (–3)

Traits: Armour 2, Huge, Specialised Computer/1 (running Intellect/1 and Expert Trade (any physical)/1)

Weapons: Cargo Arms (Melee (unarmed), 4d6 damage)

Price: 95,000 Credits


Posted in droid, Traveller by with no comments yet.