Interlude II – In Shallamas

Interlude – In Shallamas.

Having returned to Shallamas almost before they left it and vowing never to mess with time travel again, the Wayfarers took some time out for R & R.

(I have various off-time systems I use; this time I decided to try the Montage system by John SW Marvin (as used in The Sun Below.))

Galadiir was now Tier 2 and they were all fully healed. They were all still staying at the Pub of Ubbub. One night, Judson drank too much Dagathir’s Breath and smashed up part of the tavern; fighting with several of the locals. Forewarned by an echo, the guards were quickly there and subdued Judson. He was hauled off to prison, to await trial.

The Wayfarers tried to raise the money to bail Judson out of jail. Eventually they went to a loan shark and Sonny raised the money by promising Galadiir’s Detonation (Singularity) cypher as collateral. Galadiir was not happy with this arrangement and refused to part with the cypher. They were able to raise the money by doing some illegal enforcement jobs for the Whispering Wind; a criminal gang operating in Shallamas. Somehow, they are protected from the echos that haunt the city. They paid off Judson’s bail and he was released.

Returning to the Pub of Ubbub, Sonny’s way was blocked by a man in ornate dress. He tried to pass but knocked the man into the gutter. The man rose, covered in effluent and obviously not happy.

“I am Prelis Provani, first cousin to the governor of the city and you sir, have insulted me.” He removed a glove and slapped Sonny across the face with it.

“We shall meet at dawn, on the Field of Khas; and we shall fight our duel. Be assured, I will win, and that’s the echo’s truth. We shall fight with duelling beamers”*

Using their contacts with the Whispering Wind, Galadiir obtained a faulty power pack for a duelling beamer. The following morning, just before dawn, they met on the Field of Khas, near to the strange conical hills outside the city. A stealthy piece of subterfuge involving the use of some Hedge Magic from Galadiir as a distraction meant they were able to substitute the faulty power pack in Provani’s beamer. The duelling square was marked out and the duel began; Provani’s beamer worked, although at a lower power and Sonny took a minor wound. Sonny’s return shot hit full on and Provani was injured. With honour satisfied (both had given a blow and taken a blow), the duel was over.

They returned to the Pub and packed up their gear and left. They headed west, towards Bodrov and the Westwood.

———————————————————————

* This implies that Provani has already seen the outcome of the duel. Hence their subsequent actions

Everyone liked the Montage system and we’ll use it again for off-time. I didn’t award any cyphers this time, but I’ll bear it in mind for next time. I awarded them 1 xp for the narrative.

Advertisements

The Currents of Space III

History

There is very little information readily available about why and how everyone got here. Legend tells of a great Empire that spanned the stars (called in popular literature “The Ring Empire”.) The Ring Empire was destroyed in a series of wars that lasted for generations; then was the Interregnum and from the ashes grew the Consulate.

The years are dated from the year the Great Vault opened on Alphanor; the Vault was a time capsule revealing many secrets of the Empire, including the key to the Jump Drive and the location of many hidden caches of equipment and starships.

By CY 100 the Corridor was integrated into the Consulate. Then the first of the Zone Wars broke out.

The First Zone war started when a colony on Fatri (0108) was overrun and destroyed by Bugs in TE 105. A hastily assembled fleet jumped to the system and a series of battles fought to protect the main colony and starport whilst evacuation took place. The war ended in 110 with Fatri interdicted and declared a Red Zone.

The Second Zone war happened in 125 when across many worlds in the Corridor the multi-faceted jewels known as Lantyrns exploded into millions of shards; each shard being a Bug larva. The war lasted twenty years to 235. The trade in Lantyrns was declared illegal, immediately creating a huge black market for rich and unscrupulous collectors.

The Third Zone war broke out in 270; an illegal shipment of Lantyrns to Alphanor exploded into a huge Bug swarm. The planet was being evacuated when it was found that dormant shards were being carried off-planet; stuck to vehicle hulls and cargo. The evacuation was halted and the use of thermonuclear weapons authorised to sterilize the planet’s surface. Consular administration relocated to Neu Regari in 275. Alphanor is currently a Red Zone and an orbital station monitors the radiation levels. Questions are still being raised about the decision to bomb the planet.

The Fourth Zone war was fought in 290; the system of Matar (0207) requested help due to a Bug invasion from Xenan (0206). The 23rd Colonial Marine Division, supported by a Sword-class battlecruiser and a Mace-class assault ship attacked Xenan as intelligence had indicated it was a small Bug Hiveworld. The campaign was a disaster and the entire Division and its supporting ships are listed as MIA.

In 298 a wave of anti-government protests spread across the Naxos system. The People’s Sodality Party gained the secret backing of Corinth and arranged for Corinthian troops to land on the planet. They were double-crossed; the Corinthians seized power and declared that they were acting “on behalf of the lawful government of Naxos”. The Sodality Party went underground; adopting the slogan “Betrayed”, written in Cyrillic.

The current year is CY 300


If anyone is interested I’ll see if I can post a map

The Currents of Space II

Introducing Achernar

Ok, after a long excursion into the Ninth World of Numenera, let’s get back into space. First up is to generate a character. This is using LBB 1 and proper Traveller d6 (black with red spots).

ACHERNAR                     UPP: 697886            Age: 30                 Terms: 3                    Rank: 3

STR: 6/DEX: 9/END: 7/INT: 8/EDU: 8/SOC: 6

Skills: Rifle-1, SMG-1, Auto Pistol-2, Ground car-2, Tactics-2, Mechanical-1

Ok, not a bad start, slightly above average. The Army seems to be the best option that matches his skills.

Army, 5+ to enlist, (DM +1 for Dex 6+ and DM +2 for End 5+.) Throw 7+3 = 10, enlists easily and gains Rifle-1

Term 1: Age 22 / Survive? 5+ (DM +2 for Edu 6+): throw 7+2=9 / Commission? 5+ (DM +1 for End 7+): throw 4+1=5. Rank 1 (Lieutenant, gain SMG-1) / Promotion? 6+ (DM +1 for Edu 7+): throw 3+1 = 4, didn’t make Captain.

Reenlist? 7+; throw 7 exactly.

Eligible for 4 skills, gain +1 Dex (Personal Development), Gun Cbt (Auto pistol-1) (Service Skills), Vehicle (Ground car-1) (Education), Tactics-1 (Advanced Education)

Term 2: Age 26 / Survive? 5+; throw 6+2=8 / Promotion? 6+; throw 10+1 = 11, made Captain.

Reenlist? 7+; throw 9. Decides to serve another term.

Eligible for 2 skills, gain Gun Cbt (Auto pistol -2) and Vehicle (Ground car -2

Term 3:Age 30 / Survive? 5+; throw 7+2=9 / Promotion? 6+; throw 6+1 = 7, promoted to Major.

Reenlist? 7+; throw 4. Discharged

Eligible for 2 skills, gain Tactics-2 and Mechanical-1

Mustering Out

Eligible for 5 rolls due to service and rank.

Cash: 2 rolls, 20,000

Benefits: Low Psg, High Psg x 2

Now to rationalise Achernar’s career. He was in the Army, but his high survival throws suggest that he wasn’t front-line combat. He trained with auto pistol and ground car and tactics (a broad field). This suggests to me that he was an undercover operative, possibly operating in the Hellas Worlds or the Bright Empire, observing the military build-up. I’ll decide this later. It could also explain why he suddenly left the service – his cover was blown. It’s difficult to reward undercover operatives; his pay-off was the High Passages.