4952 Delta

Mar 6, 2021 7:23 pm
Rename system "Delcia". It has been known about for a while, but of little interest due to being poor in resources and having relatively hostile worlds. Its location near the Gravity Nexus doesn't help either.

Delcia System
Primary Star: F3-VI
Mass: 1.2
Luminosity: 1.49
Diameter: 1.7
Temperature: 6,980

Zone 1

4949
Object: Ringed Gas Jovian
Distance: 0.3 AU
Gravity: 4.2
Diameter: 12.5
Mass: 656.25
Moons: 71
Main Gasses: 90% Hydrogen, 10% Methane
Trace Gasses: Water, Ethane, Hydrogen
Fuel Rating: Low (1/2)

4950
Object: Terrestrial Planet
Distance: 0.36 AU
Gravity: 0.6
Diameter: 1.714286
Mass: 1.763266
Moons: 5

Zone 2

4951
Object: Gas Jovian
Distance: 0.64 AU
Gravity: 1.2
Diameter: 10
Mass: 120
Moons: 5
Main Gasses: 10% Water, 30% Amonia, 60% Methane
Fuel Rating: High (x2)

Zone 3

4952
Object: Terrestrial Planet
Distance: 0.9 AU
Gravity: 1.1
Diameter: 1.1
Mass: 1.331
Moons: 0
Hazards: Extreme Temperature, Mild, Deadly at poles
Resources: Metal Ore (low-grade)
Axial Tilt: -17 degrees
Length of Day: Fast (12 hours)

Zone 4 (FTL Horizon 1.5 AU)

Empty Space

Zone 5

4953
Object: Dwarf Planetoid
Distance: 5.1 AU
Gravity: 1.43
Diameter: 0.3
Mass: 0.1287
Moons: 1
Resources: 800 CU of minerals (high-grade)

Zone 6

Object: Asteroid Belt
Distance: 11.4 AU
Density: Dense
Diameter: Small 500m - 1km

Zone 7

4954
Object: Dwarf Planetoid
Distance: 18 AU
Gravity: 0.9
Diameter: 0.4
Mass: 0.144
Moons: 1

Zone 8

Object: Asteroid Belt
Distance: 57.6 AU
Density: Moderate
Diameter: Tiny

Zone 9

4955
Object: Ringed Dwarf Planetoid
Distance: 62.4 AU
Gravity: 2.33
Diameter: 0.47
Mass: 0.514697
Moons: 0

4956
Object: Gas Jovian
Distance: 91.2 AU
Gravity: 4.65
Diameter: 9
Mass: 367.65
Moons: 14
Main Gasses: 45% Water, 15% Amonia, 40% Methane
Fuel Rating: High (x2)

Zone 10

4957
Object: Terrestrial Planet
Distance: 192 AU
Gravity: 1.2
Diameter: 1.442857
Mass: 2.498204
Moons: 0
Resources: Minerals (high-grade)

I can leave some entires open for future adventures??
Mar 6, 2021 11:31 pm
Vehicles and Equipment

ATVs (x2, Cost 2,700 ©)
Handling: +10
Accel/Decel: 50/100 kph
Cruise/Top: 50/100 kph

Crew/Passengers: 1/1
Cargo: 0.05 CU
BP: 60

> Small-frame ground vehicle (4-wheeled)
> Interface port
> Compartment with helmet
> Type-II Parabattery
> Docking Space 4 CU

> RF Radio/GPS
> Space Remaining: 2 items

Dawn Star (Ship of the Federation Navigation Systems Inc.)
Use stock Scout RHB p.168, except that AI (Yvonne) has Pilot +10.

Crew also brought 10 Auto Pistols (2 are left on ship) with 10 magazines of 20 bullets (2 are left on ship) and 13 magazines of 20 ceramic bullets (-2 damage per die, DR +50%, 4 are left on ship) [Nah, lets make them all normal magazines, so 23 in total], 2 porta comps (1 left on ship so player can discover some info about the expedition?), 2 magnigoggles, 8 space suits (2 left on ship), an undisclosed number of enviro tents (2 left on ship), and 10 knives (4 left on ship).

Why space suits instead of enviro suits? Well, aside from the fact that perhaps the system I converted this adventure form probably didn't had enviro suits, space suits offer no protection against acid, which the Trogon Metallo use, which would offer a more believable explanation as to why the crew has been killed... Also, they cost more, and as such, would count toward the "returned costly material"...
Mar 10, 2021 11:56 pm
Use introduction for "Non-OSX" Crew, but make the following changes...

Instead they were to protect a Yar business man who had angered members of organized crime? He got himself the party tickets to the Galileo's Vision which leaves the Yar Clanarchy, and goes all the way to the Asimaar Prelacy, dipping though unaligned space and Galactic Federation space. The luxury liner they had boarded was sabotaged and crash landed on the planet near the Gravity Nexus, which could be pretty much anywhere now, and their employer died in the crash. When the Trogon Metallo attacked the camp, the characters ran for hours to reach the ship who's signal they have picked up the day before? Perhaps they could run into one of the dead crew members who had taken an ATV and find the remains of his enviro-tent, or perhaps find it intact and be capable of using the last few days before getting to the ship?

When you arrive at the ship, there are tracks, several tracks. Many are footprints heading towards the closed door, though, two wheeled vehicles also seem to have left the ship, one heading roughly to the North-West, and another roughly to the South-West... (since it took 7 days to reach the ship, the party should have suffered 18 points of cold damage if not protected, though a medical bay is available on the Dawn Star...)

Now why was the Dawn Star was here? What would attract the Federation Navigation Systems here? Perhaps making simple surveys, looking for important elements used in the making/maintenance of their buoys?? Investigating strange electromagnetic fields anomalies (produced by the alien ruins and explaining why trogon metallos were not encountered sooner...)

When the party enters the ship, Yvonne will ask them who they are and to identify themselves. Once they explained they're not pirate or tell them about surviving the crash of the Galileo's Vision, she will tell them she can bring them back to Galactic Federation space as she is quite capable of piloting the ship, however, she request the players find her missing crew, as the Federation Network Systems would more than likely reward them for finding the missing crew and bringing back their valuable assets... (the 'power core" is not missing.)

The crew has been missing for (7days?) 7 days for the ATVs, maybe more like 3 or 4 days for crew investigating the doors??

The 6 team members are...
Gren Yul Eiswyr (male Yar, dead, located w/ATV NW of Dawn Star).
Dask Oranos (female Human, dead, located w/ATV SE of Dawn Star).
Yularia Rydthang (zin-era Erakai, dead, just inside large doors).
Mesec Devro (male Human, ?, bathroom room #15).
Kandza Jezda (female human, ?, stairwell entrance level 7).
Alex Sato (male human, missing, presumed dead...).

When arriving at the site of an ATV, an enviro tent will be set up with about 3 days left. Roll 50% for each piece of equipment to see if they survived, but all ammo will have been depleted and the space suit destroyed by acid damage. If I want to make an ATV encounter before the ship, have some sort of destroyed piece of equipment (perhaps an RF Radio/GPS) still emitting some sort of magnetic field, then have an encounter with some trogons where one moves too close the the piece of equipment and takes damage...
Mar 12, 2021 5:21 pm
The Doors
PER/Technician or PER/Science to notice the control panel?
- Remember to put Yularia Rydthang's body on the other side!

Trogon Metallo
BP: 20
STR: 15
AGL: 40
PER: 40
INIT: 2
MOV: 3
Behavior: (Basic? Instinctive? based on INT5…) Cunning Carnivore?

Attacks
Bite - 45% 1D
Splatter - 40%, 1D acid for 3 turns, 2m radius, 5 shots,
Sneak Attack - remains hidden until it attacks and gains a surprise round; it may use all of its attacks.
Magnetic Field Susceptibility?? Strong magnetic fields inflict between 3D to 5D to creature depending on strength of magnetic field.

These squat, little six legged pests are half a meter from the fore pinchers to the end of their bodies and stand 15 centimetres tall. They have roughly disc shaped bodies which flattens slightly at the front starting at their 10 eyes to the pincher and mouth.
Trogon Metallos live by ingesting metal. From inside their mouths acid is sprayed on the raw ore to extract the metal and soften it before consuming. Their acid spray can also be used as an effective defense mechanism.
Their only weakness, as the group may discover, is magnetic fields. Due to the high concentration of ferric metals in the creature’s body, magnetic fields create intense pain as the metallic atoms try to move towards the magnetic source. If the trogon is unable to get away from the magnetic field then it is possible that it will meet an explosive end as all metal is stopped from its body.

Level 0 - Hanger Control Room
No need of an INT check to figure out the language on the monitors is the same as the one in the control panel. An INT check with a hard penalty (-20) allows to figure out that the screens and chair require an authorization. Actually entering the required authorization is impossible.
There will be 4 hours left before the place self-destructs. And once DNA is accepted (Novim DNA will not be accepted), the screens switch to Galactic Common and an archaic form of the language of the species which which provided a DNA sample.

Level 1 -Hanger
(Again, do not forget Yularia Rydthang's body.) A PER check will hear the scratches. Emergency Supplies: Instead of the space suits, put in ancient enviro suits (alien design, only 2 are in working order, though more could be repaired, up to 6, by cannibalizing other defective suits with an CRD/Technician check per suit repaired, and 2 supplies of a techkit per suit repaired), a PER/Medic check will allow to salvage up to 1D supplies for a medkit, a PER/Technician check will allow to salvage up to 1D supplies for a techkit. There is also a magnetic alien crate moving tool, though it's main use is to allow the players to take opportunity of the trogons' magnetic vulnerability. This "weapon" can be aimed at a trogon within 5m and inflict 4D damage to it on a 'hit" up to a 2nd one could be repaired by cannibalizing defective ones with a CRD/Technician -20 check and 4 techkit supplies?). Another PER/Thief check allows to find a security kit with 2D supplies. (Another PER/Technician or Healing will find components to allow Trudy to have a Medic skill at -15??).
If the players haven't encountered the Trogons at one of the ATVs first, have a 2nd trogon hidden in one of the bays, and as it comes out of hiding to attack the players, have it walk into some sort of magnetic field and explode violently (a broken piece of machinery in one of the alcove??).

Level 2 - Quarters
Mesec Devro is hiding in the washroom (room #15). Mesec Devro, Human Pilot 65%. Space suit, auto pistol, 20 bullets, 20 ceramic bullets, knife.
There are 8 holes in 5 different rooms. Have the first 3 rooms entered have their holes farther away from the door so that the players have time to figure out that holes means trogons. Maybe even have one of the first holes on the opposing wall instead of the ceiling so that the players can more easily spot movement inside the holes? Then, the last 2 rooms can have their holes closer to allow for sneak attacks.
PER/Technician or PER/Science to find the wafers. INT/Technician or INT/Thief -10 and 2 security kit provisions to break the encryption on wafer 3.

Level 3 - Living Area
The aliens chef's knives are simply knives, albeit of alien design and made out of an unidentified material. Perhaps they could be sold for a hefty profit after the adventure... There will be 1D such knives.
Or the strange material makes the knife extra sharp and allow it to retain it's edge (1D+2?) but it's bulky design (it's a chef's knife and not a combat knife) will make it harder to quick-draw in combat (-20% CRD to draw as a single action?)?

Level 4 - Offices
INT/Technician or INT/Thief and 2 security kit provisions to unlock the doors. Treat doors as interior doors (25 BP, see RHB p.28, but 15 points will break a lock, or 7 points will punches holes through it). PER/Technician check to find the wafers and INT/Technician or INT/Thief -10 check and 2 security kit provisions to decipher wafer 1.

Level 5 - Labs
Even though the "windows" on this level are not really windows, treat them like reinforced glass (20 BP, see RHB p.28). [same for glass on level 0 if for some reasons your players need to break it...]

Level 6 - Specimen Collection
The cylinder holds various species of the galaxy except Novim. (There are 4,800 specimens...)
Cylinder Roll/Occupant's species.
1: (1-3) Dralasite, (4) Sathar, (5-7) Yazirian, (8-10) Vrusk
2-3: Erakai
4: (1-4) Amiri, (5) Lavothian, (5-7) Maerann, (8-10) Sindaran
5-8: Human
9-10: Yar
Specimen begin dying. A INT/Medic check and 3 provisions from a medkit will stabilize the specimen. If the check fails, the specimen begin dying, but can be resuscitated.

Level 7- Utilities
Kandza Jezda Will be hidden near the entrance? Kendza Jezda, Human scientist 65%. Space suit, auto pistol, 20 bullets, 20 ceramic bullets, knife, portacomp.
A PER/Technician roll will notice that the puddles might have been power receptacles.
It's not necessary to make AGL checks to cross the bridge, unless they try to run across.
Mar 17, 2021 5:35 pm
Rewards:

The players will be paid their pay grade for the duration of the rescue/salvage operation and trip back to Daegon. They'll also give the players a bonus in © for each piece of alien tech recovered and for which the players are willing to depart with.

Enviro suits -> 500 ©
Defective data wafers -> 300 ©
Working data wafers -> 800 ©
Kit provisions -> 50 © per provision
Magnetic clamp -> 500 ©
Rock samples -> 20 © per sample
(Alien Knife -> 25©, or 20© per knife if I don't go with the 1D+2 option??)
Dec 24, 2021 1:52 am
To avoid having the exploration of the compound being too boring, maybe plan 1-3 encounters with old damaged, defective alien robots? (modified scout or security bots??)
Jun 7, 2022 10:52 pm
Loyalty Benefits: If players increase from Rank 0 to Rank 1 after this adventure, here are a few ideas of Loyalty Benefits the players can get with the Federation Navigation Systems, Inc.

-> 25% off on the fee for downloading current course at navigation buoys.

-> FNS could grant the character the title of Investigative Officer which would grant free passage on any FNS ship to anywhere in the Frontier. The title isn't worth much anywhere else, but players might use it to pull rank on any other FNS employees.

-> Being lent an astro-tech bot. The bot is fully part of the party and accompanies them on missions, but its loyalties might still remain to the FNS, unless clever players reprogram it.

-> FNS grants the character a parcel of land on 4952 Delcia which can be later used to build a base of operation.
Jul 21, 2022 11:32 pm
Stuff the party recovered from the complex:

Alien Servers Memory Cores.
3 "crab" carrier cases.
6 half-melted ore samples (with 1 damaged).
Alien medical robot.
5 data wafers (with 1 corrupted and 1 blank).
5 alien chef knives.
4 alien enviro-suits (with 2 damaged).
2 magnetic clamps (with 1 damaged).

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