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byby RichardRichard BakerBaker andand BillBill SlavicsekSlavicsek
Includes an introductory adventure: Cauldron Station. GAMEMASTER’S FAST-PLAY RULES through the actions of their charac- modern to far-future science fiction SO YOU WANT ters, the heroes. The Gamemaster setting can be created. TO BE THE describes each scene, directs the ac- ᭤ Adventure: A scenario in which tion, and plays the roles of the sup- the heroes interact to create a group GAMEMASTER? porting cast members—villains, al- story. As Gamemaster, you present lies, and extras who inhabit the an opening situation or scene This section of the fast-play rules campaign world. (called the “trigger”). The rest of the booklet provides an overview of the However, the Gamemaster isn’t adventure unfolds through the ac- Gamemaster’s role in an ALTERNITY® competing against the players. tions of the heroes (as dictated by game. It contains a short adventure When the Gamemaster and the their players) and the moderation of that you can use to introduce your players get together to tell a fun and the Gamemaster (through story players to the game and familiarize exciting group story, everybody events and the supporting cast). yourself with moderating a role- wins. That’s the power and appeal ᭤ Campaign: A continuing series playing session. of roleplaying. of adventures that takes place in a The Player’s Fast-Play Rules, single setting and focuses on the which you need to read first, pre- same group of heroes. A campaign sents the bare bones of the rule sys- can be finite, ending after as many tem. Read that section of the booklet KEY adventures as necessary to tell the if you haven’t done so, and then CONCEPTS complete story; or it can be an on- come back here. Let’s take a look at some of the key going tale, progressing like a televi- What does a Gamemaster do? Ba- concepts behind moderating the AL- sion or comic book series. sically, he presents adventures for TERNITY game. Some of these terms ᭤ Group Story: While a regular the players to run their heroes have also been defined in the Play- story, such as found in a movie or a through, and acts as the moderator er’s Fast-Play Rules, but they’re re- book, features a set beginning, mid- of the rules. In this section of the peated here for the sake of com- dle, and ending, a group story is fast-play rules booklet, you’ll find pleteness within this section. more dynamic. The Gamemaster an introduction to the ALTERNITY ᭤ Gamemaster: The participant has an outline that provides a series game that can get you off to a good in the game who acts as the moder- of encounters and events, and a few start for your first game session. ator, narrating adventures and con- possible ways the adventure could trolling characters who are involved end. The dynamic comes from the The Role of the in the story but aren’t under the di- group—the players and Gamemas- Gamemaster rect control of the players. ter—who determine the course of ᭤ Hero: An imaginary character the story and its outcome through As the Gamemaster, you have a controlled by a player. the interaction of their imaginary number of jobs to handle during and ᭤ Supporting Cast: The other characters. In a group story, no between game sessions. Unlike characters who appear in every one—not even the Gamemaster— other types of games that have strict story: friends, enemies, and inciden- knows exactly how how it all will rules and deal with limited situa- tal characters whom the heroes in- end. tions, a roleplaying game such as teract with. Members of the support- ᭤ Game Session: One distinct the ALTERNITY game is as wide open ing cast are controlled by the period of game play; a time when as the players’ imaginations. For Gamemaster. you gather your friends to play the this reason, the presence of a game ᭤ Setting: The imaginary context ALTERNITY game. Some adventures moderator to act as referee, story de- and environment within which the can be completed in a single ses- signer, and narrator is essential. heroes interact with situations. sion; others might require several The players interact with each Using the ALTERNITY game rules, any sessions to reach a conclusion. other and the game environment 1 Supporting Cast Remember, you’re not competing PRESENTING against the players! If anything, the AN Each of the players controls one heroes should get a break now and hero at any given time. The then just because they’re heroes. So, ADVENTURE Gamemaster controls all other char- be impartial—don’t favor the sup- acters in the adventure. The most porting cast over the heroes. That A roleplaying game’s action takes important supporting cast member just decreases the all-important fun place in an adventure. Within its is the major antagonist. A good vil- factor for everyone involved. structure, the participants create the lain sets the mood of a story and group story. The Gamemaster’s role can even make the heroes more in the adventure centers around pre- memorable—no one recalls who Pacing senting and narrating the story, por- rounded up the spaceport thugs, but Another aspect of presenting an ad- traying supporting cast members, everyone remembers the heroes venture is the pacing of the story. and moving the story along at a sat- who took down Captain Blackstar, The story shouldn’t artifically push isfying pace. Whether you use pub- the scourge of the Frontier! the heroes to meet some schedule. lished adventures (such as Caul- Supporting cast members include Instead, watch how the scenes play dron Station, presented at the end of the major villain; his or her associ- out. When a scene starts to drag and this section) or you create your own ates and hired hands; the authority the fun factor begins to flag, that’s epics, the Gamemaster’s role re- figures who command or employ the when you step in to give the scene a mains the same. heroes; the informants, witnesses, boost. How? By using the resources and shop owners the heroes interact at your disposal—maybe have a Narration with; and the valued friends, hire- supporting character show up with
GAMEMASTER’S FAST-PLAY RULES FAST-PLAY GAMEMASTER’S lings, and allies ready to help the some tip that gives the heroes a The heroes can’t perform heroic ac- heroes at a moment’s notice. The nudge in the right direction. If your tions or daring deeds in a vacuum. Gamemaster needs to be ready to players don’t know what to do next They need to be involved in a story run these characters as they are and the story is in danger of stall- during which they act, react, and called upon, or to improvise as the ing, it’s up to you to give it new life. create a fulfilling tale. A story con- need arises. Don’t create an adventure outline sists of a beginning, a middle, and It’s important for the Gamemaster that’s so complete the heroes can’t an end, and each story should be to give each supporting cast mem- make any decisions without violat- filled with conflicts and goals—in ber—especially major opponents ing your plot. Start the adventure other words, obstacles for the he- and allies—much the same consid- with action, and have lots of other roes to overcome and objectives for eration players give their heroes action ideas ready to insert into the them to achieve. It’s up to the when they create them. flow as the game session progress- Gamemaster to have the basics of a Some supporting cast members es. Use combat, challenges, encoun- story ready when the game session should be fully developed, with a ters, conflict, tension, humor, and begins. complete set of skills and vital mystery to keep an adventure mov- Remember, though, that the story game statistics. Other characters, ing toward its dramatic conclusion. will be completed by the group— such as minor opponents, experts, The basic rule for pacing is that through the actions of the heroes and bystanders, need only the skill as long as the players are having and their interaction with your sup- scores and statistics that might fun, stay in the current scene. When porting cast. The heroes play an im- come into play during a scene. For the action bogs down, then the portant part in determining how a example, give a common thug a Gamemaster must help the pacing story takes shape, and you should combat skill or two, durability rat- by getting things moving again. make sure their decisions play a ings, and a weapon; give an expert part in the process. just the skill scores needed to use You must develop a basic plot (or his expertise on the heroes’ behalf. Moderating use a plot from a published prod- The best part about controlling the Rules uct), provide motivations and objec- the supporting cast is that you get to tives for the heroes, and have an ex- The Player’s Fast-Play Rules section create all kinds of personalities dur- of this booklet gives you the basic citing idea for the ending. A plot ing the course of play. Ham it up, facts about how the ALTERNITY game requires enough background mater- play it straight, or go for the dramat- ial so that the story feels like it fits works. That’s all you need to intro- ic—depending on the mood of the duce your players to the game sys- the campaign setting. Other ele- adventure and the personality of the ments that make a good basic plot tem and run the adventure in this character in question. section. In play, it’s up to the Game- include a major antagonist (the vil- If you want, use a unique voice lain), the antagonist’s nefarious master to moderate the game so for each character by doing accents that everyone has fun, plays fair, scheme, and motivations to make (a French Combat Spec, a Russian the heroes want to get involved. and is challenged. Of all these, the Diplomat), employing different emphasis is always on fun. If a rule These elements come together in styles of speech (a formal-sounding the adventure’s opening scene— gets in the way of everyone’s enjoy- Free Agent, a Tech Op who uses lots ment, change it. But change it con- called the trigger. of slang expressions), or giving The Cauldron Station adventure sistently and after consideration. characters signature phrases (such Don’t just change a rule for the sake provides an example of how these as an informant who always spouts, elements work together. of change. “Whatever you say, Boss, whatever Final decisions are always left to 2 you say”). the Gamemaster. Can the heroes perform a particular action? Can they even try it? That’s up to you. Examples of Situation Modifiers Make your decision based on the Weapon Range Short Medium Long Pistol –1 step +1 step +3 steps
need to keep the story moving, your GAMEMASTER’S FAST-PLAYRULES interpretation of the rules, and Rifle –1 step None +1 step whether or not the action fits the Target has Cover story and increases everyone’s en- Light cover +1 step penalty joyment of the game. Be fair and im- Medium cover +2 step penalty partial in your treatment of heroes Heavy cover +3 step penalty and supporting characters. Chal- lenge the players and their heroes. Situation The players want to see their heroes Amazing difficulty +3 steps Amazing ease –3 steps tested, to experience the thrill of Good difficulty +2 steps Good ease –2 steps competing against the odds and Ordinary difficulty +1 step Ordinary ease –1 step coming out on top. Heroes do this Marginal difficulty None Marginal ease None sort of thing all the time! Just make sure the players have decisions to Station adventure in this booklet appropriate combat skill; to over- make and options to choose from as takes place in a traditional space come a challenge, using a physical the adventure unfolds. opera setting. or mental skill; or to determine the If someone disagrees with a deci- outcome of an encounter, using a sion, call a time out and discuss it Personality skill in conjunction with with the group. You still get to make USING good roleplaying. the final call, but you can reduce the possibility of hard feelings if you THE GAME The Most moderate the game fairly. The goal ECHANIC is to tell a good group story and to M Important Rule have fun, not to abuse the heroes. The ALTERNITY game is built around a Not every action requires a dice roll. Sometimes the dice are just going core mechanic that has nearly uni- Repeat this sentence and apply it to fall the wrong way. That’s okay. versal application. All heroic ac- often. When the heroes attempt nor- But you might want to give the play- tions in the game can be resolved mal, everyday tasks, they should ac- ers a break now and then. After all, by rolling just two dice: a control die complish them without consulting it’s no fun for a player to lose a hero and a situation die. A control die is the dice. In heroic situations, when in a stupid and random way. Be le- always a d20; a situation die can be the outcome is in doubt and the re- nient when determining the difficul- a d4, d6, d8, d12, or d20. Depending sult could mean life or death, then ty of a particular action, or change on how hard or easy a particular have the players roll dice. the result before revealing the out- task is, theresult of the situation die come to the players. This sort of ma- is added to or subtracted from the nipulation is the Gamemaster’s pre- result of the control die, as detailed Situation rogative, but use it sparingly—and in the Player’s Fast-Play Rules. Die Steps always in the interest of keeping the You can use the dice in varying story moving and the fun factor ways, though the mechanic is al- The best tool you have as the Game- high. ways the same: Roll two dice to master is your ability to set the odds achieve a number that’s equal to or of any given task. You can do this by less than a character’s appropriate adding bonuses or penalties for THE SETTING score. If the task is associated with given situations and counting in the a skill, then the skill score is used. If appropriate direction on the Situa- The Gamemaster determines the it’s a feat, then the associated Abili- tion Die Steps Scale (presented in setting for his campaign. Depending ty Score is used. In all uses of dice the Player’s Fast-Play Rules). Or, if on the features of a particular set- during a game session—except you’re more inclined toward quick ting (such as technology, genre, and when rolling for damage—low re- resolutions, simply eyeball it; select scope), certain portions of the sults are better than high ones. the modifier that matches how diffi- rules—high-tech gear, psionics, and Use the mechanic to determine cult or easy you want the task to be. aliens, for instance—may or may the success of an attack, using an not be used. For example, a space opera setting usually has faster- than-light spaceships, energy Eyeballing It weapons, and tons of nonstop ac- tion. A near-future technothriller set- Situation Description Modifier Situation Die ting, however, has a gritty, hard- Extremely easy –3 steps –d8 edged feel, more familiar Very easy –2 steps –d6 technology, and only deals with the Easy –1 step –d4 problems of a single world. Average None +d0 In the Gamemaster Guide, the Tough +1 step +d4 process of creating settings is dis- Hard +2 steps +d6 cussed in more detail. The Cauldron Challenging +3 steps +d8 3 Putting It Into play, Kreet acts first in the Good long coat when Kreet hits Jade for 8 phase, followed by Jade, then Ever- wounds. That amount of damage Practice star. The results of each character’s causes 4 points of secondary stun What do you actually do with this action are applied after everyone damage, which Michele records on information? That depends. Here has acted, taking effect in the Ordi- Jade’s character template immedi- are examples of both methods in ac- nary phase. If the characters have ately because armor doesn’t stop tion. Use either method or a combi- actions remaining, they go in the secondary damage. Now Michele nation of the two, as you see fit. same order in the Ordinary phase. rolls to see how well Jade’s armor ᭤ The Step-by-step Method: Mi- protected her hero from the wound chele’s hero, Jade, wants to take a damage. The CF coat blocks d4+1 shot at the villainous bounty hunter. Damage points of high impact (HI) damage. Jade has the pistol skill, so she has In the fast-play rule system, dam- Michele rolls d4 and gets a result of a base situation die of +d0. The age comes in three types: stun, 3, for a total of 4 (3 + 1), so the num- bounty hunter is 25 meters away wound, and mortal. If a character is ber of wounds is reduced by 4. Mi- from Jade, which is medium range hit by an attack or some other dam- chele marks off 4 wound boxes on (+1 step penalty) for her weapon, age-causing condition, the degree of Jade’s character template (8 – 4 = 4). and has light cover (+1 step penal- success achieved by that attack de- ty). In addition, because Jade is termines the type and amount of standing atop a moving aircar, you damage suffered by a character. Recovery declare that the situation has a Each of the character templates After a character suffers damage, he Good level of difficulty (+2 steps). By at the end of the Player’s Fast-Play or she can get back to full health in counting out the steps on the Situa- Rules lists some examples of a number of different ways:
GAMEMASTER’S FAST-PLAY RULES FAST-PLAY GAMEMASTER’S tion Die Steps Scale, the Gamemas- weapons and armor, and includes ᭤ Wound damage, but not mortal ter determines that Jade has a final their important statistics. damage, can heal naturally at a situation die of +d12. Michele rolls ᭜ Example: Kreet fires his 11mm rate of 2 wound points per week of d20+d12, hoping to achieve a total charge pistol at Jade. He achieves a rest and recuperation. that’s equal to or less than Jade’s Good success against Jade. The ᭤ The Knowledge–first aid spe- pistol score. If she succeeds, then damage range for a Good success cialty skill can heal stun damage on Jade hits her target, scoring either with that weapon is d6+2w. Since conscious patients, negating 2, 3, or an Ordinary, Good, or Amazing suc- Kreet is a member of the supporting 4 points of stun damage depending cess, as detailed in the Player’s cast, you (as the Gamemaster) roll to on the degree of success achieved Fast-Play Rules. see how much damage Kreet in- on the skill check (Ordinary, Good, ᭤ Eyeballing It: Dave’s hero, Jack flicts. The most he can do is 8 points or Amazing). Everstar, needs to slip past the cus- of wound damage on a roll of 6. First aid can also be used to re- toms official. Since Everstar doesn’t vive a character who was knocked have the sneak specialty skill, his Secondary Damage out due to stun damage, restoring 1, base situation die is +d4. You decide Serious, lasting injuries—mortal 2, or 3 stun points depending on the that the official is particularly vigi- damage and wound damage— degree of success. lant today. This makes the situation cause secondary damage to the This skill can be used to heal Hard, causing Everstar to take a +2 character who is injured. For every 2 wound damage; any success re- step penalty. Dave rolls d20+d8, hop- points of wound damage inflicted stores 1 wound point. ing for a result equal to or less than on a character, that character also ᭤ The Medical Science–treatment Everstar’s Stealth skill score. suffers 1 point of stun damage. For specialty skill can be used to heal every 2 points of mortal damage a stun damage on conscious patients, character receives, that character as per first aid above. Action Rounds also suffers 1 point of wound dam- Medical Science–treatment can How action rounds work is de- age and 1 point of stun damage. also be used to revive a character scribed in the Player’s Fast-Play ᭜ Example: Jade returns fire with who was knocked out due to stun Rules. Although actions in a phase her 11mm charge rifle and gets an damage, restoring 2, 3, or 4 stun are considered to occur simultane- Amazing success against Kreet. The points depending on the degree of ously, you don’t want everyone damage range for an Amazing suc- success. rolling dice at the same time. In- cess with her weapon is d6+1m. This skill can be used to heal stead, all characters who are enti- Jade’s player, Michele, rolls d6 and wound damage; any success re- tled to an action in the same phase gets a result of 4. Kreet suffers 5 stores 2 wound points. should act in the order of their ac- points of mortal damage (4 + 1 = 5) ᭤ The Medical Science–surgery tion check scores—highest score plus secondary damage of 2 wounds specialty skill can be used to heal first. The results of their actions and 2 stuns. wound damage and mortal damage; (such as damage) are applied at the a success restores 1 point of mortal end of the phase, thus simulating si- Armor and 2 points of wound damage. This multaneous activity. Characters can wear armor to pro- skill can be used on a specific pa- ᭜ Example: Jade, Everstar, and tect them from the dangers of battle. tient once every hour. If a Critical the bounty hunter Kreet each Armor can reduce the primary dam- Failure occurs, the patient suffers 1 achieve a Good action check result. age a hero suffers—but armor has additional point of mortal damage. Their action check scores are 13, 10, no effect on secondary damage. ᭤ Any remaining stun damage 4 and 15, respectively. For ease of ᭜ Example: Jade is wearing a CF disappears at the end of a scene. CAULDRON STATION
An Introductory ALTERNITY Adventure GAMEMASTER’S FAST-PLAYRULES
This adventure uses the fast-play star lanes. Even the mines are pro- lava flow deep beneath the planet rules to introduce Gamemasters and tected so that the workers can labor surface. This shaft provided access players to the ALTERNITY game. Only safely; the mine shafts are drilled to the outpost for a pair of deadly the Gamemaster should read this beneath the protection of great pres- native creatures that the miners adventure before play begins. If sure domes. have dubbed “moltenoids.” The mol- players read the adventure before The heroes come to Cauldron in tenoids invaded the mining dome their heroes get to participate in it, their trader-class starship, the Nebu- four days ago. Twelve miners were they’ll ruin the fun of being sur- la Bounty, for business purposes. killed before the survivors managed prised and will spoil the group sto- They have a shipment of 3D comput- to contain the creatures within the rytelling experience for everyone. er programs to sell to the outpost, in- mining dome by sealing the airlock As the Gamemaster, it’s your job cluding entertainment programs, doors leading to the dome. to read through this adventure and news and technical journals, and The creatures killed not out of become familiar with the basic plot the latest Grid interactives to cheer maliciousness, to acquire food, or to and mood of the story. When you’re up the recreation-starved miners. In protect themselves, but just as a ready, let the players create heroes addition, they plan to fill their cargo byproduct of their alien physiology using the Player’s Fast-Play Rules. holds with processed ore. The con- (see “The Supporting Cast” on page Encourage the players to assemble struction projects going on in other 7 of this section of the booklet). The a balanced group of heroes, with at nearby star systems are in desper- miners theorized that, since these least one representative from each ate need of quality ore—and they’re creatures prefer to live in extremely of the professions. The heroes will willing to pay extremely well for it. hot conditions, lowering the temper- need brains, brawn, and negotiating Unfortunately, a few events com- ature inside the mining dome would skills to survive the challenges of bine to make this particular trading drive the beasts back into the shaft, Cauldron Station. mission a lot more hazardous than which could then be sealed. usual. Instead of returning to the shaft, ᭤ First, the region of Cauldron however, the beasts created a differ- Background housing the outpost is experiencing ent exit. The moltenoids melted a This adventure takes place in a far- a powerful magnetic storm. Commu- path through an emergency closet future, space-opera setting. The he- nications into and out of the base and into the conduit vents within the roes have access to a number of have been disrupted by the magnet- station’s insulated walls. From these high-tech tools that don’t exist in the ic activity, so the heroes must make conduits, the creatures gained al- current day and age. In addition, the their approach without any help most total access to the outpost. tone is heroic, larger than life, and from the outpost traffic beacons. More deaths and many injuries fits in neatly with your favorite sci- ᭤ Second, the storm plays havoc followed. The station administrator ence fiction film epic. with the ship’s sensors, so the vessel and the security officer eventually Cauldron Station is a mining out- passes through a spume of molten decided to seal off this wing of the post on the isolated planet known as molybdenum expelled by one of the outpost from the rest of the station. Cauldron. The name fits the world planet’s many active volcanoes. That was two days ago. About a day very well. Cauldron is literally a This superheated liquid metal clogs later, one of the creatures reached hellish place, as it orbits exceeding- the ship’s tachyon intakes. While the power reactor and shorted out ly close to its star and has a high this doesn’t hinder the ship’s normal most of the station. Now, with total volume of volcanic activity. Even in performance, it does make it impos- life support collapse set to occur in the relative coolness of a giant sible for the vessel to starfall—to six hours, the station is on the verge canyon, Cauldron Station endures travel at faster-than-light speed. of death—as are all the miners and temperatures of 500° C during the ᭤ Third, the outpost has its own station personnel trapped within. heat of the day. Through the won- problem. Two creatures native to ders of far-future technology, the Cauldron’s environs have invaded mining outpost protects its workers the outpost, knocking out power and Adventure from the deadly environment, allow- killing a significant number of min- Outline ing them to reap the profits their ers. Because of the disruption in Cauldron Station presents three ob- processed ores bring on the open communications, the heroes don’t stacles that the heroes must over- market. know about this problem ahead of come: the damage to their ship, the The station is a self-sustaining, time. They’ll discover it as they ex- station’s power outage, and the in- totally enclosed system that holds a plore the station. vading creatures. The action is bro- comfortable environment within its ken down into an opening trigger insulated walls and pressure Recent Events and three scenes that follow, as well domes. It keeps the heat and toxic as additional events based on the atmosphere out, using the same What’s been happening within map (see page 8 of this section of the technology that allows this future Cauldron Station? The miners ex- booklet) that can be used or ignored civilization to explore and travel the tended a shaft that opened into a as you see fit. 5 ᭤ Trigger: The adventure begins hands-on labor—while possibly must make a successful Stamina– after the heroes land on Cauldron keeping one or more of the creatures endurance skill check to fend off and enter the airlock that leads into at bay. damage. If a character fails the the station. Three guards, led by sta- check or a Critical Failure occurs, he tion security officer Birrden, set an The Supporting suffers 1 or 2 points of stun damage, ambush for the heroes. They see the respectively. Wearing an e-suit (see heroes as unknown invaders, per- Cast below) eliminates the need for such haps pirates or smugglers seeking The facing page contains essential checks. to profit during the station’s current information about the four types of Airlocks must be opened manual- crisis. The opening scene of the ad- supporting cast members that play ly, but no airlock can be opened if venture definitely has the potential a part in this adventure: two unique another airlock connected to the to become a combat scene, although characters, Birrden and Crowell; the same area is already open. The air- the heroes can negotiate with Bir- group of surviving miners, all con- locks to areas 7, 8, and 9 have been rden if they are so inclined (turning sidered identical for the sake of sim- sealed. These seals can be removed it into an encounter scene). plicity; and the two moltenoids that with the proper tools and an hour of ᭤ Encounter Scene: Station Ad- have entered the station, both de- work. (Area 8 is the only one of these ministrator Crowell has gathered scribed with a single set of statis- places that the characters should the other survivors in the ore storage tics. These characters are controlled want to gain access to, and there’s bay. With the temperature rising and portrayed by the Gamemaster. another easier way to get in; see the and the air getting less breathable Feel free to expand upon their moti- description below.) with every passing hour, Crowell vations and behavior as dictated by Conduits containing wiring, and his lot are getting closer and the way the adventure unfolds. vents, and other machinery run be- GAMEMASTER’S FAST-PLAY RULES FAST-PLAY GAMEMASTER’S closer to panic. They have no surviv- The numbers in brackets follow- neath the floors of the station and ing technicians, no one with any ing some of a character’s Ability inside the insulated walls. The hope of repairing the life support Scores represent resistance modi- moltenoids use these conduits to system. They do have something the fiers (which were explained in the travel throughout the wing shown moltenoids want, however, which Player’s Fast-Play Rules). In the list on the map. Note that no conduits the heroes can use in various ways of skills each character possesses, run beneath the mining dome (area if they are so inclined. The problem the number in brackets following a 9) or the storage bay (area 8). Only is, Crowell and his band refuse to skill name is the character’s skill the insulated wall provides secret open the storage bay airlock. The score—the dice result needed to get access to these areas. Characters heroes will have to enter by force an Ordinary success. If a character can enter the conduits, but they or—the preferred method—negoti- has a specialty skill, that skill name can’t travel through them as easily ate until Crowell is talked back to and the skill score associated with it as the moltenoids can. his senses. are printed in italic type immediate- Most computer stations in the fa- ᭤ Combat Scene: Two moltenoids ly after the broad skill to which the cility are inoperative due to the are loose in the facility. No matter specialty skill is related. power outage. Only computers in how friendly the heroes might want the operations center (area 4) and to be, the only viable way to deal the engineering center (area 6) can with these creatures is either to de- The Station be used, thanks to emergency power stroy them or otherwise render them Important locations within this wing supplies in these rooms. Birrden, helpless so they can be removed of Cauldron Station are depicted in Crowell, or an operating computer from the station without further the map on page 8. Refer to that map can tell the heroes about the state of harm befalling the miners. One of as you read the following informa- the facility and the impending time the creatures must be forcibly re- tion, so you can familiarize yourself limit. moved from the lair it has estab- with the environment. Don’t show ᭤ Area 1: This access tunnel lished in the engineering center be- the map to your players, unless they leads from the landing pads, where fore power can be restored to the succeed in obtaining it by using one the heroes have docked their star- station. The other creature roams of the station’s computers (see the ship. A transport carries them from through the wing, inflicting damage text in the next column concerning the pads to the airlock, which must simply due to the heat of its pas- area 4). be opened manually. sage. The heroes might decide to Cauldron Station is in bad shape. ᭤ Area 2: These four airlock hunt the beast or set traps for it (pos- Since the power cut out, the temper- chambers protect the wing from pos- sibly using the material provided by ature has risen to 39°C (102°F) and sible environment breaches. Crowell from the ore bay). the air has grown stale. In six hours, ᭤ Area 3: This transport tunnel al- ᭤ Challenge Scene: It is critically the interior will heat to deadly tem- lows the vehicles to service the stor- important to get the life support sys- peratures and the atmosphere will age bay, the mining dome, and the tem back on line. To do this, the he- turn toxic. If the power is restored landing pads. roes must remove the resident mol- before the six hours expire, the sta- ᭤ Area 4: Base operations serves tenoid from the engineering center, tion can be saved. Until then, emer- as the command center of the sta- repair the damaged power genera- gency lights barely illuminate the tion. Using the Computer Science tor, and enter the conduits beneath facility and the heat grows steadily skill, heroes can learn the current the station to reinitialize the life worse. condition of the station (Ordinary support system. This requires a com- Because of the poor environmen- success), call up the schematics for 6 bination of technical skills and tal conditions, every hour characters repairing the power generator and
7
miners under his command. his under miners with the claws also needs to check for heat damage. heat for check to needs also claws the with
heroes—if he’s shown that his actions will save the save will actions his that shown he’s heroes—if when trying to reach a food source. Someone attacked Someone source. food a reach to trying when
er beneath. Once that’s done, he’ll go along with the with along go he’ll done, that’s Once beneath. er A moltenoid only uses its claws to protect itself, or itself, protect to claws its uses only moltenoid A
gument to get through his fear to reach the good lead- good the reach to fear his through get to gument Ordinary, d4+1w; Good, d6s; Amazing, no damage. no Amazing, d6s; Good, d4+1w; Ordinary,
thinking clearly. It takes a strong will and a solid ar- solid a and will strong a takes It clearly. thinking she sustains. Critical Failure, d6+2w; Failure, d4+2w; Failure, d6+2w; Failure, Critical sustains. she
and its inhabitants. He’s a panicky man who isn’t who man panicky a He’s inhabitants. its and check to see how much damage he or he damage much how see to check endurance na–
Now his greed could result in the death of the station the of death the in result could greed his Now range of a moltenoid, the character must make a Stami- a make must character the moltenoid, a of range
Crowell is a good administrator who got greedy. got who administrator good a is Crowell from the creature. Whenever a character is within is character a Whenever creature. the from
cation device). cation energy damage from the intense heat that emanates that heat intense the from damage energy
10/20/80 meters), CF long coat, comm gear (communi- gear comm coat, long CF meters), 10/20/80 Anyone within 2 meters of a moltenoid could suffer could moltenoid a of meters 2 within Anyone
locks to areas 7, 8, and 9), 11mm charge pistol (range pistol charge 11mm 9), and 8, 7, areas to locks hungry enough to blindly attack, but they will be soon. be will they but attack, blindly to enough hungry
Gear: Security card (opens all doors except the air- the except doors all (opens card Security Gear: but the moltenoids need the stuff to survive. They aren’t They survive. to stuff the need moltenoids the but
edrhp[13]. Leadership [15]; bargain [13]– Interaction [13]; tion gold. Crowell sees profit when he looks at the material, the at looks he when profit sees Crowell gold.
percep- [11]– Awareness [13]; bureaucracy [11]– tration ing: cartons holding a liquid metal that he calls fire calls he that metal liquid a holding cartons ing:
na [6]; Knowledge [10]; System Operation [10]; Adminis- [10]; Operation System [10]; Knowledge [6]; na ore storage bay to get what Crowell is jealously guard- jealously is Crowell what get to bay storage ore
Vehicle Operation [10]; Stami- [10]; Operation Vehicle [11]; pistol [10]– Weapons tects it from intruders. The other one wants to reach the reach to wants one other The intruders. from it tects
Athletics [8]; Unarmed Attack [8]; Modern Ranged Modern [8]; Attack Unarmed [8]; Athletics humans. One occupies the engineering center and pro- and center engineering the occupies One humans.
Skills caused is due to their physiology—which is deadly to deadly is physiology—which their to due is caused
CF long coat d4 (LI), d4 (HI), d6–2 (En) d6–2 (HI), d4 (LI), d4 coat long CF station accidentally, and most of the damage they’ve damage the of most and accidentally, station
Defenses human’s walking pace. Two of them have entered the entered have them of Two pace. walking human’s
itl1// 42/62/41 HI d4+2w/d6+2w/d4+1m 11/5/2 Pistol only able to move at a speed slightly faster than a than faster slightly speed a at move to able only
nre // 4/41/42 LI d4s/d4+1s/d4+2s 8/4/2 Unarmed little less than a meter in diameter. The creatures are creatures The diameter. in meter a than less little
Attacks metallic hides. Their bodies are roughly cylindrical, a cylindrical, roughly are bodies Their hides. metallic
Actions per round: 2 round: per Actions Moltenoids are four-legged creatures with smooth, with creatures four-legged are Moltenoids
Durability (s/w/m): 6/6/3 Action check: 11+/10/5/2 check: Action 6/6/3 (s/w/m): Durability perception [9]. perception [6]– Awareness [16]; Stamina
O E 13 PER 6 CON na [12]; sneak [11]– Stealth [13]; dodge [11]– Acrobatics
E 0[]WL1 [+1] 11 WIL [0] 10 DEX Skills
T 0 N 0[0] 10 INT [0] 8 STR ifier vs. next attack by +1/+2/+3. by attack next vs. ifier
Profession: Diplomat Profession: creases DEX or STR resistance mod- resistance STR or DEX creases
Dodge Successful skill check (13 or less) in- less) or (13 check skill Successful Dodge Administrator Crowell Administrator
Metallic hide d6 (LI), d6–1 (HI), d4–2 (En) d4–2 (HI), d6–1 (LI), d6 hide Metallic
Defenses sure they use their skills to save Cauldron Station. Cauldron save to skills their use they sure
lw 784d+wd+wdmLI d4+2w/d6+2w/d4m 17/8/4 Claws tion has—and she will do everything she can to make to can she everything do will she has—and tion
Heat see text see Heat she will embrace the heroes as the best hope the sta- the hope best the as heroes the embrace will she
Attacks inhabitants. After getting over her initial confusion, initial her over getting After inhabitants.
Actions per round: 2 round: per Actions in her. Still, she will work to protect the station and its and station the protect to work will she Still, her. in
Durability (s/w/m): 16/16/8 Action check: 13+/12/6/3 check: Action 16/16/8 (s/w/m): Durability think that she has failed those who placed their trust their placed who those failed has she that think
O 6PR4 PER 16 CON The current crisis, while it’s not her fault, makes her makes fault, her not it’s while crisis, current The
E 1[1 I [–1] 6 WIL [+1] 11 DEX Birrden takes her role as security chief seriously. chief security as role her takes Birrden
T 5[3 N [–1] 6 INT [+3] 15 STR vest, comm gear (communication device). (communication gear comm vest,
8, and 9), stutter pistol (range 6/12/30 meters), battle meters), 6/12/30 (range pistol stutter 9), and 8, Moltenoids
closet in area 6 and the airlocks leading into areas 7, areas into leading airlocks the and 6 area in closet
many blame her for the current situation. current the for her blame many the except doors all (opens card Security Gear:
them are loyal to Crowell. Some still trust Birrden, but Birrden, trust still Some Crowell. to loyal are them [6]. Interaction [10]; perception [8]– Awareness [9]; aid
al they’re fearful and certain that death is near. All of All near. is death that certain and fearful they’re al first [8]– Knowledge [10]; Stamina [9]; Operation Vehicle
Every miner has an individual outlook, but in gener- in but outlook, individual an has miner Every [11]; pistol [9]– Weapons Ranged Modern [10]; dodge [9]–
as a club), comm gear (communication device). (communication gear comm club), a as Acrobatics [15]; brawl Attack– Unarmed [13]; Athletics
Equipment: Mining gear, universal tool (can be used be (can tool universal gear, Mining Equipment: Skills
Operation [9]; Awareness [7]; Interaction [7]. Interaction [7]; Awareness [9]; Operation +1/+2/+3. by attack next vs. fier
Knowledge [9]; System [9]; Knowledge [9]; endurance [8]– Stamina [8]; modi- resistance STR or DEX creases
Vehicle Operation Vehicle [10]; brawl [9]– Attack Unarmed [11]; in- less) or (10 check skill Successful Dodge
bludgeon [9]– Weapons Melee [10]; climb [9]– Athletics (En) d4–2 (HI), d6–2 (LI), d6–3 vest Battle
Skills Defenses
ol1// 41/4/41 LI d4+1s/d4w/d4+1w 11/5/2 Tool LI d6+2s/d8+2s/d8+4s 11/5/2 Pistol
rw 052dsd+sd+sLI d4s/d4+1s/d4+2s 10/5/2 Brawl LI d4+2s/d4+3s/d4+4s 15/7/3 Brawl
Attacks Attacks
Actions per round: 2 round: per Actions 2 round: per Actions
Durability (s/w/m): 8/8/4 Action check: 9+/8/4/2 check: Action 8/8/4 (s/w/m): Durability 9+/8/4/2 check: Action 10/10/5 (s/w/m): Durability
O E 7 PER 8 CON 6 PER 10 CON
E 0 I [0] 7 WIL [0] 8 DEX [0] 8 WIL [0] 9 DEX
T 0 N [0] 9 INT [0] 9 STR [0] 8 INT [+2] 13 STR
GAMEMASTER’S FAST-PLAY RULES
Nonprofessional laborers Nonprofessional Spec Combat Profession:
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